Discussion in   General Discussions   started     10 years ago   November 13, 2014, 01:37:14 AM   by   Escobar

Skill Caps Introduced To UO Evolution

Escobar
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Topic :   Skill Caps Introduced To UO Evolution
10 years ago  November 13, 2014, 01:37:14 AM

There has been mention of inserting caps on skills. This would greatly affect PvP and PvM alike. It would be nice to know how both types of players react to this change.

Escobar
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#1 Re :   Skill Caps Introduced To UO Evolution
10 years ago  November 13, 2014, 01:43:57 AM

Setting caps on skills is one method of balance. Diminishing returns is also a method for balance.


Having skills cap off at a specific number causes a one build scenario: Hit the caps. Having diminishing returns causes players to find "sweet spots" where they get the majority out of a skill or they can crank it up for that extra (diminished) bonus.



Example of Diminishing Returns.


The intensity of and formula for each skills diminishing returns can be altered and refined to a desired balance.

Example #1) Every two points past 120 would be 1% less effective. For example, the first two skill points above 120 (would be your 121st and 122nd skill points) would only provide 99% of the benefits that they normally would. This would eventually reach 0% so in order to prevent that, make 50% reduction the max that a player can receive. In other words, every point past 220 would be providing the same 50% reduction no matter how high past that the skill is stacked. These are all arbitrary numbers that could/should be altered for greater or lesser diminishing intensity.

Example #2) Blocking the diminishing returns. Every point between 120 and 150 would provide 100% effectiveness from the bonuses that chosen skill provides. Every point between 150 and 200 would provide a diminished 80% effectiveness from the skill point bonuses. 200 to 250 would result in a 60%, and so on and so forth. These values could also be manipulated depending on the goal.

Each skill could have a different formula and intensity.

Thunder
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#2 Re :   Skill Caps Introduced To UO Evolution
10 years ago  November 13, 2014, 06:11:24 AM

I think the Diminishing returns may be too complicated;  I think the basic caps would be simple.  I also think having the caps will allow for more varied play styles;  players will have more sockets to play around with and may find interesting combinations.

Airok
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#3 Re :   Skill Caps Introduced To UO Evolution
10 years ago  November 13, 2014, 06:18:15 AM

Sorry, I am quite new here, but please explain me your logical steps of thinking - how could limited amount of skills bring more variety (of PVM/PVP moves) than having everything? Do I miss something?

Thunder
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#4 Re :   Skill Caps Introduced To UO Evolution
10 years ago  November 13, 2014, 10:25:17 AM

Sorry, I am quite new here, but please explain me your logical steps of thinking - how could limited amount of skills bring more variety (of PVM/PVP moves) than having everything? Do I miss something?


you have a limited number of sockets and slots, currently everyone can get wicked high anat or eval or swords or parry.  When you cap the Eval at 200 (I have no idea what the cap will actually be), that leaves space to add other skills.  Having that space will allow for more combos. 

Silvermane
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#5 Re :   Skill Caps Introduced To UO Evolution
10 years ago  November 13, 2014, 11:18:50 AM

There's just too many unknowns for me to give an informed opinion on the topic. Will we be able to change our gear to work with the new caps? How about sockets already filled? What about the socket slot itself - will we be able to change that? For some people gear is a daunting task in every way. I just think about having to re-gear (again) and I get sick to my stomach - all the time spent farming money, socket slots, not to mention the ED's and the augments themselves. Having to redo some of the quests to get the base item. There's no way I would even consider doing it again. Uggg...Just not gonna happen. While I like the idea of more playstyles (everyone has an axe/swordsmanship or stacks evel int) how it is implemented has a much greater impact then the actual skill cap. We recently had 2 very prominet members leave the shard - not because they were bored or because they were expoiting but because of changes coming. Without the ability to alter and adapt to the new stuff that's pretty major (this would be a big one) I can say I see even more vets leaving. I'm not sure that's a good thing.

spainkevin79
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#6 Re :   Skill Caps Introduced To UO Evolution
10 years ago  November 13, 2014, 03:48:51 PM

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I think the Diminishing returns may be too complicated;

That's exactly the problem. So many skills are checked and handle differently from each other that writing a diminishing return system would be an almost complete re-write of runuo. It's not as simple as changing a value in one .cs file, nor is it just changing an entire .cs file. The problem lies in that skills are all checked differently. Some of them synergize with each other. Some systems check skill values or reference a result given by the current skill check system. Even done one skill at a time, it would be nigh impossible. You'd literally have to check almost every .cs in runuo everytime you modified a skill and you'd have to re-compile the core as well. It's a massive undertaking.

I'm not trying to be negative when I say this last part, just realistic. From the view point of someone paying a server's bills, it's not a cost effective way of doing things. Time is money, as they say. That's NOT a jab at the donation system. I personally think donations are a great resource. It's just not possible, unless someone unrelated decides to do it as a hobby. Even so, I'd expect a time span measured in years for a final result. Donations alone would not cover the cost nessecary to release this in a timely fashion. It would damn near need it's own kickstarter campaign. Just my thoughts on the matter, keep in mind though, I could be wrong.
                                                                                                                                                                                                                    †Soulsunder†

spainkevin79
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#7 Re :   Skill Caps Introduced To UO Evolution
10 years ago  November 14, 2014, 06:39:45 AM

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keep in mind though, I could be wrong.

     .....and i was. I sat up late last night so i could discuss this with Minos (you're welcome). He explained to me that Kane has already developed a new crafting system that seems to work well and that most skills in game offer little to no benefit for going past 100/120 skill. The only ones that need to be addressed are really just Magery/Eval and the weapon skills. It's a simple overide based on a multiplier. Without coding it let me break it down. If your skill is above 200 then an equation is referenced that takes your spell damage increase from 200 and then adds a dimishing multiplier from that point on.

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It's not as simple as changing a value in one .cs file, nor is it just changing an entire .cs file.
*sighs* It's literally one line of code per skill changed. The nature of overrides being what they are, you may not even need to modify the core at all. That would be nice if it needs to be fine tuned.

     The reason I say the combat skills and magery need to be addressed is for the amount healed past 200 by magery ( I have raised this myself to basically be immortal 1 on 1) , and the passive defense/hit chance you get from weapon skills/mage weapon. You don't need people running around that are literally impossible to hit.

     Here's the best part. It can be set to only apply when fighting another player. All skills can still be run through the roof for pvm. It's similar to how sdi is capped for pvp but not so for pvm. Well looks like diminishing returns is possible after all, and I stand corrected. If anyone knows of any other skills that would benefit from a diminishing return make it known.