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Those wacky trade skills

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Comments

  • TheoTheo Member Posts: 242

    EQ's roleplaying server initially allowed only one character per account, which I liked. They later expanded it, I believe to three, but possibly even the standard eight. In the end, I think I'd like to play on a server that allows only a single character. It may attract more of a roleplaying crowd and better support an environment in which I enjoy playing. If someone wants to play 8 toons at a time, there are always other servers for it.

    The greatest argument in favor of multiple characters I can agree with is the social one. Server dynamics are certainly different, and once you get comfortable on one all others seem a little alien to you.

    I don't know if reputation is much of a concern when it comes to alts. Twinking is a concern to me, but only because I play on a PvP server, and my Rusty Butterknife isn't about to put so much as a scratch on their Mithril Armor of Ultimate Uberness.

    Yeah, I think one character per server would make me happy.

  • UiruruUiruru Member Posts: 984
    I think that it should just be 1 char in some servers and multiple on others...  I mean it should just be clearly labeled as to which is which... image

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    Oh my god... dont ask where i found it
    image


    A: 73% S: 66% K: 33% E: 26%

    +++++++++++++++++++++++++
    98% of the teenage population does or has tried smoking pot. If you're one of the 98% who has, copy & paste this in your signature.


    A: 73% S: 66% K: 33% E: 26%

  • TarthusTarthus Member Posts: 172
    I kinda think that people should be able to learn every tradeskill in a game, but as they work on others, the ones they've already mastered will decline.  This would be good for people that wanted to make things more than fight.  Say you get every skill maxed out and you start to focus on one in particular, the others will slowly decrease in skill.  It would make it hard to max out everything and maintain them, but still possible. 

  • TheoTheo Member Posts: 242

    I don't think I'd be happy with declining skills. As a casual gamer, every slight gain I make counts, and every loss hurts a lot.

    In EQ, to train in a tradeskill at lower levels is generally pretty inexpensive. As you get higher, the components begin to cost more and more, and the advances seem to come more slowly. It's sort of it's own deterrent to maxing them all out. If tradeskills in EQ had much value beyond being a novelty, I'd push for a change, but by the time you can craft something you can buy something ten times better in the bazaar very inexpensively. I used to love tradeskills in EQ, but I've decided they just aren't worth the time and plat. Let someone else max them all if they want to.

    Horizons seems to have a good tradeskill system. I may look into playing that for a bit to see if it's worth switching.

  • UiruruUiruru Member Posts: 984
    Yeah im not really for declining skills if it is time based. I.E. If you dont log in to raise them they go down.  I would however not have a problem with maxing out a skill then if you raise another skill one goes down a little...  I also just thought it might be cool if you could start out learning one skill then if you want to learn other, you might have to do quests to increase you inteligence or something, therefor making you smart enough to master other skills... imageimageimage  

    +++++++++++++++++++++++++
    Oh my god... dont ask where i found it
    image


    A: 73% S: 66% K: 33% E: 26%

    +++++++++++++++++++++++++
    98% of the teenage population does or has tried smoking pot. If you're one of the 98% who has, copy & paste this in your signature.


    A: 73% S: 66% K: 33% E: 26%

  • KoltraneKoltrane Member UncommonPosts: 1,049

    I understand the desire not to lose any progress that has been made, but I think there has to be a tradeoff.  Either you can master all skills, but lose those you do not use, or you can only master one or two and lose nothing.  I think skills should degrade, but only time in the game would count against lack of use.  In other words, if you master smithing and then go on a two month Antarctic trek, you shouldn't be a junior apprentice smith when you return.  Conversely, if you master smithing then spend the next month raiding high level areas, expect not to be so good at it upon your return.  Not that you have to lose it all, but you might need to brush up a bit before reattaining master status.

    Put it this way:  In the spring I earned a Citrix Certified Administrator certification.  Since then, I have done very little in the way of Citrix Administration since I am being pulled other ways.  I'm still a CCA, but before I head off to a new client to expound on the virtues of Citrix or do some admin work in their server farm, I'm going to do a little reading and practice on my test environment to get back up to speed.  It just seems more logical to me to do it that way, both in game and IRL.

    Lasciate ogne speranza, voi ch'intrate. (written on the SW:G CD)

    -----

    Old timer.

  • UiruruUiruru Member Posts: 984
    Yeah, I agree that does seem to be a very good idea... imageimageimage

    +++++++++++++++++++++++++
    Oh my god... dont ask where i found it
    image


    A: 73% S: 66% K: 33% E: 26%

    +++++++++++++++++++++++++
    98% of the teenage population does or has tried smoking pot. If you're one of the 98% who has, copy & paste this in your signature.


    A: 73% S: 66% K: 33% E: 26%

  • ianubisiianubisi Member Posts: 4,201
    The concept of tradeskills as a subgame is very well implemented in A Tale in the Desert.  That would be a solid basis for tradeskill subgames in any MMOG.  I'm sure it can be improved, but it's really in the right area.

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