I don't think a 5 second RT for the town smith is much of a punishment at all, and I'd never ask for it if it wasn't part and parcel with an ability of PC's to lower their own RT's, because otherwise it wouldn't help solve the problem in the least bit.
ARCHIGEEK
THROGG
Re: HSN: ELR - 403 (Lock Pick Enhancement) updated!
08/19/2015 12:08 AM CDT
Heeh! I love that Bruce Lee video. I am going to post it in the Discussion with Simu folder. (I posted about monks and their relation to the other professions.) THAT film show what monks should be able to do in GSIV.
"So, what does that green line on the graph represent?"
"Oh, that's the projection of a hypothetical offspring from a union between Sauron and Cruella de Ville; we use that as a baseline for determining character alignment."
"So, what does that green line on the graph represent?"
"Oh, that's the projection of a hypothetical offspring from a union between Sauron and Cruella de Ville; we use that as a baseline for determining character alignment."
FIREPHOENIX
Re: HSN: ELR - 403 (Lock Pick Enhancement) updated!
08/19/2015 12:28 AM CDT
Yes. All martial artists should equal Bruce Lee. One of the greatest of all time, but hey everyone is the best..around.
KEITHOBAD
Re: HSN: ELR - 403 (Lock Pick Enhancement) updated!
08/19/2015 01:32 AM CDT
It's a little off-topic but I don't think raising the pick time of the robo picker would matter. I would wager a fairly large number of people using the town smith use some type of script.
I would love ANY attempt to improve the picker situation be it bonuses, RT changes, TP adjustments, whatever.
That said, I live in Landing and rarely have a problem finding a locksmith (and take a moral stance against robo-picking), it's more the other cities (and higher levels) where it's a problem.
Bringing this back to the 403 change: It's hard to judge it in a vacuum. Presumably there will be quite a few other additions to water lore and you might be seeing a lot more of them around. In which case this is kind of a nice boost to wizards giving lore. It doesn't come up ALL the time but I've certainly cast it quite a bit when someone's stretching to get my boxes and they don't have self-cast available. I wish we could somehow combine my potential water bonus with their self-cast but I'm not sure how that would work.
ARIETTA
Re: HSN: ELR - 403 (Lock Pick Enhancement) updated!
08/19/2015 01:54 AM CDT
<<<Heeh! I love that Bruce Lee video. I am going to post it in the Discussion with Simu folder. (I posted about monks and their relation to the other professions.) THAT film show what monks should be able to do in GSIV.>>>
I love Bruce Lee. Great actor and martial artist, not to mention philosopher. But most of that video is fake. All of the ping pong and matchstick footage is fake, done with a Bruce stand-in and CGI effects. It's still pretty neat, though, and the demonstration footage in the beginning is definitely real. :)
~ GtG
I love Bruce Lee. Great actor and martial artist, not to mention philosopher. But most of that video is fake. All of the ping pong and matchstick footage is fake, done with a Bruce stand-in and CGI effects. It's still pretty neat, though, and the demonstration footage in the beginning is definitely real. :)
~ GtG
THROGG
Re: HSN: ELR - 403 (Lock Pick Enhancement) updated!
08/19/2015 03:38 AM CDT
>>most of that video is fake.<<
That's immaterial to my point. Elanthia is a fantasy world; we can raise the dead, summon demons, heal fatal wounds instantly, hide in plain sight and generally do stuff that defies the laws of physics in any "normal" dimension. It's hardly a great leap to suggest that monks get the same perks as everyone else.
That's immaterial to my point. Elanthia is a fantasy world; we can raise the dead, summon demons, heal fatal wounds instantly, hide in plain sight and generally do stuff that defies the laws of physics in any "normal" dimension. It's hardly a great leap to suggest that monks get the same perks as everyone else.
ARIETTA
Re: HSN: ELR - 403 (Lock Pick Enhancement) updated!
08/19/2015 04:07 AM CDT
<<<That's immaterial to my point. Elanthia is a fantasy world; we can raise the dead, summon demons, heal fatal wounds instantly, hide in plain sight and generally do stuff that defies the laws of physics in any "normal" dimension. It's hardly a great leap to suggest that monks get the same perks as everyone else.>>>
I get it, and I completely agree. :)
I'm just a big fan of Bruce's, and I feel it does him a disservice to misrepresent his actual accomplishments. His feats were impressive enough without exaggeration.
