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Old Jun 10, 2006, 08:51 PM // 20:51   #121
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Quote:
Originally Posted by unienaule
Keep the discussion on topic.

I think the point that some people are missing is that you are SUPPOSED to have to do *some* work to get skills. If you want the easy way out, there's always PvP and get faction. Then you never have to buy that skill again. If you don't want it that way, then you're going to have to pay for it. PvE and PvP characters are different for a reason. Different people want to play different ways, and if you don't like certain features, you just have to pick which one you can tolerate the most. Most people (it seems from reading this thread) feel that 1k per skill isn't ridiculous, so it doesn't seem likely that Anet is going to change it. It does seem that it reaches 1k very fast, but I would say that TwickyKid's statement that he bought out 3 professions and only hit 600g under the old system is completely untrue.
I always thought they were trying to merge pve with pvp char..This is so you can use you pve char. in pvp as I am seeing more of it.PvP aren't all the great to play with as you are relegated to the Battle Islands only.

Last edited by Age; Jun 10, 2006 at 08:53 PM // 20:53..
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Old Jun 11, 2006, 11:28 AM // 11:28   #122
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Originally Posted by Beat_Go_Stick
I mean, seriously, can anyone here say they would do those peripheral Market quests if they had no need for xp, gold, or skill points? Not a chance. I think that's a shame.
*raises hand* I'd still do the quests. I enjoy being thorough and completing everything at least once.

But anyway, a lot of the arguments I'm seeing in here sound really silly. Do people seriously expect the game to hand them every skill they want without having to work for them? I mean, what's next, people wanting PvE characters to start at level 20? Doing that would be the same kind of change, as making skills easier to acquire also detracts from character progression.

The fact is, you can buy nearly an entire profession's worth of skills by the time you finish Factions if you do all the quests and avoid wasting money. I know because I did just that, as mentioned in my earlier post. And I can say from experience that that's plenty of skills for a casual player. My old guild had lots of casual players in it who would play for an hour or two every other day or so, and changes in many of their builds would happen over a gradual period of time as they played through the game. I'd be surprised if any of them ever actually used more than 50 skills altogether.

So, what I'm hearing in here basically amounts to, "But I want it now!" Well, we all want something out of the game, and nobody likes to wait. But really, what fun would it be if everything was handed to us for free? If you can get skills for, say, 500g instead of 1,000g, why not 250g instead of 500g? Why not free? Why not let you get elites at the trainers instead of having to go cap them? If you carry the concept to its logical conclusion, you'll eliminate nearly all character progression in the name of eliminating grind and increasing fun. But, ironically enough, that would also eliminate a lot of fun for people who like building up their characters. Which is why it's silly to argue over the amount of time it takes to acquire skills, since everyone is going to acquire them at different speeds depending on how they play; it is very literally impossible to please everyone.

If there's something worthwhile to argue over here, it's the number of skills you should be able to acquire over the course of the game without having to farm for them. If that number needs tweaking, then a change in skill pricing might be a good way to fix it. But the ease of acquiring an individual skill is moot, since that will vary widely from person to person.

Myself, I found that being able to buy around 60 skills over the course of the game without farming seemed comparable to the number of skills I'd receive from quests in Prophecies. I don't care to go through right now and look up exactly how many skills you can get from quests in Prophecies, to directly compare numbers, but I was satisfied with the skills I ended up with at the end of the game. And thus I see no problem with the 1k cost of skills.

Last edited by Desbreko; Jun 11, 2006 at 11:32 AM // 11:32..
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Old Jun 11, 2006, 12:10 PM // 12:10   #123
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Originally Posted by Desbreko
*raises hand* I'd still do the quests. I enjoy being thorough and completing everything at least once.

But anyway, a lot of the arguments I'm seeing in here sound really silly. Do people seriously expect the game to hand them every skill they want without having to work for them? I mean, what's next, people wanting PvE characters to start at level 20? Doing that would be the same kind of change, as making skills easier to acquire also detracts from character progression.

