Shadow Avenger:
A, You're inferring this. I'm saying your proposal makes it
faster to capture all skills rather than have to earn skill points for each subprofession.
B, Not so, you're putting words in my mouth. I said unlocking all skills on one PvE character gives you access to a potentially more powerful PvP character. Expediting this process seems counter to the goals of a game company who wants people to spend time in their game and wants longevity in the market.
C, Saying something doesn't make it so. Playing the game in and of itself is a grind. Your proposal only offers the chance to grind a different way. You'll still have to earn exp, you'll still have to earn gold. You'll still have to find items, and the only "change" I can perceive is a new kind of leech being added to an already-infested community.
D. Right, but this thread is deceptive. It didn't so much offer a position as ask people to attack it. People have. Those who are in favor of the "proposal", which is really just a question, aren't defending their position, they're simply attacking the opposing position.
HH-
Correct me if I'm wrong, but there's a boss for every "build" of creature, yes? So every ability any npc uses can be captured. While this may not encompass all 750 skills, this is also true questing for non-elites. As more content is added, we are seeing more skill quests. Does it not stand to reason we will see more varied npcs?
Granamyr:
Quote:
Originally Posted by Granamyr
So going into explorable areas, fighting your way to the boss and capturing about one useful skill at a time is not "playing the game"? But doing all that PLUS grinding for xp is "playing the game"? Please explain.
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If you take a bar with seven signets of capture and resurrect, are you playing? If your guildies are power-dragging you to capture skills, are you playing? Right now it's a part of the game to get a group together to go skill-hunting. This assumes you're going to go out and capture one, two skills max before you turn back to switch out skills. If you start to encourage free-range capping what stops players from taking four signets? Six? Not only will you have professional groups going out to save themselves skill points so they can spend the least number of points on purchasing skills they may not be able to cap, but you'll also see a dramatic increase in the number of community members people complain about. We already have the guy who disconnects after capping one skill. Now you'll have the guy who doesn't even help fight--he just caps seven skills (which he may not even be able to use effectively to aid the party) then leaves. You can't weed him out pre-emptively. You can't examine his skill bar before you enter a mission. If you want a reason not to do it, there's one. I have yet to see either you or Shadow Avenger defend this.
Quote:
Originally Posted by Granamyr
Sure it does.
1. Rune Trader makes it easier to get runes for your player.
Result: People are able to make their builds more interesting through increased attribute points, sometimes at the expense of health.
2. Rare item drop rates go up making it easier to get better weapons/items.
Result: More trade, more weapon customizing, more experimentation with item/weapon combinations
3. Signet of Capture doesn't cost a skill point
Result: Instead of just buying a skill, people go out and explore and try to capture skills from bosses, people experiment with skills they wouldn't otherwise have wasted a skill point on translating to more diverse builds. People avoid doing a part of the game the majority of the community finds tedious.
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1. This has also opened the door for the 300-hp level 20 elementalist who has three superior runes on because he can afford them. That works in the Underworld, I promise.
2. In the sort term, yes. In the long-term the market is flooded and items will need to be re-balanced, otherwise everyone will have a set of "godly" weapons and new players will be outclassed by being poor and having to spend months "grinding" to catch up.
3. See above. Some players will continue to use Signets of Capture in a thoughtful and group-friendly manner. Others will not. The only way I can think of to combat the problem of these players is to limit the number of signets to one per bar...which means more grinding, which defeats the purpose of your proposal. So, how do you combat that? Why should a feature be implemented that is so obviously abusable and will only cause more frustration in an already-frustrated playerbase?
Quote:
Originally Posted by Granamyr
I don't have a problem paying a skill point to capture an elite skill. I said this before and although it's not what I want, it's a compromise I'm willing to accept. I do have a problem paying a skill point to capture a normal skill for many reasons....consistency being foremost.
If a quest can reward you with a skill (sans skillpoint) then doing the exact same thing with a SoC should yield the exact same result. Additionally, I pay skill points to be taught a skill that I never forget. Everyone agrees that the Signet of Capture is a skill, so I should never forget how to capture a skill once I pay a skill trainer to teach me. That said, another acceptable compromise would be only being charged once for the SoC and, quoth the raven, nevermore!
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Signet of Capture isn't Inspired Hex/Enchantment. It isn't Arcane Thievery. It is permanently replaced. If you want to use those abilities you can stock them and save yourself the hassle of worrying about signets of capture.
Quote:
Originally Posted by Granamyr
The argument of burnout assumes something that is rather implausible -- namely that everyone can instantly capture all the skills in the game. If someone wanted to make this their goal, it's a game in and of itself and should be rewarded based on the amount of time it would take. You know as well as I do how much effort goes into the actual process of capturing skills so don't argue that removing the SoC skill point requirement equates to Unlock All Skills instantly. We both know that isn't the case.
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In this you are correct, but again...see problem with "pro" skill-cappers. That is my fundamental problem with this system: the player who *does* want to capture all skills in the game and isn't advertising that fact.
Quote:
Originally Posted by Granamyr
What do you think I started this thread for? How many times have I asked for someone to demonstrate the harm to the game or community? The only answer I've heard is "it will cause burnout"
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I thought I have, but I still have yet to see it addressed.
Quote:
Originally Posted by Granamyr
Honestly, I thought you'd be above this but once again, someone attempts to stifle discussion instead of bowing out gracefully themself
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You're on fire, says the flame-baiter. I'm all for argument and discussion, but that's not what this thread has evolved into. I've seen many people answer the original question *and* propose side-effects more fleshed-out than "burnout imminent, evacuate game!" I wonder why you haven't? I suggested closing the thread because I suspect you (and others) don't want to see those points, which is why you've so studiously not seen them as of yet.
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