Request a working type of a (soft?) cap to...

Discussion in 'Archived Topics' started by Stundorn, Jun 27, 2017.

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  1. Stundorn

    Stundorn Avatar

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    ... grant us:
    • dependencies for interesting and challenging group play instead of soloing bosses and sieges
      by creating classes/ spezializations out of the classless system
      and promote them more than a Jack of all Trade character.

    • pvp doesn't end up in skill all and everything to the max to be competetive.
      To have more variance in PvP, Counter Classes and to get rid of the need to skill a whole tree only for resistancies.

    • create dependencies in crafting to get a running economy?
      Maybe only one profession to GM... One makes Bows and one can enchant for example.
    - at least in ONLINE Modes - not necessary for SP offline imho.

    Thank you @Chris @Lord British @DarkStarr
     
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  2. Andartianna

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    I would frankly just be happier with a slightly higher group bonus. By my calculations a 5 to 10% higher increase in exp per player in a party would even out group play with solo exp gains and allow all content to actually be beneficial to do in groups as a norm. I personally prefer the current system which actually does benefit focused skill gains in your main spec. It might seem like it doesn't but when you get much higher where the experience it take to gain one skill up becomes massive you are forced to specialized and not build up everything. That specialization makes a huge difference. I can out heal almost any attack from anything because I have dump 81 million experience into my healing tree or the equivalent of 67 1.2 mil gms into it. So what you are asking for is already in the game for those that want to be specialized and best the best at their specialty can. And please no one mention control points in reference to me. I was not even in the game when people were working control points. I also spend 90% of my adventuring time in groups so I know that group experience could use a bump slightly more.

    There are literally tons of ways to counter different types of pvp in this game without maxing everything. I would also argue that maxing everything actually can make you worse at pvp since anyone that focus on skills will be better. Watch some of Kors videos he has a deck and gear for every type of pvp situation. One can put wards on crafted gear to raise resistant types as well as various type of gear to counter everything. Kor kills tons of people with barely any gms to it's perfectly feasible to do it. PVP is a skill and takes practice to learn and be good at it. When I started PVPing I died tons of times. I had to learn what skills to build up and what systems were best for me and my style of play. Tons of the pvpers that are really great out there are happy to share their best practices with people. Kor has tons of videos up that people can watch to learn as well. I would be happy to walk through any budding pvp healers on the best practices for healing in pvp in the game Andartianna Zazeriz. Sara Dreygon is always happy to teach people how to be the best melee pvper in the game. Acaelus Fireharp can teach you how to be the best archer/death mage pvper in the game.

    I think your third desire will be partially addressed with increases to durability losses that may be appearing in the next patch. I am personally completely dependent on crafters currently. I spend zero time on crafting. Limiting crafting the way you suggest will not benefit the economy in the way you desire. It will make people have multiple accounts to have all the professions which really wont make the economy move any different. It will however be a win fall of money to the game for all those new accounts so if that is what you are after I can support that since it will help the company have more funds. Let's say it will take 8 accounts to have all the professions that's an extra $360.00 to the game. There is a game economy that is selling stuff. Players just don't want all the junk that is laying around on vendors all over. Take for example Novia Market which just started a few months back. That city is booming with trade. I have personally spent over 500,000 gold buying stuff there in the last two months. I also do brisk business on my vendors in New Britannia Market and my own city Verat Chaos.

    Something that is coming that one might feel great about is the daily login bonus of 10000 crafting and 10000 adventuring exp Chris has talked about in his blog. This will help more casual players get hit much lower with any death losses and allow you to enjoy the game more on a casual basis. There is already a soft cap that is working in the game. I know that a great many players have not hit it deeply yet cause you haven't hit those over GM skill cost but boy is it there. I am seriously worried about people talking about more caps when you haven't even experienced these costs yet. Everyone will eventually hit them and then people are going to think to yourselves why did I argue for harsher controls. Please people think beyond the short term.
     
  3. Stundorn

    Stundorn Avatar

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    But the measures are way to high for me and i forsee a lot of casual playing people who hopefully will join one day will feel the same.
    If it like you say, we maybe need to define 150 is the number to be a GM and 100 is the new 80 and people need to specialize when going beyond 100.

    But honestly - i think for the majority of players who will hopefully join 80 for normal and 100 for GM is enough and a lot of gameplay time to get to that point.
    A Grandmastery should mean something and people shouldnt be Grandmasters in so many skills or trees.
    GM a whole tree should maybe be the cap - so having 10-15 GM's is eough i guess.

