The skill lines

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Hoshiqua
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The skill lines

Post by Hoshiqua » 02 May 2015, 16:28

What do you guys think about those ? Me and my guild members think they should be removed.

And also, would it be something that could even be considered ? :D

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Airco
 
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Re: The skill lines

Post by Airco » 02 May 2015, 18:06

http://lifeisfeudal.com/forum/idea-s-and-suggestions-here-are-mine-t13142/

- rework the skilltree the crafting skilltree is nice (not perfect) bhut the combat one is F-cked up, start whit horse riding, than war horse and up the scales
than a line armory , cloth, leather, chain, scale, plate
a line singel handed weapons (sword, axe, mace,
a line 2h weaponery
a line range weaponary
a line combat preparation, shield, warcry's, militia, unit and formation
Equipment maintain, First Aid, Demolition, Drill move those to minor skills (general skills)
same wit fishing/hunting, jewelery, arts, piety and mentoring move those to minor skills also plz

(perhaps add skill boosts to armor smith when he has x amount of skillpoints into armor tree, weapon smith when has x amount of skill points (same amount ofc) into 1h and 2h weaponry, boost to carpentry from missile line, boost to farming line from horse riding, bonus to healing line from the shield/unit controll line)
boosts being extra points like 10points more to unlock ability to craft a bit lighter armor; bit scharper swords, quicker building siege weapons and arrows/bolt's, makeing better food/ tougher leather outfit
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Hoshiqua
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Re: The skill lines

Post by Hoshiqua » 02 May 2015, 21:42

-_- I said REMOVE the skill lines, not rework them. The simple principle of skill lines is dumb I think, that's what I asking you guys here, what do you think ?

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Airco
 
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Re: The skill lines

Post by Airco » 03 May 2015, 08:30

i dont think to remove them i think to rework them.
some skills u need basic preskill in order to be abel to do it so thats why i support the 60skill required to learn a higher skill
horse riding for example, good luck handeling a fully armord horse while holding a lance if u know jack shit about horse riding in general.
good luck makeing weapons or armor if u dont know to melt metal and so on and so on.
currently the build makes no sense tho specialy not the combat line and in crafting line some can be questiond.
a true skill line would be more like a tree wich is the case in alot of games.
u dont need to know how to craft weapons before u craft armor altho blacksmithing trainings first teach u how to make weapons before u learn how to make armor (iam not skilled enoph in rl about this to know the details however :p)
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Stormsblade
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Re: The skill lines

Post by Stormsblade » 10 May 2015, 16:49

Bobik has stated skill lines exist for balance purposes.
They go along the same rationale:

Basic Weapons/Abilities -> Armor -> Advanced Weapons/Abilities -> Weapons/Abilities designed to counter same "class" -> Weapons/Abilities designed to combat the classes you are weak against

In this case, smooth game design and balance was selected over strict realism.

I support Bobik's vision, because I believe it will create greater diversity in fights. People won't just choose the ideal gear for what they are trying to do.


Hoshiqua
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Re: The skill lines

Post by Hoshiqua » 11 May 2015, 15:32

How will it make fights any diverse ? Those skill lines are limiting the game to 5 classes.. Plus, I don't see why there would be a problem with balance here, just give me a "OP" combo of skills you could have without the skill lines.. if there's one, it's an easy game design flaw to fix.

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Stormsblade
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Re: The skill lines

Post by Stormsblade » 11 May 2015, 20:48

You don't need to follow skill lines down to completion. You can mix and match at varying depths, but some of the stronger specialist skills are buried down near the end of lines providing some incentive to specialize.

This way you won't get plate armor longbowmen with rain of arrows and morningstars.

To explain it simply:
Axes and morningstars obsolete 1h swords.
Bows largely obsolete xbows.
Combat prep would be a must get skill.
You would see only plate/lance on horse instead of a variety of light horse mixed with chain heavy horse.

I don't think I need to defend the system though. Bobik has been adamant about it.


