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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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#101 Kiwi06

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Posted 21 February 2015 - 03:51 PM

Aye aye captain.

#102 Juanma

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Posted 23 April 2015 - 07:52 PM

Hello, My idea for perks system is...
you get 1 Perk point each 10 oa levels, and some perks should cost more than 1 perk point relative of the power of the perk

sorry, but i didnt read all the thread yet, going to do it now.

Edit: Oh someone alredy had that idea

btw, will be better to vote for the perks itself first to continue with this system, or we may be sorry if we make a mistake here

NEW IDEA: make perk points like a new oa skill (with a diff ammount of exp to lvl up it)

example:

1st Perk point: 50k exp
2nd PP: 500k exp
3rd PP: 2.5m exp
4th pp: 8m


something like that but with a correct exp system i think would be good

pro: no perks points limited by OA...

cons: may be OP if the exp to lvl up isnt enough...

#103 Warlock

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Posted 12 June 2015 - 05:57 AM

?        ?          ?           ?

Perk system

Started by scarr, Sep 22 2012 10:43 PM


#104 winter

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Posted 12 June 2015 - 06:17 AM

LOL, see the Priorities topic ;)

#105 Warlock

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Posted 12 June 2015 - 06:23 AM

Yeah those priorities havent changed for years

:P

#106 Warlock

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Posted 28 September 2015 - 01:18 PM

Started by scarr, 22 Sep 2012

#107 Warlock

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Posted 23 January 2017 - 06:25 PM

View PostRabbitman, on 24 April 2014 - 09:09 AM, said:

I was thinking about this the other day. If I were to design a perk system for OL it would be something like what has been mentioned about perk points per oa (option 1 in poll) and incremental perks. I am about to post a set of example perks that I think would work well for 1 perk point per 10 oa levels. General idea is the first and second level of each incremental perk costs 1 perk point each. The third (and highest) level costs 2 perk points. So if you want to go all in on one style you can, but it will cost you 4 total perk points for the benefits of 3.

Example perks:



Pure Fighting:

Damage reduction:

Animal Skin - 1pp - 20% damage reduction
Stone Skin - 1pp - 35% damage reduction
Diamond Skin - 2pp - 50% damage reduction

Damage augmentation:

Thug - 1pp - 20% damage increase
Brute - 1pp - 35% damage increase
Brutalizer - 2pp - 50% damage increase

Lucky hitter:

10% Lucky hit - 1pp - 10% chance to hit regardless of combat stats
20% Lucky hit - 1pp - 20% chance to hit regardless of combat stats
30% Lucky hit - 2pp - 30% chance to hit regardless of combat stats

Lucky dodge:

10% Lucky dodge - 1pp - 10% chance to dodge regardless of combat stats
20% Lucky dodge - 1pp - 20% chance to dodge regardless of combat stats
30% Lucky dodge - 2pp - 30% chance to dodge regardless of combat stats

Dancing:

-4 Multi pen - 1pp - Defense penalty when fighting multiple opponents decreased to -4
-3 Multi pen - 1pp - Defense penalty when fighting multiple opponents decreased to -3
-2 Multi pen - 2pp - Defense penalty when fighting multiple opponents decreased to -2

Mirror:

50% Mirror - 1pp - 10% chance to mirror 50% damage
100% Mirror - 1pp - 10% chance to mirror 100% damage
150% Mirror - 2pp - 10% chance to mirror 150% damage

Mirror (alt method)

8% Mirror - 1pp - 8% of all incoming damage mirrored
16% Mirror - 1pp - 16% of all incoming damage mirrored
24% Mirror - 2pp - 24% of all incoming damage mirrored

Lifesteal

8% Lifesteal - 1pp - 8% of all outgoing damage healed
16% Lifesteal - 1pp - 16% of all outgoing damage healed
24% Lifesteal - 2pp - 24% of all outgoing damage healed

Elemental Damage

20% Elemental - 1pp - 20% increase in elemental damage dealt
30% Elemental - 1pp - 35% increase in elemental damage dealt
50% Elemental - 1pp - 50% increase in elemental damage dealt

Elemental Defense

20% Elemental Def - 1pp - 20% decrease in elemental damage received
30% Elemental Def - 1pp - 35% decrease in elemental damage received
50% Elemental Def - 1pp - 50% decrease in elemental damage received

Allied Mage

20% Allied Mag - 1pp - 20% increase in allied magic strength/buff duration
40% Allied Mag - 1pp - 40% increase in allied magic strength/buff duration
60% Allied Mag - 2pp - 60% increase in allied magic strength/buff duration

Offensive Mage

20% Offens Mag - 1pp - 20% increase in offensive magic strength/duration
40% Offens Mag - 1pp - 40% increase in offensive magic strength/duration
60% Offens Mag - 2pp - 60% increase in offensive magic strength/duration






Pure Mixing:


Batch Mixer (note: although mixed at same time, each copy has an individual chance for enrichment/fail)

Batch 1 - 1 pp - Allows mixing of 10 copies of an item simultaneously.
Batch 2 - 1 pp - Allows mixing of 20 copies of an item simultaneously.
Batch 3 - 2 pp - Allows mixing of 30 copies of an item simultaneously.

