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Topic: 'Skill variety' cap

Not much going on here.. so I thought Id put up a little question. 
What do you guys think would be the outcome if there was a cap put on the number of skills you can raise past say, apprentice.  And maybe even a limit on the different varieties of skills; Wizardry and Necromancy cannot both be raised high.

Would it add more depth to the game? Or would it just ruin the freedom of this game.

2 (edited by Marlborough 2005-08-10 10:01:39)

Re: 'Skill variety' cap

I was thinking both peasents and citizens.  What I meant was, you could only have above a certain proficiency in X number of skills.

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Re: 'Skill variety' cap

I think one of the things that makes Faldon nice is that you can do more than one skill.. you're not stuck in a particular character class.  You can have a battle mage if you want, you're not forced to be a warrior or a mage.  Similarly, you're not forced to follow one path within a class... for example, light or dark mage type things.  I think that is an advantage.  I do, however, think that skills (especially creation skills) should be made more useful... but that is something we might see in the new client perhaps.

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Re: 'Skill variety' cap

Spectre wrote:

I think one of the things that makes Faldon nice is that you can do more than one skill.. you're not stuck in a particular character class.  You can have a battle mage if you want, you're not forced to be a warrior or a mage.  Similarly, you're not forced to follow one path within a class... for example, light or dark mage type things.  I think that is an advantage.  I do, however, think that skills (especially creation skills) should be made more useful... but that is something we might see in the new client perhaps.

Aaron, I'm curious as to how you think creation skills could be made more useful?
Obviously, if there is a wipe, they would right away become much more used, but soon, as the game matured, they would become obsolete again.. so what are your suggestions?

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Re: 'Skill variety' cap

I think what be a good idea is that there is enougth spells for just necro or just thum, etc to lvl, rise, w/e instead of have to raise all the magic areas to lvl.

I keep my ideals, because in spite of everything, I still believe that people are really good at heart.

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Re: 'Skill variety' cap

I think the game needs to think past Claymore and Chain lightning.

It seems that whatever a character has at say lvl100 is what they are effectively stuck with for the rest of their days.

Maybe boosting the damage on fire spells...or lowering monster resists.

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Re: 'Skill variety' cap

yeah my point was that progression stops at chain lightning and the claymore...which most people have achieved by lvl100. maybe more people would level in zanba/ab if they where dropped more.

while on the subject of drops...some of the drop rates are just ridiculous...seriously...a wolf has a 0.464% chance to drop a short sword...how do we expect noobs to start off...why not make a 20% drop rate or something.

There are so many lowly items that have less than a 1% drop rate.

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Re: 'Skill variety' cap

It wasnt even the weapons that gave me the idea...It was the simple stuff like healing potions and mana potions etc.

Stuff that people could really find helpful when starting out.