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Get rid of maxed-out skills!, a really unneeded feature
Serephe
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If a downie like me can scout Badlands successfully with fresh recruits in apaches armed with HMGs, anyone can.
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vet wv paintladder ww0,3,0

Posted Jun 9, 2009, 12:01 am
Marrkos
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darthspanky said:
... a bunch of stuff ...


You've been here longer than almost everybody else.  Ergo, almost everybody else is a 'new guy'.  You need a descriptor other than 'some new guy'.  ;)

If every area is 'just as easy as scouting in ss' (and the implication is that this is boring/not fun) then it sounds like you won; you beat the game.

Time for a new game and new challenges.


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vet wv community

Posted Jun 9, 2009, 12:19 am
This member is currently online darthspanky
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yeah time for a new game is right but community is really cool and i have hope someday it wiill be worth playing again. sorry for being a griper.
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vet paintball wv1,0,1

Posted Jun 9, 2009, 12:33 am
Serephe
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Its "worth playing" now, you're just expecting too much from a game. :)
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vet wv paintladder ww0,3,0

Posted Jun 9, 2009, 1:42 am
*Zothen*
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pweelg said:

If each character skiil peaked differently then if he peaks low in something youve always got another chance with a different skill


Wrong, the other skills peak next to the first capped skill. At least thats what I expected. Sometimes a few points more, sometimes a few less.
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vet marshal wv

Posted Jun 9, 2009, 4:06 am
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*Ninesticks* said:
Perhaps you are placing too much importance on the scouting skill for scouting purposes Zoth. High scouts are indeed useful for large travels purely for trucing, but for combat I was quite happily scouting bl with a 1maxed 120 scout.


Most players recommend at least a 120-130 scout for GW and a higher one for BL. But when you use small squads (below 5 cars I guess) you get a bonus anyway... so it depends strongly on the type of scout. I had a lot of nasty surprises with my 120 scout at GW... too tough to be enjoyable for me. But thats also mainly cos I cant risk losing chars cos they cost me ages to skill up, as I explained (no powerskilling, no grinding and no time for that). Think my GW experiences showed me where the problem is with a low level scout...
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vet marshal wv

Posted Jun 9, 2009, 4:12 am Last edited Jun 9, 2009, 4:13 am by *Zothen*
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Zoth, I often get the feeling that GW is harder to scout then BL, especially if you scout towards SS or Elms - but that is probably due to local pirate activity being constantly through the roof as not many people scout there (long returns as mentioned, nothing for hero points, lack of player market etc etc).

As always if I am about more than happy to take a run out with you, you bring the scout though ;-)
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vet wv marshal pvp4 community pvp20,1,0

Posted Jun 9, 2009, 8:21 am
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darthspanky said:
but community is really cool.


That's why your putting bounties on everyone :-)

darn probably got a bounty on me because of this post :-(
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vet wv zom0,3,0

Posted Jun 9, 2009, 10:59 am
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*Zothen* said:
Wow, never thought that so much of you guys would stick to it. Well, for me it hurts very much. I always wanted to head south but I wont wait another 6+ months till I have the luck to get a scout a lot of you guys already have. Ive noticed that its not possible to stay on track when you dont regulary play. Really, it hurts me that much that - for the first time since a few years - I think about now renewing my sub. The lack of good scouts for the south and the overall too slow skillgain became too much of a hinderance for my enterainment over the last year. I thought a few more of you could see that. :thinking:


i dont want it changes.. but zoth there are so many solutions to what you say.

when i moved to Bl i did not have scouts that would cut the mustard. I relied on Nines heavily. My gunners were not really good enough either (again Nines took more than their share of the work).

but being in BL means you skill up so much more quickly you rapidly start to catch up. I started there with 40 gunners and a 50 odd scout. Nowadays I have a full BL crew with 180+ gunners and scouts. If you want to scout sometimes down there then just go... join up with us or anyone else.. latte takes people, hallen and Pweelg scout there regularly etc etc. You can scout as often or as seldom as you like and you dont have to have the scouts to do it.

For travelling there I use maxed 70 scouts and they are fine. Or send your people with another player.

and when down south run an ok scout to Spouthern Pride or Pan or any camp every now and then and you will have a jumbo scout in no time.
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vet wv zom pvp4 cont community deathrceL1 marshal pvp3 pvp2

Posted Jun 9, 2009, 1:27 pm
*sam*
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Currently characters max every skill at the same level. I could change this to be different for each skill, if there's enough interest in it? -- it would be a bit of work, since there are quite a lot of places in my code where skills are increased.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jun 9, 2009, 3:44 pm
Marrkos
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I would expect there would be a fair bit of interest in making this happen as this isn't the first time it's come up.

