Proposals
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- abcfantasy
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- abcfantasy
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- Taeryon Silverlight
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- Lance Thunnigan
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- Taeryon Silverlight
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I hate the complete idea about fixing a maxnumber of skills. It is senseless and disables some players to keep on with their rp. For example the fighting crafters of the nordmark. Also, there could be some elves or stuff, that are over 1000 years. It is natural that they have learned more than one craft over all those years (or they could if they want, at least.)
- Richard Cypher
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I think this is foolish, the whole point of my topic was about removing the proposal board and switching back to the old way of PMing the staff with neat orderly ideas that you took time to come up with. Then a poll could be made on the Illarion e.V. page for the staff to decide on since we do not have as much say in it because they decide overall the final yes or no.
I only mentioned skill gain because it is so hard after a certain level. Skill gain for crafters is very good at the moment. It is fairly simple at first and they can sell small items, such as plates, nails, dyes, or dyed cloth, to make money. After this phase they can buy a cow and use a massive amount of resources to continue with their training. So it is very balanced for them and no changes should be made. My issue for skill gain was the fighting skills. Anyone can get to light green to slightly darker green easily by fighting flies then some mummies, wolves, and skeletons.
The real issue is once you reach about level fiftyish it starts becoming ridiculously hard to level. So, people do not want to have a small amount of time needed for skillgain, i.e. 2 to 6 months and think it should take more. Others say it should because skill gain is so hard. Many people are arguing that hard work pays off. These are all valid arguments.
I feel and believe that making a time limit is ridiculous. Also, setting it up so you can only learn 2 skills max one at half and one at a quarter is completely stupid if you are trying to make a fighter or even a crafter. Fighters need atleast 4 skills. Crafters need atleast 2-3 skills for any craft. A simple solution to this problem is this, keep a skill cap to help prevent PGing, but raise the skillgain. So either by killing something you get a swirly faster or raise the "experience" you get from killing monsters.
I do not think crafting skills really need to be changed for skill gain since it is easier for them with cows. Fighting skills need to be able to raise higher at a slightly easier amount then what it is now. As for fighting skills even crafters have them or mages because they do not want to be killed by the first mummy they find. Not every crafter/mage character starts off being able to hire a guard or instantly cast magic to defend themselves.
So higher skillgain for fighting skills would benefit every single player of Illarion. You would still have high level characters because of hard training and perseverance. You would have in between fighters who are trying to get stronger. So no one reaches max stats super fast and now you got a whole bucnh of powered out n00bs running around. It is still the same that the more time you put into it the better you get but it is easier.
P.S. The only reason why I even mentioned the diet system in my initial post was because it was the one proposal that popped out in my head that I found silly. I do not care that we have it, it makes it a bit more difficult but I just found it silly. There are many other proposals I could have gone on about.
Take your time in reaching a decision!
Sincerely,
A Dedicated Illarionite
Edited: I might have said lower skillgain, I meant higher. Sorry
I only mentioned skill gain because it is so hard after a certain level. Skill gain for crafters is very good at the moment. It is fairly simple at first and they can sell small items, such as plates, nails, dyes, or dyed cloth, to make money. After this phase they can buy a cow and use a massive amount of resources to continue with their training. So it is very balanced for them and no changes should be made. My issue for skill gain was the fighting skills. Anyone can get to light green to slightly darker green easily by fighting flies then some mummies, wolves, and skeletons.
The real issue is once you reach about level fiftyish it starts becoming ridiculously hard to level. So, people do not want to have a small amount of time needed for skillgain, i.e. 2 to 6 months and think it should take more. Others say it should because skill gain is so hard. Many people are arguing that hard work pays off. These are all valid arguments.
I feel and believe that making a time limit is ridiculous. Also, setting it up so you can only learn 2 skills max one at half and one at a quarter is completely stupid if you are trying to make a fighter or even a crafter. Fighters need atleast 4 skills. Crafters need atleast 2-3 skills for any craft. A simple solution to this problem is this, keep a skill cap to help prevent PGing, but raise the skillgain. So either by killing something you get a swirly faster or raise the "experience" you get from killing monsters.
I do not think crafting skills really need to be changed for skill gain since it is easier for them with cows. Fighting skills need to be able to raise higher at a slightly easier amount then what it is now. As for fighting skills even crafters have them or mages because they do not want to be killed by the first mummy they find. Not every crafter/mage character starts off being able to hire a guard or instantly cast magic to defend themselves.
So higher skillgain for fighting skills would benefit every single player of Illarion. You would still have high level characters because of hard training and perseverance. You would have in between fighters who are trying to get stronger. So no one reaches max stats super fast and now you got a whole bucnh of powered out n00bs running around. It is still the same that the more time you put into it the better you get but it is easier.
P.S. The only reason why I even mentioned the diet system in my initial post was because it was the one proposal that popped out in my head that I found silly. I do not care that we have it, it makes it a bit more difficult but I just found it silly. There are many other proposals I could have gone on about.
