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Get rid of maxed-out skills!, a really unneeded feature
Dr Mathias
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I'm not too sure about knowing what a character's potential is, I mean how would one know that? I can name countless people IRL whose 'potential' is never realised because they have no ambition, or are on drugs, or whatever. I'm an art instructor and a big part of my job is evaluating (rather guessing at) 'potential'.

If you bring in the ability to know what a character's potential is, make it something done through the training center- an 'evaluate potential' option that takes a week to administer, where the trainers look them over good. Magically knowing what a guy's potential is the day you recruit him at the tavern is goofy beyond reason.
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vet combat1 ped1 wv cont

Posted Aug 10, 2009, 7:38 pm Last edited Aug 11, 2009, 12:36 am by Dr Mathias
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*Zothen* said:
Now that my next scout apprentice maxed out at 77 I can only repeat:

Get rid of the damn, useless skillcaps that renders gangers useless after months of training!

Whatever you peeps that play alot say - at least when you dont play daily its a painful nuisance that this stupid system scraps your chars after such a long time!  :mad:

After a year REALTIME I still have no more useful scout chars! Man, this really pisses me! For what should I play this game? Pay so I can wait till I finally can play?

This randomized skillcaps bring absolutly no gain for gameplay! The vets will sort out their chars anyway - and they have the time for it - peeps like me are stuck helpless watching how more and more of his chars are rendered useless by a sucking random system! The damn red numbers spread like a virus through my roster Ive tried to build up in a longer time than most of the hard-core players... And now it all falls apart... week by week...


I understand your frustration, Z, but I can't agree with skill caps being removed. I am fervently opposed to all players having a bunch of super-human heroes riding around carelessly.

Though 77 is a relatively low point to cap, it's not fair to say this particular ganger is useless! I think a ganger with any skill above 50 has a good chance of accomplishing his duties efficiently. Of course it's nice to have gangers max at 100+ but it isn't essential for the game to be playable. This may be a personal preference, but I'd rather have a ganger with 77 in two or three skills than a single ganger with one skill above 100. Multi-taskers rule Evan!

I have to say I'm even opposed to having any indication whatsoever of a ganger's potential in a given skill - though not as fervently as I am opposed to removing skill caps. Someone mentioned there is no possible way of evaluating a ganger's potential. At most I think we should receive a warning when a ganger is within 10 points of capping but nothing more.

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vet combatL1 wv cont0,5,0

Posted Aug 10, 2009, 10:37 pm
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I don't see any reason to let us know when a ganger is going to cap, especially when they are recruited. This will just lead to us hiring and firing more characters than some of us already do when looking for a new guy. Who is going to sit on that ganger who's going to cap under 100 when the next guy might not cap until over 250?

Further, if gangers are made to cap skills at different levels, I think that they should be capable of reaching the same level in related skills. That is, if they max at 200 gunnery, large guns, hand guns, and maybe even ballistics should also cap at 200 for that ganger, though driving might max at 75. Same could be true of driving/trucking/cycling. The others don't fit quite so nicely.

In short, though, I don't really like the idea of any of this changing whatsoever. Seeing your ganger cap at any level is a letdown, but I don't see them as useless, either. They all get sent to Sarsfield for mech training and become camp monkeys for the rest of their lives.
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vet gateautumn gwextrav raceL1 wv e2g0,2,0

Posted Aug 10, 2009, 11:03 pm
simonmaxhill
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Personally, I have a lot of trouble seeing any char with skill above 70 as "useless".
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vet wv

Posted Aug 10, 2009, 11:56 pm
*Tinker*
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*sam* said:
I feel your pain Zothen, but nevertheless skillcaps are important, I think. How about some system that gives you a vague idea of what the skillcap would be for each of your characters?

e.g.
"Low potential" -- cap is below 100
"Average potential" -- cap is between 100 and 150
"Good potential" -- cap is between 150 and 200
"High potential" -- 200-250
"Truly gifted" -- above 250

..?


