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BatMUD Forums > Ideas-wanted > Re: remove useless skill/spellmax variables from races

 
 
#1
28 Nov 2008 14:33
 
 
How about you remove skill/spellmaxes from races and simply finetune the
skill/spellcosts. Remove skill/spellmax boons and replace them with
skill/spellcost boons ( and mebbe add a bane just for the thrill of it).
1) Anything can be trained to guildmax nowadays.
2) Balancing would be easier with less variables between races.
3) maxes are useless nowadays, only affect costs anyway.

 
Rating:
-12
Votes:
28
 
 
Glaurung
1y, 99d, 0h, 41m, 24s old
Level:
100
 
 
#2
28 Nov 2008 15:35
 
 
Glaurung wrote:
How about you remove skill/spellmaxes from races and simply finetune the
skill/spellcosts. Remove skill/spellmax boons and replace them with
skill/spellcost boons ( and mebbe add a bane just for the thrill of it).
1) Anything can be trained to guildmax nowadays.
2) Balancing would be easier with less variables between races.
3) maxes are useless nowadays, only affect costs anyway.
Just a random idea, but maybe racemaxes could be made to matter a bit more by
making some guilds give certain skills specifically up to racemax and no
further...

 
Rating:
-5
Votes:
15
 
 
Mazzon
231d, 21h, 35m, 16s old
Level:
36
 
 
#3
28 Nov 2008 23:00
 
 
Glaurung wrote:
How about you remove skill/spellmaxes from races and simply finetune the
skill/spellcosts. Remove skill/spellmax boons and replace them with
skill/spellcost boons ( and mebbe add a bane just for the thrill of it).
1) Anything can be trained to guildmax nowadays.
2) Balancing would be easier with less variables between races.
3) maxes are useless nowadays, only affect costs anyway.

If you did want to go down the road to merging skill/spell max and cost,
you'd probably still want more than a single factor which effects
skill/spell cost.
I.e. it would probably be nice if the rate at which skill/spell cost
rises with % differs as well as some base multiplying factor.

I'd still be in favour of this, even though you'd still have a base
skill/spell cost and then some secondary (or further) skill/spell cost
factors, since I think it would be nice to remove the odd step changes
in skill/spell cost at certain fixed places.

 
Rating:
-6
Votes:
8
 
 
Tim
226d, 5h, 9m, 16s old
Level:
75
 
 
#4
28 Nov 2008 23:23
 
 
Glaurung wrote:
How about you remove skill/spellmaxes from races and simply finetune the
skill/spellcosts. Remove skill/spellmax boons and replace them with
skill/spellcost boons ( and mebbe add a bane just for the thrill of it).
1) Anything can be trained to guildmax nowadays.
2) Balancing would be easier with less variables between races.
3) maxes are useless nowadays, only affect costs anyway.
I second that. Those skillmaxes look ugly. I like round numbers. Plz fix
thxlol.

 
Rating:
-7
Votes:
9
 
 
Saldas
2y, 58d, 17h, 9m, 36s old
Level:
90