Author Topic: Unique items - Add/subtract from skills  (Read 14527 times)

De-Legro

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Re: Unique items - Add/subtract from skills
« Reply #15: July 21, 2014, 01:02:24 PM »
Took me some time but better late than ever.

Right now infiltrators are a high risk low reward class. I'll try to make some points so that you can reply to each one if you want.

1)The H/P requirements are kinda high. I know that they are so high because infils tend to lose a lot of H/P but lowering them a bit (or making them obsolete for old players like it was discussed in another thread) wouldn't really hurt.

2)It takes a lot of time to train to be at least mediocre. Sitting in an Academy for around 3 to 4 irl months doing nothing but train sword fighting and infiltration is not the definition of fun. And let's be honest. Noone is able to train by using infil actions in his realm. If someone tries to train by doing low risk actions outside of his realm he would most probably get banned, then stay in the realm again, train harder, emigrate to avoid the ban, come back again etc. Something should be done to fix this. Maybe add some really low risk actions like "Steal gold from random peasants, assassinate a gang leader" etc.

3)The removal of invisibility at certain skill. I wasn't playing the game when that was a thing  but I thing it hurt the infiltration business a lot. It's not like someone can go to another realm, stab someone and then RP his way out of the situation. Noone would buy that. If infils could be invisible again it could create some really interesting situations between realms etc.

4)This problem might have been fixed now but back then each time I ended up in a Testing Island something seemed to be broken. Either when I tried to stab someone and the game did nothing and had to try again and again and only working if I failed the attempt and got caught. The other was the escape option which seemed to have the same problem as the assassination option.

5)For this I am not sure but I heard that it changed sometime when I still had my char. The chance of success when in a region with a lot of CS. It seemed to have been really low regardless of the skill you had in infiltration.

That's mostly it for now. If I remember something else I will make sure to add it.

1) I'm ambivalent about this. Infil is an advanced class, I see no reason to protect the player from themselves by having H/P requirements to counter the "loss" of such, that is something people should be able to manage. Guess you just need a way to ensure that people understand this so you don't get back feedback from first time infils

2) I've trained two infils without using academies. The first was a cheat, since it was an old advy and as such had decent sword fighting. The second was 100% trained from actions. I doubt he had the sword fighting for much stabbing, wasn't really concentrating on that but he was at 75% ish for infil from doing all those little infil actions people seem to ignore.

3) As I've said before, my understanding about the removal of invisibility was to stop infils from being able to scout with little risk, and to stop them magically popping up in the rear regions of a enemy with little chance of any sort of warning.

4) Sounds like a bug, was it reported?

5) Yes if there is a lot of CS the chance is low. To many soldiers milling around increasing the chance of being spotted, and the chance that significant help is available if you are spotted. Is the problem you have that you believe it ramps up too quickly? I certainly see little problem with the idea that it is hard/near impossible to stab someone in a camp of 20k CS for example.
Previously of the De-Legro Family
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