I always envision GS4 monks much like the legendary Shaolin monks of old kung-fu flicks, capable of super-human feats of skill and willpower. Some of that's real...some of it's not. I'm not sure how practical ping pong nunchucks may be, however.... ;)
~ GtG
I get it, and I completely agree. :)
I'm just a big fan of Bruce's, and I feel it does him a disservice to misrepresent his actual accomplishments. His feats were impressive enough without exaggeration.
I always envision GS4 monks much like the legendary Shaolin monks of old kung-fu flicks, capable of super-human feats of skill and willpower. Some of that's real...some of it's not. I'm not sure how practical ping pong nunchucks may be, however.... ;)
~ GtG
GAMING2K
Re: HSN: ELR - 403 (Lock Pick Enhancement) updated!
08/19/2015 06:19 AM CDT
Sorry I derailed it slightly! Can't wait to see what is going to change for 404! Thanks for the updates!
BLACKKOBOLD
Re: HSN: ELR - 403 (Lock Pick Enhancement) updated!
08/19/2015 08:21 AM CDT
<I don't think a 5 second RT for the town smith is much of a punishment at all, and I'd never ask for it if it wasn't part and parcel with an ability of PC's to lower their own RT's, because <otherwise it wouldn't help solve the problem in the least bit.
That adds a minor annoyance to the situation without doing anything to address the underlying problem. The NPC already has the rather large disadvantage of charging a significant portion of the box value to open them. In many cases you pay MORE to open the box than what you get out of it! If players are still using it it's because they CAN'T find locksmiths.
I'm not sure this is the place to discuss it, but I really feel you should address the problem directly rather than applying penalties that just annoy players but won't change their behavior a bit. Most of the time I have no choice but to get my boxes opened between hunts and there are no locksmiths available to do so. Adding further penalties to the NPC doesn't do anything to encourage more players to take up locksmithing. It's a lazy solution that helps nobody.
~Taverkin
That adds a minor annoyance to the situation without doing anything to address the underlying problem. The NPC already has the rather large disadvantage of charging a significant portion of the box value to open them. In many cases you pay MORE to open the box than what you get out of it! If players are still using it it's because they CAN'T find locksmiths.
I'm not sure this is the place to discuss it, but I really feel you should address the problem directly rather than applying penalties that just annoy players but won't change their behavior a bit. Most of the time I have no choice but to get my boxes opened between hunts and there are no locksmiths available to do so. Adding further penalties to the NPC doesn't do anything to encourage more players to take up locksmithing. It's a lazy solution that helps nobody.
~Taverkin
GOLDENOAK2
Re: HSN: ELR - 403 (Lock Pick Enhancement) updated!
08/19/2015 08:23 AM CDT
<<I'm not sure this is the place to discuss it, but I really feel you should address the problem directly rather than applying penalties that just annoy players but won't change their behavior a bit. Most of the time I have no choice but to get my boxes opened between hunts and there are no locksmiths available to do so. Adding further penalties to the NPC doesn't do anything to encourage more players to take up locksmithing. It's a lazy solution that helps nobody.
~Taverkin>>
What he said.
~Taverkin>>
What he said.
VERSIN
Re: HSN: ELR - 403 (Lock Pick Enhancement) updated!
08/19/2015 09:06 AM CDT
Adding RT to the town locksmith is a great idea.
ERYKK2
Re: HSN: ELR - 403 (Lock Pick Enhancement) updated!
08/19/2015 09:12 AM CDT
<<Adding RT to the town locksmith is a great idea.>>
Except, it's not.
You don't ruin one thing in an attempt to make another thing better. You improve the other thing.
Except, it's not.
You don't ruin one thing in an attempt to make another thing better. You improve the other thing.
VERSIN
Re: HSN: ELR - 403 (Lock Pick Enhancement) updated!
08/19/2015 09:18 AM CDT
OK you hold your breath for Simu to completely revamp the picking system and I will request a minor change to tilt the existing system in a reasonable way that reflects years of changes in population dynamics.
ARIETTA
Re: HSN: ELR - 403 (Lock Pick Enhancement) updated!
