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[FuryMod] Birth Skill Points
Posted: Fri Jul 01, 2005 9:30 am
by The Fury
Are 10 skill points too many at the start of the game?
Does it make it too easy?
Posted: Fri Jul 01, 2005 6:49 pm
by The Fury
OK, seeing as we are somewhat divided, comments are welcome on what a better number would be.
Posted: Sat Jul 02, 2005 10:35 am
by Falconis
It rather depends what/who your planning to give the points for.
Level gain in the early stages isn't so difficult that I'd really have thought it necessary to have 10 extra skill points. After all, you'll have got them by level 2 anyway...
Posted: Sat Jul 02, 2005 10:37 am
by The Fury
This was intended to fix the problem low level archers and warriors have with hitting things.
Perhaps I should drop it down to about 5-6 points?
Posted: Sat Jul 02, 2005 10:43 am
by Falconis
I'm not sure...
So long as you change tactics the problem of hitting things isn't really so great, so long as you don't try straight off for a hydra or something, and I'm not sure you really should be hitting it if you did...
However, if you do think it's a problem, then it might be better to solve it another way, such as giving archers and warriors an innate to-hit bonus. Awarding skill points would perhaps give them an unfair advantage, since they'd have 10 extra in the later game if they chose not to use them straight off.
If you do feel that awarding skill points is necessary, then I'd personally go for as few as possible, and a maximum of 5.
Posted: Sat Jul 02, 2005 2:02 pm
by archerelf
Sure, it would make things infinitely easier, but wouldn't you think that the first time you picked up a bow and arrow you'd have a tough time killing someone with it? The lack of ability to hit, I think, teaches early players to be careful and plan their attacks, as they may not be successful and will need to flee. That's a good lesson to get you ready for the rest of the game.
Posted: Tue Jul 05, 2005 9:31 pm
by The Fury
OK, having played through the barrow-downs and orc caves a couple of times with the new skill points, I now agree that 10 is too many.
I am tempted to give 5-6 at the start. What do you all think?
Posted: Wed Jul 06, 2005 12:41 am
by archerelf
Hey Fury,
I don't really think it's necessary to start with any. One of the most complicated parts of the game is skill point rationing, as far as I'm concerned. I'm running one of your Anicient Spider Masters right now, having a blast! I'm clvl50, mopping up the floor with 'Z's in the new dungeon you made full of them. I've still got like 80 points to distribute when I get better modifiers from FF quests. Adding 5-6 more to start would just make the early game too easy. Think how much of a pushover the thieves quest would be if you've already got 5 points in mastery before you walk into it.
Posted: Wed Jul 06, 2005 12:46 am
by The Fury
OK, I think then that I will pull them. I have noticed that the mages/masters have a much easier go with the beginning game than the warrior/archers do.
Are the spiders still too easy/powerful/munchinky now?
Why don't you post what you got so far on the ladder?
Posted: Wed Jul 06, 2005 2:51 am
by archerelf
I'm shooting for the 10000000 EXP mark before I post. I'm already around 9, so it shouldn't be long. I'd also like to round out some of my equipment. Soon enough though!
Posted: Thu Jul 07, 2005 10:30 am
by Guest
Sure sounds fine.
Hey, that would put you above me!
I may have to go back and try to get above where I am now.
This time, I check for traps!
Posted: Thu Jul 07, 2005 10:35 am
by The Fury
OK, that was weird.
I was logged in, but it didn't put my name in...