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Post by Deleted on Feb 15, 2016 10:36:43 GMT -5
February 15th, 2016
-Online creation commands updated to reduce penalty for typos -Crashbug fixed in staff command -Changes made to how offense, defense, weapon proficiency, and two handed increase
-Subguild options now update when karma changes -Account subguild options will be updated on next character login -Changes to subguilds --General Crafter removed, characters with 'General Crafter' will be converted to 'Crafter' --Clayworker removed, characters with 'Clayworker' will be converted to 'Crafter' --Stonecrafter removed, characters with 'Stonecrafter' will be converted to 'Crafter' --Scavenger removed, characters with 'Scavenger' will be converted to 'Outlaw' --Acrobat removed, characters with 'Acrobat' will be converted to 'Outlaw' --Rebel removed, characters with 'Rebel' will be converted to 'Outlaw' --Tinker removed, characters with 'Tinker' will be converted to 'Jeweler' -New Subguilds added --Gladiator --Bounty Hunter --Minstrel -Sorcerer subguilds have had their number of spells roughly doubled.
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Post by Deleted on Feb 15, 2016 10:48:07 GMT -5
Well, damn. A long asked for help file upgrade too.
Outlaw (Subguilds)
Outlaws live at the edge of civilisation, operating out of lawless settlements such as the Mul Outpost and Red Storm. These individuals are adept at sneaking their way quietly across terrain to get the drop on their victims. Where the rugged landscape calls for it, Outlaws are also able to climb to hard-to-reach areas. Stormy weather is no impediment to their travels either. Outlaws are also quite self-sufficient, being able to craft their own spears and knives as well as patch up any damage to their armour. Outlaws can learn knife making, spear making, armor repair and direction sense to the level of advanced. They can also reach the level of journeyman in sneak and climb.
This subguild is one I've been waiting for, for a long time.
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Post by Deleted on Feb 15, 2016 11:02:03 GMT -5
Of note is the fact that a number of basic subguilds now appear to get hide. This skill was never before available from a basic subguild. I wonder if advanced hide on a high-agi elf with a bit of +hide gear will end up being no-fail. I suspect it would, or nearly.
And holy shit, gladiator gets disarm. Another first from a basic subguild. That's huge for something like an assassin. It's now a serious decision between that and wilderness stealth. Disarm is mainly for use against assassins after they backstab you, and having the skill even at journeyman will give you a considerable defense against getting disarmed. Kinda nice for rangers, too.
Many subguilds say they give advanced ride. Does this give them all no-hands riding?
I notice that hunter no longer grants sneak. That was basically the whole reason to take hunter: getting wilderness stealth on city classes. It seems only outlaw gives wilderness sneak, and I wonder if this means that the huge proportion of current characters with the hunter subguild have now lost their wilderness stealth.
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Post by magickermarco on Feb 15, 2016 11:08:23 GMT -5
February 15th, 2016 -Online creation commands updated to reduce penalty for typos -Crashbug fixed in staff command -Changes made to how offense, defense, weapon proficiency, and two handed increase-Subguild options now update when karma changes -Account subguild options will be updated on next character login -Changes to subguilds --General Crafter removed, characters with 'General Crafter' will be converted to 'Crafter' --Clayworker removed, characters with 'Clayworker' will be converted to 'Crafter' --Stonecrafter removed, characters with 'Stonecrafter' will be converted to 'Crafter' --Scavenger removed, characters with 'Scavenger' will be converted to 'Outlaw' --Acrobat removed, characters with 'Acrobat' will be converted to 'Outlaw' --Rebel removed, characters with 'Rebel' will be converted to 'Outlaw' --Tinker removed, characters with 'Tinker' will be converted to 'Jeweler' -New Subguilds added --Gladiator --Bounty Hunter --Minstrel -Sorcerer subguilds have had their number of spells roughly doubled.I think on top of everything that the bolded is my biggest kudos.
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Post by Deleted on Feb 15, 2016 11:11:38 GMT -5
In fairness, we have no idea what they actually changed. They could have made it harder for all we know. Maybe you now need to miss while Lirathu is up in order to raise your weapon skills.
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Post by magickermarco on Feb 15, 2016 11:14:36 GMT -5
Indeed, with them adding how high you can advance and skills into the subguilds though. I have high hopes on this one, my fingers are crossed though.
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Post by Deleted on Feb 15, 2016 11:33:55 GMT -5
I bet a lot of people are now regretting their subguild choices. Especially if the removal of sneak from hunter is retroactive and takes away every non-ranger's wilderness stealth. I'm pretty sure at least 80% of assassins have hunter.