08/19/2015 09:20 AM CDT
<<<Adding RT to the town locksmith is a great idea.>>>
I've always felt old Larton should slow down a bit. What's the rush, anyway?
~ GtG
I've always felt old Larton should slow down a bit. What's the rush, anyway?
~ GtG
KRAKII
Re: HSN: ELR - 403 (Lock Pick Enhancement) updated!
08/19/2015 09:22 AM CDT
I would be fine with "all disarm attempts and all pick attempts have two seconds' RT removed [-2s]", on the player-side.
Some of the traps that you see in only five or six seconds (like scales, or plates) would drop to 3-4s, which is in the castRT range, which I'm okay with.
The 40+ second scarab RTs wouldn't change by all that much, but hey, every 2s I can save is 2s.
But losing 10% right off the top of the 20s, or 20% of a 10s, that's a nice little savings.
Meanwhile, "every time you ring the bell for the locksmith it gives you 2s RT" would slow down the scripters. (I've seen three guys in there running through a sackful of boxes; it ain't pretty.)
Some of the traps that you see in only five or six seconds (like scales, or plates) would drop to 3-4s, which is in the castRT range, which I'm okay with.
The 40+ second scarab RTs wouldn't change by all that much, but hey, every 2s I can save is 2s.
But losing 10% right off the top of the 20s, or 20% of a 10s, that's a nice little savings.
Meanwhile, "every time you ring the bell for the locksmith it gives you 2s RT" would slow down the scripters. (I've seen three guys in there running through a sackful of boxes; it ain't pretty.)
BLACKKOBOLD
Re: HSN: ELR - 403 (Lock Pick Enhancement) updated!
08/19/2015 09:23 AM CDT
Please see my suggestion for adding locksmith bounties that encourage players to take up locksmithing and to seek out locksmiths by providing Adventurer's guild experience and bounty point rewards to both parties. Posted in the rogue locksmithing folder.
~Taverkin
~Taverkin
GOLDENOAK2
Re: HSN: ELR - 403 (Lock Pick Enhancement) updated!
08/19/2015 09:31 AM CDT
<<
Please see my suggestion for adding locksmith bounties that encourage players to take up locksmithing and to seek out locksmiths by providing Adventurer's guild experience and bounty point rewards to both parties. Posted in the rogue locksmithing folder.
~Taverkin>>
Scary...I posted mine first though (1 minute earlier)...in Game Design folder :p
Please see my suggestion for adding locksmith bounties that encourage players to take up locksmithing and to seek out locksmiths by providing Adventurer's guild experience and bounty point rewards to both parties. Posted in the rogue locksmithing folder.
~Taverkin>>
Scary...I posted mine first though (1 minute earlier)...in Game Design folder :p
PENNINGTONB1
Re: HSN: ELR - 403 (Lock Pick Enhancement) updated!
08/19/2015 09:45 AM CDT
>We have very few ferrous metals in Elanthia. Why build with something that rusts when we've got tons of mithril... -Tamuz
Allow me (or rather this video) to extol the values of mithril (or space dwarven technology).
https://youtu.be/whNiOZwsVBg
~Brian, Sepher's player
Allow me (or rather this video) to extol the values of mithril (or space dwarven technology).
https://youtu.be/whNiOZwsVBg
~Brian, Sepher's player
TRIPLEGAME226
Re: HSN: ELR - 403 (Lock Pick Enhancement) updated!
08/19/2015 09:51 AM CDT
>Are you saying that you don't understand why this benefit is water lore based as opposed to fire/earth/air, or why this is water lore based as opposed to some other completely different thing? -Ixix
Asking why it's water lore based as opposed to something different, since rogues aren't going to pick up water lore, wizards don't pick, bards aren't going to trade in air lore for it.
I like the 403 & 404 changes, but the water lore requirements will result in them going to complete waste. It would be like Necromancy lore reducing the RT when tempering an enchant project.
Another thing I'm confused about:
>We tried to stick with general themes for each lore:
>Fire: offensive
>Earth: defensive
>Water: Restoration and utility
>Air: Time alteration and utility
Traplore (404) has been updated to reduce disarming roundtimes based on Elemental Lore: Water ranks. A seed 6 summation will reduce roundtime by 1 second per bonus.
