Skill Costs and NPC Variables

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7 Responses to Skill Costs and NPC Variables

  1. Mouse says:

    Rather than having something like Notoriety improve your standing with NPCs who are already your Friend, how about set it as a floor for new interactions? Your Friends already know you, killing some monster would marginally impress them, but that new NPC who has heard of your mighty exploits starts out favourably (or less disfavourably) inclined towards you the first time you come face to face.

    It could also be the foothold into some Adventurer’s Club. You have to gain a certain level of Notoriety to prove your chops before they would allow you to join – no poseurs allowed.

  2. Ken Mencher says:

    Have you considered something like the old RoT from UO Siege Perilous?

    It both limited and guaranteed skill progression…worked fairly well back then, although there was some gaming of the system…

  3. Brad says:

    Would it be feasible to add a setting for players so that they could switch between “Beta Test Progression” (the fast growth curves) and “Launch Day Progression” (the growth curves you expect to use)? Or various “Click here to skip 20 levels”?

    It seems to me like you’d want to have some people trying out the “Launch Day Progression” for feedback on that, even if you’d rather have people spending most of their time skipping ahead to test stuff out.

  4. I think by leaving out the restrictions like alchemy for battle chemistry you aren’t testing the systems just the battle chemistry abilities. My major issue with Battle Chemistry is affording to keep up with the costs of new skills vs where my skill is at. If I had worked up to 50 alchemy first I probably would be fine in that regard by the time I started battle chemistry.

  5. Eric says:

    @Anthony: That is a very good point.

    @Brad: I don’t really have a way to switch people between them at the moment, but that’s a thought. I fear it would be really hard to find people to test the real progression curve, though.

    @Ken Mencher: I hadn’t heard of that. Do you have any other memories about it? I see the UOGuide wiki page about it, but how was it exploited?

    @Mouse: I think that variable (base Favor level) will be determined by quests that you do in the nearby area.

  6. Jezebeau says:

    The trouble with slow xp curves on crafting skills is that it’s terribly uninteresting to mass-produce items destined for the bin. Too often there aren’t enough practical products available at any particular skill level, whether because random drops are better or easier to obtain, the items are largely impractical (short-lived furniture), or there’s only one item that’s actually useful, so the market is way past saturation due to everyone trying to recover the costs of leveling. I’ve generally found it most interesting when crafting doesn’t require a huge number of items produced to raise skill, but either collecting the materials or producing the item (Vanguard/EQ2/ATitD) is a trial. I do quite like the xp bonus for the first production of each item, though. That feels right and sensible.

  7. Ken Mencher says:

    RoT was interesting…it made even the hardest skills (like stealth, for example, which on a “normal” shard insanely difficult to get to 100) possible to master. The reason why was you were always guaranteed to advance…as long as the skill timer was up, and you were using a skill…

    It also saved people from having to spend major amounts of cash grinding in hopes of getting skill gain, especially when Siege Perilous NPC vendors didn’t sell resources…you had to collect them yourself.

    Since you were guaranteed a skill gain, you could just use a skill when the skill timer cleared (there was no notifications, you had to keep track yourself), and the skill would gain (provided you hadn’t hit your limits of skill gain for the day)

    In the end, instead of requiring massive amounts of resources, or infinite patience, you just gained skill…anyone could master any skill, they just had to dedicate some time…for most people, it made it possible to simply play the game, and not focus so much on skill gain…the skill gain happened organically.

    However there were two major drawbacks…

    First, it limited how quickly skills could advance. Some skills, like combat skills could advance fairly quickly even near their limits, simply because they were used so frequently, and you were always using them…So, it was easy to gain weapons skills & anatomy & such…except RoT limited how quickly you could gain. Yes, you would gain a skill point when the timer was up, but you couldn’t gain a skill point until that timer expired…

    Secondly, you had people who would only log on to get their skill gains for the day, then log off…at least until they had reached their desired skill level.

    It really wasn’t possible to “exploit” RoT, so much as “game the system” to GM level on a skill. But, since everyone on SP had to deal with RoT, there wasn’t many problems with folks who didn’t have to deal with it.

    I enjoyed it, because I didn’t really have the time or the desire to grind away gathering resources to grind up crafting skills, or the patience to try and GM stealth (there were exploits on normal shards, like “8×8 method” or trapping monsters in a house and attacking them for skill gain, etc. that simply didn’t exist on SP…they weren’t necessary)