Post:New Circle Requirements - A Precursor - 03/07/2012 - 21:46

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Re: New Circle Requirements - A Precursor · on 03/07/2012 09:46 PM CST 1920
>>The sky is falling!

AAAAAAAH

<<* Activities that formerly taught Mech Lore for these skills will NOT train these skills>>

>>I don't understand what this means.

Braiding grass is a good example. It will use Engineering for the skill check to see how well you can braid grass. However, it will not train Engineering, and ultimately won't train Mech Lore (it's possible that it will until the other two skills are out, but I'm not sure on that).

This might not have been made clear before, and if not that's my fault - In the Ultimate World of Happy Goodness, the only way to train a crafting skill will be through the crafting system.

>>Magic rank calculations

As Armifer and I both said, these are draft equations. They're not final at all.

Also, consider that literally every spell is being rewritten, so there's not going to be a way to effectively compare the functionality difference. Every spell is changing in some way, and all of the difficulty curves are being refactored, so you need to avoid comparing how things are now to your speculations of the future. What was once easy might no longer be easy. What was once hard might be easier.

>>Confirmation that if Escaping is higher than climbing and swimming, it will be the controlling skill?

Correct. I foresee a 50% chance that there's even one person with higher escaping than climbing, but if they do, they'll get their escaping as their master rank.

>>What is the skill governing 3.0 hand to hand combat? My last understanding was that Tactics would govern non-damaging moves. Is there a and a Brawling in 3.0?

Brawling is the skill governing hand to hand damaging attacks. Tactics governs non-damaging brawling moves, which are largely position-influencing maneuvers like weaving, etc. I'm not sure which one the non-damaging action of grappling will go for. Tactics will also be expanded (ultimately, but potentially not before release) to allow more position-based things.

>>What will govern characters ability to get out from roots, webs, tight spaces, manacles, not be noticed by guards, which seemed to be governed by escaping prior to these upcoming changes?

Usually Athletics. Each activity that used escaping has been tweaked to use not-escaping, and that's MOSTLY athletics (webs and roots). Tight spaces and manacles aren't... actual things we make skill checks for I don't think? I can't think of any but I've touched a LOT of scripts lately. Guards are a combination of perception, stealth, and thievery if I recall correctly.

>>Rank-based skills for Barbarians are uncharted territory, and I know that Barbarian abilities are being coded with a different dynamic in mind, but this seems very, very low to me. It seems to me, going by Ranger magic, that Barbarian who even casually trained this stuff would have double (or triple) this.

The problem is, there's absolutely no way to know if you've been raging all day, every day or only enough to circle. Also, there's relatively little point to having a circle requirement that leaves you unable to use your abilities. Without knowing the circle reqs, you can't know how they'll compare to where a barb would be. The truth of the matter will be that when the split happens, you'll all be on even footing, and those of you that use your abilities more will pull ahead from that point on. There's not really any other way to do it.

>>Okay, wonder how guild-specific skills, and skill draining pool will work? And if not activated until it is ready, then what will happen.

Guild-specific skills will all drain at a primary rate, from your primary skillset bonus pools [potentially subject to change]. If not activated until ready, they'll be grandfathered when we flip the switch.

>>Please explain the mechanism for moving our Mech lore into one or all of these 3 skills.

Oh yeah, I forgot that I hadn't posted this:

You will be able to move ranks from Mech Lore to a crafting skill exactly once per crafting skill. That means that if you move exactly one rank to Smithing, you can never move any more ranks into Smithing from Mech, but could still move ranks to Tailoring. When we release the last skill, all mech lore learning will be turned off.

>>Both Paladins will have Endurance grandfathered to whatever the required rank is for 100th circle. Paladin A will lose bonus pool for those ranks?

Guild-only skills are actually an exception to this. It's the existing circle reqs, like Athletics or 2nd Armor, that would come out of the bonus pools. But the root is the same - If somebody doesn't have enough bonus pool to cover the ranks they need to circle, we're not going to leave them behind. To do so would be cruel, and to not drain bonus pool for free ranks would be to greatly exacerbate problems with people circling extremely fast for a while under the new system. Believe me, chances are pretty solid that most people won't have too much trouble here. The free ranks without draining will be a pretty rare occurrence.

WHEW. I'm going to go play squash here in a bit, but I'll catch up after I get back.

This message was originally posted in Abilities, Skills and Magic \ The Experience System, by DR-SOCHARIS on the play.net forums.