^ Wouldn't that fall under time alteration? I realize you don't want to have 403 and 404 split between different lores, but if they're going to be tied to one, air lore would make much more sense. Plus bards already train in air lore, and they're typically regarded as the "other" picking class, which could result in this change going to slightly less waste than it will with water lore requirements.
Honestly, these perks should just be based off of pick and disarm ranks and not a magical skill that's too expensive to train for the profession that would benefit from it the most.
~ Methais
Asking why it's water lore based as opposed to something different, since rogues aren't going to pick up water lore, wizards don't pick, bards aren't going to trade in air lore for it.
I like the 403 & 404 changes, but the water lore requirements will result in them going to complete waste. It would be like Necromancy lore reducing the RT when tempering an enchant project.
Another thing I'm confused about:
>We tried to stick with general themes for each lore:
>Fire: offensive
>Earth: defensive
>Water: Restoration and utility
>Air: Time alteration and utility
Traplore (404) has been updated to reduce disarming roundtimes based on Elemental Lore: Water ranks. A seed 6 summation will reduce roundtime by 1 second per bonus.
^ Wouldn't that fall under time alteration? I realize you don't want to have 403 and 404 split between different lores, but if they're going to be tied to one, air lore would make much more sense. Plus bards already train in air lore, and they're typically regarded as the "other" picking class, which could result in this change going to slightly less waste than it will with water lore requirements.
Honestly, these perks should just be based off of pick and disarm ranks and not a magical skill that's too expensive to train for the profession that would benefit from it the most.
~ Methais
GIBESON1
Re: HSN: ELR - 403 (Lock Pick Enhancement) updated!
08/19/2015 10:08 AM CDT
1.1m exp for 90 ranks (-9 seconds) of water lore isn't wildly over the top for a post cap goal.
Are rogues going to get a fix skill a long with the wizards and sorcerers after the ELR?
Are rogues going to get a fix skill a long with the wizards and sorcerers after the ELR?
KRAKII
Re: HSN: ELR - 403 (Lock Pick Enhancement) updated!
08/19/2015 10:09 AM CDT
And why Seed6, for crying out loud? Is it really THAT abusive that someone were able to reduce their trap-or-lock RT by 6-10 seconds (with 20-50 ranks of Lore), rather than requiring over a hundred?
If it were a Seed3, someone could get a Premium Enhancive for 7 ranks/3 of <something else> and at least get a 2-step benefit.
If it were a Seed1, someone could get lucky and find a 6-rank item, and get a 3-step benefit.
Seriously, Seed6?!? WTH!
If it were a Seed3, someone could get a Premium Enhancive for 7 ranks/3 of <something else> and at least get a 2-step benefit.
If it were a Seed1, someone could get lucky and find a 6-rank item, and get a 3-step benefit.
Seriously, Seed6?!? WTH!
BLACKKOBOLD
Re: HSN: ELR - 403 (Lock Pick Enhancement) updated!
08/19/2015 10:12 AM CDT
<And why Seed6, for crying out loud? Is it really THAT abusive that someone were able to reduce their trap-or-lock RT by 6-10 seconds (with 20-50 ranks of Lore), rather than requiring over a <hundred?
<If it were a Seed3, someone could get a Premium Enhancive for 7 ranks/3 of <something else> and at least get a 2-step benefit.
<If it were a Seed1, someone could get lucky and find a 6-rank item, and get a 3-step benefit.
<Seriously, Seed6?!? WTH!
I agree completely. But, because this is GS...
I think it's justified. I mean, disarming traps and picking locks takes time. It would be unbalanced to have it take less than <insert arbitrary value here>. No, no, no! I definitely can't agree! ;)
~Taverkin
<If it were a Seed3, someone could get a Premium Enhancive for 7 ranks/3 of <something else> and at least get a 2-step benefit.
<If it were a Seed1, someone could get lucky and find a 6-rank item, and get a 3-step benefit.
<Seriously, Seed6?!? WTH!
I agree completely. But, because this is GS...
I think it's justified. I mean, disarming traps and picking locks takes time. It would be unbalanced to have it take less than <insert arbitrary value here>. No, no, no! I definitely can't agree! ;)
~Taverkin
KRAKII
Re: HSN: ELR - 403 (Lock Pick Enhancement) updated!