The last time, I think it quickly spiraled into complexity with suggestions about how similar skills should/could cap close to each other (a good gunner, will most likely be a good heavy/large gunner, for example), but otherwise each skill should have its own cap.

Not sure if you want to go to that level, but almost guaranteed as soon as somebody's 200* LG becomes a 90* Gunner, you'll hear about it. :)

The only other question I'd have is would it be retroactive, or only apply to characters generated going forward? So current characters will have a single cap level, but new ones will have multiple cap levels.
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vet wv community

Posted Jun 9, 2009, 4:01 pm
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*sam* said:
Currently characters max every skill at the same level. I could change this to be different for each skill, if there's enough interest in it? -- it would be a bit of work, since there are quite a lot of places in my code where skills are increased.


I think it would be interesting Sam in that each char would be a little more unique, but if it's a lot of coding work I don't know that the result will be worth the effort...

JL

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vet marshal deathrceL1 wv community combatL1

Posted Jun 9, 2009, 4:20 pm
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Hmmm. Personally, I am of the school of thought that if anybody can do something, I can learn to do it as well. It might take me longer because I lack a certain natural talent but with enough practice, I can do anything.

My thought is to remove skill caps completely and replace that with each skill having its own training form. Some characters will skill up faster in some skills than in others but with adequate training (a lifetime worth in some cases) any character can increase any skill without upper limit.
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vet wv

Posted Jun 9, 2009, 4:23 pm
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Combining threads - Idea: spend hero points to raise your skill cap. Rationale: extra special attention from the teacher because you da man!
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vet wv

Posted Jun 9, 2009, 4:38 pm
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TKW - my only issue with that is we'll see people complaining about, "my scout is STILL at 187 but he's not capped - why won't he train?" when he's really only training at a trickle... say .00000000001 per encounter
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Posted Jun 9, 2009, 4:41 pm
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*jimmylogan* said:
TKW - my only issue with that is we'll see people complaining about, "my scout is STILL at 187 but he's not capped - why won't he train?" when he's really only training at a trickle... say .00000000001 per encounter


Then people should learn that they might have to consider changing the focus of their training.  Maybe the ganger is a natural born mechanic or medic or something else.

I think it should be a case of a gradual slowing in training.  Long before reaching the "training at a trickle... say .00000000001 per encounter" stage, an observant gang owner would notice that this guy was taking one or two encounters to gain a point in scouting, then 2 or 3 encounters, then 4 or 5 encounters, then 6 to 10 encounters, etc.
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vet wv

Posted Jun 9, 2009, 4:49 pm
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I'm not sure how complex that would be, but maybe it would help people in Zoth's situation to have the gang leader have a general idea of how good a ganger can be at something. Sometimes he's right, sometimes he misjudges someone... Judgment could change over time...

It would make sense too, the leader could judge by the way the gangmember is learning, if he seems to ba a natural, etc...

This way, you could train in scouting your gangmember that has the best potential at scouting.

The better your leader, the more accurate he is at judging potential.

People with more time could still make their gangers better by crosstraining, etc...

It would help people in Zoth's situation because he would avoid most of the time the disappointment of having a gangmember peek too early for his tastes.
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vet wv

Posted Jun 9, 2009, 5:04 pm
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http://dark-wind.com/forums2/index.php?a=topic&t=8285

Expansion of th skill cap thingie
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vet

Posted Jun 10, 2009, 6:20 am
*Zothen*
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*sam* said:
Currently characters max every skill at the same level. I could change this to be different for each skill, if there's enough interest in it? -- it would be a bit of work, since there are quite a lot of places in my code where skills are increased.

Sounds fine to me. It wont help my current chars but would prevent the sudden "becomming useless at 77" problem in the future.
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vet marshal wv

Posted Jun 11, 2009, 11:21 am Last edited Jun 11, 2009, 11:21 am by *Zothen*
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"Useless at 77" problem guarantees that the char can hit 77 in other skills as well and at least in SS 77 skill goes a long way. Capping at 77 in one skill and spending a year to train the char only to find out that it was the highest cap for his skills might also raise some complaints :)
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vet wv

Posted Jun 11, 2009, 11:25 am
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