I do not like the proposal, because it favors only those players who spent most of their time in "skilling" their characters.
In my opinion, there should be a balance in skills between "RP" and "PG" characters. Example 1) a character is regularily IG for one year and roleplays to be a warrior and does training mainly in groups with others. 2) a character who is IG over the same time period, but only focusses on skill
gain. Character 2) should only be SLIGHTLY better than Character 1).
That's why I like my "fast skillgain" proposol so much: only 1 skillcap per day, but reachable in (some) minutes. This gives ALL regularily playing characters a good chance to get decent skills. Don't forget, this should be ROLE PLAYING game, not a SKILL FOCUSSED game. In my opinion, this base concept got lost completely.
I do not like skillgain for money, but would prefer skillgain for role play / quests, alike proposed by Estralis.
Buying skill points from NPCs
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- Fianna Heneghan
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I think if this idea gets implemented, the increase in cost per skill point should be algorithmic the way the skill gain system is currently. Not only should the higher skills be more expensive, they should be significantly more expensive - almost prohibitively so. Otherwise it would be an ineffective money sink and too unbalanced.
- JonathanSmith
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- Fianna Heneghan
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- Colin Smalls
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WOOOOOOOOOOOORD.JonathanSmith wrote:I would like your idea, if ALL characters gain (a lot of) money ...
I prefer money sinks like shops offering magic items, gambling items analogous D2, NPC's offering raw materials at "market price's" (means common IG prices), etc.
Wandering gypsy npc's ftw
As for the proposal i dont like it as im always poor ig.