Take your time in reaching a decision!
Sincerely,
A Dedicated Illarionite
Edited: I might have said lower skillgain, I meant higher. Sorry

Last edited by Richard Cypher on Sat Sep 15, 2007 12:30 am, edited 1 time in total.
- Taliss Kazzxs
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I agree, I am highly against a max number of skill capTaeryon Silverlight wrote:I hate the complete idea about fixing a maxnumber of skills. It is senseless and disables some players to keep on with their rp. For example the fighting crafters of the nordmark. Also, there could be some elves or stuff, that are over 1000 years. It is natural that they have learned more than one craft over all those years (or they could if they want, at least.)
4 maxed skills or 400 skillpoints was just an example. Maybe it should be more or maybe less. Also it could be possible that a single 100% fighting skills counts only 50 skillpoints, same to the mage skills.
Additionally, an old character might earn some additional skillpoints over the "years", e.g. add 100 skillpoints every 6 months .
And to the mages or fighters ... maybe it would make that game more interesting, if NOT all skills could be maxed.
Additionally, an old character might earn some additional skillpoints over the "years", e.g. add 100 skillpoints every 6 months .
And to the mages or fighters ... maybe it would make that game more interesting, if NOT all skills could be maxed.
Why is everyone so afraid of people being decent at things anyways? With such a high character/player turnover around here, it wouldn't even be a problem. PGing isn't and never has been the huge problem people have been saying it is. I mean what's going to happen? You'd think all the old players and "RP-ers" would get PKed in 1 hit by the noob hordes who have been here for 2 days, then we would be forced to buy their cheap goods, which will flood the market in unprecedented number .. and people talking about 1-2 hours for 6 months to a year, think about how absurd that is
Rosendil, your suggestions are always good.
Let's not forget here, with fighting, Skills known as Tactics and dodge are based more on random events, therefor being harder than the main fighting skills to raise. - I doubt those would reach max any time soon compared to the other skills.And to the mages or fighters ... maybe it would make that game more interesting, if NOT all skills could be maxed.
- Taeryon Silverlight
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If they do this and take away the chance to become a true master mage, I'll quit the game finally. I'm starting to get pissed by all that trash.Rosendil wrote:4 maxed skills or 400 skillpoints was just an example. Maybe it should be more or maybe less. Also it could be possible that a single 100% fighting skills counts only 50 skillpoints, same to the mage skills.
Additionally, an old character might earn some additional skillpoints over the "years", e.g. add 100 skillpoints every 6 months .
And to the mages or fighters ... maybe it would make that game more interesting, if NOT all skills could be maxed.
- Richard Cypher
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People should be able to max out all thier skills if they feel like it. I mean if they want to spend 3 years, of 50 hours a week, just going at it to max everything out, then by all means they should be able to. I beg you to find me one person who is not a staff member who has every single one of their skills maxed.Rosendil wrote:4 maxed skills or 400 skillpoints was just an example. Maybe it should be more or maybe less. Also it could be possible that a single 100% fighting skills counts only 50 skillpoints, same to the mage skills.
Additionally, an old character might earn some additional skillpoints over the "years", e.g. add 100 skillpoints every 6 months .
And to the mages or fighters ... maybe it would make that game more interesting, if NOT all skills could be maxed.
People like to have atleast one or two skills maxed in their professional trade, fighting, magic, etc. then once they reach that they usually RP a ton more and do not worry about skill gain nearly so much. It is because people want to have fun.
After taking all that time to raise a few skills they want to take a break and enjoy their new found power. Maybe later on down the road they will work on something else but that is their choice. Occasionally yes, you will find a jack of all trades who just day in and day out works on all his skills, but that is his choice.
I mean let people do what they will with the game. All I want is higher skill gain for fighting skills, for any character.
Edit: P.S.
When did I ever say that Julius? Stop putting words in my mouth!Julius wrote:Julius wrote:Did anyone read Richard's post? I think he wanted this conversation to end.
- Taliss Kazzxs
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you know >.>
If we really wanted powergaming to stop the staff could just start keepings more of an eye on the folks that do it and first give them a warning and then give them a short ban. Let there time of existing in the game catch up with there fastly gained skills.
There is no way it would harm the people that don’t powergame it would just be severely strict punishment for those that do.
If we really wanted powergaming to stop the staff could just start keepings more of an eye on the folks that do it and first give them a warning and then give them a short ban. Let there time of existing in the game catch up with there fastly gained skills.

There is no way it would harm the people that don’t powergame it would just be severely strict punishment for those that do.
Last edited by Taliss Kazzxs on Sat Sep 15, 2007 12:41 am, edited 1 time in total.
