Having just completed a second crafting skill, I feel no accomplishment, only relief...
Having just completed a second crafting skill, I feel no accomplishment, only relief with being done, anyone else having similar feelings?
Also, you need to remove the requirement to complete one crafting skill before taking up another. I did not want Grandmaster Tailoring, I wanted to be able to make clothing for my characters. I wanted to Grandmaster Smithing so I could repair my stuff and add durability. Instead of doing what I wanted, towards a goal I desired, I spent hours and hours doing what I did not want to do, gaining an ability I wasn't seeking to learn. I do not think this is a scheme with positive player retention.
Also, you need to remove the requirement to complete one crafting skill before taking up another. I did not want Grandmaster Tailoring, I wanted to be able to make clothing for my characters. I wanted to Grandmaster Smithing so I could repair my stuff and add durability. Instead of doing what I wanted, towards a goal I desired, I spent hours and hours doing what I did not want to do, gaining an ability I wasn't seeking to learn. I do not think this is a scheme with positive player retention.
Comments
Before someone chimes in about the length of time, its not about the time, its about the process, if you're so concerned about having a shorter time to skill up, we can have that, we don't need the extraneous stuff that isn't enjoyable to plod through. If we are to go mine and blacksmith a bunch at it is, why add in all the extra stuff? Feels like a detriment to the experience to have to do BoDs and go here and here and there and here and there... that's how it feels by the way.. oh another here and there and there and here and here and there.
This sure is a heck of a lot of focus directly on skills/skilling right at the start of the game.. it feels very gamey, not very RPG-y.
yeah, I was super hyped for that...
I am getting my second crafting skill.
Ya my crafter gets resources and fill BODs, repairs stuff, can sell the new dye tubs, can even imbue weapons.
Sounds like a UO crafter to me, except it only took a weekend per skill.
No mistaking, I took tailoring, never did I imagine in Ultima Online that it would lock me out from getting blacksmithing.
Its not about pre planning Pawain its about design choices that drive players away.
You can endless support every decision the devs make then criticize anyone being critical, just ask yourself if that's going to end up with a sever full of people, or just another dead production shard.
Again Pawain.. its not about the time it takes, again pawain.
I don't like your alternative methods.
I played only 1 toon until Samurai Empire came out.
He had a bunch of skills that made a very poor template. A mage swords tinker camper among other things.
NL makes you start with a decent set of base skills, then you can ruin your template later. But in regards to crafting. You can't mess up, you can only add crafting skills.
I do not think these design decision help new players. New or not the experience is.. not enjoyable, especially if we are going to lock people into decisions, especially players that might not know what they're getting into.. I think we are losing huge numbers every day/weekend this server stays up in this configuration, players that may not circle back around to try again.
We can start with a better than crap character, we can have fast skill progression, we can have a guide about templates, even completely optional quests if people really need it, we don't need to lock people into classes... or lock people out of skills...
We can have a better pure newbie experience without fundamentally changing the game.
After you have learned the mechanics you can tell others about it or complain. Your choice.
Needle me all you want partner, but c'mon.
"I would not wish a hodge podge skill set on any new player. "
Sometimes that hodge podge made for great gameplay. Point being, you are complaining about a thing that didn't need to be so, we can have a better guide, we don't need to *lock* people out of skills.
I am being vocal here, complaining if you will, so we get a better game experience, it has already worked, we already have the alternate path, I firmly believe it will work more.
I told the guy twice why we should have a skill path for NOOBs. Gave a personal example.
I did not and gave him examples of what he can do and make now. Sorry for enjoying NL it must make you feel terrible that so many of are in NL having fun and begging for it to run all week. That does not fit your predictions of NL. Must be terrible for you.
Standard Allen.
Sorry, but I like the system. If yall think getting 50 in each skill and going from there is better then come up with an explanation why without disparaging the Devs.
Am I supposed to pretend I dont like stuff when I do?
Only 25 more Tailor BODs till im 100 in that one. I can repair all armor types and imbue whips.
however, does the divergent path let them do
as they’re asking? I haven’t done anything with it yet.
I'm ok with players mixing and matching, since eventually I'll be competing with them for drops.
So, they are going to change the skill method yet again?
It just seems out of place on Ultima Online.. the noobs can't get lost in the woods picking up flowers off the ground (regs) wich is sad.
In my opinion BS have no passion for what they doing, a SUS vision and are out of touch.
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