The fact is, you can buy nearly an entire profession's worth of skills by the time you finish Factions if you do all the quests and avoid wasting money. I know because I did just that, as mentioned in my earlier post. And I can say from experience that that's plenty of skills for a casual player. My old guild had lots of casual players in it who would play for an hour or two every other day or so, and changes in many of their builds would happen over a gradual period of time as they played through the game. I'd be surprised if any of them ever actually used more than 50 skills altogether.

So, what I'm hearing in here basically amounts to, "But I want it now!" Well, we all want something out of the game, and nobody likes to wait. But really, what fun would it be if everything was handed to us for free? If you can get skills for, say, 500g instead of 1,000g, why not 250g instead of 500g? Why not free? Why not let you get elites at the trainers instead of having to go cap them? If you carry the concept to its logical conclusion, you'll eliminate nearly all character progression in the name of eliminating grind and increasing fun. But, ironically enough, that would also eliminate a lot of fun for people who like building up their characters. Which is why it's silly to argue over the amount of time it takes to acquire skills, since everyone is going to acquire them at different speeds depending on how they play; it is very literally impossible to please everyone.

If there's something worthwhile to argue over here, it's the number of skills you should be able to acquire over the course of the game without having to farm for them. If that number needs tweaking, then a change in skill pricing might be a good way to fix it. But the ease of acquiring an individual skill is moot, since that will vary widely from person to person.

Myself, I found that being able to buy around 60 skills over the course of the game without farming seemed comparable to the number of skills I'd receive from quests in Prophecies. I don't care to go through right now and look up exactly how many skills you can get from quests in Prophecies, to directly compare numbers, but I was satisfied with the skills I ended up with at the end of the game. And thus I see no problem with the 1k cost of skills.
60 skills is not even 1/2nd of the number of skills for a char... from both standard primary and secondary without even counting the elites.

In prophecies i could get around 80% of the total number of skills not counting capturing of the elites OR non farmingbehaviour. I'd easilly end up at around 95- 99% of all the skills with casual game play and without farming. This is a striking difference for me.

On top of that, if we don't voice ourselves now, then in chapter 3, 4 , 5 , etc the same problem will ensue but will get worse since getting skills from skillquests in stead of having to buy them will be entirely gone. Reason why i came forward with the point that finishing a quest should be able to earn you 1 skill, seeing as you do get 1 skillpoint for them... And why i lowered the monetary reward you'd need to acquire new skills to put them more in line with casual gameplay (ergo finish 1 quest be able to afford a capsig "and do some work yourself" or near afford a skill bought from the skilltrainer). On top of that I didn't want to increase the monetary rewards of the quests seeing that that would just end up making 15k armors, etc more easilly acquirable, something which I don't think a casual player really needs in contradiction to skills. And for which i then don't mind having the need to work for. Not to mention that once you change secondary you will STILL need to work to get the skills you want. But at least that would be understandable as being part of your primary profession decission.
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Old Jun 11, 2006, 12:51 PM // 12:51   #124
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I have never found money to be acceptably provided in the game. Things are better now. But the cost of things that I would want to play is much higher than I will ever have. Performance is a product of button smashing. Player representation is completely in appearances and theme. Without money the latter is impossible. I won't violate the EULA just to get things I want. I am looking for a better game to come out this fall and see how or if that changes things.

Quote:
Originally Posted by exiled mat
As a "normal" player i don't have many money problems, but that is mainly because i can do everything with the cheap/bad looking stuff. But i can still do everything what a Fow armor wearer can do :P
With the ''cheap/bad looking stuff''? So sacrificing personal integritty and value is ok because one is a casual/relaxed player? I will never agree to this position. If I wanted to debase self-esteem and value I would not have to play a game to do so. Everyone is worth what is decent looking stuff without having to be professional players or e-bay golders to get it.

