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Discussion in 'UO Siege Perilous' started by Lorddog, Aug 5, 2010.
rot gains all day long now
Is this already in effect?
yep it is i have been gaining since server up and i got all my gains done at 4am eastern
You got all your gains done at 4am east?
Their no cap on gains keep going!!
EVERYONE SPREAD THE WORD TO UR FRIENDS FAMILY AND PRODO MATES!
sorry let me rephrase... I got to the cap before they removed the cap and stopped gaining. then when server up hit i started gaining again, so it did go live with the server restart.
Yes, this really is working!
Now what I haven't tried yet is soulstoning a skill off and back on to see if you can gain immediately. I think if you did that you'd need to wait out the timer 5 minutes - 15 minutes, whatever it is for the skill level.
This will really be helpful for actually playing the game. So if you need to swap skills you don't need to worry about messing up your RoT cap.
So can any of you math genius' figure out how long to gm a skill from 70 now?
While it is nice they removed the cap, in practice I don't think it will help the average player much in skilling up their character. A significant amount of people (me included when I played) often could not get all the RoT gains to hit the cap in a day particularly post 100, because we only played an hour or two.
This change still leaves people slaves to the egg timer, and provides no benefit if they have minimal play time. All it really does is let those who can log on at any time of the day get a gain if they choose.
As a quick bandaid it is ok if they didn't break anything else. Long term, I think they need to keep the RoT gain mechanics on Siege, but ditch the timer between gains. My 2 gp worth...
well, this helps out people training 5-6 skills at once, and really does nothing for those that sit in their house pressing a button once every 15 minutes. Personally I love it (though I haven't be on yet since I got back from DC18....to damned tired since I had to go straight back to work on my first day back :/ ). Before I was hitting my ROT cap in less than an hour.
True, so if someone is genuinely new to Siege or making a new character with an entire template to train up, that will be a benefit for sure, particularly at the low timer end where with the caps in effect they would have hit the cap fairly quickly, even with a modest amount of playtime if they got gains in all of their skills at every interval.
Yes exactly, thats where i am now!
Got all up to 70 fine, but then it has taken me a week to get to 95 magery, and nothing else... But now i can train all at once.. Will help ALOT.
So for those who say this change doesnt help, its BS . I have talked to ALOT of people that don't want to macro for 6 months before they can start playing.
I never macro'd for my skill gains and had a lot of fun playing in these six months - when I finished it I was able to look back proudly and knew what I had accomplished! ...it's just an ugly rumor that you can't have fun on Siege (rather on Siege than any prodo!) without being 7x gm.
*flips his 2 cents*
Hoozah! My Sampire will finally be done soon!
This figures to happen after I've GM+ed over 20 skills.
Definately a good change for the people new to the shard. Hopefully they can get some good characters worked up quickly and start playing.
I still think they should have done advanced character tokens at the same time and made a point of announcing both the Advanced character tokens and ROt changes on Siege. I would bet some people would have come over to check it out and probably made EA some money on tokens.
Doesn't it reward people who play... the more you play the more you're rewarded?
if my math is correct it will take about 38 hours and 20 minutes of game play from 70-GM
and another 50 hours of game play to go from GM - 120
so IF you played 24/7 you could virtually go from 70 - 120 in 3 days, 16 hours, and 20 minutes
Thanks Xavier! Sounds like it could be done ALOT quicker now!
Well before you generally could only work up one skill. Now you can train them all. SO it IS quicker for everyone, even those with limited playing time.
As for keeping rot mechanics but ditching time between gains... wouldnt that just mean with each skill use you gain? Or do you mean keep the old daily cap, and just be able to get your 2.0 in 5 minutes?
I was in favor of ditching the timers, and increasing the cap but still keeping a cap because the skill gain system is so much better on Siege. The whole RoT system is artificial feeling of course, when you think about skill gain, but the egg timer aspect to game play always struck me as super artificial and out of step with the feel of the game. Removing timers but keeping caps would allow people to just play, but it would mean that those who only play a little would get the same gains as those who can play all day, and I know some wouldn't like that.
If you think about it though. By removing the cap but keeping the ROT timers. you can still gain easily taming/smithy and other normally time intensive skills. This way, you can get as much as you can as cheap as you can!
I think the remove of the cap is great.
It should take time to get skills. I just added imbuing to my my crafter and sure I did not make it as fast as the ones who can play all the day but I did make it and could play the game when training. I just started making easier items like LRC suits for newbies.
I would had made it faster without the cap as I could had gained more in the weekend where I could play more.
The changes are mainly done to help new SP players and when training several skills, it's really a big help. It's also a help if you want a new template for your soulstones.
Remove the timer would be very bad as it would be almost the same as add the set skill command from TC.
Now I still do have a few think in mind I feel would help Siege.
2-3 char slots. Most want to play different templates and different RP. Some may want a blue and a red char. some may want a thief and a good char. Soulstones are nice but 2-3 char slots would be better.
2 x resource/fame on Felucca and 2 x drop of imbuing resources also 2 x seed of renewal from plants and relic from unraving (could come from better artifact drop) This would make imbuing cheaper.
Remove of faction artifacts when price of imbued suits are down to around 25k for basis lrc 100, MR 6, 5 x 60+ resist and maybe 500k for a upper suit that take relic and essence. Then Siege would be fun again, the crafters and farmers would be busy and the PK's and anti PK's would have someone to kill.
Remove the limit to co-owners so it work like friends, you can be co-owner to as many houses you want and a house can have more than 8 co-owners. That would make it much easier for us if we could make our own chars and close friends/familie co-owners and then let homeless chars become friend and get a locked chest in a little room in the house where he could lock down a few deco items and feel as home when he can't place here.
I use to gave several living in my castle but I had to changes owner and without the KR client I can't make all my chars to co-owners so sadly I can't help homeless players now. That's very sad.
This won't happen.
I know right... Because its not like pvpers are not using imbued pieces... lol. a faction suit consists of the orny and the glasses these days. OH NO! The faction artifacts are just to overpowering!
And yet you won´t give them up...