Guild Skills Restriction
Posted: Wed May 24, 2017 8:01 am
I'm sort of curious about the change to restrict people to only two guild skills at chargen. And have some thoughts/concerns with it.
Doesn't that increase the risk there is a time when there might be literally no one on grid at some point with a particular skill? If so, does that mean that then no one can learn it?
With the amount of Death XP that some people have mentioned having, with people unable to funnel that into crafting/more RP based skills, won't that encourage people to just use their plethora of RPXP towards a whole bunch of combat skills thus even further ramping up the divide between older players with beefed up combat skills from previous character gains and free XP and those who haven't been around as long?
Or people randomly knowing every language as a way to use up their extra RP?
Are we planning on adding any more non-Guild skills to spread out how that things could/should be spent?
Like say ... Gambling or some other more social skills? Or separating say ... social non-Troubadour Dancing as a non-Guild skill from Acrobatics? Or maybe a Hunting skill ro produce traps or decoys etc? Some skills for non-Guilding folks to do would flesh out character concepts without encouraging builds of folks knowing everything.
Doesn't that increase the risk there is a time when there might be literally no one on grid at some point with a particular skill? If so, does that mean that then no one can learn it?
With the amount of Death XP that some people have mentioned having, with people unable to funnel that into crafting/more RP based skills, won't that encourage people to just use their plethora of RPXP towards a whole bunch of combat skills thus even further ramping up the divide between older players with beefed up combat skills from previous character gains and free XP and those who haven't been around as long?
Or people randomly knowing every language as a way to use up their extra RP?
Are we planning on adding any more non-Guild skills to spread out how that things could/should be spent?
Like say ... Gambling or some other more social skills? Or separating say ... social non-Troubadour Dancing as a non-Guild skill from Acrobatics? Or maybe a Hunting skill ro produce traps or decoys etc? Some skills for non-Guilding folks to do would flesh out character concepts without encouraging builds of folks knowing everything.