08/19/2015 10:14 AM CDT
Given the speed of the NPC pickers, I think a Seed6 is pretty silly. That's all I'm saying.
TRIPLEGAME226
Re: HSN: ELR - 403 (Lock Pick Enhancement) updated!
08/19/2015 10:18 AM CDT
>OK you hold your breath for Simu to completely revamp the picking system and I will request a minor change to tilt the existing system in a reasonable way that reflects years of changes in population dynamics.
If your car has a flat tire, do you fix it by replacing the flat tire? Or do you stick nails in the other 3 tires instead?
~ Methais
If your car has a flat tire, do you fix it by replacing the flat tire? Or do you stick nails in the other 3 tires instead?
~ Methais
GOLDENOAK2
Re: HSN: ELR - 403 (Lock Pick Enhancement) updated!
08/19/2015 10:25 AM CDT
<<If your car has a flat tire, do you fix it by replacing the flat tire? Or do you stick nails in the other 3 tires instead?
~ Methais>>
Stick nails in the other three...then sue the hardware store for selling me the nails that damaged my car.
~ Methais>>
Stick nails in the other three...then sue the hardware store for selling me the nails that damaged my car.
BLACKKOBOLD
Re: HSN: ELR - 403 (Lock Pick Enhancement) updated!
08/19/2015 10:52 AM CDT
<OK you hold your breath for Simu to completely revamp the picking system and I will request a minor change to tilt the existing system in a reasonable way that reflects years of changes in <population dynamics.
Two problems with this:
1) You aren't shifting the balance. If the issue is purely time with no other considerations, it usually won't matter how much RT you add to the NPC locksmith because a big part of the problem is spotty availability of player smiths. If there are any smiths around, are they actually present? Are they AFK? Are they out hunting? How much RT can you possibly add to offset this? Even if every locksmith action required only a 3s RT, the system is not appealing enough to get enough locksmiths seeking work.
2) You don't need to overhaul the entire system to address locksmith availability. And ideal solution simply needs to provide an incentive that acts against the time factor. A very obvious incentive that weighs favorably against time is: EXPERIENCE. Relatively easy solution: Add locksmith bounties that reward locksmiths as much for their choice to be locksmiths as we reward hunters for hunting. Make it a group task that also provides some incentive to players to seek out locksmiths such that using the NPC is like throwing away experience, which is worth more than the time saved by using the NPC to most players.
Basic details of how this would work:
- Locksmith bounties are offered only to players with 2x-3x lockpicking skill.
- Locksmith bounties function as a group task, using the group bounty timer separate from the personal timer.
- Locksmith bounties are for 8-10 boxes and reward 800-1000 experience and BPs based on the skill level of the locksmith upon turn-in.
- Players who provide boxes toward the completion of a locksmith bounty receive 25 instant experience and a small amount of BPs at the time the box is opened. It may be necessary to cap the amount of experience that may be gained in this way over a given period of time, but it should not be so restrictive as to discourage participation.
What do you think? Would that require overhauling the entire locksmith system? And do you think if we had something like this you would find more players choosing to play locksmiths and seek out work and also more players opting to use player locksmiths vs. the NPC? I can tell you right now I wouldn't choose to throw that much instant experience down the drain along with all that silver just to save a few seconds. The only reason I use the NPC is that there aren't often locksmiths available and using player smiths cuts into my experience gain due to the time factor. Address both issues and believe me, I'm all in on using player smiths!
~Taverkin
Two problems with this:
1) You aren't shifting the balance. If the issue is purely time with no other considerations, it usually won't matter how much RT you add to the NPC locksmith because a big part of the problem is spotty availability of player smiths. If there are any smiths around, are they actually present? Are they AFK? Are they out hunting? How much RT can you possibly add to offset this? Even if every locksmith action required only a 3s RT, the system is not appealing enough to get enough locksmiths seeking work.
2) You don't need to overhaul the entire system to address locksmith availability. And ideal solution simply needs to provide an incentive that acts against the time factor. A very obvious incentive that weighs favorably against time is: EXPERIENCE. Relatively easy solution: Add locksmith bounties that reward locksmiths as much for their choice to be locksmiths as we reward hunters for hunting. Make it a group task that also provides some incentive to players to seek out locksmiths such that using the NPC is like throwing away experience, which is worth more than the time saved by using the NPC to most players.