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Old Jun 11, 2006, 01:04 PM // 13:04   #125
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Originally Posted by Demesis
1k would be fine if the quest rewards in factions also gave you skills, so you have a choice of doing a quest for the skill or paying 1k for it.

Right now in Factions, you don't have a choice and you're forced to buy the skills for 1k each.

In Prophecies, you can basically get most, and if not all the core skills by doing quests alone and not having to pay a single gold.

So yeah, Factions is fu*ked up that way.
This is very true. Think back to when you all started playing Guildwars (Prophecies). Did money grow on trees then? If you had to pay 1k for the majority of your skills, and almost all of your skills were not unlockable via quests, you would have virtually none. You would have to focus all your gold on to equipping your character with skills. You would have standard or sub-standard equipment and luxury goods would seem miles away.

Many of you are posting with months of playing time under your belt from GW-Prophecies and 1k per skill is not an issue for you. It is definitely not an issue for me, but think about the new players who just bought Factions and never played GW before. It is very hard for them to come up with that kind of money for their newly created characters and without any knowledge of this game. There have been many ways to make good money at the release of Factions, but who do you think capitalized on those opportunities: us veterans or the new comers to the game? This is a disturbing factor you all haven't been thinking about, and makes you think twice, again, why Guildwars Factions is hardly a stand-alone game.

Last edited by Brutaniu Mason; Jun 11, 2006 at 01:09 PM // 13:09..
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Old Jun 11, 2006, 11:47 PM // 23:47   #126
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Quote:
Originally Posted by Renegade ++RIP++
60 skills is not even 1/2nd of the number of skills for a char... from both standard primary and secondary without even counting the elites.

In prophecies i could get around 80% of the total number of skills not counting capturing of the elites OR non farmingbehaviour. I'd easilly end up at around 95- 99% of all the skills with casual game play and without farming. This is a striking difference for me.
I see you haven't run the numbers either. Because I just did, from looking up all the skill quests on GuildWiki, and this is what I came up with: Not counting the skills you can get in pre-searing, (to account for the fact that you also get some free skills on Shing Jea Island in Factions), you get 34 skills for both your primary and secondary professions, making for a total of 68 skills. That's pretty close to my estimate of being able to buy 60 skills in Factions. And that was also from playing through the Kurzick side only; you'd be able to buy more if you also wanted to play through the Luxon side.

So, with that in mind, think about the effect of lowering skill cost to 500g: Suddenly you'd be able to buy 120 skills over the course of the game instead of 60. And that would be far in excess of the 68 you get from quests in Prophecies. Assuming ArenaNet wants to keep the balance between chapters fairly constant, that would be way too huge a change.

Quote:
Originally Posted by Renegade ++RIP++
On top of that, if we don't voice ourselves now, then in chapter 3, 4 , 5 , etc the same problem will ensue but will get worse since getting skills from skillquests in stead of having to buy them will be entirely gone. Reason why i came forward with the point that finishing a quest should be able to earn you 1 skill, seeing as you do get 1 skillpoint for them... And why i lowered the monetary reward you'd need to acquire new skills to put them more in line with casual gameplay (ergo finish 1 quest be able to afford a capsig "and do some work yourself" or near afford a skill bought from the skilltrainer). On top of that I didn't want to increase the monetary rewards of the quests seeing that that would just end up making 15k armors, etc more easilly acquirable, something which I don't think a casual player really needs in contradiction to skills. And for which i then don't mind having the need to work for. Not to mention that once you change secondary you will STILL need to work to get the skills you want. But at least that would be understandable as being part of your primary profession decission.
But it's not getting worse as it is. Not by much, at any rate; 60 compared to 68 is not a huge difference. And really, it's a difference I'm willing to accept, given that with Factions I can pick and choose which skills I want and when, rather than having to rely on whatever I can get from quests at the point in the game that I'm at.