- Taeryon Silverlight
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Well, actually, traders shouldn't have any good skills. All my merchant has is a bit of herblore, to collect her ingredients for her tea (the skill is about 10% or so and the tea is rp) and she's getting along pretty well without any skills. The point of being a trader is rp in my opinion. One reason for me to make a merchant was the new crafting system. I don't like it and deleted my crafters when it came up. Tough, I didn't want Taeryon to be my only character, because I liked the trading-rp in the towns and the evenings in the tavern.
- Taeryon Silverlight
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- Korm Kormsen
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well, i think four maxed skills as a fighter (one weapon, tactics, dodge and parry)Taeryon Silverlight wrote:.... For example the fighting crafters of the nordmark....
and two maxed skills in crafting should give a fine fighting crafter char.
so let us say, 6 maxed skills, and four to six 50% skills, with all the other skills not over 25%.
and make it slow.
we don't need a full set of new chars every quarter of a year.
(only the most stupid PKing POs would not get bored by a maxed out char, i think)
You know.. when i think about it. Total skill caps would be crap.. more things to script, and little use. As Haedrian says, no one is going to want to be the jack of all trades.
Players either do what is fun, or what they need.
A smith, isn't going to suddenly take up farming just because they can. Especially as it's another few months they will have to take of dedication to that skill.
Players either do what is fun, or what they need.
A smith, isn't going to suddenly take up farming just because they can. Especially as it's another few months they will have to take of dedication to that skill.
- Talirea Iomee
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Ok... This would be my only post to this topic...
You all talk about getting your skills faster...
I think the most of you are able to play nearly dayly...
Well, I belong to those who are normaly only able to play at the weekends...
So if you complain about getting your skills takes too long... uhm... what should people like me say about this, hm?
ok... sometimes, I think I were glad if I were better at sertain things...
But on the other hand I love to play a crafters apprentice. It's a great chance for RP! And that's why I play in the first place...
I think it's difficult for the staff to ballance the system... But I also think they try to do their best. Sure I would be happy, if I learn faster... But I don't worry about it that much... I prefer to use my little time for RP.
Isn't that the real reason for playing this game?
You all talk about getting your skills faster...
I think the most of you are able to play nearly dayly...
Well, I belong to those who are normaly only able to play at the weekends...
So if you complain about getting your skills takes too long... uhm... what should people like me say about this, hm?
ok... sometimes, I think I were glad if I were better at sertain things...
But on the other hand I love to play a crafters apprentice. It's a great chance for RP! And that's why I play in the first place...
I think it's difficult for the staff to ballance the system... But I also think they try to do their best. Sure I would be happy, if I learn faster... But I don't worry about it that much... I prefer to use my little time for RP.
Isn't that the real reason for playing this game?
- Richard Cypher
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In any game when you max out a stat you do not get bored with it because you feel great. You might not train as much on anything anymore and spend more of your days just wandering around RPing, or smelling the flowers whatever.
Most max fighting skills would be used for fighting npc's anyways. I mean someone with max would have no challenge on weaker players and would not fight them.
Being able to learn anything is only logical if you put the time into it. Do you see how illogical it is to have guidelines on what you can and can not learn? So say you learn how to read in real life, then you learn how to write, you learned how to crawl, and you learned how to walk, now you can only learn to speak at 50%. WTF?
The way it is is fine now except for Skillgain, this never had anything to do at all with the skills you could learn, or how many. I do not know how this came into the topic at all. All I mentioned was fighting skills should raise a little faster because after a certain point it is severely hard to raise them.
Edit: Talirea, I was posting this when you posted your so I missed it. But skills enhance RP. You can go into any game and RP. It is the makeup of illarion and they way skills interact with the RP that makes it great.
Most max fighting skills would be used for fighting npc's anyways. I mean someone with max would have no challenge on weaker players and would not fight them.
Being able to learn anything is only logical if you put the time into it. Do you see how illogical it is to have guidelines on what you can and can not learn? So say you learn how to read in real life, then you learn how to write, you learned how to crawl, and you learned how to walk, now you can only learn to speak at 50%. WTF?
The way it is is fine now except for Skillgain, this never had anything to do at all with the skills you could learn, or how many. I do not know how this came into the topic at all. All I mentioned was fighting skills should raise a little faster because after a certain point it is severely hard to raise them.
Edit: Talirea, I was posting this when you posted your so I missed it. But skills enhance RP. You can go into any game and RP. It is the makeup of illarion and they way skills interact with the RP that makes it great.
- Juliana D'cheyne
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A suggestion only:
Since different "professions" on Illa may need different skills, I would suggest if this is done with limiting skills, the limit be adjusted for each profession. For instance you talk of 4 for fighters and allowing two more for a fighter/crafter, you may want to have a different number for mages, crafters, paladins etc.
Since different "professions" on Illa may need different skills, I would suggest if this is done with limiting skills, the limit be adjusted for each profession. For instance you talk of 4 for fighters and allowing two more for a fighter/crafter, you may want to have a different number for mages, crafters, paladins etc.