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dcdc
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Post by dcdc on Feb 15, 2016 11:35:36 GMT -5
They probably made Off/def worse but I dunno not like we could tell with out experimenting on ~10 pcs. Several just find Sub-guilds got removed for some reason, mostly know to favor the GDB cock suckers who roll around with Karma, most of which isn't handed out with any merit but instead dolled out for those sycophants who wanna spend their free time role playing with in the lines. With out know how combat skill raises, I'm not buying shit. They very well could of done nothing, yet state they did something and wouldn't matter because how would we know? It's still obscured from view, if anything it made current knowledge semi-obsolete. Now If you'll excuse me, I need to put water in grumble 's mother's dish.
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Post by Deleted on Feb 15, 2016 12:17:19 GMT -5
Nergal:
So it's a boost to sparring against more skilled PCs, basically. That sounds like kind of a pointless change as fighting against superior opponents was already the best way to increase. It doesn't sound like it'll make much of a difference to most people, as most people do most of their fighting against opponents that they can beat. As in, most people do most of their fighting against animals they're hunting, NPCs in the 'rinth, and fellow Byn runners and militia recruits.
It doesn't sound like this change does anything useful, because the place where a change to combat skillgains was needed was for already skilled characters who were stuck at like mid-journeyman level because they can no longer fail often enough to improve at a meaningful rate. So... sounds like they completely misunderstood the problem and applied a change that fixes nothing.
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Post by Deleted on Feb 15, 2016 14:31:58 GMT -5
It doesn't sound like this change does anything useful, because the place where a change to combat skillgains was needed was for already skilled characters who were stuck at like mid-journeyman level because they can no longer fail often enough to improve at a meaningful rate. So... sounds like they completely misunderstood the problem and applied a change that fixes nothing. I'm excited about it. It's a step in the right direction. Yeah, that stuff needs to be addressed as well but this is definitely a positive change.
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Post by Deleted on Feb 15, 2016 14:37:39 GMT -5
It's kind of a harmless but meaningless change. They've made sparring against superior foes even better. That was already the best way, though. There was no point boosting that. The problems with combat skillgains only start to appear once you no longer have a superior opponent to fight. It's not really a step in the right direction; it's like giving water to a man who's starving. It's nice and all, maybe he happened to have a dry mouth as well, but it completely misses the actual problem and there was really no reason to do it. It suggests that they don't actually understand what's wrong with the current combat skillgain model.
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Post by Deleted on Feb 15, 2016 14:50:55 GMT -5
Depending on percentages. For example, If the amount of skill gain for equally skilled remained the same, while those who are of significantly lower skill level had their own skill gains quadrupled.
This doesnt help people of mid-range skill get to elite/uber skill levels. But it does help newly created characters to become capable and surviveable at a much much faster rate and become capable of participating in violent/dangerous plots a lot more quicker then usual.
Keep in mind. Even if they make it easier for mid-range to skill gain. At some point, the mid-range will max out and become equal range anyway. They'll be more uber and they'd need less cooperation from other characters to kill bigger NPCs, yes. "Big Whoop"
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Post by Deleted on Feb 15, 2016 15:03:01 GMT -5
But it's advertised as an answer to GDB feedback, despite completely failing to address that feedback, i.e. the fact that you reach the point of "can't really fail anymore" long before you're at a level where no longer being able to fail makes any sense. It's basically a boost to the very least needed aspect of combat skillgains: when you have superior opponents to train with. Anyone who has that luxury was already able to become capable of participating in a timely manner. And then they'll stop missing, at which point this new code does nothing as no amount of increased chance to gain weapon skills will matter when you can't get to do the thing that causes weapon skillgains. This new feature appears to basically say "misses yield better skillgains" when it's ostensibly a solution to feedback that says "we can't get misses."
The new subguilds are great and it seems they're finally going to look into the guild system as a whole to make it less outdated and unbalanced, but the combat skillgain change is a dud in my eyes. It doesn't do anything meaningful if it does what they say it does.
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Post by Deleted on Feb 15, 2016 15:12:30 GMT -5
It's to help balance out clans and indies progression, I believe. That's the feedbakc they're talking about.
Biggest change IMO is that extended subs are now part of chargen. No more special-apping for them.
Edit: Good to see the usualls really honing in on the negative here. Lol.
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Post by Deleted on Feb 15, 2016 15:15:30 GMT -5
it speeds up the procedure of newbies coming close to your own skill level. Which gives you quicker access to sparring opponents that are at the very least of equal skill as you are. Opponents that you will get 'some' fails on, instead of destroying them immediately. Which means a cohesive group of whatever clan will eventually, although with increasing delay and lower returns, will gradually move to high-range together. While solo hunters will stay the way they are.
Sorry. My personal opinion is that I could careless about people failing to move from mid-range to high-range. It literally offers very little to the game. While an ability for newly generated character to become more proeffecient and capable of participating in a much sooner span of time is pure gold.
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