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Administrator
![]() ![]() Join Date: Mar 2006
Shard: Europa/Snowbourn
Posts: 5,544
Blog Entries: 3
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Thanked 76 Times in 34 Posts
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Skill Advancement on Siege/Mugen
source taken from UO Siege Perilous
Leurocian VIP Ultima Online Designer Hail and Well Met, I have a Saturday morning question for all you Siege Perilous and Mugen players. If/when UO skill advancement gets revamped/tweaked/improved/etc., should the rate of skill advancement on Siege Perilous or Mugen be any different than on the regular Production shards? If it should be different, how so? Should it take longer? If so, how much longer? Disclaimer: My post in no way means that we are making any changes to skill advancement in UO. I'm just soliciting feedback from you to see what you think. What say you? Thanks all, and have a great weekend! ############################
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#2 | |
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Administrator
![]() ![]() Join Date: Mar 2006
Shard: Europa/Snowbourn
Posts: 5,544
Blog Entries: 3
Thanks: 88
Thanked 76 Times in 34 Posts
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Re: Skill Advancement on Siege/Mugen
*UPDATE*
Leurocian VIP Ultima Online Designer Excellent feedback so far! Let me share with you some data I recently discovered, that may help shed some more light on this topic. On a normal shard ruleset environment, I was able to GM a skill with no use delay (e.g., Musicianship) in 30 minutes - and it took over 29000+ uses to do so! There appears to be two things undesirable with this. One, a skill probably shouldn't be Gmed in only 30 minutes. Two, a skill probably shouldn't take over 29000+ uses to GM. Now, imagine a skill like Animal Taming, Discordance, etc. that has a skill delay, is difficulty based, targets have to be found, etc. While skill advancement in such skills certainly takes longer than 30 minutes to GM, the amount of skill uses required is equally tedious. What we've been pondering about is how to correct this sort of issue? For now, I'll just focus on the skill rate advancement portion of my thoughts. I recently solicited feedback from you all on the UO Forums about how long it should take to GM a skill. After reviewing that feedback, I'm leaning toward 14.5-22 hours of game play to GM a skill. I won't clutter the thread with math, but let's just say for the sake of argument - depending on the amount of hours a player plays a day - this equates to 1 to 3 months of real time to 7XGM your skills. Obviously extending the amount of time from 30 minutes to 14.5 hours to GM a skill like Musicianship is a significant change. However, what if it only takes around 5400+ uses to GM instead of 29000+ uses? Then, it would certainly be less tedious. So what appears to be one possible direction to go with this is to greatly increase the chance to learn skills (which reduces # of required uses), but limit the # of learn attempts a skill could allow within a certain amount of time. Example: perhaps a skill could only grant a chance to gain every 10 seconds. Most skills have a skill delay of around 10 seconds, so this limiter obviously wouldn't apply to them. But skills such as Musicianship could then only be gained once every 10 seconds. What I recited above is a hypothetical example of one possible way to tweak skill advancement on normal production shards. As for SP/Mugen...this is the reason I'm soliciting feedback. If we went with this type of skill advancement revamp, would RoT as you know it today be necessary? Perhaps if we did go with the above revamp, we could certainly make it more difficult to advance on SP/Mugen to keep with the spirit of those shards. Or we could just leave the current RoT system in place. I'll stop here for now. I have more thoughts about making skill gain for certain skills more fun (Animal Taming and Poisoning immediately come to mind) and so on, but I'll leave that for another time. Thanks again everyone for your thoughts. And remember. Everything I've stated in this thread is just brainstorming with the player base. This does not mean we are planning on revamping skill advancement on any shards. I'm just soliciting feedback to see what you all think....if/when we ever decided to pursue such an adventure ~~~~~~~~~~~~~~~~~ Quote:
I think if you made something like this happen, it would be fine on Siege also. It's not so important that we be different from other shards (IN THIS ASPECT), just that people dont end up with fully developed characters in a week or less. ~~~~~~~~~~~~~~~~~ Thanks for being in here. Others did already say what I wanted to say, special Hoffs and Grot. I'm worried that we would see alot unattended macroing. I believe we still would need a daily gain cap, else we will see play players macroing a 7xgm char in a week. I believe we should keep RoT after 80 but changes the daily cap to 4 points. The timer between gains could be made a little faster. ~~~~~~~~~~~~~~~~~ I agree that Siege would still need a daily skill cap. Thanks for the feedback everyone! ~~~~~~~~~~~~~~~~~ What about looking at WHAT we gain? Currently when we get a gain, it's always only 0.1. Change this. So when we get a gain, it will now be 0.1 to 1.0, at random. So nothing else needs to be change if we are shortening our training by increasing the result (actual points gained), we will GM faster, and you devs don't need to reinvent the wheel for skill training. If you feel that range will still make skill training to slow, then we can increase that range to 0.1 to 5.0; 5 is probably too much, but this is just for demo here. There is nothing that makes the players happier than to let them know they are lucky. Like the Arty drop system, the lucky one gets an arty. Imagine you login and train, and BAM! you gained 3 whole points on your first try? Nice! This is an interesting suggestion, Guildmule. I'll certainly keep it in mind. Thanks! ~~~~~~~~~~~~~~~~~
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