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Combat Update Outline.
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Kit
Cybertech Extraordinaire~


Joined: 31 Aug 2004
Posts: 3071
Location: Currently cyberwiring your mind

 Post Posted: Mon May 02, 2005 6:10 pm    Post subject:
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Warner wrote:


Money:cyberware,comm repair ect
selling gadgets to stores?
Gadget parts? dun dun dun, ask/accept them when hunters offer?
I throw away HORDES of parts that could be used in gadgets
because i don't know any techs that can/will make use of them



Haha. I tried that first part. Had buisness cards and everything! But who goes to a tech that charges when techs like Grabriel make it a part to sell gadgets and repairs for free (part of the reason why I no longer repair for anyone anymore). 20-30 minutes to make a gadget for resale around $1000. Not profitable. I had been selling comms to people -- which was awesome money...but again, other techs did it for free, flooded the market, no more need for them.

Fishing...isn't exactly tech-like. It requires expendature of skill. Besides, if I want to fish, I have a tracker.

Quote:

It comes down to Risk Vs Reward, what exactly do you want on your silver platter today?


Hunting is a MUCH larger risk for medics/techs/artisans. Will we get better rewards then for the same creatures the rest of you hunt since it's much less risk?
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Kit
Cybertech Extraordinaire~


Joined: 31 Aug 2004
Posts: 3071
Location: Currently cyberwiring your mind

 Post Posted: Mon May 02, 2005 6:12 pm    Post subject:
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HR-Trevor wrote:
However, I also want to re-iterate that we will be adding a level modifier to combat calculations. This will offset poor training and poor stat choices, as well as any other differences from one player and another to some degree.



I would rather have my risk calculated by profession and my stats/skills then my level. The risk Kit faces hunting at 65th level and the risk a guardian faces at the same level don't match up.
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HR-Trevor
Boss Type Guy


Joined: 04 Oct 2002
Posts: 6683
Location: Louisville, KY

 Post Posted: Mon May 02, 2005 6:25 pm    Post subject:
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Quote:
I would rather have my risk calculated by profession and my stats/skills then my level. The risk Kit faces hunting at 65th level and the risk a guardian faces at the same level don't match up.


You're missing the point, Kit. By adding a level modifier, you are closing the gap between yourself and the guardian a little. More significantly, slight underhunting becomes all the more viable.

And yes Vyrath, I will update NEWS 16 as warranted.
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Kit
Cybertech Extraordinaire~


Joined: 31 Aug 2004
Posts: 3071
Location: Currently cyberwiring your mind

 Post Posted: Mon May 02, 2005 6:33 pm    Post subject:
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HR-Trevor wrote:
Quote:
I would rather have my risk calculated by profession and my stats/skills then my level. The risk Kit faces hunting at 65th level and the risk a guardian faces at the same level don't match up.


You're missing the point, Kit. By adding a level modifier, you are closing the gap between yourself and the guardian a little. More significantly, slight underhunting becomes all the more viable.

And yes Vyrath, I will update NEWS 16 as warranted.


Oooh. Thanks for clearing that up!

Edit: Hunting on level doesn't work. Ouch. Less then two minutes into Nowbi (exactly Kit's level) he got smushed. Blah.

Edit2: Trying to fill his head again is utterly painful.
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Last edited by Kit on Mon May 02, 2005 7:00 pm; edited 2 times in total
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HR-Trevor
Boss Type Guy


Joined: 04 Oct 2002
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 Post Posted: Mon May 02, 2005 6:39 pm    Post subject:
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Off the wall fact: Completely independent of risk or level, 17% of all attacks made in the last four or so days (magical and non) were death blows.
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Warner
Sneaky Locksmithiness


Joined: 18 Sep 2004
Posts: 213
Location: The Armpit of the Universe

 Post Posted: Mon May 02, 2005 7:01 pm    Post subject:
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Quote:
And yes Vyrath, I will update NEWS 16 as warranted.


And the hunters rejoiced! Thanks Trevor


Quote:
Hunting is a MUCH larger risk for medics/techs/artisans. Will we get better rewards then for the same creatures the rest of you hunt since it's much less risk?


Again, i must sadly point out the above mentioned are non-combat
By choice artisans.techs.and medics all exist by player choice.

I chose to be a combat profession because i like to hunt,
thus sacrificing the ability to be as crafty as the artisan,
healing like a medic, and yup you guessed it techy like a tech!

If you really really wanna think about something thats fucked,
poison. It got dished out like a whore on a busy road,
and is the agent's one marketable skill.
techs have gadgets.repair,installation of upgrades,scopes.
Want more money? set prices, make a union ect. Get your fellow collegues to help fight for income.

artisans have craft projects ranging from tailoring to woodworking
all of which pay.
Medics have the ability to get extra pay for potions, second only to mages.
and we all know how disgustingly high alchemy pays.
lockpicking/disarm
There is no npc locksmith to pay, but other professions can triple train it right now so it definatly doesnt pay unless someone is nice and tips you.
Which no one does heh.

As to the UR arguements, with all this talk of not finding magical items anywhere but hunting and fishing, can i please find a ubercool item in a block of clay purchased at the local art supplies store? for rp value you could say um um um oh yeah! because it was clay gotten from a king's back yard and we all know how kings hide loot!
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HR-Mickey
Cloverfield Monster


Joined: 24 Nov 2002
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 Post Posted: Mon May 02, 2005 7:18 pm    Post subject:
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Speaking of, I'm half-trying to come up with some other Artisan-restorable stuff (with higher skill requirements! hyaw!) to plant in the excavation system.
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Mickey Brunner

To make a long story short, don't tell it.

