Page 6 of 8

Re: Patch1 Issues

Posted: Sat Oct 30, 2004 5:30 am
by spaero
Yes, I do now see what the original poster implied. I did not realize the trees would be collapsed with the resetting of skill points. I had assumed what we earned, we earned as far as trees go. I see no reason to continue to grind as it is for loss anyway.....

I am an optimist by nature, but sitting on the fence now as it appears I would have to go back and regrind again... unpleasant thought.

Now, where did i put my jogging shoes......

Re: Patch1 Issues

Posted: Sat Oct 30, 2004 5:31 am
by aelvana
Anarchy... people running through the streets naked with their new, provocative skills...

Re: Patch1 Issues

Posted: Sat Oct 30, 2004 5:38 am
by elfmatic
At this point I'm totally pissed about this PATHETIC excuse of a patch 1 we've all been so eagerly awaiting and right at the top of list of reasons to be pissed are changing the crafting skill tree you put the mage gloves in. And if you can't figure out why people are so pissed about it GET ANOTHER F__KING JOB BECAUSE YOU ARE TOTALLY WORTHLESS AS AN MMO DESIGNER!

I'm going to save any further commentary until I've calmed down a bit.

~Elf

Re: Patch1 Issues

Posted: Sat Oct 30, 2004 6:01 am
by josephm
aelvana wrote:Anarchy... people running through the streets naked with their new, provocative skills...


I'm actually planning on having an SP in surplus for tweaking after I run around a little bit testing the basic functions of each skill to see what has been changed. So expect my lvl 50+ avatar to be killing some fledgeling Izam for an hour or two.

Re: Patch1 Issues

Posted: Sat Oct 30, 2004 8:08 am
by ctusk
raynes wrote:I'm very confused here. Why exactly will anyone have to spend 300 hours to build up anything? That doesn't make any sense.

When the patch goes into effect there will be significant changes in the skill trees. Because of that all players will have thier skill points put into a pool and start at 0 skill wise. In addition the stats of HP, stamnia, focus, and sap will also be set back to level 1. This is becuase they were increased by using skill points.

So lets take harvesting for example. Lets say you are at level 70 the night before the patch. After the patch you will log in and harvest will have 700 skill points for you to spend. You will still be at harvest level 70. They aren't setting all players back to level 0. It will simply be as if you made it to level 70 and never spent your skill points.

Now all you have to do is spend those 700 skill points in the areas you previously had. If you want to plan to get a certain skill, find it, right click on what it is made of. Then write down all the skills it takes to get to that skill. Then simply spend the points on those skills.

If the skill that you were an expert at is gone. There is going to be a new one in it's place. You simply spend the skill points on that new skill to get it to the level that your other skill was at. You will not have to level up a new skill slowly just because it's a new skill.

Now how exactly will players have to spend all this time building up skills again?


It's late and I am not sure if I am talking to a wall here but let me try once again.

Yes, the skill points will be reset, you will get all your training points back.
However, the skill tree branches you chose to level up in will remain unchanged, what you will get is the opportunity to spend your training points within the branches you leveled up.

Now here is the example, you leveled 2-handed crafting to level 100 so that you could craft mage amps with q110.

They reset the skill points. Your skill tree branches remain at their current level, in other words, you are still lvl 100 2-handed crafting with now 1000 skill points to buy stanzas for.
Of course you can only buy your stanzas in the tree branches you have skilled up. So , you can now buy 1000 points worth of stuff in the 2-handed crafting tree. So you can pick if you want 2h-maces now if you previously had 2-h pikes. Great.

Here is the catch: They moved the mage amplifier into a BRAND NEW skill branch (melee weapon crafting), that noone has any levels in. You will start back at lvl 51 in that branch. So before you can spend any of your 1000 nice training points for mage amps you will have to gain 50 levels of crafting to make your q110 mage amps again.

To sum up - yes raynes, skill points are reset, skill levels are fixed and remain fixed. Which is all good. What is not good is that mage amps have been moved from 2-handed to 1-handed, because those of us that wanted to make them have leveled up 2-handed, not 1-handed.

Mage amplifiers should have remained based on 2-handed crafting and ( in future ) Electric Lances should become pikes ( since that as well is what one currently had to level up in order to make them ). If that would give the game designer an ulcer for whatever reason then they should offer a GM assisted skill branch switch for those of us that spend hundreds of hours leveling a specific tree to craft these items.

Re: Patch1 Issues

Posted: Sat Oct 30, 2004 8:29 am
by shrike
Or, in other words: every currently lvl 101 magic amp/gloves caster is effeciently loosing 4+ million dappers - because that's how much you approximatly have to spend for lvl 50 npc-mats and a various collection of player-sold mats to get the new close combat crafting skill up to 101.

Re: Patch1 Issues

Posted: Sat Oct 30, 2004 9:07 am
by pandorae
ctusk wrote:It's late and I am not sure if I am talking to a wall here ...


You are...

Re: Patch1 Issues

Posted: Sat Oct 30, 2004 12:32 pm
by kovah
pandorae wrote:You are...



post whore

Re: Patch1 Issues

Posted: Sat Oct 30, 2004 1:14 pm
by thanakar
Someone else brought up a point that I'd like to know as well. What happens to all the current amps in the game when the patch is introduced? Well they still be there, will they all poof, or will they all convert over to magic gloves? This affects mages since if all the current amps go poof they are going to have to wait for all amp crafters to grind up to level 100 again so they can have adequate magic gloves.

Re: Patch1 Issues

Posted: Sat Oct 30, 2004 3:41 pm
by elfmatic
thanakar, many of the mages have been waiting and waiting for this patch because there are almost no amps Q120+. The reason is because there has not been an amp specific crafting skill tree past 100. The only way to make them has been to level TWO HAND WEAPON CRAFTING but past level 100 you don't get any experience for making them, and you have a HUGE chance of failure. For instance, you only have a 20% chance to make a Q120. This problem is further exacerbated by the fact that at level 105 you get spells requiring a 120 staff. So the few priests running around are TOTALLY screwed. I can only imagine that they must need 170+ gloves by now...

~Elf