Re: slower kill = more money? on 01/16/2013 05:20 PM CST
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You can learn Mech, Scholarship, Perception, First Aid and Appraisal without retreating. You add Foraging to that if you are hunting in a mining area.

It is outrageous the amount of experience you can generate while in combat.

GENT
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Re: slower kill = more money? on 01/16/2013 05:23 PM CST
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> They were very careful to make it so nobody was required to craft to level, and I think that was a mistake.

I don't

Tedious skills are one thing to train, but requiring something that involves you gathering items and taking the time to prepare them just to craft something is quite another.
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Re: slower kill = more money? on 01/16/2013 05:23 PM CST
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I think a lot of this would be great to think about once 3.0 is shipped and out the door. (i.e. how can we make immersive systems that people will be interested in doing, that don't necessarily have anything to do with combat)

~ Leilond
http://i67.photobucket.com/albums/h307/ss1shadow/Leilond_Progression.jpg
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Re: slower kill = more money? on 01/16/2013 05:24 PM CST
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IMO out of combat survival will shine for gathering many materials.



The teeth lands a solid (5/23) hit that pokes the teeth into Turul's rear end (more embarrassing than painful!).
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Re: slower kill = more money? on 01/16/2013 05:56 PM CST
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>One solution is to start requiring out of combat stuff from every guild, to balance requiring combat stuff from every guild. They were very careful to make it so nobody was required to craft to level, and I think that was a mistake.

Not sure I want every guild to have to do something non-combat related, but I like the non-combat advancement option for a few. Barbarians for example, don't need stuff to do while not in combat, but Empaths and Moonies and Traders should have more options of ways to advance without stepping foot in combat.

So yeah, resource collection is a great example, as is crafting.
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Re: slower kill = more money? on 01/16/2013 07:49 PM CST
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>requiring something that involves you gathering items and taking the time to prepare them just to craft

Or you could purchase the materials... You don't have to gather materials if you don't want to, or prepare them depending on the craft.

>You can learn Mech, Scholarship, Perception, First Aid and Appraisal without retreating. You add Foraging to that if you are hunting in a mining area.

This needs to change as well, IMO. Perception is fine, but none of the others should be learnable in combat (I guess if you would learn appraisal from appraising a critter's weapon, that's fine, but that won't last long). I agree with your longer post entirely.

>and Traders should have more options of ways to advance without stepping foot in combat.

Sadly, becaue Traders are Armor Secondary, they will always have combat requirements.

Elemental Lord Opieus, Master Warrior Mage of Elanthia
"For a bunch of radical empiricists, the Philosophers' system relies on a whole lot of faith." ~Armifer
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Re: slower kill = more money? on 01/16/2013 09:17 PM CST
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add rare materials, treasure maps etc to boxes. I do know maps are supposedly a higher rate in boxes, but I have done 1000s of boxes up to 900 disarming yet not a single map from a box, yet I found 7 maps on critters.

Raise drop rates in boxes, lower it on critters

Codiax.
Forged Weapons:
http://www.elanthipedia.org/wiki/User:Codiax#Codiax-Forged-Weapons
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Re: slower kill = more money? on 01/16/2013 09:53 PM CST
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I've found two or three maps in boxes.



The teeth lands a solid (5/23) hit that pokes the teeth into Turul's rear end (more embarrassing than painful!).
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Re: slower kill = more money? on 01/16/2013 10:02 PM CST
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>>I do know maps are supposedly a higher rate in boxes, but I have done 1000s of boxes up to 900 disarming yet not a single map from a box, yet I found 7 maps on critters.

lol yeah I've found 0 from zombie stomper, mauler and head-splitter boxes and 4 directly from the zombies themselves

If I had one wish for closing the gap between skinning and locksmithing, it would be for creatures that only drop boxes to also be skinnable for bone pieces. Even if they were very low in value (or maybe not sellable except to players for bonecarving), it would be much more worth it if training locksmithing didn't have to mean giving up training skinning.

Apu
_
http://www.elanthipedia.org/wiki/User:Apu
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Re: slower kill = more money? on 01/16/2013 10:08 PM CST
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>>>and Traders should have more options of ways to advance without stepping foot in combat.

More like Traders need more abilities to make it so that hunting in order to level isn't so painful. With no way to kill creatures with a non-tertiary skill (or abilities to buff those tertiary skills), and no disablers, Traders are basically locked out from hunting any creature that can parry or block, which is really annoying

Apu
_
http://www.elanthipedia.org/wiki/User:Apu
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Re: slower kill = more money? on 01/16/2013 10:38 PM CST
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>>This needs to change as well, IMO. Perception is fine, but none of the others should be learnable in combat (I guess if you would learn appraisal from appraising a critter's weapon, that's fine, but that won't last long). I agree with your longer post entirely.

Don't take away the mining in combat aspect. There's too few mines without critters, its almost a requirement to be in combat when mining. Good thing is most of those critters cap out at some point, so mining will not always have combat skills learning.
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Re: slower kill = more money? on 01/17/2013 03:00 PM CST
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>>One solution is to start requiring out of combat stuff from every guild, to balance requiring combat stuff from every guild. They were very careful to make it so nobody was required to craft to level, and I think that was a mistake. <<

I'm all for you out-of combat proponents to have a more viable out of combat option and better gaming experience.

I don't however want to be forced to join your club and leave combat as well.

- Buuwl
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Re: slower kill = more money? on 01/17/2013 03:08 PM CST
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>>I don't however want to be forced to join your club and leave combat as well.

I promise I will not introduce any better way of training weapon skills than using your weapons.

--

"The ninety and nine are with dreams, content but the hope of the world made new, is the hundredth man who is grimly bent on making those dreams come true." -E.A.P.
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Re: slower kill = more money? on 01/17/2013 04:23 PM CST
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>>I promise I will not introduce any better way of training weapon skills than using your weapons.

>exp

Circle: 30
Showing Weapon skills with field experience.

SKILL: Rank/Percent towards next rank/Amount learning/Mindstate Fraction

No skills have field experience or none meet your criteria!

Total Ranks Displayed: 0
Time Development Points: 8 Favors: 2 Deaths: 0 Departs: 0
Overall state of mind: clear
EXP HELP for more information
>brag weapon

You tell fantastic tales about exploits with your steel javelin. The surrounding citizens donate 35251 kronars to you homage.
Roundtime: 28 sec.
>exp


Circle: 30
Showing Weapon skills with field experience.

SKILL: Rank/Percent towards next rank/Amount learning/Mindstate Fraction
Polearms: 1236 71% mind-locked (34/34)

Total Ranks Displayed: 1236
Time Development Points: 8 Favors: 2 Deaths: 0 Departs: 0
Overall state of mind: clear
EXP HELP for more information

--Wryhk

1st grade tl;dr version:

Numbers didn't change. Words changed. Words don't matter. Numbers all that matters.

--GRIM45
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