Hoshiqua
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Re: The skill lines

Post by Hoshiqua » 12 May 2015, 14:32

Axes and maces obsoleting swords.. Really devs ?

About the combo you described, archer with plate (btw one archer can't do a rain of arrows himself.. or a very small rain lel, and still, you need very good aim), just add a debuff to using bows with very heavy armors and.. Problem solved ! And make heavy cav simply slower and more reliant on the impact damage than the light cav ! Brings the game more balance, more choices. What bad is that ?

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Stormsblade
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Re: The skill lines

Post by Stormsblade » 12 May 2015, 15:48

Hoshiqua wrote:Axes and maces obsoleting swords.. Really devs ?

About the combo you described, archer with plate (btw one archer can't do a rain of arrows himself.. or a very small rain lel, and still, you need very good aim), just add a debuff to using bows with very heavy armors and.. Problem solved ! And make heavy cav simply slower and more reliant on the impact damage than the light cav ! Brings the game more balance, more choices. What bad is that ?


I might be getting the name wrong - The skill I am referring to allows an archer to fire a volley of arrows with an AOE.

The current system of specialization allows the devs to include skills that would be overpowered taken alone, regardless of "skill combination."

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Stormsblade
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Re: The skill lines

Post by Stormsblade » 12 May 2015, 16:05

The skill is called volley. It is unlocked at 90 bow skill.

It allows you to fire 20 arrows with the ability, at "45 grad," which I have taken to mean a 45 degree angle of elevation.


Hoshiqua
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Re: The skill lines

Post by Hoshiqua » 12 May 2015, 17:23

An ability to fire an arrow rain.. where did I see that last time ? Oh yeah, WoW !

wtf devs ? If you want a arrow volley, get archers to shoot at the same time at roughly the same location.. Plus, it's gonna be unbalanced as hell seing the current damage of arrows .. imagine 5 archers shooting roughly the same place with 20 arrows each in a very small time scale..


Willbonney
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Re: The skill lines

Post by Willbonney » 16 May 2015, 06:55

Sort of had a thought on this: "How about a bit of both?"

As in, the next skill in line could require a certain level of the previous skill to begin, but later the first skill could be dropped without losing any skill in the second once it is mastered. For instance, the Forging skill would require you to have 30 and then 60 skill in Smelting, but once Forging is mastered the skill would no longer require Smelting at all.

Thoughts?


Krono5
 
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Re: The skill lines

Post by Krono5 » 16 May 2015, 09:58

Willbonney wrote:Sort of had a thought on this: "How about a bit of both?"

As in, the next skill in line could require a certain level of the previous skill to begin, but later the first skill could be dropped without losing any skill in the second once it is mastered. For instance, the Forging skill would require you to have 30 and then 60 skill in Smelting, but once Forging is mastered the skill would no longer require Smelting at all.

Thoughts?


It'd make it too easy, it's there for balance so people need to specialize and rely on other peoples skillsets instead of doing everything themselves. I do think it could be raised somewhat from the defualt in the MMO.


Hoshiqua
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Re: The skill lines

Post by Hoshiqua » 16 May 2015, 12:54

Economically speaking, having skill lines like that is VERY BAD. Why ? Because, instead of being able to do many professions (miner, gatherer, weapon smith, armor smith, tailor, farmer, animal raiser, alchemist, healer..) you are obligated to do five of them at the same time at least, because of the skill lines.. plus, the product you craft with "high tier" skills usually require mainly materials and products from "low tier" skills of the same skill lines. So there won't be any need for farmers, for miners.. because armorsmiths and tailors will be able to do it themselves in any case.

And, to prevent people from doing everything once skill lines are removed.. just lower the skill cap a lil' bit. This will create many possible professions. Small villages / camps will have to level up many skills per members to function, and won't be able to specialize to create master crafts, while those who do a lot of trade, or cities, will have members that are able to specialize in a few skills, and thus be able to create master crafts, at the cost of being able to do fewer things at a time.

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