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Better skill locking system

11
I'm playing life is feudal and one of the maior problem i've encoutered is the distribution of your skillpoint (expecially in servers with 650 skillcap and 1x multiplier like MMORPG)
Now, i have created a "map" of the skillpoint with a program (you can find it on the net) and this "map" remind me what skills i will skill ingame when i play and how points i will use/where i will use those points.
Ok, the problem is this.
I was skilling "logging" for lvl 30 and i will need a perfect distribution of all the points because i have a very limitated skillpoint (like MMO) but my food multiplier is very hight and when i reach the lvl 29,67 and try level up to lvl 30 the game create me a big problem. I've skilled logging lvl 32 and 30... Now i can't do my primary work because "logging" have the 2 points i need to skill another skill lvl 60 and do my work...
Soo whats is my question?
Create a better skill locking system!
What if i can choose the exactly level where my skill will be locked?
No more 60,56 or 30,98.
For example,
i want lvl 30 for logging.
Not 30.39, only 30.00.
So i will set "logging" not rise more than 30.00 and the game will lock automatically the level.
Soo i can lvl loggin from 29.99 to 30.00 and no to 30.86 or 31.26 etc etc...
If you play with a 3000 skillcap there are no problems, but when you play with a limited skillcap (probably like the MMORPG) 2 points can make the difference.
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Comments (5)
  • Accepted Answer

    Friday, October 16 2015, 01:45 PM - #Permalink
    1
    I already though about it... let's see how it will evolve x)

    +1
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  • Accepted Answer

    Saturday, October 17 2015, 01:19 PM - #Permalink
    0
    WHy not, but right now there is a way around this problem.

    The game will never let a skill go under 30 if the next skill has at least 0.001 (something like that) skillpoints allocated.

    So, for logging, you just raise it to 30. something, you do one carpentry action, then you set the logging skill down and skill up something else so it goes down to 30. Then, lock the logging skill and set carpentry skill down. You should end up with exactly 30 logging and 0 carpentry when you try to skill something else up.

    This trick works for any skills.
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  • Accepted Answer

    Monday, October 26 2015, 07:15 AM - #Permalink
    0
    Hoshiqua wrote:

    WHy not, but right now there is a way around this problem.

    The game will never let a skill go under 30 if the next skill has at least 0.001 (something like that) skillpoints allocated.

    So, for logging, you just raise it to 30. something, you do one carpentry action, then you set the logging skill down and skill up something else so it goes down to 30. Then, lock the logging skill and set carpentry skill down. You should end up with exactly 30 logging and 0 carpentry when you try to skill something else up.

    This trick works for any skills.


    Nope, it doesn't work no more... Now the "thirty's skill" raise only to 29.99 if you don't have the previous skill up to 60. Surprise! :D
    So this system it's always very usefull because you can adapt it with skills, character skill (like strongh, agility etc) and all the other skills.

    The actually system is too many various because the "food multiplier" is different with every player.. you can rise it or low when you eat but the result is the same. You don't have a good control on the "skill rising".
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  • Accepted Answer

    Monday, October 26 2015, 07:17 AM - #Permalink
    0
    The game will never let a skill go under 30 if the next skill has at least 0.001


    And i can't set all skills to 30 xD i want only a better control for the skill rising system. A lot of points go losed with 11,60 or 29,30 etc etc..
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  • Accepted Answer

    Monday, October 26 2015, 10:39 PM - #Permalink
    0
    I understand what you are saying Misu I totally agree with you. If the devs were to implement this idea I would strongly suggest they add it to the stat page as well. I have tried countless times to set my stats exactly at what I need them let alone my skills for my crafting profession. I play on a 800 skill cap server with a 2.5 multiplier it is a bit more luxury than you of course but we still have restrictions with our combat, and crafter builds. For example I work as a Engineer/Carpenter I have to be able to carry a sufficient amount of rocks in my bag for stone wall segments, and boards as well to be able to build the wall. When I create my character I have to choose the race called Khoor there is nothing wrong with this said race it is just I do not like their choices for customization, but they are the only race I can set my willpower at 30 perfectly so it will not interfere with my PvP stat build which at this moment it is 90 strength and 30 willpower. Just to sum up what I have to say please Developers implement this idea that Misu has written because it makes sense for the gameplay and will surely make it more fun since I wont have to be Khoor like I said before nothing wrong with their race of people the only thing is the current options I have to customize them. I would like to someday be a Gottlung or a Slavard so I can RP as a true Viking opposed to this filthy outcast character I have.

    P.S I don't support any ideas of increasing the stat cap 150 is very well balanced for the game I wouldn't want some jackass using my poor effort of a paragraph to support his idea of an increased stat cap above 150.
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