• Hail Guest!
    We're looking for Community Content Contribuitors to Stratics. If you would like to write articles, fan fiction, do guild or shard event recaps, it's simple. Find out how in this thread: Community Contributions
  • Greetings Guest, Having Login Issues? Check this thread!
  • Hail Guest!,
    Please take a moment to read this post reminding you all of the importance of Account Security.
  • Hail Guest!
    Please read the new announcement concerning the upcoming addition to Stratics. You can find the announcement Here!

Skill Training...Gold Sink! Bring Life Back!!

cazador

Grand Inquisitor
Stratics Veteran
Stratics Legend
Edited:

-Add More Deco (no pay to win) I want drops every day for a month.. And if I miss it!! ooooo put it a full time drop on overland mongbats with less hp bc my RP crafter can't kill them!!

-Make a forever unattackable stone that I may click and other players may never attack me and monsters do 1/2 damage..for 10k because I'm new and don't want to work for it..


...that should be all


Nobody has any sense of creativity at all..and they still wonder why this game gets less and less support..

Don't get me wrong myself or anyone one else is not forced to like any ideas, or suggestion made by any poster..but why even comment if your post has ZERO input and little to say.. Just move along..I get suspended for **** and get called a troll..but eh whatev

Refer to the sig..it's not directed at thrakk either he atleast made even though a closed minded response it was atleast a response.. :/
 

Thrakkar

Certifiable
Stratics Veteran
Stratics Legend
0-40 Haven Trainers..currently the way it is..
In a house: -20% skill gain speed
Overland: 5% skill gain speed (current way)
Trammel Dungeons- 10% Skill Gain Speed Increase Cap..
Felucca Dungeons- 15% Skill Gain Inrease Cap..
What's the difference between "skill gain speed", "Skill Gain Speed Increase Cap" and "Skill Gain Inrease Cap"?
Why is tram dungeons -10% and fel -15%? Shouldn't it be faster there?

but certainly a way to bring training back to dungeons
Best way to bring them back: No skill gains for combat-related skills (I'm counting in spells here too), as long as you're not in combat and the mob is fighting back or at least is trying to fight back.

and a reason for reds to Hunt dungeon again
To hunt? Players wo are in training? Like with 70 swords and 65 tactics? Mowed down by a red dexer with 120 swords and 120 tac? Ummm... no comment...

as well as bring back risk vs reward that everyone speaks of.
What is this risk you're talking of?
Loosing time because you have to run to a healer and maybe back to your corpse?
As well as loosing some insurance gold?
And what would be your reward? Getting a skill gain?
 
Last edited:

Orgional Farimir

Lore Keeper
Stratics Veteran
Stratics Legend
0-40 Haven Trainers..currently the way it is..
In a house: -20% skill gain speed
Overland: 5% skill gain speed (current way)
Trammel Dungeons- 10% Skill Gain Speed Increase Cap..
Felucca Dungeons- 15% Skill Gain Inrease Cap..

------------------
Ways To Obtain Skill Scrolls

An NPC that sells
1%- Skill Gain Scrolls-100k
5%- Skill Gain Scrolls-500k
10%- Skill Gain Scrolls-1m
15%- Skill Gain Scrolls-5m
Tattered Skill Scroll- 800k
Skill Gems- 200k
----------------------
Hunting
All Overland Mobs Have a .5% Chance to Drop
Trammel Dungeons have a 1% Chance of Dropping
Felucca Dungeons have a 3% chance of dropping
-----------------------
Crafting
1% Skill -60 Incsribe/60 Tinkering/60 Imbuing for 80% Chance
Tattered Skill Scroll x1 Skill Gem x1

5% Skill -100 Incsribe/80 Tinkering/100 Imbuing for 70% Chance
Tattered Skill Scroll x1 Skill Gem x5

10% Skill -100 Incsribe/100 Tinkering/120 Imbuing for 40% Chance
Tattered Skill Scroll x1 Skill Gem x10

15% Skill -100 Incsribe/100 Tinkering/120 Imbuing for 20% Chance
Tattered Skill Scroll x1 Skill Gem x15
------------------------
Origin Store
1x10% Skill Scroll- .99¢
1x15% Skill Scroll- $1.99
10x1% Skill Scrolls - .99¢
10x5% Skill Scrolls- $4.99
10x15% Skill Scrolls- $19.99

Skill Scrolls Stack with the blue scrolls as well..not a perfect idea, but certainly a way to bring training back to dungeons..and a reason for reds to Hunt dungeon again, as well as bring back risk vs reward that everyone speaks of.

