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Increase skill cap 600 for MMO

-18
To my opinion, 600 skill cap is an heresy in a mmo. If i have the ability to do 30 actions, why would i have to choose to do only 2 ???

It's a MMO, that means that you want players to stay a long time in the game. But with a 600 skill cap, players will have to speciallize themself a lot, especially if they want to reach lvl 100 skill (for forestry, armorsmitthing...). If i decide to become THE smith of my community, and reach 100, i will have so much skill points spent on it, that maybe i won't be able to mine and smelt my own ingots / bars... I won't be able to cut a tree to make carcoal to craft my bars / ingots...

My opinion is =>
-don't being able to reach 100 in a complete tree (or being able to do nothing else) is an heresy (and not logic at all)
-if i have only 1 or 2 very good skills, i will do only 1 or 2 things every day, so i will play 1 week then go somewhere else !
-with a skill progression factor of x1 in the mmo, changing my skills will take so much time and ressources, that i will NEVER change a skill that have reached 100. I will be a prisonner with my skills.
-Worst of all, joining a big community, maybe they will tell me that i MUST become herbalist (for example) and have no choice to do something else for my entire game...
-for small communities, having all skills will be impossible.

For the moment, the game is =>
-YO: we can do every thing, but have nothing else to do that playing sim city then go on another server when town is finished
-MMO: skill cap 600 and x1, only 1 job for your whole life game. I just don't want to play there !
-making war: good idea, but, when dying with only 2 or 3 hits (with glaive i killed severall people with 1 hit, killed a whole town alone... then nobody wants to fight me anymore) and spawning at home 250 miles from war... being out of stamina after hiting 3 times my oponent and can't finish him... loosing a skill that took me 3 month (and how many ressources ??) to reach lvl 100. Not for me !

Not enough war & political actions for YO, not enough skill cap for MMO, to much things to improve for a good pvp...

If you want people to play MMO a very long time (the principe of a mmo), you really have to increase skill cap ! 1200 / 1500 should be great: we have lots of choices to make, versatility in every day work, ability to change some skills...
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Comments (16)
  • Accepted Answer

    Sunday, October 04 2015, 01:11 PM - #Permalink
    2
    Before saying that something is an "heresy", you should try to know why the game is designed in such a way. Which is not really difficult here, there are many reasons they do it that way :

    - They are going to charge players on character slots. Want more skillpoints ? Buy another character.
    - The game is focused on player interaction. If you can provide yourself all the materials you need for your craft without buying alt character, there isn't much use in playing as a community, appart from bug construction projects.
    - You should learn to do some calculation. With 600 skillpoints, you can already have a main skill line unlocked with possibly on skill at 100, and a secondary one which can, in your example, be woodcutting / processing for a blacksmith.

    This game isn't about developing your character to do everything. If you do that, like Wurm did, the economy is going to die, simply because everyone will be able to make everything, and in a system where almost 99% of the useful items are made by players, economy simply won't exist in this scenario. If you want to change your specialization everyday, well, sorry but this game is not for you.
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  • Accepted Answer

    Sunday, October 04 2015, 02:37 PM - #Permalink
    0
    Hoshiqua wrote:
    - They are going to charge players on character slots. Want more skillpoints ? Buy another character.

    it's not a solution...

    Hoshiqua wrote:
    - The game is focused on player interaction. If you can provide yourself all the materials you need for your craft without buying alt character, there isn't much use in playing as a community, appart from bug construction projects.

    ok with that, of course. But what if i don't want to do 1 thing, and only 1 all game long ??? it's not a question of realism or else, it's just a question of gameplay. Were is game pleasure if you can use only 10% of the game, always waiting for other friends to connect to provide you what you need ?
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  • Accepted Answer

    Monday, October 05 2015, 08:33 AM - #Permalink
    6
    600 skillpoint is a perfect balance to oblige people playing in group/community... what they want for the MMO, that we'll have to regroup for big fortress/castle/city... giving a natural life to a town without NPC

    in the MMO, there will be several jobs that are not in the skill tree... like spy, postman, diplomat, cartographer, traveling merchant, thief, and more that they didn't implemented yet like politics, monk, etc...

    clearly the game will permit to live a lot of life in LiF but you'll have to choose it...

