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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: Roachor on May 16, 2010, 11:05:10 pm

Title: Add a 4th tag skill to reduce alts
Post by: Roachor on May 16, 2010, 11:05:10 pm
The problem with alts is that they are necessary due to the intense specialization brought about by limited stat/skill points. Having to choose only 3 skill ensures that your character is lacking something crucial. If you have a crafter you can't fight well with the weapons you craft and if you have a combat char you can't really do anything else. Considering every crafting profession uses waste skills like science or traps that otherwise have little benefit you either sacrifice valuable skillpoints to achieve useless levels of points. 120% repair does nothing yet is a requirement, neither does traps but if there was a 4th tag skill it would at least be possible. There was a reason there was a tag perk in f2, the game is too varied to only concentrate on 3 skills.
Title: Re: Add a 4th tag skill to reduce alts
Post by: Michaelh139 on May 16, 2010, 11:21:12 pm
The problem with alts is that they are necessary due to the intense specialization brought about by limited stat/skill points. Having to choose only 3 skill ensures that your character is lacking something crucial. If you have a crafter you can't fight well with the weapons you craft and if you have a combat char you can't really do anything else. Considering every crafting profession uses waste skills like science or traps that otherwise have little benefit you either sacrifice valuable skillpoints to achieve useless levels of points. 120% repair does nothing yet is a requirement, neither does traps but if there was a 4th tag skill it would at least be possible. There was a reason there was a tag perk in f2, the game is too varied to only concentrate on 3 skills.
+1, but this could only be implemented if there was a wipe....  ( At least I believe so ).
Title: Re: Add a 4th tag skill to reduce alts
Post by: Lordus on May 17, 2010, 12:44:23 am
pay per play = one real measure against alting...
Title: Re: Add a 4th tag skill to reduce alts
Post by: Surf on May 17, 2010, 12:47:26 am
pay per play = one real measure against alting...


But this will never happen. ;) (legal issues)
Title: Re: Add a 4th tag skill to reduce alts
Post by: Midnight on May 17, 2010, 03:25:05 am
Simply ask for a valid mail, it should slow a bit the process
Title: Re: Add a 4th tag skill to reduce alts
Post by: Mr Feltzer on May 17, 2010, 03:44:23 am
Yeah Re-Add "Tag" Perk.. Pl0x?
Title: Re: Add a 4th tag skill to reduce alts
Post by: Kilgore on May 17, 2010, 04:20:50 am
It won't solve anything.

I use several "pure crafter alts", every of them is lvl 5-7. Placing "Tag!" perk most likely won't change anything.

You need to understand that there is no simple solution to reduce alting.
Title: Re: Add a 4th tag skill to reduce alts
Post by: Frosti on May 17, 2010, 07:22:33 am
I think adding 4th tag is wrong.

I think we should just limit maximal skill % so players wont go with big guns to 200% or with small guns, energy guns to 250%, first aid 170% etc - Limit all those skills to 100% max for exemple.

Then players will have enought skill points for missing skills.
Title: Re: Add a 4th tag skill to reduce alts
Post by: Tyler on May 17, 2010, 08:36:34 am
I like the idea of lowering skills but not to 100.I think 200 is a good place to top it off but im not so sure it will ever happen.I think the devs want people to have to work together and if we all had every skill we needed no one would have to.

On the other side of the coin, we dont really work together now except among our own groups and gangs so maybe its a good idea.It not like alting could get worse so what do we have to lose by giving it a try?
Title: Re: Add a 4th tag skill to reduce alts
Post by: Roachor on May 17, 2010, 08:44:17 am
I think adding 4th tag is wrong.

I think we should just limit maximal skill % so players wont go with big guns to 200% or with small guns, energy guns to 250%, first aid 170% etc - Limit all those skills to 100% max for exemple.

Then players will have enought skill points for missing skills.

100% skill is terrible, thats like a 70% chance to hit anyone with armour on
Title: Re: Add a 4th tag skill to reduce alts
Post by: Tyler on May 17, 2010, 08:48:59 am
I dont think he means to leave the stats the same while just reducing the number of  points till its maxed.It would require all the skills to be reworked so that 100% is equal to what 300% is now.It sounds like alot of work and not likely to happen but we can still hope for a change.
Title: Re: Add a 4th tag skill to reduce alts
Post by: Roachor on May 17, 2010, 10:12:26 am
reducing it to 100% is like tripling the amount of points available, that wouldn't balance it you'd just have almost everything maxed out.
Title: Re: Add a 4th tag skill to reduce alts
Post by: ShemsuHor on May 17, 2010, 08:28:23 pm
Killgore is right. Changing the max amount of skill points won't solve the problem either. There will be more universal alts ;)
Maybe if the client could prevent the player from picking up any object made on a diffrent char but on the same IP?
Title: Re: Add a 4th tag skill to reduce alts
Post by: Frosti on May 17, 2010, 08:41:09 pm
100% skill is terrible, thats like a 70% chance to hit anyone with armour on

And whats bad about having 70%? Not enought like FPS where you point click and hit? Armor class that actually work like it should in mmorpg is bad?

200% and 300% skill is for single player game and should not be avaiable to have such big values of skills in multiplayer.