Oh and btw the items are cursed if looted, insurable if crafted, and blessed if bought



Sent from my iPhone using Tapatalk

No.
 

Mandrake of DF

Lore Master
Stratics Veteran
Stratics Legend
Most of the skills today are easy to gain. Wich means that new players have the chance to train it fairly easy and simple.

What you suggest, is that it should be harder for new players to train characters - and easy for whelty players to make a new toon.

You want new players to go to fell dungeons for to have red's come slay them?

I dont see your point in this thread.
 

cazador

Grand Inquisitor
Stratics Veteran
Stratics Legend
Most of the skills today are easy to gain. Wich means that new players have the chance to train it fairly easy and simple.

What you suggest, is that it should be harder for new players to train characters - and easy for whelty players to make a new toon.

You want new players to go to fell dungeons for to have red's come slay them?

I dont see your point in this thread.
I never stated "I WANTED" all I said was it would give reds "reason" to check fel dungeons and bring life back to absolutely dead dungeons..the same reason Red's scouted dungeons prior to tram..to kill people! I'm confused at your confusion. I never said Oh yea new players! I can pwn Noooooooobs! There would be all sorts of things happening
A. It wouldn't make sense to afk macro melee/magic skills in your house
B. It would make players want to get the max skill gain increase and venture into dungeons to gain faster..
C. New players would head to dungeons to gain skills faster and actually "SEE" real people and oh I don't know make friends either of the same skill level or find a vet training an alternate skill who can help them out..notice I said in Tram or Fel, so No one is forcing a new player to head into his own demise..it would be a choice. Hence the "risk vs reward" you risk dying to a PK for enhanced skill gain "reward". I am aware that it is stupid easy to gain skills today...but before you say how easy it is try not training skills by hitting a wolf spider or casting with a 100 lrc 40 lmc 30MR cursed shame suit in your comfy house on a locked down item because your a vet and don't need the gold and already have the equipment a newer player WOULD NOT..and show me how easy it is to GM magery by actually playing the game like a new player would, or someone who actually plays to play like so few still do..


Sent from my iPhone using Tapatalk
 

Petra Fyde

Peerless Chatterbox
Alumni
Stratics Veteran
Stratics Legend
Most new players do start in dungeons, then the 'veteran' players show them how to gain by hitting golems, or their horse, or a field full of rabbits, or casting debuffs on themselves for resist gains. These are the practices that need to stop. They discourage team play and encourage afk play.

I'm afraid you need to accept that no inducement is going to tempt anyone to come be a nice easy victim for pks. Aim instead to cross swords with persons of like skill and interest. What happened to the arranged duels or challenged field fights? I clearly remember a 10 v 10 challenge for control of Wrong valley at which everyone had fun, and a similar highly homicidal bagball match across Yew prison roof. Why do those kind of things no longer happen? Is Felucca now only populated by bullies and cowards? Only a bully sets out to deliberately spoil the enjoyment of a player he knows presents no challenge.

As for Felucca dungeons, the reason I don't use them is the length of time it takes to get in AND out. By the time I get to where I want to be it's time to come back out again so that I can log off. Allow me to recall out and I would use them more. I dare say I'm not the only one who shares that view.
 

Eärendil

Legendary Mall Santa
Supporter
Stratics Veteran
Stratics Legend
As for Felucca dungeons, the reason I don't use them is the length of time it takes to get in AND out. By the time I get to where I want to be it's time to come back out again so that I can log off. Allow me to recall out and I would use them more. I dare say I'm not the only one who shares that view.​
Yes, that´s exactly the point. Cove 3 Fel for example is a good place because you can easily go in and out and recall. If you have a limited amount of time and want to farm - lets say - 15 min in the evening after the children went to bed, this is a good place. Other dungeons like shame are not - it takes minutes to go in, reach the interesting places and go out again.​
 

THP

Always Present
Stratics Veteran
Stratics Legend
if i were new player i'd look at UO for 1-2 hours then jack it....and we are all aware of why....i dont think theres an easy answer to attract them...so bloody complicated now the armours/weapons etc..... and the gains are so slow and prices are so high for the good stuff ...while the RNG is so screwed to have a chance of getting an item for themselves.....although they have no chance as the best items are on the best high end mobs so they die instant....it will simply put them off for life....then theres the vet problem.....what new player will be thinking..mmmm. ...wow in 14 years of playing and paying subs and sanding this tedious game i can get the shard shields...and travel the shards for mega trading....i cant wait....no they wont........no easy answer...it needs a total rethink....either u look after the players playing or u do something drastic to get new player interest.....starting with all 70s advanced char skills from the word go!!!!
 
Top