Also, the whole argument for 500g skills so that you can buy a new one after every 2-3 quests is pointless. Again, it comes back to the ease of acquiring individual skills, which is pointless to argue over because of how widely that varies from person to person. Some people will do quests to get a new skill and spend an hour or so on it; others will go out and farm for the money and get it in less than half the time. You simply can't balance that kind of thing because people will always thinks it's either too easy on one side or too hard on the other.
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Old Jun 12, 2006, 09:19 AM // 09:19   #127
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I KNOW!

Skill prices should be decided upon depending on how far you are in the Skill Hunter title track.
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Old Jun 12, 2006, 11:03 AM // 11:03   #128
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Quote:
Originally Posted by SilentAssassin
I like the 1k cap,

you can't get anything for free...ppl always complain that something is to expensive, something is to hard to get (look at the skill points) now in factions skill points are something you don't need anymore.

I like it that you will have to do some effort to get money for your skills and don't waste it on 15k armour if you are in money troubles.
I agree, If it was any cheaper people would have all the skills in no time and it would make the game feel even shorter.

Winge winge winge "Im a casual gamer I dont play much but yet I still wanto be able to do everything oh and can I have 15 k armour to its to hard to get"

Reality check people you complain about the game being to easy it does not take long to make 1k. And if you havent noticed with everything in Life you do have to put time and effort into it if you wanto get better. Guild wars claims to be more about skill over time yet regarding that skill is something developed through time and effort.

If u didnt know farming is actually a skill . What annoys me is Anet are listening to you causual gamers and are making it easier for you so called causal gamers. Effectively or they will end up doing is taking away that sense of accomplishment which others have worked for.


Its one of the reasons its very hard sometimes to find a decent party due to the fact that some of the players in your party have been hand fed or pulled through the game by others. "Oh anet its not fair im a casual gamer is it possible for you to let me do the final mission without doing anything. I'd actually like to see more areas only accesible for people that have worked for it.

Competition, comparison, rank and elitism are all factors for me that make a game more enjoyable, If you chose to ignore these factors
and play for fun thats your choice to, you wanto play casually thats fine, you can do that to just dont expect everything for nothing.

Last edited by markus_thom; Jun 13, 2006 at 07:40 AM // 07:40..
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Old Jun 12, 2006, 02:02 PM // 14:02   #129
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It's a 1K maximum, people! That means that up to a certain point, skills cost less and then they never cost more than your one thousand gold.

I have both Prophecies and Factions. Personally, I prefer Factions method of skill acquisition for the simple fact that with Prophecies, my characters ended up with a multitude of skills I never used, never wanted to use, and never intended to acquire! It's like having a dictionary that includes sixteen languages when all you want is to look up a word in English.

Factions forces you to more carefully plan your skills. In some ways, it's definitely more of a training/strategy exercise. For those of us who like to roleplay (if given the opportunity), it is more 'realistic' than being handed arbitrary skills at the end of a quest. "Oh, and since you delivered that message, have a skill or two that are completely unrelated to what you just did." Now maybe that doesn't appeal to a great many of you, having to think about what skills you may use. For me, it does.

It's this title thing that bothers me more than anything (about skills). I play the game for the game, not to see if I can cap elite skills I will never use only for a title! Who cares if you have the elites for every profession? You can only use one at a time, anyhow. Seems completely unrelated to the game itself.
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Old Jun 12, 2006, 02:28 PM // 14:28   #130
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If I were to offer a compromise I would say that each quest should provide a token or two usable to purchase ONE non-elite (non-capsig) skill from a skills merchant.

