Jump to content

  •  

Perk system


  • Please log in to reply
123 replies to this topic

Poll: How should Perks be awarded? (152 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 (119 votes [78.29%])

    Percentage of vote: 78.29%

  2. I don't know (3 votes [1.97%])

    Percentage of vote: 1.97%

  3. No, lets continue to use PP's so you have to choose where to use it. (21 votes [13.82%])

    Percentage of vote: 13.82%

  4. Other (see comment below) (9 votes [5.92%])

    Percentage of vote: 5.92%

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 [15.79%])

    Percentage of vote: 15.79%

  2. 1 PerkPoint every 10 OA (62 votes [40.79%])

    Percentage of vote: 40.79%

  3. 1 PerkPoint every 8 OA (5 votes [3.29%])

    Percentage of vote: 3.29%

  4. 1 PerkPoint every 6 OA (6 votes [3.95%])

    Percentage of vote: 3.95%

  5. 1 PerkPoint every 5 OA (35 votes [23.03%])

    Percentage of vote: 23.03%

  6. I don't know (9 votes [5.92%])

    Percentage of vote: 5.92%

  7. Other (11 votes [7.24%])

    Percentage of vote: 7.24%

Vote Guests cannot vote

#61 Fire

Fire

    Advanced Member

  • Full Member
  • PipPipPip
  • 758 posts
  • LocationPoland,Europe

Posted 17 March 2013 - 02:59 PM

I agree with that the game should have NEW perks,but i didnt see sens if we will have 1 perk point per 10 OA levels,wtf
so after 100 oa's I got 10 perk points,so perks have to cost 1 perp p or 2 max lol,if you want have a few and see effects of it

#62 Nova

Nova

    Member

  • Full Member
  • PipPip
  • 315 posts

Posted 17 March 2013 - 03:57 PM

without some sort of system already in mind, how can you even know if that statement is true?

#63 scarr

scarr

    Advanced Member

  • Full Member
  • PipPipPip
  • 744 posts

Posted 18 March 2013 - 04:12 AM

View PostFire, on 17 March 2013 - 02:59 PM, said:

I agree with that the game should have NEW perks,but i didnt see sens if we will have 1 perk point per 10 OA levels,wtf
so after 100 oa's I got 10 perk points,so perks have to cost 1 perp p or 2 max lol,if you want have a few and see effects of it
I was more thinking like 1 point per perk (it really depends how strong or weak perks will be) How many Positive perks do you have on EL? exactly...

#64 Fire

Fire

    Advanced Member

  • Full Member
  • PipPipPip
  • 758 posts
  • LocationPoland,Europe

Posted 18 March 2013 - 06:32 AM

scarr you gonna have 2 or 3 perks ? one strong/usable for 5 points ,second lower,also great for 3 points and last shit ,like fast regeneration for 1 point..
we have to make a lot of negative perks to give chance to exchange it for points which you will use for positive perks

#65 Learner

Learner

    God

  • Administrators
  • 2809 posts

Posted 18 March 2013 - 06:35 AM

Or neg perks and you really have to stop and think which perks you want for yourself personally. Otherwise people will just take the same pos perks as everyone else does.

#66 Nova

Nova

    Member

  • Full Member
  • PipPip
  • 315 posts

Posted 18 March 2013 - 07:15 AM

i thought this discussion about perks was going in a pretty good direction http://www.other-lif...perk-system-v2/

#67 Fire

Fire

    Advanced Member

  • Full Member
  • PipPipPip
  • 758 posts
  • LocationPoland,Europe

Posted 20 March 2013 - 12:00 PM

We should use special effects in items as i wrote,depends of your class which effect will be available in

#68 groomsh

groomsh

    Member

  • Full Member
  • PipPip
  • 294 posts

Posted 20 March 2013 - 12:44 PM

View PostFire, on 20 March 2013 - 12:00 PM, said:

We should use special effects in items as i wrote,depends of your class which effect will be available in
As it was written elsewhere, to be able to have such items a major rework of items, trade and storage will be needed server side.

