Why should someone master more than 1 melee, if there are no stanzas or boosts of any kind to come from mastering more than one skill. Should someone that only mastered one melee tree be just as capable, just as strong as someone that has mastered 6?
Titles is the obvious one. For whole trees and entire skill types!
Perhaps special stanzas or buffs could be purchased for huge amounts of SP?
prices ranging from 1k SP, to 10k.
maybe increase damage 14 for 1k SP
2k SP for a War cry that increases your damage for longer then any other war cry.
Spend SP on boosting your base stats! Like you could spend 100SP to add 50 HP, and it could keep going till you have +1000 HP or something!
10k SP for some awesome aura that lasts 15 minutes and would take 5-6 players to kill you.
Or should someone who has all the masters be no different to the random joe whos been playing a month and got power level'd to his first 250?
*Someone mentioned the AA system that was introduced in EQ?
Long term goals/rewards!
Re: Long term goals/rewards!
skill points are limited, so it's not the best idea to make skills to cost huge amount of SP's.final60 wrote:Perhaps special stanzas or buffs could be purchased for huge amounts of SP?
yes, i know. gotta think twice if you buy something, but if you out of sp's then what ? you see all this wonderful "content", but cant buy it

Re: Long term goals/rewards!
But what do i do with 5,000+ fight and dig sp?blaah wrote:skill points are limited, so it's not the best idea to make skills to cost huge amount of SP's.
yes, i know. gotta think twice if you buy something, but if you out of sp's then what ? you see all this wonderful "content", but cant buy it![]()

As i said on another post, you master one melee you should get 50 hp/stam master two you get another 50 hp/stam ect
Another idea, you master one magic your "max" land resist should be 265, you master two it becomes 275 ect, a reward for actually mastering multiple skills.
Currently there is no bonus for mastering more than about 3 skills in ryzom, its sad, i do it cos i like that grind but it would be nice to be rewarded
Yaffle - On another 'break'
Re: Long term goals/rewards!
I think they should merge all the skill type's and just have one SP. So a melee'r could buy a special craft buff skill.
With all melee all magic your looking at aprox 19-20k SP, perhaps 40k SP intotal with craft!
eventually youd be able to buy all the skills, but it would take literally years to get enough SP like..
With all melee all magic your looking at aprox 19-20k SP, perhaps 40k SP intotal with craft!
eventually youd be able to buy all the skills, but it would take literally years to get enough SP like..
Re: Long term goals/rewards!
Increase rewards at 250 and maybe make some available at huge cost (i agree with this one) with multi 250 of the same branch.
Once you get your first 250, you know what you want so you cant really screw your chara..
Worst case scenario, you will get one more 250 to get thie missing skill
Once you get your first 250, you know what you want so you cant really screw your chara..
Worst case scenario, you will get one more 250 to get thie missing skill

To protect and to rez, never to serve. Crafta of da weapa
Master of Spellings and Typos
"we want to rule the world, to free our kind" (Shinken, Poete-healer)
[thread=19248]Do not forget the old man words![/thread]
Too much PvP is bad for your sanity

"we want to rule the world, to free our kind" (Shinken, Poete-healer)
[thread=19248]Do not forget the old man words![/thread]
Too much PvP is bad for your sanity

dakhound wrote: holy crap I went to bed as jackoba and woke up sounding like jyudas![]()
Re: Long term goals/rewards!
The only reason Iv yet to master another melee (Tho I do have 2 more over 200(uuuhm, Might be 3, can't remember rofl) (one at 232 atm))Is because its pointless(atleast to me), I really get nothing but a title(thats something I know, But not worth the effort, espesially since I refuse to use cats so makes it harder heh), And thats just not enough fo me to spend relitivly large amounts of time on... I grind a skill till it becomes slow and blah, then move to a lower skill...
Same goes for healing, which I stopped the moment I hit 235 cus I had all the stanza's from ele and don't get any more boost or anything for doing anymore. (I am still more likely to get my pike which is 3 levels lower then heal, too 250 before heal tho
)
Same goes for healing, which I stopped the moment I hit 235 cus I had all the stanza's from ele and don't get any more boost or anything for doing anymore. (I am still more likely to get my pike which is 3 levels lower then heal, too 250 before heal tho