    hitting 100 skillpoint might be very very slow, they said some months of grinding per 8hr of daily playtime, then I believe there will be 2 kind of player, one with 50-60 everywhere, being able to do a lot of thing, and the craftman, with a 100 skill, being able to craft very high end stuff...
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  • Accepted Answer

    Friday, October 09 2015, 10:33 AM - #Permalink
    0
    Khan-Bjornsen wrote:what they want for the MMO, that we'll have to regroup for big fortress/castle/city...

    i agree with that, but i fear that ultra speciallisation kill game pleasure if we can't do more than 30% of the skill tree...
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  • Accepted Answer

    Saturday, December 12 2015, 12:31 AM - #Permalink
    -1
    Bad idea. The game is a heavily teamwork oriented environment. We dont want to have jack of all trade superuser Skyrim characters here. No one-man villages.
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  • Accepted Answer

    Tuesday, May 24 2016, 09:21 PM - #Permalink
    1
    Life is Feudal is one the few rare games I have ever played that actually strives to be a uniquely-original and intelligently-realistic game played by teamwork-oriented and cooperative players. Many of the things I wanted or hoped for in other games actually show up in this game.

    Bobik and his great developing friends have a very clear idea in mind of what they want. And as much as I understand what 'might' frustrate you in not being able to achieve 'superman' skill status, I must say that I completely agree with the developers' viewpoint on SkillCap and StatCap.

    500 is plausible, 600 is very balanced and reasonable (honestly, you can still multi-task), and more is out of the question. I want people helping each other, no one-man/no-life superheroes!

    See what I mean? :)
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  • Accepted Answer

    Wednesday, May 25 2016, 06:56 PM - #Permalink
    2
    I too believe that 600 skill cap is a tad bit low, but instead of allowing everyone to craft everything with 3k skill cap or some nonsense cap the sills at something between 700-1000 because being stuck doing one job only and having to wait for other guild members to join would kill this game. A sizable portion of the player base is focused on the PVP aspect and not the RP/PVE aspect. Restricting them from being able to craft their one items will shrink the player base. Also without many PVP players the game will have no purpose due to no conflict. Especially with the size of the map that has been presented to us.
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  • Accepted Answer

    Wednesday, May 25 2016, 08:15 PM - #Permalink
    0
    i like the 600 cap, the need to rely on others and interact with people is a great aspect of the game
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  • Accepted Answer

    Thursday, May 26 2016, 03:15 AM - #Permalink
    1
    one option could be to have a total skill cap between all three skill trees. Say like 1500 maybe less. So people who aren't too bothered about pvp can invest more in crafting, people who like to pvp more can spend more points in combat skills. There would be upsides and downsides to putting all points in 1 tree. If someone picks all crafting and no combat, yeah great you can do alot of jobs, but you can't defend yourself if you need to.
    The main problem I have with the current skill cap with the changed skill tree is that I always have points spare I can't do anything with.
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  • Accepted Answer

    Thursday, May 26 2016, 05:40 AM - #Permalink
    -2
    I agree with a low skillcap cause it prevents from players to perform all stuff and work in the village. After that, organisation will be important to avoid lack of ressources. For example, no more nails to work efficiently ? What the bad blacksmith you have my lord, who didnt charge a reserve of about thousand nails ??? Fire him right now !!!!!
    There is no problems , theres only solutions ....
    And as said higher, it will goes exchanges / commercials up inside kingdoms, trades in perspective between villages, cities .... and between kindoms why not ...
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  • Accepted Answer

    Thursday, June 09 2016, 05:57 PM - #Permalink
    0
    Please no. Lower skill caps are perfect. Many games have tried to remove skill caps and, as someone here stated, it ends up in breaking the economy and removes the need for player interactions (Darkfall, Wurm). It also makes the game really boring for casual players, since power players can basically do EVERYTHING, casual players will just be destined to be at the bottom of the food chain.