Artificer

Artificer 1 - 1 pp - 20% increased rare mixes.
Artificer 2 - 1 pp - 40% increased rare mixes.
Artificer 3 - 2 pp - 60% increased rare mixes.

Effective Mixer

Recycler 1 - 1 pp - 0.5% chance to not lose ingredients with a successful mix.
Recycler 2 - 1 pp - 1% chance to not lose ingredients with a successful mix.
Recycler 3 - 2 pp - 2% chance to not lose ingredients with a successful mix.

Careful Mixer

Careful Mixer 1 - 1 pp - 15% chance to not lose ingredients on critical failure.
Careful Mixer 2 - 1 pp - 30% chance to not lose ingredients on critical failure.
Careful Mixer 3 - 1 pp - 50% chance to not lose ingredients on critical failure.

Careful Mixer (alternate)

Careful Mixer (alternate) 1 - 1 pp - 25% reduced tool breakage while mixing.
Careful Mixer (alternate) 2 - 1 pp - 50% reduced tool breakage while mixing.
Careful Mixer (alternate) 3 - 2 pp - No tools break while mixing.




Pure Harvesting:

Excavator

Excavator 1 - 1 pp - Increase number of harvestables gathered per round to 2.
Excavator 2 - 1 pp - Increase number of harvestables gathered per round to 3.
Excavator 3 - 2 pp - Increase number of harvestables gathered per round to 4.

Lucky Harvester (This is a reduction in MN damage and an increase in gold/XP bonus/stone finding events..number of total events does not change..just shifts the mean from good/bad 50/50 to 60/40, 70/30, 90/10).

Lucky Guy 1 - 1 pp - 10% shift towards good harvesting events.
Lucky Guy 2 - 1 pp - 20% shift towards good harvesting events.
Lucky Guy 3 - 2 pp - 40% shift towards good harvesting events.

Efficient Harvester (This perk gives a chance to not lose special tools needed for ores. I.E. Matter conglomerates with seridium currently)

Harv Recycler 1 - 1 pp - 5% chance to not lose special harvest tools when harvesting.
Harv Recycler 2 - 1 pp - 10% chance to not lose special harvest tools when harvesting.
Harv Recycler 3 - 2 pp - 15% chance to not lose special harvest tools when harvesting.

Careful Harvester (This includes capes and tools that must be equipped. For example, someone who wanted to harvest could take excavator 3 and careful harvester 3 and harvest in large pack).

Careful Harvester 1 - 1 pp - 50% reduction in tool breakage.
Careful Harvester 2 - 1 pp - 80% reduction in tool breakage.
Careful Harvester 3 - 2 pp - No tool breakage while harvesting.




General Benefits


Cooldown reduction

20% Cooldown - 1pp - 20% reduction in all cooldown times
30% Cooldown - 1pp - 30% reduction in all cooldown times
40% Cooldown - 2pp - 40% reduction in all cooldown times

Healthy Guy

+25 Health - 1pp - Increase health by 25
+50 Health - 1pp - Increase health by 50
+100 Health - 2pp - Increase health by 100

Magic Guy

+25 Mana - 1pp - Increase mana by 25
+50 Mana - 1pp - Increase mana by 50
+100 Mana - 2pp - Increase mana by 100

Such Macho

100 Hoarder - 1pp - Increase emu by 100
200 Hoarder - 1pp - Increase emu by 200
400 Hoarder - 2pp - Increase emu by 400

Much Nomz wow

+25 Max Food - 1pp - Increase maximum food 25
+50 Max Food - 1pp - Increase maximum food 50
+100 Max Food - 2pp - Increase maximum food 100

Careful Man

20% Careful - 1pp - Decrease drop chance on death 20%
40% Careful - 1pp - Decrease drop chance on death 40%
60% Careful - 2pp - Decrease drop chance on death 60%

Edit: Added a lot of new potential perks and organized them by "Pure Fighting", "Pure Mixing", "Pure Harvesting", and "General Benefits"

This is the best interpretation of a perk system i've seen yet. 100%, this gets my vote, even starting small, on only a few of the suggested perks and expanding slowly from there. I really think this should have priority, as it was voted for years ago, and Achi has suggested a system which i think has the potential to become one of the main focus points for OL, now, and in the future.