#69 scarr

scarr

    Advanced Member

  • Full Member
  • PipPipPip
  • 744 posts

Posted 08 April 2013 - 03:27 AM

Is it time for perks or not yet?

#70 Hades

Hades

    Member

  • Full Member
  • PipPip
  • 380 posts

Posted 08 April 2013 - 03:45 AM

" it was the year 2013 when this naive child made this inquiry, little did he knew it was years before any perk would've entered the game "

#71 Learner

Learner

    God

  • Administrators
  • 2809 posts

Posted 08 April 2013 - 06:25 AM

No, better to have the other skills stable before doing any coding or changes related with perks so they can be balanced across multiple skills.

#72 Fire

Fire

    Advanced Member

  • Full Member
  • PipPipPip
  • 758 posts
  • LocationPoland,Europe

Posted 24 April 2014 - 02:35 AM

Yes L,good idea

#73 Rabbitman

Rabbitman

    That Mod Guy

  • Full Member
  • PipPip
  • 238 posts

Posted 24 April 2014 - 09:09 AM

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"

#74 butler

butler

    Advanced Member

  • Full Member
  • PipPipPip
  • 1424 posts
  • LocationScotland

Posted 24 April 2014 - 10:36 AM

I think most of the "whore" ones would need to have the numbers lowered. Far, far too high imo. and the HP/Mana ones would all be taken first before their respective x-attri because they are so much cheaper for the end product. The idea is sound though.

#75 Rabbitman

Rabbitman

    That Mod Guy

  • Full Member
  • PipPip
  • 238 posts

Posted 24 April 2014 - 11:33 AM

Remember, at most you will be able to get 9-10 perk points in this system. If you want to sink 2-3 of those in the "whore" ones you are getting a significant advantage there, but you are missing out on other advantages that you can't get with attributes.

I.e. all of the massive damage increase/decrease, mirror, tinf-style, life steal, cd reduction etc

#76 CoduX

CoduX

    Advanced Member

  • Full Member
  • PipPipPip
  • 1203 posts
  • LocationLand Down Under

Posted 25 April 2014 - 04:55 AM

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

EXP Whore

20% Bonux XP - 1pp - Increase XP 20%
40% Bonus XP - 1pp - Increase XP 40%
60% Bonus XP - 2pp - Increase XP 60%
I will be in top 5 for oa within a month (Saying this I'm currently #61 with an oa of 77)

#77 Fire

Fire

    Advanced Member

  • Full Member
  • PipPipPip
  • 758 posts
  • LocationPoland,Europe

Posted 25 April 2014 - 05:12 AM

Good examples Achilles,I am going to prepare some personal vision related to perk system,its also very important subject whose potential we cant waste.

#78 Rabbitman

Rabbitman

    That Mod Guy

  • Full Member
  • PipPip
  • 238 posts

Posted 25 April 2014 - 10:24 AM

Edited post above with new perks and organized them better :P.

http://www.other-lif...__60#entry11128

#79 butler

butler

    Advanced Member

  • Full Member
  • PipPipPip
  • 1424 posts
  • LocationScotland

Posted 25 April 2014 - 12:22 PM

exp should be capped at 8% max. stacked with gods it'll be basically 16% so it's dreadful.

#80 Rabbitman

Rabbitman

    That Mod Guy

  • Full Member
  • PipPip
  • 238 posts

Posted 25 April 2014 - 01:10 PM

As far as xp goes I really do not think it is as big a problem as you guys are making it out to be. Catching up to ~90 oa will go fast yes, but the effect on how fast someone will cap oa really is not that much imo. Let's say you want to max oa using nothing but brs. In the perk system I described, if you max rat and god bonus and get +60% perk on xp, the total number of brs needed to cap is approximately 1/2 of the base amount...But it is still an extremely high number (~2.8M brs).

And doing this would require someone sink pretty much all of their pp into rationality/carry and harv/mixing perks. They will be getting an advantage over other people in mixing, but they will take a lot of hits in other ways to make this happen. The game is more fun for everyone if you allow extremist builds to exist..it allows people to think outside the box of what is and is not possible.




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users