    You are right about the crafting!

    But about
    i want to be finished with progression one day and have a vital character -the sooner the better, because i want to concentrate on other things in the game, progression is allways something that bothers me.

    serious question - dou you need specialisation beyond 100 to be able to master pve content?

    Edit: I think superheroes arent either necessary in a RPG world, but damaging it.

    Actually there isnt much to do beyond progressing (i disagree, but unfortunately most people seem to play only for this), but my point of view is another.
    What did people do in UO after hitting the caps?
    What was it that keeps them playing?
     
    Last edited: Jun 27, 2017
  4. Weins201

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    system is fine, the problem is - deal with issues when they are issues and not let them get out of hand - TOO LATE

    Damage done get over it let is balance itself out.

    It will, with decay will just take a year or more . . . . UNLESS you balance it out and deal with repercussion - wipe???
     
  5. Andartianna

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    I think players may be confused about what grand master means in Shroud. The only thing a grand master mean is that you can train lower level players and have a title showing that you can. It does not mean you are at an end point of playing the game. You don't actually need any GMs to master content in the game at the moment. You can solo most bosses in the game with very few or no titles. It may take 30 mins to do but it is possible. Kor for instance showed that is was possible to solo the clockwork dragon with like 5 gms that last I looked at him. As to UO they just kept raising the caps up to keep players play which is what pretty much every single MMORPG has done.
     
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  6. Sara Dreygon

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    Agreed... 50% makes even 3-people meh and is the biggest parties I like to be in. I'd love to get 6 people in a party or even 8 but no way do I want to kill the same amount of stuff for 25-33% the XP that I usually get.

    Aye... makes a huge difference if you're looking to specialize. The current system allows someone who doesn't care about GMing every magic spell or dabbling in this and that so just pump all of their XP into the skills the actually use and want to be the best at. Every 10 levels in bladed combat, my glyph damage increases 3.5% damage, every 3 STR my damage increases by 1%, every 10 levels in armor weak points or vital points gets me 0.6% more crit and these all add up even if they do become more and more and more expensive. I have a little over 170 million XP in the blades tree because I ignore pretty much everything that doesn't help me stab, stab, stab and as a result, I now stab hard. I don't need to kill anything with fireball because it's not stabbing so as a result I don't spend XP on fireball. Healing is another thing that doesn't help me kill things faster which is why I don't heal (that and I don't cast any magic spells) so this allows me to dump even more XP into blades.

    Happy is an overstatement but I'm always willing to help so feel free to PM me :).

    Ditto... CP-free here too but I have killed a bazillion liches, dragons, and skeletons.
     
  7. Toadster

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    Not to be an ass because I really agree with what your saying about decay and specialization working itself out on the way to 200. But, since you mentioned this aspect of the game, grouping with players that can make you 900K exp an hour because of certain benefits of early persistence could be considered a secondary effect of the original problem and creating a larger rift that most will not be able to cross through normal gameplay.
     
  8. Andartianna

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    While that might be the case I haven't really seem many of these so called early GMers grouping with people. I know of just two that regularly take anyone out still. The vast majority of them either are not playing much or only solo cause they don't want to get lower exp from groups. So the effects from them is extremely limited. There is no real place in the game that can make 9ook per hour unless you solo. The devs have been fairly good at controlling exp gains at the moment.
     
  9. FrostII

    FrostII Bug Hunter

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    Apparently not for the ones you just mentioned.
     
  10. Andartianna

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    I said at the moment.
     
  11. Stundorn

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    i cant help, but it sounds that to some people the game is just about growing and becoming stronger and that they would like to be able to level to 500 and then repair Daedalus or shoot at one of the planets to kill the Cabalist there forever.
    Yes that sounds amusing, but i am not that much amused by the way the system works or what some players do - i dont want to accuse you - but know it destroys a lot of fun playing the game, because i have to tolerate that i will ever be a looser Char and never can participate in PvP, because i have no time, will or fun of min maxing everything or grind it beyond 100+

    sad - i am really seriously thinking of what to do, how to deal with this and how stop myself wanting to be a strong char one day - i'll never be, because it need this special approach the most active players seem to have and want the game to be exactly that way.

    Maybe nothing for me anymore, although i like this RPG more than everything else in the last 10 years and i have put in 1000+ hours into it.
    There was never a MMORPG that i have spent taht much lifetime in, but it seems seriously playing this game need more and another approach than beeing a Roleplayer in a Roleplaygame :(
     
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