    It also goes in line with the realism the game is aiming for. Villages had a smith, a lumberjack, a priest etc. who at times could be asked to take arms for their lord in time of war. This is what LiF does and it does it perfectly if you ask me.
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  • Accepted Answer

    Monday, June 13 2016, 11:11 AM - #Permalink
    2
    I feel 600 is brutal but 800 would be nice. I play on a server with 1000 and it is tuff unless you have all the bases covered. This is how I see it im a smithy or the carpenter which is ok but hey I cant build my own home HHMM not sure if I like that. 600 covers your specialty for sure but that's about it 200 would allow you to build your own home. also how about if I an a farmer but I cant breed my horses 800 cap would allow you to do so. just my 2 coppers love the game has so much that could be added in the future and hope its a huge hit and does well.
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  • Accepted Answer

    Tuesday, September 13 2016, 06:51 PM - #Permalink
    -1
    In the middle ages you had smiths that specialized in Weapons, and smiths that specialized in Armorsmithing. if the skillcap was 400, it would be the most realistic. however, with it at 600 it means you only need 1 person per profession, which is incredibly easy, as there are MANY large guilds of 100+ players. if the skill cap is over 600, it will ruin the way the game is supposed to be played
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  • Accepted Answer

    Wednesday, September 14 2016, 10:39 AM - #Permalink
    0
    One of the BEST things about Ultima Online (which LiF is loosely based upon) was the fact that it had a skillcap. People had to make tough decisions with their stats and skills to build a character, which made character design diverse and interesting with many viable builds. A single godlike character that can do absolutely everything or even a skill cap that is too generous and forgiving is one of the worst thing that could be done to this game! Skyrim is a perfect example of why this is so horrible.

    Lets build a community, lets work together to achieve our goals, lets encourage trading and people specialising in particular fields.
    A low skillcap is one of the best things to encourage a thriving economy!!
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  • Accepted Answer

    Sunday, January 07 2018, 06:00 PM - #Permalink
    1
    Unless they want everyone (like in some games (Mortal Online) with the same skill cap system (that is too low)) to make 6 characters, 1 for mining only, 1 for architect only, 1 for warefare hosrse riding and lances, literally only 1 character can excel at 1 "Grand Master" profession... even (debateable if you bring MUD's in to the situation)
    Ultima Online has 58 different Skills in game (and 1 removed) which determine the capabilities of your Character. You can expend up to 720 points between these however you desire.


    All I'm asking is at least give us enough to make... maybe 3 different characters that can accel in 2GM professions e.g. (1x miner/smelter/craftsman of 1 skill or semi-skill ///// 1x fighter, able to ride horse, lance, or be on foot and have all the good fighting skills //// 1x master craftsman (gets mats from your miner/smelter.... char) that can excel in at last 2x GM crafting professions).

    In mortal online you can have 4x chars per account.... and I have 3 accounts, so yes, I (used) to have 3 clients open on my screen at once, and be playing 3 chars, 1 miner, 1 smelter (or 1 semi-mage/animal tamer and 1 butcher) and either a ranged or mage or spearfighter with lots of stamina... so please don't make me do this in this game.

    That's why I posted Ultima Online's description, I think they hit the sweet spot (and this is 1998). If I have to play 2 clients, that's ok but don't make me play 3 please. I think you get the point by now. Thanks for reading.


    [EDIT] lol just noticed the guy above me talking about UO AFTER I post the message, see, people know.
    And yes KingDjinn we do NOT want 1 god like character, but we don't want to have a character that can only GM 1 thing when another is needed (e.g. Mining and Smelting, I dont want to have 1 mine and 1 smelter, that would be horrendus)[/EDIT]
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  • Accepted Answer

    Wednesday, January 10 2018, 10:17 PM - #Permalink
    0
    I like having a skill cap; However, I feel like some skills shouldn't be in certain trees. I was a big fan of Ultima Online and it would be nice if all of the skills were separate. Allow a person to have 100 armorsmithing without having to to 60 all of of the prior traits. A person doesn't have to know how to hunt in order to be a tailor. Get rid of skill trees and just give bonuses for having combined skills or possibly have a few bonus recipes that require specific skills. Overall, I don't want people to be able to do everything on one character because it does kill the "community" of the game. If skills are separate you may find that people will ignore the minor traits, but then again a lot of those are needed to gather materials or make the tools for other professions so they are still needed. If someone skips artisan or other skills to do end tier skills they will still need others to help them anyway. Best let us choose individually and add some bonuses for combinations. Having the ability to later go over 100 in a skill also greater increases the skill along with reducing the amount of other traits to help reduce the jack of all trades that should be avoided.
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