Quote
I dont think he means to leave the stats the same while just reducing the number of  points till its maxed.It would require all the skills to be reworked so that 100% is equal to what 300% is now.It sounds like alot of work and not likely to happen but we can still hope for a change

Yes I think leave it at 100% NOT maxed. 100% is not 300%.
Title: Re: Add a 4th tag skill to reduce alts
Post by: Pandemon on May 17, 2010, 08:45:03 pm

But this will never happen. ;) (legal issues)

It will, when SDK will be released, in a bit different form than you imagine real p2p. Want example? Look at any better OTS (Open Tibia Server).
It looks like that you must "donate" to get better, unique items (in FOnline it can be PA or something worth much and not able to get in other way).

I am 100% that in future at least 1/4 servers will have system like that.

Anyway, back to the topic.
4th tag skill wont solve nothing because it will just allow alts to be more universal and will eventually just decrease amount of them. The only way to delete annoying alting is to make a blockade for IP or hard-ware ID it means on 1 computer there could be only one account, can eventually be done many characters for each account but impossible to login on both in same time.
Title: Re: Add a 4th tag skill to reduce alts
Post by: ShemsuHor on May 17, 2010, 08:49:00 pm
Another idea- a bit harsh but...(you all know what is harsh :P) Make the server automaticlly delete every char that haven't reached lvl 10 after a week? Exping an alt to lvl 10 could be considered a waste of time for powergamers(?) so they will focus on making their main and only char be able to craft the stuff needed?
Title: Re: Add a 4th tag skill to reduce alts
Post by: Pandemon on May 17, 2010, 08:54:27 pm
That's not the problem for players who play non-stop for 5-6 hours daily but will be problem for players who got really small time for playing. Totally dissagree.
Title: Re: Add a 4th tag skill to reduce alts
Post by: Roachor on May 17, 2010, 08:59:53 pm
Both of those ideas are terrible. Reaching lvl 10 has nothing to do with anything and would just punish players that don't have a lot of time to play. As for online games that are "free" but you can buy items, those are the worst pieces of crap to masquerade as a game ever created. You end up with a large free playerbase of infrequent or new players in the world while only the players with money to waste can actually compete. Either way it's nonsense because they'd get their asses sued out of existence. Pretty much the whole skill system needs reworking along with everything else because once again it was never designed for this purpose. Skill points in different abilities do not have equal value, for example 100 outdoor is great but 100 repair does nothing. Plus the whole complaint about people having 250% gun skill, that's still the majority of most players points and if they have more it means they sacrificed other important things to get them. Hell with 7 pe and 250% small gun i can't eyeshot past 24 hex, it's not as overpowered as some seem to claim. Either way its just chance to hit, damage is all perk related. The whole skill/combat will eventually get overhauled but the devs are busy doing other things and it can wait, until then adding another tag would fix a lot of the problems. People won't level a crafter alt if they can do both with one char and it's not like it matters to you when you get minigunned who made the guys ammo.
Title: Re: Add a 4th tag skill to reduce alts
Post by: Pandemon on May 17, 2010, 09:10:39 pm
Firstly, I've never said that items for donation is good idea. I've just say it will happen if SDK will be released (always happen when players make lots of private servers of any online game - examples: Tibia, WoW, Lineage etc.).

And about reworking the system of skills. It's wrong built as whole game. In sum atm. game prefers n-alts for 1 powerbuild fighting in RT-mode with n-cheats and n-aimbots for getting n-town without bigger sense. Quests are on the third or even farer background, same with NPC-driven factions. In this game players with non-powerbuild get angry after reaching 10 level because of still being killed by powerbuilds and players with powerbuild are getting bored after ~month of playing (most of them, most of powerbuilds who I know) becouse weapons are unballanced, armors are unballanced, professions are unbalanced and PvP has no bigger sense than getting useless town.

Don't think I am whining only for whining. I wanna changes! modifications! reworks! and not only want to see them. I want to take part in building this better world but ofc. Atom or Lexx (forgot who was that) said that they don't need me to help in writing scripts, reworking engine or something else.

That's why I am still waiting for releasing SDK, even if I know that will be failure.
Title: Re: Add a 4th tag skill to reduce alts
Post by: Aricvomit on May 17, 2010, 11:09:13 pm
Honestly, adding tag would be fine with me but I think maybe they should raise the level cap a few levels, I'm not saying add the perks that come at those levels but just allow people to keep leveling up, or maybe add quests or encounters you can only get at level 15+.
Title: Re: Add a 4th tag skill to reduce alts
Post by: Archaeon_dude on May 18, 2010, 07:52:21 am
 I totally support the possibility blockade for IP and hardware ID, as much as I agree to the insertion of a 4th tag skill and a higher level limit. This game is made to function as a whole, so disbalances should not be that hard to deal with if done smartly. Overpowering characters will be more bound to the influence of reputations and karma variables, and they would have a certain restriction to access random encounters with low level characters. The bounty hunts will be perfected and too damn evil or too good high level characters will be chased by factions and the common everydude; also the game encounter and quest dynamic will encourage combat between higher level charactes.

Sorry if I totally overdid them hypotheticals!