I may be going nowhere, but I'm going nowhere fast.
---
Kelvin Watt says, "I stopped drinking coke when no longer drinking beer didn't make my gut disappear."
---
Kaelin Rae says, "Wait a minute..."
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Warner
Sneaky Locksmithiness


Joined: 18 Sep 2004
Posts: 213
Location: The Armpit of the Universe

 Post Posted: Mon May 02, 2005 7:20 pm    Post subject:
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restoreable bonused weapons!! Oh wait...that would like give us hunters a reason to pay lavish fees to artisans and ease their monetory suffering
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HR-Mickey
Cloverfield Monster


Joined: 24 Nov 2002
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 Post Posted: Mon May 02, 2005 7:21 pm    Post subject:
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Dude, save the smarm for everybody else. I'm fresh back from two weeks of planning for the game, and don't need my buzz killed by someone trying to be unpleasantly funny.
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Mickey Brunner

To make a long story short, don't tell it.

I may be going nowhere, but I'm going nowhere fast.
---
Kelvin Watt says, "I stopped drinking coke when no longer drinking beer didn't make my gut disappear."
---
Kaelin Rae says, "Wait a minute..."
Kaelin Rae says, "You mean they have a COKE machine that dispenses beer."
Kaelin Rae nods to you.
Kaelin Rae says, "Greaser."
Kaelin Rae looks at you and sighs.
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Warner
Sneaky Locksmithiness


Joined: 18 Sep 2004
Posts: 213
Location: The Armpit of the Universe

 Post Posted: Mon May 02, 2005 7:38 pm    Post subject:
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hehe sorry, DEFINATLY do not want to be responsible for that one,
and welcome back btw!

Edit:actually i was kinda serious about the restoreable weapons.
i found a spear once and thought it was cool cept it couldnt be used or restored Sad
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Gabriel



Joined: 09 Mar 2003
Posts: 196

 Post Posted: Mon May 02, 2005 7:52 pm    Post subject:
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Warner wrote:
Again, i must sadly point out the above mentioned are non-combat
By choice artisans.techs.and medics all exist by player choice.


Damn those technicians and their nice non-combat pulse bonus!
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Kit
Cybertech Extraordinaire~


Joined: 31 Aug 2004
Posts: 3071
Location: Currently cyberwiring your mind

 Post Posted: Mon May 02, 2005 7:57 pm    Post subject:
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Gabriel wrote:
Warner wrote:
Again, i must sadly point out the above mentioned are non-combat
By choice artisans.techs.and medics all exist by player choice.


Damn those technicians and their nice non-combat pulse bonus!


and their non-combat triple trained light armor. With Kit's skills and stats (all of his stats are high 80s-90s except mentality which is high 70s), he shouldn't get wiped up by hunting in his level. Luckily, Mellie came to save him before the freaky Nowbi ATE him!
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Warner
Sneaky Locksmithiness


Joined: 18 Sep 2004
Posts: 213
Location: The Armpit of the Universe

 Post Posted: Mon May 02, 2005 8:06 pm    Post subject:
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Yes you have bonuses in combat skills
Agents do not and they're considered combat

kinda funny dont you think?
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soundless
EIGHT YEARS OLD!!!


Joined: 22 May 2004
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 Post Posted: Mon May 02, 2005 9:30 pm    Post subject:
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HR-Beau wrote:
Mining. Excavation.


yeah, but i'm only interested in the URs in this situation.

as far as i'm aware, mining doesn't give URs. neither does fishing. excavation doesn't have any currently in the hopper (as far as i'm aware).

don't get me wrong, fishing and excavation do give cool items (which i love to restore), but R != UR.

the other thing is that a combat based profession is just as likely as getting a nice item from digging/fishing/mining/gopher slapping as a non combat profession, correct? meanwhile, i'm not as capable as hunting yet and, thus, able to get good loot as often.

i'm not saying screw over the hunters, or that i'm feeling that i'm screwed over, but if i'm being encouraged to stick to what i should be doing as a profession (which i'm cool with...i did pick this class for a reason, after all), i'd really appreciate having some way to get the UR cool stuff in my own non combatty way (and in a manner that puts me at an advantage to the combat classes).

i mean, at least i don't belive that it's unfair for me to want to be able to find the super-duper cool shit without having to go outside the scope of my profession. we can all agree that part of the fun of playing any game is the chance to find something really cool, right?
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soundless
EIGHT YEARS OLD!!!


Joined: 22 May 2004
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 Post Posted: Mon May 02, 2005 9:33 pm    Post subject:
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HR-Mickey wrote:
Speaking of, I'm half-trying to come up with some other Artisan-restorable stuff (with higher skill requirements! hyaw!) to plant in the excavation system.


ps: i read this after i posted. so i'm all for seeing cool stuff like this out. Smile

my only big gripe with non-combat money making systems is that they, in the long run, are really just as easy for say a Guardian or Trooper as they are for an artisan or 'crat. i mean, as far as i'm aware the likelyhood for a combat class to dig up something cool is the same for a non combat, just like it is when it comes to fishing, mining, and so on.
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A bright-eyed Thekko Ku Kalla dressed in a dapper sailor suit takes to flight and careers through the air toward the Modan Kucho and slams into him!
With a high-pitched cry, The Modan Kucho collapses in death.
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