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#161 (permalink) | |||
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Join Date: May 2008
Location: <-- That way -->
Age: 33
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Quote:
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WoW is a perfect example of why I'm for a system like this. In WoW, everyone's a 375 crafter. The guy that crafts all the time, constantly making stuff for people left and right, is more more skilled than the guy who raised his skill just to craft that one epic item, way back in the day. The guy that likes to sit and work the AH over all day is just as skilled with a sword as the guys out there constantly fighting. (yes, there are a few out there that play the AH game and little else) Quote:
Crafters would be Crafters, Fighters would be Fighters, etc. Now, there's a couple ways to implement Skill-Gain, the most popular is the random chance of a skill gain. So, one could think of it as an ever decreasing % to gain the next skill point, eventually it would be like a 0.001% chance (1:100,000). But Skill Deterioration would just lob off a single point that could've taken someone months to gain. Another way is "Skill XP", where each skill has it's own XP amount with an ever increasing value and something akin to a challenge rating, meaning someone would have to challenge themselves in that skill to gain XP in it. Skill Deterioration with this would drain XP. A smoother transition. First, the combat front; If each weapon type is it's own skill, each attack type is it's own skill, Each armor type for each body part is a skill. Then you wind up with a massive amount of skills, a Fighter type would have to specialize in specific combat styles and armor to really get up there in skill. Every individual Spell would be a skill, so spell-slingers would be focused on specific magical studies. Secondly, crafting; Simply make every crafted item (finished or unfinished) a skill. So crafters would focus on a certain set of items they make. Increase in crafting skill per item, would yield higher and higher quality versions of that item. But this would also limit crafters to a specialization (if they didn't want to be a lesser quality jack-of-all-trades), allowing further expansion on a Player-based economy.
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#162 (permalink) | ||
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Member
Join Date: Jun 2008
Location: In a basement near you (at least in germany)
Posts: 418
Rep Power: 2
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Quote:
Quote:
Category: Black Magic - Sub-Category: Summoning -- Summon Undead -- Summon Hellspawn - Sub-Category: Damage Affliction -- Boneshards -- Dran Life - Sub-Category: Dark Ritual -- Ritual of the Old -- Ritual of utter Destruction So when you successfully summon an undead, you have a chance of gaining a point in Summon Undead, you also gain a point in Summoning, slightly making you better at all the summoning spells and you get a point in Black Magic in general, so you are better in that whole field of magic but for a very small factor. Because you always learn something about similar things while learning about a precise one.
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Assume the end is always the goal. The path to this goal is the way you go. Now think about it, life is the way you go and death is were it ends. So what's wrong with this little devotion to the dead, when it's all humans goal to reach? Aegis Imperium - For I stay to my principles (Explorer 100, Killer 100, Achiever 100, Socializer 100) Last edited by Necromantic : 27th June 2008 at 02:54. |
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#163 (permalink) | |
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Member
Join Date: May 2008
Location: <-- That way -->
Age: 33
Posts: 432
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Quote:
Code:
Base Skill Sub Skill Sub Sub Skill Skill Notes Metallurgy Smelting Craft Alloy Smelt Al-Li *Aluminum(9), Lithium(1) Metallurgy Smelting Craft Alloy Smelt Alnico *Aluminum(1), Nickel(2), Cobalt(2) Metallurgy Smelting Craft Alloy Smelt Brass *Copper(1), Zinc(1) Metallurgy Smelting Craft Alloy Smelt Bronze *Copper(3), Tin(1) Metallurgy Smelting Craft Alloy Smelt Duralumin *Aluminum(3), Magnesium(1) Metallurgy Smelting Craft Alloy Smelt Stellite *Cobalt(1), Chromium(3), Carbon(1) Metallurgy Smelting Craft Alloy Smelt Vitallium *Cobalt(12), Chromium(4), Molybdenum(1) Metallurgy Smelting Smelt Amluminum Metallurgy Smelting Smelt Beryllium Metallurgy Smelting Smelt Bismuth Metallurgy Smelting Smelt Chromium Metallurgy Smelting Smelt Cobalt Metallurgy Smelting Smelt Copper Metallurgy Smelting Smelt Gallium Metallurgy Smelting Smelt Gold Metallurgy Smelting Smelt Indium Metallurgy Smelting Smelt Iron Metallurgy Smelting Smelt Lead Metallurgy Smelting Smelt Lithium Metallurgy Smelting Smelt Magnesium Metallurgy Smelting Smelt Molybdenum Metallurgy Smelting Smelt Nickel Metallurgy Smelting Smelt Potassium Metallurgy Smelting Smelt Silver Metallurgy Smelting Smelt Tin Metallurgy Smelting Smelt Titanium Metallurgy Smelting Smelt Uranium Metallurgy Smelting Smelt Zinc Metallurgy Smelting Smelt Zirconium
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#164 (permalink) |
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Member
Join Date: Jun 2008
Location: In a basement near you (at least in germany)
Posts: 418
Rep Power: 2
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Hm yeah, but the main point I wanted to get at was, when you do something and get better at it you should also get slightly better in similar actions of the same category. So you get better in the skill and better in the category of the skill in general, no matter how many skills or categories there are.
But wow you have a lot of metals there.
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Assume the end is always the goal. The path to this goal is the way you go. Now think about it, life is the way you go and death is were it ends. So what's wrong with this little devotion to the dead, when it's all humans goal to reach? Aegis Imperium - For I stay to my principles (Explorer 100, Killer 100, Achiever 100, Socializer 100) |
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#165 (permalink) |
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Member
Join Date: Apr 2008
Location: Phoenix, AZ
Age: 21
Posts: 424
Rep Power: 1
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Back to what Mats was saying, he brought up a really good point at the end of the post there.
My only problem with non PD is the immersion destruction that it entails. It ruins sieges, you can't ever roleplay or just regular play a pure assassin, since your target will just revive within hours or less. There's no reason besides Full Loot to pick your fights, and if you're walking around with nothing on you, you really have nothing to fear from anything. It's just not immersive. However, the complete loss of your character is too much, I can agree on that. Losing something that i'd work so hard to achieve is plain depressing, no matter how good it looks on paper. This is why I really liked Mats' suggestion of a timing system; I think the best compromise we can come up with would be a combination of that with Traceur's number of lives. An example would be giving players three lives per week, after which they could no longer play that character in the real world. (perhaps still in the Etherworld?).
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Achiever 33.33%, Explorer 73.33%, Killer 26.67%, Socializer 66.67% |
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#166 (permalink) |
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Senior Member
Join Date: Apr 2008
Posts: 2,878
Rep Power: 8
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i don't know, i can see people min/max their gameplay time:
"just for two hours, stop after 3-4 deaths"... you might also get people who'd switch characters after each death to not reach the daily cap, etc'... i just don't know if that would do any good.
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stop looking at my post count!it's not a habit, it's cool, i feel alive.... welcome to the TBC!
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#167 (permalink) |
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Junior Member
Join Date: Jun 2008
Location: Germany
Posts: 56
Rep Power: 1
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Maybe you can decide on your own if you make a "hardcore" character or not. It will just be a little box you can mark and *puff* when your char dies, he'll be dead forever.
There could even be a server for that kind of players. |
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#168 (permalink) |
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Senior Member
Join Date: Apr 2008
Posts: 2,878
Rep Power: 8
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that's what we're hoping for
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stop looking at my post count!it's not a habit, it's cool, i feel alive.... welcome to the TBC!
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