~Red-slayer~
Lord of the universe
Truth - Honor - Integrity
~Atys Paladin at heart~ALWAYS!
Re: Long term goals/rewards!
You mean like... "you gain 2200(1100) experience points in Master Everything but the Kitchen Sink?" This sounds too imbalancing; why should a rising forager have to struggle for skillpoints for that new prospection upgrade when a master pikeman can go out, easily level a lower melee skill, and train that prospection in the bat of an eye without even foraging? If I have your point totally wrong, please correct me... I don't mean to rail on you today, Final, it's just some of your opinions don't sound to my likingfinal60 wrote:I think they should merge all the skill type's and just have one SP. So a melee'r could buy a special craft buff skill.
With all melee all magic your looking at aprox 19-20k SP, perhaps 40k SP intotal with craft!
eventually youd be able to buy all the skills, but it would take literally years to get enough SP like..

I like the suggestion for melee, as it gives something tangible, yet not overpowering, as a reward for all that effort. With magic I'd be more careful though; an increase in resists like that might cause too much inbalance when a mage can much more easily drop tanks even in PvP jewels (I don't know the math behind a 275 resist, something like 20-30% against a level-275 damage spell?). Maybe something like a passive concentration and sap boost would be better fitting, who knows, I personally think elemental is boring so never bothered with itkyesmith wrote:As i said on another post, you master one melee you should get 50 hp/stam master two you get another 50 hp/stam ect
Another idea, you master one magic your "max" land resist should be 265, you master two it becomes 275 ect, a reward for actually mastering multiple skills.

[ Owagwyn :: Reapers of the Dark ]
Re: Long term goals/rewards!
5% difference of resisting a lvl 250 elm spell with 10 more land resist. 10% more change of resisting a lvl 250 affy spell.setstyle wrote: I like the suggestion for melee, as it gives something tangible, yet not overpowering, as a reward for all that effort. With magic I'd be more careful though; an increase in resists like that might cause too much inbalance when a mage can much more easily drop tanks even in PvP jewels (I don't know the math behind a 275 resist, something like 20-30% against a level-275 damage spell?). Maybe something like a passive concentration and sap boost would be better fitting, who knows, I personally think elemental is boring so never bothered with it.
Yaffle - On another 'break'
Re: Long term goals/rewards!
Aha... that doesn't sound too drastic then.kyesmith wrote:5% difference of resisting a lvl 250 elm spell with 10 more land resist. 10% more change of resisting a lvl 250 affy spell.

It seems no one has mentioned crafting in this thread yet... how about an increase in success percentage, eh, eh? *nudges GameForge*

[ Owagwyn :: Reapers of the Dark ]
Re: Long term goals/rewards!
> [extra bonuses at high levels, etc]
The problem is that when these new goals are reached, people will be yearning for something new. Some new goal toward which they can grind.
If the goal is to grind out a new level / skill / whatever, there will aways be a point at which it is achieved, players see there is no more, and players leave (until or unless some new grind-goal is created). Maybe more will just become bored at some random point along the grind path.
I don't think most MMOs intend for "the grind" to be the goal, even though it's a huge part of playing the game, and it is a part that gives the most sense of accomplishment to the players. The goal is probably "playing the game", though few developers know how to inspire that kind of enjoyment without "the grind", hence the reason many people get bored at the end of the grind, and leave.
Perhaps this thread can be hijacked, and twisted into a thread that talks about ways to enhance the gameplay regardless of your progression along "the grind"? Maybe?
The problem is that when these new goals are reached, people will be yearning for something new. Some new goal toward which they can grind.
If the goal is to grind out a new level / skill / whatever, there will aways be a point at which it is achieved, players see there is no more, and players leave (until or unless some new grind-goal is created). Maybe more will just become bored at some random point along the grind path.
I don't think most MMOs intend for "the grind" to be the goal, even though it's a huge part of playing the game, and it is a part that gives the most sense of accomplishment to the players. The goal is probably "playing the game", though few developers know how to inspire that kind of enjoyment without "the grind", hence the reason many people get bored at the end of the grind, and leave.
Perhaps this thread can be hijacked, and twisted into a thread that talks about ways to enhance the gameplay regardless of your progression along "the grind"? Maybe?