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Old Jun 12, 2006, 03:20 PM // 15:20   #131
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i find it funny that people seem to forget that in factions, you gain skillpoints and money from completing a mission. by the time you go through that mission and get your skillpoints and money, with the items that dropped for you adn sellign them to merchant only, youll average about 1.5-2k per mission...

suddenly having to buy a skill or two dont seem all that terrible now does it...

also about 1/3 of the new skilsl are merely carbon copies of the prophicies skills. so therefor, you dont need all the new skills from ch 2 if you have the same skills from ch 1

Last edited by Yichi; Jun 12, 2006 at 03:55 PM // 15:55..
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Old Jun 12, 2006, 03:52 PM // 15:52   #132
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oops double post
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Old Jun 12, 2006, 06:13 PM // 18:13   #133
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Quote:
Originally Posted by Fitz Rinley
With the ''cheap/bad looking stuff''? So sacrificing personal integritty and value is ok because one is a casual/relaxed player? I will never agree to this position. If I wanted to debase self-esteem and value I would not have to play a game to do so. Everyone is worth what is decent looking stuff without having to be professional players or e-bay golders to get it.

Fitz
I had a whole bunch of stuff in here, but in the interests of not being flamey, I'll re-edit it and boil it down to three points:

1) quit it with the Martyr Syndrome. The "poor me, i'm so misunderstood and alone" stuff just wastes time and confuses the issue. Get your self-validation elsewhere.

2) You're not "sacrificing personal integrity and values" by using collector equipment instead of 15k armor... it's called "making intelligent, practical decisions based on available time and resources".

3) It sounds like what you want to play is a "Sandbox" game. (http://en.wikipedia.org/wiki/Sandbox_(videogames)) GW is not, strictly speaking, a Sandbox game. While some of its content can be played in that style, it is not fully a Sandbox game, nor should one think of it as one.

eudas

Last edited by eudas; Jun 12, 2006 at 07:58 PM // 19:58..
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Old Jun 12, 2006, 07:17 PM // 19:17   #134
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Originally Posted by Desbreko
I see you haven't run the numbers either. Because I just did, from looking up all the skill quests on GuildWiki, and this is what I came up with: Not counting the skills you can get in pre-searing, (to account for the fact that you also get some free skills on Shing Jea Island in Factions), you get 34 skills for both your primary and secondary professions, making for a total of 68 skills. That's pretty close to my estimate of being able to buy 60 skills in Factions. And that was also from playing through the Kurzick side only; you'd be able to buy more if you also wanted to play through the Luxon side.
But here you start with the fallacy (sp?), since during the normal game time i can get a number of skills by using the standard buying method at a reasonable price level ergo 50 ->500 gold (about 20 - 30 skills) which where calculated in your 60 skills. Which is money that you can get without any real farming just from rewards or picking up stuff during missions as in factions. And this does constitute for around 90 - 100 skills. On top of that I still had the advantage during prophecy of having the advantage of buying capsigs at half the normal price, but that is out of the window now. Heck using the same maxvalue of 1k you can first start with buying the skills that are not available through questing up till the moment you bought them all together with sufficient capsigs while afterwards using your skillquests to gain the others easilly. Which imho will give you all skills for a lesser investment, so non farming gametime.

Quote:
Originally Posted by Desbreko
But it's not getting worse as it is. Not by much, at any rate; 60 compared to 68 is not a huge difference. And really, it's a difference I'm willing to accept, given that with Factions I can pick and choose which skills I want and when, rather than having to rely on whatever I can get from quests at the point in the game that I'm at.
but here comes the cat out of the bag. These 60 skills can only be bought during the levelup of a completely new char. If you however would make the same count for another chapter, you'dd end up with way less extra skills "generous guess: 40, prolly less" because your skillcost was already maxed and 400 gold is nowhere near the 1k skillcost of skills in further chapters. Which was the reason for the entire reduction of costs to 500. this in conjunction with the marketresearch of a little while ago by the esteemed anet themselves that a MAJORITY of people only have a stack of 10k money in their storage to draw on, which doesn't even pay for more then 10 skills for dragged over characters I considered the reduction to 500 gold as a max a wise decission so people can actually experiment more with builds as a dynamic "skill over time" game, or a game for the casual gamer, should be in stead of having to farm to be able to compete in the dynamic stage of the game.

