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Dsty2003
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Posted - 2004.08.21 04:18:00 -
[1]
Needs to be changed, while customization in skills and weapons/modules, etc. etc. is a very good thing, there is such thing as going overboard with it. The fact you have to get a skill for almost EVERYTHING you buy is rediculous. For example, I bought the Missle Skill tonight, turns out I have to buy a skill for each type of ammunition? You'd think if somebody knew about missles they would also know about the ammunition? Heh, I don't know, just seems silly to me
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Dsty2003
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Posted - 2004.08.21 04:18:00 -
[2]
Needs to be changed, while customization in skills and weapons/modules, etc. etc. is a very good thing, there is such thing as going overboard with it. The fact you have to get a skill for almost EVERYTHING you buy is rediculous. For example, I bought the Missle Skill tonight, turns out I have to buy a skill for each type of ammunition? You'd think if somebody knew about missles they would also know about the ammunition? Heh, I don't know, just seems silly to me
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Aitrus
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Posted - 2004.08.21 07:55:00 -
[3]
when you take into account that the entire character advancement system is based on skills, it's not that silly.
Besides, that 15 minutes to train light missiles is NOTHING in the grand scheme of things. Wait till you hit the point where you're deciding between 30day skill trains.
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Aitrus
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Posted - 2004.08.21 07:55:00 -
[4]
when you take into account that the entire character advancement system is based on skills, it's not that silly.
Besides, that 15 minutes to train light missiles is NOTHING in the grand scheme of things. Wait till you hit the point where you're deciding between 30day skill trains.
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Dsty2003
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Posted - 2004.08.21 14:41:00 -
[5]
Well to be honest, this has always been an irk for me in MMORPGs. I don't think skills should be dependant upon what you buy or XP, I think it should be based upon how much and how good you use a particular thing. For example, you start out with all the variations of weapons, and you decide which ones you like and start using them alot. The more you use them, the better you get with them basically.
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Dsty2003
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Posted - 2004.08.21 14:41:00 -
[6]
Well to be honest, this has always been an irk for me in MMORPGs. I don't think skills should be dependant upon what you buy or XP, I think it should be based upon how much and how good you use a particular thing. For example, you start out with all the variations of weapons, and you decide which ones you like and start using them alot. The more you use them, the better you get with them basically.
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Aitrus
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Posted - 2004.08.21 17:44:00 -
[7]
Originally by: Dsty2003 For example, you start out with all the variations of weapons, and you decide which ones you like and start using them alot. The more you use them, the better you get with them basically.
Whats the difference between this and XP'ing?
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Aitrus
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Posted - 2004.08.21 17:44:00 -
[8]
Originally by: Dsty2003 For example, you start out with all the variations of weapons, and you decide which ones you like and start using them alot. The more you use them, the better you get with them basically.
Whats the difference between this and XP'ing?
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Gillie
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Posted - 2004.08.21 18:52:00 -
[9]
Edited by: Gillie on 21/08/2004 18:54:03 This system is used so the kids who don't work, who can spend 30hrs/day playing, don't become insanely powerful. Having a real-world limit to your advancement puts a check on playing. That way, the kids who play all day and those of us who work are more equal.
I know it doesn't work as well as is hoped, since the kids can just stay on and make more isk, but it's better than most morpgs.
--------------------------------------------------- The Light does not make men whole. Men are Dark; not the Dark of villany or vileness we are so accustomed to, but the Dark of dark, rich soil, or the dark of the sky at night. |

Gillie
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Posted - 2004.08.21 18:52:00 -
[10]
Edited by: Gillie on 21/08/2004 18:54:03 This system is used so the kids who don't work, who can spend 30hrs/day playing, don't become insanely powerful. Having a real-world limit to your advancement puts a check on playing. That way, the kids who play all day and those of us who work are more equal.
I know it doesn't work as well as is hoped, since the kids can just stay on and make more isk, but it's better than most morpgs.
--------------------------------------------------- The Light does not make men whole. Men are Dark; not the Dark of villany or vileness we are so accustomed to, but the Dark of dark, rich soil, or the dark of the sky at night. |

Dsty2003
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Posted - 2004.08.22 23:04:00 -
[11]
Well to be honest, I like how this game does it more than the others. Of course I still think there is plenty of room for improvement.
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Dsty2003
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Posted - 2004.08.22 23:04:00 -
[12]
Well to be honest, I like how this game does it more than the others. Of course I still think there is plenty of room for improvement.
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Sha'blach
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Posted - 2004.08.23 00:35:00 -
[13]
actually... I just realized something that makes these skills requirements a good thing! One word - Jove! To become a jove, in thoery you've need to have insane skill points (20-25mill +) Which I think is why they are doing this! Jove technology is so special that the skill requirements would be outragous. Maybe that's what they are having us get ready for.
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Sha'blach
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Posted - 2004.08.23 00:35:00 -
[14]
actually... I just realized something that makes these skills requirements a good thing! One word - Jove! To become a jove, in thoery you've need to have insane skill points (20-25mill +) Which I think is why they are doing this! Jove technology is so special that the skill requirements would be outragous. Maybe that's what they are having us get ready for.
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Tacnafarias
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Posted - 2004.08.23 01:36:00 -
[15]
You can fly any shuttle without skills 
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Tacnafarias
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Posted - 2004.08.23 01:36:00 -
[16]
You can fly any shuttle without skills 
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