Are you saying that when we first recruit a gangster we know right away? John Smallberries has : --->Good Potential?<---

na i think that's terrible, i will be clicking all night till i get a gangster that will guaranty me 150+ at a minimum!

How bout focusing more on other variables like attributes, dexterity that really shows an impact on various skills, or training form that works well and doesn't disappear for one year


I had several free recruits cap around a 100, one of them was consistently gaining 5 points in SS in gunery then maxed without warning at 100+
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vet marshal wv pvp3 zom circuit2 pvp1 cont

Posted Aug 11, 2009, 2:19 am Last edited Aug 11, 2009, 2:21 am by *Tinker*
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*Tinker* said:
John Smallberries has : --->Good Potential?<---


HAHAHAHA! He certainly does!
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vet combatL1 wv cont0,5,0

Posted Aug 11, 2009, 4:17 am
ISHOULDCOCO
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I think this is comparable to Grinding in WOW.

DW is not like that

Not in the mechanis sense or the convenience sense.

DW is not 'that' kind of game.

We dont make things 'easy' for players

We give our characetrs addictions

It is hard for me to explain , but an intial indicator would be creepy and false and would just be another uglifing route to power gamimg.

If you did 10 weeks of full cost training then you could be aloud a single word indicator of the characters potential ( in that skill only)

COCO
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vet wv

Posted Aug 11, 2009, 8:28 am
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Why not have the potential indicator display for a skill when a characters hits 50 in that skill (and get's their first specialism)?

At that point they've been around long enough for the gang to have worked out whether they're a genius or journeyman in that particular skill, so it makes sense RP wise. It's also a good point to switch to training something else if they turn out to have low potential, and are unlikely to get their second specialism in that skill, so it should improve gameplay as well.
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vet wv

Posted Aug 11, 2009, 12:00 pm
Lord Foul
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Doc said:

Quote:
If you bring in the ability to know what a character's potential is, make it something done through the training center- an 'evaluate potential' option that takes a week to administer, where the trainers look them over good. Magically knowing what a guy's potential is the day you recruit him at the tavern is goofy beyond reason.



Doc’s idea is a good one and could be implemented easily using the training centers we have now. Have it act like the rehab and cost (X)k, like 1k or 5k to make it a money sink. The training center will spend the game month evaluating the recruit’s potential. Once the evaluation is complete, the potential will be listed like the characters general health.
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vet race1 deathrce1 wv zom circuit1 pvp1 northernsummer community circuit3 paintball55,206,126

Posted Aug 12, 2009, 12:42 am
Dr Mathias
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I'd like to revise my statement a little bit...

I would suggest- if training center evaluation of ganger potential were to be implemented- that the time to evaluate be randomized a bit. COCO's suggestion seems too long to me, but on retrospect 1 week seems a little short. Yes, it is a month game time but still a small price to pay to know in advance what kind of dude you've hired. I'd suggest perhaps 2-4 weeks to evaluate, and half that in Elmsfield. Or just make it a flat 1-2 weeks and make the option available in Elms only. Elmsfield could be justified in-game by having a better hospital that can give comprehensive exams in conjunction with the training center, and a generally less corrupt culture overall- more likely to engage in a reliable evaluation process. As most of you know I'd like to see some definitive variation between the towns and this seems like a place to do it.
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vet combat1 ped1 wv cont

Posted Aug 12, 2009, 1:12 am Last edited Aug 12, 2009, 1:13 am by Dr Mathias
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Make it a psi skill. Psi stands for psychologist :)

When in an event, the char with the highest psi skill has a chance to evaluate another participant at random. This trains psi. Successful evaluation unlocks this information in the character's stats. (info can be a benign permanent damage tag, like missing ear... no DB schema change needed.)
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vet wv pvp3

Posted Aug 14, 2009, 2:57 am
ISHOULDCOCO
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" The Trucking Skill is strong in this one"

COCO
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vet wv

Posted Aug 14, 2009, 7:01 am
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