WL

#108 Kiwi06

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Posted 24 January 2017 - 02:22 AM

+1

#109 Kaddy

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Posted 24 January 2017 - 09:39 AM

+1

But not going to happen next few years.


#110 Learner

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Posted 24 January 2017 - 10:04 AM

View PostKaddy, on 24 January 2017 - 09:39 AM, said:

+1

But not going to happen next few years.
Your comment after your 'vote' basically nullifies your vote.

#111 Kaddy

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Posted 24 January 2017 - 12:26 PM

View PostLearner, on 24 January 2017 - 10:04 AM, said:

View PostKaddy, on 24 January 2017 - 09:39 AM, said:

+1

But not going to happen next few years.
Your comment after your 'vote' basically nullifies your vote.

Is it going to happen or not?

Give me a direct answer this time, don't play around telling about other stuff etc.

#112 Learner

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Posted 24 January 2017 - 01:13 PM

That list of possible Perks isn't what this Poll is for, so it's not a question of will it will be implemented yet or not. Yes, what the Perks are does need discussion in detail by the players.

#113 CoduX

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Posted 24 January 2017 - 06:35 PM

+1

#114 CoduX

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Posted 01 February 2017 - 03:30 AM

I'm hoping for perks within the next few of months. Is needed.

#115 PandemiC

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Posted 02 February 2017 - 09:31 AM

View PostCoduX, on 01 February 2017 - 03:30 AM, said:

I'm hoping for perks within the next few of months. Is needed.

You want perks within a few months? Good luck with that bro, I'll put 1,000$ bet down right now that OL wont get perks or a hint of the perks getting reworked till 2019 at which point it will be 7 years down the line - hold me to that.

This game is now literally just a broken version of EL. We've gone back 10+ years to 2004/2005 before C2 came out in EL, with less shit to do in-game than we did then. 4 almost 5 years down the line and to have not even 1 original OL idea implemented is just a fucking joke. I understand you want to change all of this, but removing and restricting your players when there IS a 'better' alternative is NOT the idea. Thats just what it seems like.

Like the age old method in IT of "security through obscurity" - it's never the way, and doesn't always work. Allowing others to help, much much more than what they do is probably the best idea at this point. If there's a scare of the testers breaking the goddamn test server of all places, then demo setting up a 'home/private server' where we can make our own changes to feedback. Don't keep making excuses out of nowhere. This would've made more sense than trying to implement a complete continent, npcs, invasion commands, and improve support for things so far down the roadmap they are negligible. Ingame Maps can always change, NPCs can always be removed and stuff half of us wont use can be sorted later. Focus on your infrastructure/current useable content first; keep your player base (and keep them enthused for something) - give them something to donate towards. Right now the game is just stagnating, and that wont change for the time being.


Anyway; I honestly expected perks to have been something implemented along with the attribute + oa system. Kinda seemed logical to me, but who am I to make comments like that eh.

#116 Kaddy

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Posted 02 February 2017 - 01:45 PM

You are just being too negative, Panda.

Is what you gonna hear. :D

-Kaddy

#117 sircryalot

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Posted 02 February 2017 - 03:56 PM

pande has a point..content of the game hasnt changed since i joined 4 years ago:its always same grinding either fight or mixing on same damn cycs or mixing same pots/ess items/over and over.we get no changes,and all ideas die in forums after few days or even months of disscussion and whenever i ask questions i hear"patience" keep in mind that w/e""changes are planned"but nothing happens over years. it is rly frustrating.more ppl quitting than joining game.yeah new maps were added half year ago,they look nice but they are dead.so what was the point of making them and putting zians rly hard work just to let them cover in dust?
sorry for that mostly offtopic things  
this topic has 5 years old and clearly shows that  .same was with new spawns topic.ppl saying its needed but nothing happened
wheter perks are good idea or bad,ppl are voting for 5 years with results that they want it.so what now?

#118 CoduX

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Posted 02 February 2017 - 10:32 PM

I'll put another $1000 on top of that too panda, was merely a dream.

#119 Kaddy

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Posted 05 February 2017 - 08:22 AM

Posted Image

This topic went a little bit off-topic, I know. But this was my inventory when EL had the best times and most players online.

When you make people carry 5-6 weapons at the same time, which makes it use-it-situational and you let people decide what to use when to use and actually use their goddamn brains. This is what makes a game good, not bashing everything with the-best-sword-in-game-that-breaks-like-shit-and-ingreds-too-costly weapon.

-Kaddy

#120 Ashitaka

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Posted 11 March 2017 - 01:21 PM

I voted 1 Perk every 5 OA, we wont have lot of perk with 1/10....
Only 3 perks maxed that not a lot.




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