Basic details of how this would work:
- Locksmith bounties are offered only to players with 2x-3x lockpicking skill.
- Locksmith bounties function as a group task, using the group bounty timer separate from the personal timer.
- Locksmith bounties are for 8-10 boxes and reward 800-1000 experience and BPs based on the skill level of the locksmith upon turn-in.
- Players who provide boxes toward the completion of a locksmith bounty receive 25 instant experience and a small amount of BPs at the time the box is opened. It may be necessary to cap the amount of experience that may be gained in this way over a given period of time, but it should not be so restrictive as to discourage participation.
What do you think? Would that require overhauling the entire locksmith system? And do you think if we had something like this you would find more players choosing to play locksmiths and seek out work and also more players opting to use player locksmiths vs. the NPC? I can tell you right now I wouldn't choose to throw that much instant experience down the drain along with all that silver just to save a few seconds. The only reason I use the NPC is that there aren't often locksmiths available and using player smiths cuts into my experience gain due to the time factor. Address both issues and believe me, I'm all in on using player smiths!
~Taverkin
GS4-ESTILD
Re: HSN: ELR - 403 (Lock Pick Enhancement) updated!
08/19/2015 11:01 AM CDT
Methais |
Wouldn't that fall under time alteration? I realize you don't want to have 403 and 404 split between different lores, but if they're going to be tied to one, air lore would make much more sense. Plus bards already train in air lore, and they're typically regarded as the "other" picking class, which could result in this change going to slightly less waste than it will with water lore requirements. |
Yes, reducing roundtime is time alteration, but we decided to make lockpicking and disarm lore mechanics based around water lore as a separate theme. Half of the related changes haven't even been released in this area.
GameMaster Estild
KRAKII
Re: HSN: ELR - 403 (Lock Pick Enhancement) updated!
08/19/2015 11:02 AM CDT
Another change I'd like to see would be trap/lock experience not being subject to "must rest"/mind state. It just goes into your field experience bucket, period.
(Like raise dead experience used to do, and Adventurer Guild bounty experience does now.)
Possibly THE biggest reason why I would stop or slow down my picking--back when I was actually one of the higher pickers, and on every night (so, you know... it's been a while)--was that I wasn't getting anything out of it. I was already fried, why should I keep going? Sure, I could do it out of the goodness of my heart, or some people would offer to pay, but I would much rather get the experience.
(Like raise dead experience used to do, and Adventurer Guild bounty experience does now.)
Possibly THE biggest reason why I would stop or slow down my picking--back when I was actually one of the higher pickers, and on every night (so, you know... it's been a while)--was that I wasn't getting anything out of it. I was already fried, why should I keep going? Sure, I could do it out of the goodness of my heart, or some people would offer to pay, but I would much rather get the experience.
COSTELLOK
Re: HSN: ELR - 403 (Lock Pick Enhancement) updated!
08/19/2015 11:17 AM CDT
Adding roundtime to Larton won't cause people to use town pickers.
Reducing roundtime for PC locksmiths and increasing their availability won't cause too many people to switch to PC locksmiths.
People like Larton because he can be stuck o. The end of their loot script and open all boxes automatically with no interaction. My rogue can't duplicate that, no matter how many times he advertises on SERVICE, ESP, or stands around in the locksmith muttering loudly about his extortion in front of people running the scripts and not even noticing him.
Fyonn's player
Reducing roundtime for PC locksmiths and increasing their availability won't cause too many people to switch to PC locksmiths.
People like Larton because he can be stuck o. The end of their loot script and open all boxes automatically with no interaction. My rogue can't duplicate that, no matter how many times he advertises on SERVICE, ESP, or stands around in the locksmith muttering loudly about his extortion in front of people running the scripts and not even noticing him.
Fyonn's player
BLACKKOBOLD
Re: HSN: ELR - 403 (Lock Pick Enhancement) updated!
08/19/2015 11:28 AM CDT
<Adding roundtime to Larton won't cause people to use town pickers.
<Reducing roundtime for PC locksmiths and increasing their availability won't cause too many people to switch to PC locksmiths.