But leave the aesthetic stuff still in need of farming to be gettable. Ergo work for it, and not get thrown the rewards in your lap which the reduction of skillcosts to 500gold would do in contradiction to the other alternative of raising moneyrewards of the quests.

Quote:
Originally Posted by Desbreko
Also, the whole argument for 500g skills so that you can buy a new one after every 2-3 quests is pointless. Again, it comes back to the ease of acquiring individual skills, which is pointless to argue over because of how widely that varies from person to person. Some people will do quests to get a new skill and spend an hour or so on it; others will go out and farm for the money and get it in less than half the time. You simply can't balance that kind of thing because people will always thinks it's either too easy on one side or too hard on the other.
But here is the newsflash:

farming != playing the game, seeing as it does not stroke with the statement of skill over time or a casual gamer.
while completing quests has been integrated as a part of the game and therefore is the legitemate method the unlockrate should be geared towards. So once again as you stated, you can't balance the game around both, but point remains farming is not the method skillacquisition should be balanced against.

OT: Although I have always been in favor of decreasing the quality and quantity of drops if you go outside of a town with a smaller group than the maxed one. It should be more profitable to go with a full group of henchies then soloing or dualing, or trippling, or quadring or..., mostly not because farmers hurt me in any way, but I don't consider this part of the game due to the teambased/focussed character of GW. But meh this is completely off road of the basic premise of the thread, just put it in to show a linearity in an opinion which prolly differs from other people but does seem logical if you compare with the mission statement/corporate intentions of Anet with the introduction of GW.
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Old Jun 12, 2006, 08:31 PM // 20:31   #135
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I see Loviatar said this but for some reason deleted his post, but his message is valid. It boils down to this simple fact, which Anet has decided on.

Getting All Skills != Casual Player

I don't care if you think it SHOULD be that way, it's NOT. If you want to get all the skills there are for every single profession, Anet has decided that guess what, you're going to have to put a bit of extra work into it. Is this necessary at all? No. You could go through with 4 characters and easily unlock all the skills and then make PvP chars as you see the need to.

(Insert picture of a piece of cheese here to go with all the whine.)

Casual player:
Gets skills he needs.
Serious player:
Gets useful skills from many different professions.
Crazy player: (me)
Gets all the skills he can afford then works to get the rest.
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Old Jun 12, 2006, 08:57 PM // 20:57   #136
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Originally Posted by unienaule
I see Loviatar said this but for some reason deleted his post, but his message is valid. It boils down to this simple fact, which Anet has decided on.

Getting All Skills != Casual Player

I don't care if you think it SHOULD be that way, it's NOT. If you want to get all the skills there are for every single profession, Anet has decided that guess what, you're going to have to put a bit of extra work into it. Is this necessary at all? No. You could go through with 4 characters and easily unlock all the skills and then make PvP chars as you see the need to.

(Insert picture of a piece of cheese here to go with all the whine.)

Casual player:
Gets skills he needs.
Serious player:
Gets useful skills from many different professions.
Crazy player: (me)
Gets all the skills he can afford then works to get the rest.
Please reread what I stated, I never stated ALL SKILLS. I did however state all skills for the initial primary and secondary.

casual player:
gets all skills of the initial character (ergo mesmer/monk) without 'farming'

serious player:
gets all needed skills for different professions(Me/N, Me/A, ...) and all skills of initial character(mesmer/monk) with some 'minor farming'

crazy player:
gets all the skills for all prophessions but starts with the usefull ones for the non initial character with 'major farming'.

At least you'dd play to be a casual player and work for everything else as you yourself admit to be anets goal as evidenced in the bolded part. And that is imho how it should be according to me and hopefully a lot more people. But hey, like evidenced before the opinions of anet change during time.

