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2004/10/08, 23:02, Rogon: | |
Right now, alot of guildmasters don't teach all their skills to 100%
This is because of various reasons, we didn't think they should have that much knowledge etc, and other guildmasters in other areas is going to teach it higher, and so on. In the end, all skills and spells should be taught to 100% somewhere, by some guildmaster. Not having things, particulary spells, to 100% hurts their efficiency. But what do people think of this? The way I see it is this: If the only guildmaster teaching a spell right now teaches it to 80%, and another guildmaster - not yet in the game, will later teach it to 100%, then when that other zone opens, with the guildmaster teaching it to 100%, opens, people will be happy about it. But if we let the current guildmaster teach it to 100%, and when the other zone opens, we drop it to 80% and move the 100% to the new guildmaster, then people will instead whine about having to move further to practice to 100% etc. So what do you people think? Should we always have a guildmaster teaching things to 100%, with the understanding that this WILL be lowered in the future when the 'better' guildmaster for this skill is put into game? Or should we keep it as it is now? I would be willing, if the rest of the high gods wants it too, to change this. But then, if we open a zone and move the 100% teaching to there and i hear whines about that, we would move back to right where we are now. So, opinions please. |
2004/10/08, 23:31, Axel: | |
set GM's like they are supposed to be - even if it is only 50%. Changing them later on will be messy and annoying to both mortals and ourselves. Of course only if the 100%-GM is planned anywhere in the 'reachable' future.
Yes, I am aware this depends on various factors. If it is an important spell, which is really needed by the class/race and while we do not have a suitable GM yet - well, those could be exceptions. But for all other cases I would say, set it and keep it! |
2004/10/09, 00:06, Slaanesh: | |
I think all GMs should be set to 0. That way, when the Chaos hordes pour from the wastes, the lesser beings won't have any illusions that they are destined to be slaves of the Ruinous Powers if they are useful, wormfood if they are not. |
2004/10/12, 12:02, Emre: | |
I think all the GM's for all races should be set equally or nearly equal for one thing.
If skaven have dodge like 95%, having the whities have it like 75% is bad; especially mentioning perhaps that we do not have a 'suitable mob to teach it' is worse because we are hiding behind a temporary fact. Therefore imho: - give all gm skills for all races similar % even if we plan better gm's for the sake of game balance!!! |
2004/11/03, 03:56, Mutqote: | |
keep it low since this is a new mud and 'new areas' will be popping up, dont give away a free ride should have mobs that make 3 legends pause over, instead of 1 legend that can wack all mobs solo while nude. |
2004/11/23, 16:12, Daemor: | |
IMO it shouldn't be a problem to have pracmasters set at a high skill as long as it is balanced out for sides that are supposedly equal. It should not be a problem to relocate/change guildmaster as time flows and we have new areas. Guildmasters are mortal beings, that could easily die of diseases or otherwise, or perhaps just want to relocate to another part of the world when they hear about the great food and drink and views out there.
As long as it is done within reason and with roleplay-reasoning to back it up, it should not be a problem to change/move guildmasters. Players WILL adapt. (we do add new skills to pracmasters, so why not remove also?) However, IMO a guildmaster should rarely teach more than one or two skills to a high level. There should instead be several guildmasters that each have their speciality. (Master of Swords for Longblades 100%, The Dwarven Axemaster for Axes 100% etc. - DAem |
2004/11/24, 13:49, Morr: | |
Again I fully agree with Taal.
If you have a 'wardance' skill (which is like 6-7 months old) to wait for Athel-Loren to have a gm which teaches it over 75% is simply 'ignorance', same is true for good-side thief gm. How hard is it to putting a lonely wardancer in reikwald forest and have him teach that skill at 90%? Why are the goblinoids able to max praccs despite the fact that their home *is not open* at all. The same applies to skavens. We have no skaven blight, we have a temporary cave system. Why do skaven should get a 100% on skills according to the logic of 'no gm low %'? |
2004/11/29, 16:18, Ares: | |
Evryone except whities, get berserking 80+ % which is already considerable bonus, while the 60 smth % whities gets gives you about 5 ob bonus, not really worth praccing is it? |
2004/11/29, 18:01, Sigmar: | |
Ok I thought things over and agree with people. We should give a possibility to practice stuff up to 100%. If there are differences in how much races can prac a skill with waiting for a zone as only reason, then we definitly should fix that. And when the new pracmaster is done just adjust. |
2004/11/29, 20:56, Ares: | |
Thats nice :) |
2004/11/30, 03:33, Tzeentch: | |
My only concern is that people will complain alot when their old 'easy to get to' guildmasters suddenly dont teach a skill to 100% anymore and they have to travel to some other place, village or so to get the same skill.
This just makes people unhappy when a new zone opens with a village with gms. They'll just say, whats the point? Now its just more annoying to prac, that sucks, rather than being glad that now they can get that skill higher. |
2004/11/30, 20:00, Bragni: | |
what people? you mean the 30 players we have that might not last a full year before leaving game or the hardcore players that will stick around and wait it out? all players with experience that log this game will know we are growing and changing/expanding game. if they dont they need to get a clue cause I dont expect 1 guildmaster to stay in the place it is now, plus it will make them search old areas again looking for the new place the guild master is at. *snivel* i cant find the guild master! answer: pull out your hand made maps and start searching!( if anyone expects the thieves guild teacher to stay in that easy spot forever....you HAVE to be kidding me |
2004/12/06, 09:46, Ulric: | |
All the skills/spells should have a possibility to be brought up to 100%.
Especially for spells, because atm we can't have high elemenental levels, so to compensate it there should be possibility to get it high %. It would be good to have spells for min mana. It is damn irritating that a lev 26 orc shaman with 85% incinerate and novice in fire has it for 25 mana ... |
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