<People like Larton because he can be stuck o. The end of their loot script and open all boxes automatically with no interaction. My rogue can't duplicate that, no matter how many times he <advertises on SERVICE, ESP, or stands around in the locksmith muttering loudly about his extortion in front of people running the scripts and not even noticing him.
Assuming we aren't talking about AFK script bots here, which are a separate issue entirely and wouldn't be a factor in either case, what are your thoughts on providing an experience incentive to locksmiths and their customers? Answer this: If by using Larton I am literally throwing away experience - and not the kind I can go get via hunting whenever I want, but INSTANT experience that adds to my potential gain over the same period of time - then why would I not seek out a player locksmith even if it takes more time?
I'm not sure if people are understanding what I mean here. I'm not talking about that 25 experience per box going into the bucket as it does when you kill a monster. You earn that reward instantly when the locksmith opens the box you handed him. That means if I'm saturated from a bounty I just turned in after a hunt, I still have every reason to seek out the locksmith because the 10 boxes I brought back are now worth 250 experience earned on the spot on top of what I'm absorbing from my hunt and bounty.
The locksmith, on the other hand, is completing a bounty just like going out on a creature culling task but instead of killing monsters he's opening boxes. When he opens enough boxes, he can turn that task in for the 800-1000 experience we expect from bounties.
Explain to me why you think players wouldn't participate in such a system. Perhaps I'm lacking perspective?
~Taverkin
<Reducing roundtime for PC locksmiths and increasing their availability won't cause too many people to switch to PC locksmiths.
<People like Larton because he can be stuck o. The end of their loot script and open all boxes automatically with no interaction. My rogue can't duplicate that, no matter how many times he <advertises on SERVICE, ESP, or stands around in the locksmith muttering loudly about his extortion in front of people running the scripts and not even noticing him.
Assuming we aren't talking about AFK script bots here, which are a separate issue entirely and wouldn't be a factor in either case, what are your thoughts on providing an experience incentive to locksmiths and their customers? Answer this: If by using Larton I am literally throwing away experience - and not the kind I can go get via hunting whenever I want, but INSTANT experience that adds to my potential gain over the same period of time - then why would I not seek out a player locksmith even if it takes more time?
I'm not sure if people are understanding what I mean here. I'm not talking about that 25 experience per box going into the bucket as it does when you kill a monster. You earn that reward instantly when the locksmith opens the box you handed him. That means if I'm saturated from a bounty I just turned in after a hunt, I still have every reason to seek out the locksmith because the 10 boxes I brought back are now worth 250 experience earned on the spot on top of what I'm absorbing from my hunt and bounty.
The locksmith, on the other hand, is completing a bounty just like going out on a creature culling task but instead of killing monsters he's opening boxes. When he opens enough boxes, he can turn that task in for the 800-1000 experience we expect from bounties.
Explain to me why you think players wouldn't participate in such a system. Perhaps I'm lacking perspective?
~Taverkin
VERSIN
Re: HSN: ELR - 403 (Lock Pick Enhancement) updated!
08/19/2015 01:35 PM CDT
If my car has a flat tire, I take it to a mechanic or fix it myself. Seeing as I cannot access Simu's servers, and there doesn't seem to be a ready supply of GM's twidling their thumbs waiting for work, I think prioritizing minor updates makes sense.
KEITHOBAD
Re: HSN: ELR - 403 (Lock Pick Enhancement) updated!
08/19/2015 01:36 PM CDT
I think it's a super idea, Tav. Not likely to be part of ELR but worth putting a GM on.
VERSIN
Re: HSN: ELR - 403 (Lock Pick Enhancement) updated!
08/19/2015 01:44 PM CDT
Tav I think your locksmith bounty idea is a great one. I just do not see someone from Simu coding it up in the foreseeable future. In the interim, everyone agrees PC locksmiths get the shaft. Simu can't create player locksmiths out of thin air (CAN THEY?!?!?!). They can incentivize players to use player locksmiths over the NPC. Some other posters are more in favor of the carrot approach, which I also support, but there is also the stick. My assumption is that adding a 20 sec rt per box for Larton would be A) a quick fix and B) encourage at least some players to seek out PCs rather than NPCs.
