Even out the Skills Dependencies and Leveling Speeds

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Sunleader
 
Posts: 180
Joined: 04 Dec 2017, 08:23

Even out the Skills Dependencies and Leveling Speeds

Post by Sunleader » 19 Apr 2018, 14:38

Currently Some Skills in the Tree System are entirely Unbalanced.
Not only in which other Skills they Require. But also in how Fast and Easy they Level up.



The Two Most Ridiculous Skill Depencies.

A Player at Tier 2 in Carpentry needs Materials that only a Player at Tier 4 with Smithing can Provide.
A Tier 2 Builder needs Materials that only a Player at Tier 3 with Procuration can get him.


This should be Changed.
There need to be Wooden Nails so a Tier 2 Carpenter can Provide Materials for Builders on Tier 2.
As well as Clay Cooking Pots etc. So a Tier 2 Material Preparation user can Provide the necessary stuff for Tier 2 Construction etc.
Also the Hunting Tree should be Split in 2.
One Tree for Hunting and Leather Works.
One Tree for keeping Animals and Breeding.
The Clothe Making should be moved to Natures Lore as its own Tree. And be Split into 2 Skills.
One being Materials like Rope, Cloth Pieces etc. And the other then being actual making of Clothes.



Also.
Leveling Speed needs to be Adjusted.

Construction is Incredible Slow.
Hell you need to Build an Entire City just to get Construction to Worker levels.

Same for Animal Lore.
Unless you abuse a Game Weakness and Tame Animals with Super Low Tier Food. You need Months to get this TIER 2 Skill leveled lol


This needs to be fixed.
Tier 2 Jobs should need other Tier 2 Jobs as Suppliers.
And Leveling of Skills that only got fairly Hard and Rare Actions should be Buffed Tremendously. Especially on lower Skills that Block the Way to other Skills that you need.


Molsenff
 
Posts: 16
Joined: 30 Nov 2017, 22:27

Re: Even out the Skills Dependencies and Leveling Speeds

Post by Molsenff » 28 Apr 2018, 04:16

Perhaps we should split up all the skill entirely and drop the maximum skill cap from 400 (without int) to 200 (without int), and compress craft, combat, and auxiliary skills into just "Skills". This would create more dependency on having other players who can perform other skills, and it would specialize certain characters into combat only, or craft only.

Then we compress Arts into Artisan.
Terraforming moves into Digging.
Materials Prep compresses into Artisan.
Farming compresses into Nature's Lore.
Adv. Farming acquires Fertilize.
Horse Training compresses into Animal Lore.
Swimming compresses into General Actions.
Riding compresses into General Actions.
Lancer 0 - 60 compresses into 90 Cavalry.
Lancer 60 - 100 compresses into 60 - 100 Knight.
Huscarl compresses into Guard.
Unit and Formation compresses into Authority.
Battle Survival compresses into Healing.
Berserker 0 - 60 compress into Vanguard.
Berserker 60 - 100 compress into 100 Knight.
Movement compresses into General Actions.
Herbalism 0 - 30 compresses into Nature's Lore.
Herbalism 60 - 100 compresses into Alchemy.

In this way, it creates a small pool of skills to have to choose from, but increases the variety of play between players and characters. It would also eliminate the Tier system for skills and allow us to have someone who can take Armorsmithing and Tailoring to 100 and be a pure armorer, a currently unavailable concept within the skill system.
After this we can start talking about tweaks to crafting recipes and skill level requirements, but this is the first change that we should consider making.

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