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Perk system


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Poll: How should Perks be awarded? (149 member(s) have cast votes)

Should we use PP's or one perk every X OA levels (X is TBD)

  1. Yes, lets allow one perk to be chosen for every X OA levels (117 votes [78.52%])

    Percentage of vote: 78.52%

  2. I don't know (2 votes [1.34%])

    Percentage of vote: 1.34%

  3. No, lets continue to use PP's so you have to choose where to use it. (21 votes [14.09%])

    Percentage of vote: 14.09%

  4. Other (see comment below) (9 votes [6.04%])

    Percentage of vote: 6.04%

If it's 1 Perk for every X OA levels, what might be a good value for X?

  1. More then 10 OA levels (24 votes [16.11%])

    Percentage of vote: 16.11%

  2. 1 PerkPoint every 10 OA (61 votes [40.94%])

    Percentage of vote: 40.94%

  3. 1 PerkPoint every 8 OA (5 votes [3.36%])

    Percentage of vote: 3.36%

  4. 1 PerkPoint every 6 OA (6 votes [4.03%])

    Percentage of vote: 4.03%

  5. 1 PerkPoint every 5 OA (34 votes [22.82%])

    Percentage of vote: 22.82%

  6. I don't know (8 votes [5.37%])

    Percentage of vote: 5.37%

  7. Other (11 votes [7.38%])

    Percentage of vote: 7.38%

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#1 scarr

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Posted 22 September 2012 - 03:43 PM

Here is an idea about a perk system;


Every xx OA level you gain 1 perk,
and then you can choose out of a wide variety of perks that suit your play-style

So if you like to build a defensive char you might want to invest in perks that increase your ability to tank

example of what perks could look like;

Juggernaut Bitch!
+3% def on torso

Healing hands
double the health points on remote heal

Hoarder
Increase EMU by 60




and maybe offer a perk reset in the shop for $?
So what do you guys think?

* Sponsored Poll *
sponsored by scarr

NOTE: This poll is about how you earn the Perks, not about the Perks themselves. If PerkPoints based on OA is used, that will effectively give more PP's for other uses (which could be good or bad depending on the point of view). The current alternative is to continue to use PP's and adjust how many are needed carefully and selecting a Perk then reduces how much is available for Attribs.

Edited by scarr, 01 October 2012 - 08:42 AM.
added poll sponsorship


#2 Koss

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Posted 22 September 2012 - 06:42 PM

Incremental perks sounds pretty cool.  What do you think?  One PERK point every 10 OA's?

#3 Rabbitman

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Posted 22 September 2012 - 08:05 PM

I've mentioned this before as well, I think perks should be partly how you get 'classes'. We/wh are in the right direction perk-wise. On the ranging note, I think I pp per so would be more reasonable with a cap at 25.

#4 scarr

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Posted 23 September 2012 - 02:37 AM

View PostKoss, on 22 September 2012 - 06:42 PM, said:

Incremental perks sounds pretty cool.  What do you think?  One PERK point every 10 OA's?
reason i said "xx OA" is because we don't know how easy or hard gaining oa levels will be

#5 Hades

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Posted 23 September 2012 - 11:14 AM

Yeah, I'd love a system like this. Maybe not incremental increases, but perks that will actually be used, class-based. I think that giving people a 'free' perk each every xx OAs is great, as it wouldn't affect your pps, as well as you'd get a nice perk. It would be great to have a large variety of perks, well balanced ones, so people could build their own unique character.

#6 Blackbeard

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Posted 23 September 2012 - 12:12 PM

Yeah, +1 to the idea of getting a perk every xx OAs that shapes the way your character developes.

#7 HaZe

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Posted 25 September 2012 - 02:14 AM

Wow very nice idea! :D

#8 Learner

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Posted 25 September 2012 - 06:34 AM

These perks sound interesting, but I think the points used for taking need to come from PP's or you have to lower the number of PP's available for Attr's

#9 Blackbeard

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Posted 25 September 2012 - 08:48 AM

Having a free perk every xx OAs could also be used to give the specialisation within skills that people want, such as giving bonuses for different types of weaps/gears, perhaps higher success rate for certain mixing skills etc.

#10 scarr

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Posted 25 September 2012 - 01:05 PM

View PostLearner, on 25 September 2012 - 06:34 AM, said:

These perks sound interesting, but I think the points used for taking need to come from PP's or you have to lower the number of PP's available for Attr's

I disagree, on EL people put even more pps in attributes due to negative perks, and with a possible OA cap this shouldn't be a problem.

edit: i accidentally a word

Edited by scarr, 25 September 2012 - 01:12 PM.


#11 Trojan_Knight

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Posted 26 September 2012 - 01:20 AM

Would it be possible to change the current "Action Points" to a higher, harder to get amount, and then use this for this type of suggestion?

:)

#12 scarr

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Posted 26 September 2012 - 01:25 AM

View PostTrojan_Knight, on 26 September 2012 - 01:20 AM, said:

Would it be possible to change the current "Action Points" to a higher, harder to get amount, and then use this for this type of suggestion?

:)

So get a AP point per xx level of OA to spend on perks? if thats what you mean, that would be great
this way you don' t have to spend the perks straight away, and you can always get them at a later stage

#13 DanGieras

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Posted 01 October 2012 - 08:43 AM

Give us also any food perk :) or No food coldown perk :)

#14 Bat17

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Posted 01 October 2012 - 09:01 AM

At the moment we (EL) have a range of single perks of varying power/cost if we go to a perk per xxlvl basis then may be could make perks stackable, IE 10% reduction in cool down, claim it twice and get 20% reduction. Would probably need caps to keep things balanced but would allow more fine tuning for a character. MM in steps from Skellis to Dragons for non-fighters :-)

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#15 Wizzy

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Posted 01 October 2012 - 09:08 AM

Since we will be limited with PP's do to new xp system, I am not opposed to this idea. Though I think the perks should still cost some type of resource and / or gc's as they become aviable

#16 bog

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Posted 01 October 2012 - 11:45 AM

Being tied in with AP , which you build as you gain OA lvls ( sounds great idea )

make it so along side this current AP build   you bring in Mystery Schools which you must visit and prove yourself in

( by being actually skilled in the perk you take this means you are not going to end up with people saying oh FFS i took the dumbest perk because they will know exactly what it does through the Mystery School --- and surely this is better than having what it does a sort of semi secret that only a select few nerds with enough time on thier hands know about )

#17 Aislinn

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Posted 01 October 2012 - 12:06 PM

I am leaning towards not having perks at all.

#18 scarr

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Posted 01 October 2012 - 01:11 PM

View PostAislinn, on 01 October 2012 - 12:06 PM, said:

I am leaning towards not having perks at all.
that is just boring, you need perks to define roles imo

#19 Aislinn

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Posted 01 October 2012 - 02:27 PM

I assume we aren't talking EL perks, but brand new ones made to use up pp's (?) or be "assigned" to us and again be a back door to forcing classes on us.  
Meh.

#20 scarr

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Posted 01 October 2012 - 02:59 PM

additional "pps" besides OA to spend exclusively on perks
and YES the game should have 100% new original perks




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