BLACKKOBOLD
Re: HSN: ELR - 403 (Lock Pick Enhancement) updated!
08/19/2015 03:23 PM CDT
Please consider that the lack of available locksmiths most of the time results in a situation where penalties applied to the npc fail to serve their purpose and instead waste player time unnecessarily.
Honestly, I don't see why you assume this is too much work. The bounty system already exists.
Taverkin
Honestly, I don't see why you assume this is too much work. The bounty system already exists.
Taverkin
VERSIN
Re: HSN: ELR - 403 (Lock Pick Enhancement) updated!
08/19/2015 04:14 PM CDT
Anything that decreases the demand for the NPC smith will increase demand for PC smiths since they are substitutes.
Neither of us know the level of effort to implement our ideas, but certainly adding RT will be less than coding a whole new task. I am no historian of the bounty system but has it ever been expanded with a new category of bounty as you suggest?
Neither of us know the level of effort to implement our ideas, but certainly adding RT will be less than coding a whole new task. I am no historian of the bounty system but has it ever been expanded with a new category of bounty as you suggest?
KRAKII
GOLDENOAK2
Re: HSN: ELR - 403 (Lock Pick Enhancement) updated!
08/19/2015 04:42 PM CDT
<<Anything that decreases the demand for the NPC smith will increase demand for PC smiths since they are substitutes.
Neither of us know the level of effort to implement our ideas, but certainly adding RT will be less than coding a whole new task. I am no historian of the bounty system but has it ever been expanded with a new category of bounty as you suggest?>>
Or maybe spend the development time doing something useful like fixing monks instead of "fixing" the NPC locksmiths who really are not an issue for most people.
Neither of us know the level of effort to implement our ideas, but certainly adding RT will be less than coding a whole new task. I am no historian of the bounty system but has it ever been expanded with a new category of bounty as you suggest?>>
Or maybe spend the development time doing something useful like fixing monks instead of "fixing" the NPC locksmiths who really are not an issue for most people.
DAID
Re: HSN: ELR - 403 (Lock Pick Enhancement) updated!
08/19/2015 06:47 PM CDT
>>(Also, if someone is damaging a lockpick, they actually did want 403 even if they don't know it.)>
>>This fallacy has resulted in more annoyance for me then just about anything else in GS. I can't even begin to count the number of times I've either lost out on experience or wasted time waiting for 403 to drop (or worse, missing out on an LM rep when I was still working on it) because some well-meaning person with access to MnE spells tosses it one me the second I get a pick stuck in the lock without bothering to ask if I need/want it.
I was making more of a tongue-in-cheek joke than suggesting I cast this on someone without asking.
Check out who's dying any time! https://twitter.com/GSIVDeathLog
>Daid: Pretty sure you have a whole big bucket as your penny jar. You never have only two cents. :p
>>This fallacy has resulted in more annoyance for me then just about anything else in GS. I can't even begin to count the number of times I've either lost out on experience or wasted time waiting for 403 to drop (or worse, missing out on an LM rep when I was still working on it) because some well-meaning person with access to MnE spells tosses it one me the second I get a pick stuck in the lock without bothering to ask if I need/want it.
I was making more of a tongue-in-cheek joke than suggesting I cast this on someone without asking.
Check out who's dying any time! https://twitter.com/GSIVDeathLog
>Daid: Pretty sure you have a whole big bucket as your penny jar. You never have only two cents. :p
GAMING2K
Re: HSN: ELR - 403 (Lock Pick Enhancement) updated!
08/19/2015 07:14 PM CDT
Yeah I didn't think that idea would go over well. I'm kinda thinking out loud when I post. This conversation is helping me come up with some ideas. Hopefully some of these things being tossed around that are reasonable get considered. Keep in mind I'm not mad about these changes. These are in addition to what they still currently do so it's a bonus that some will take advantage of. I'm just one person and I doubt a lot of people would agree with me on most things. Having the debate helps spur ideas and might help refine things.
TANDL
Re: HSN: ELR - 403 (Lock Pick Enhancement) updated!
08/19/2015 07:55 PM CDT
What about letting 403 be cast ON the lockpicks for only the durability increase? For 404... do you all get exp from disarming too? I have never smithed a box so I really don't know.
Tal.
Tal.