Last edited by Renegade ++RIP++; Jun 12, 2006 at 10:03 PM // 22:03..
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Old Jun 12, 2006, 10:54 PM // 22:54   #137
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Quote:
Originally Posted by Desbreko
*raises hand* I'd still do the quests. I enjoy being thorough and completing everything at least once.

But anyway, a lot of the arguments I'm seeing in here sound really silly. Do people seriously expect the game to hand them every skill they want without having to work for them? I mean, what's next, people wanting PvE characters to start at level 20? Doing that would be the same kind of change, as making skills easier to acquire also detracts from character progression.

The fact is, you can buy nearly an entire profession's worth of skills by the time you finish Factions if you do all the quests and avoid wasting money. I know because I did just that, as mentioned in my earlier post. And I can say from experience that that's plenty of skills for a casual player. My old guild had lots of casual players in it who would play for an hour or two every other day or so, and changes in many of their builds would happen over a gradual period of time as they played through the game. I'd be surprised if any of them ever actually used more than 50 skills altogether.

So, what I'm hearing in here basically amounts to, "But I want it now!" Well, we all want something out of the game, and nobody likes to wait. But really, what fun would it be if everything was handed to us for free? If you can get skills for, say, 500g instead of 1,000g, why not 250g instead of 500g? Why not free? Why not let you get elites at the trainers instead of having to go cap them? If you carry the concept to its logical conclusion, you'll eliminate nearly all character progression in the name of eliminating grind and increasing fun. But, ironically enough, that would also eliminate a lot of fun for people who like building up their characters. Which is why it's silly to argue over the amount of time it takes to acquire skills, since everyone is going to acquire them at different speeds depending on how they play; it is very literally impossible to please everyone.

If there's something worthwhile to argue over here, it's the number of skills you should be able to acquire over the course of the game without having to farm for them. If that number needs tweaking, then a change in skill pricing might be a good way to fix it. But the ease of acquiring an individual skill is moot, since that will vary widely from person to person.

Myself, I found that being able to buy around 60 skills over the course of the game without farming seemed comparable to the number of skills I'd receive from quests in Prophecies. I don't care to go through right now and look up exactly how many skills you can get from quests in Prophecies, to directly compare numbers, but I was satisfied with the skills I ended up with at the end of the game. And thus I see no problem with the 1k cost of skills.
What about armor and materials for that armor?The skills are one thing the armor is the next and if you are new to Faction and never played Prophecies so you wouldn't have any gold saved up for either skills or armor.What are these ppl suppose to do?
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Old Jun 12, 2006, 11:18 PM // 23:18   #138
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I have seen and talked to many people who do not have Prophecies but started with Factions. They don't seem to have many problems such as you propose, Age. Yes, FActions has a much faster paced 'pre' section than Prophecies, but with armor collectors, there are all the options available for at least modest protection while questing and saving for the "perfect" armor and weapons.

Perhaps the problem isn't so much that people need x amount of gold for high level armor and weapons and skills as some people feel entitled to only 'perfect' and nothing less. It's a game. If you can't find something to not bitch about, please refrain from playing.
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Old Jun 12, 2006, 11:25 PM // 23:25   #139
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My thoughts all along have been that cap sigs should always be about 1/2 the price of skills to encourage the capping of non elite skills. I'd be totally fine with the 1k, or even 1.6k maximum for just buying them, if they offered another alternative for aquiring them that cost more time and less gold. So I guess I'm fine with 1k, but I think cap sig should be 1/2 price, or a fixed price lower than the maximum. I do NOT feel this is in any way unfair to PvP only characters. The time invested in finding and capping skills has as much value as the time it takes to earn faction.
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Old Jun 13, 2006, 07:41 AM // 07:41   #140
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Quote:
Originally Posted by Fitz Rinley
If I were to offer a compromise I would say that each quest should provide a token or two usable to purchase ONE non-elite (non-capsig) skill from a skills merchant.

Fitz
Thats a good idea it would actually make quests worth doing, seing that alot of quests dont really achieve anything.
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