Legends
Elite
- Joined
- Dec 31, 2006
- Posts
- 3,228
- Location
- Twin Peaks mall, 2nd floor
- Society
- Dirty Dingos
- Avatar Name
- Inherent Marxus Legends
Was just thinking 'what if I don't want any more skills?' Most of them are not profitable to sell anyway. What good is the Codex to me if I don't want my skills to increase any further? Yeah I could take skills like Botany that won't raise my hunting level beyond my Mayhem Category but that would just be wasting the reward really, so why should I care about the Codex?
I know some are going to say "Take the Alertness, Anatomy and Perception skills, those raise your Looter professions and you want that..." Yeah, Perception also raises my (Hit) professions, Anatomy also raises my (Dmg) professions and Alertness is only in one of the Reward sets...
Maybe instead of this:
We could have a Reward list that looked something like this:
The buffs here are meant to be around half of the buffs on the 10mg pills.
The reason I added the skill boost even though it seems to contradict the whole argument for even adding the buffs, was in case someone wanted to skill up something else like mining or crafting, or beautician, even coloring...
The buff would start when you choose the reward so you can save it for the opportune time. Theoretically, a hunter could save a bunch of rewards for a hunting run he/she wants to do on a mob that is too big for him/her to hunt otherwise. So it's just a shortcut to get to that bigger mob sooner in that case, as opposed to the long grind required to actually raise the skills to that level.
Just a thought.
Legends
PS: of course there is a bigger problem here, which is that the Mayhem doesn't have prizes that seem to be proportionate to the cost of participating for the different categories (cost to participate in Cat 10 is not equal to the cost to participate in Cat 1, yet the winner gets 1 Placement token in either one). The other problem being that players are not in complete control of their skills, which only rise. Cost to reduce your skills is too high, which I think is the opposite of what was originally intended in the early beginnings of the game, and it's sad that MA still hasn't gotten around to doing something about this.
I know some are going to say "Take the Alertness, Anatomy and Perception skills, those raise your Looter professions and you want that..." Yeah, Perception also raises my (Hit) professions, Anatomy also raises my (Dmg) professions and Alertness is only in one of the Reward sets...
Maybe instead of this:
1.25 PED Analysis
1.25 PED Animal Lore
1.25 PED Biology
1.25 PED Botany
1.25 PED Computer
1.25 PED Explosives
1.25 PED Heavy Weapons
1.25 PED Support Weapon Systems
1.25 PED Zoology
1.25 PED Animal Lore
1.25 PED Biology
1.25 PED Botany
1.25 PED Computer
1.25 PED Explosives
1.25 PED Heavy Weapons
1.25 PED Support Weapon Systems
1.25 PED Zoology
We could have a Reward list that looked something like this:
1.25 PED Analysis
1.25 PED Animal Lore
1.25 PED Biology
1.25 PED Botany
1.25 PED Computer
1.25 PED Explosives
1.25 PED Heavy Weapons
1.25 PED Support Weapon Systems
1.25 PED Zoology
Increased Critical Damage by 20% for 1 hour
Increased Critical Chance by 2% for 30 minutes
Increased Health Regeneration by 75% for 1 hour
Increased Health by 20% for 1 hour
Increased Health by 15 points for 1 hour
Increased Reload speed by 5% for 1 hour
Increased Run speed by 5% for 1 hour
20% skill boost for 1 hour
1.25 PED Animal Lore
1.25 PED Biology
1.25 PED Botany
1.25 PED Computer
1.25 PED Explosives
1.25 PED Heavy Weapons
1.25 PED Support Weapon Systems
1.25 PED Zoology
Increased Critical Damage by 20% for 1 hour
Increased Critical Chance by 2% for 30 minutes
Increased Health Regeneration by 75% for 1 hour
Increased Health by 20% for 1 hour
Increased Health by 15 points for 1 hour
Increased Reload speed by 5% for 1 hour
Increased Run speed by 5% for 1 hour
20% skill boost for 1 hour
The buffs here are meant to be around half of the buffs on the 10mg pills.
The reason I added the skill boost even though it seems to contradict the whole argument for even adding the buffs, was in case someone wanted to skill up something else like mining or crafting, or beautician, even coloring...
The buff would start when you choose the reward so you can save it for the opportune time. Theoretically, a hunter could save a bunch of rewards for a hunting run he/she wants to do on a mob that is too big for him/her to hunt otherwise. So it's just a shortcut to get to that bigger mob sooner in that case, as opposed to the long grind required to actually raise the skills to that level.
Just a thought.
Legends
PS: of course there is a bigger problem here, which is that the Mayhem doesn't have prizes that seem to be proportionate to the cost of participating for the different categories (cost to participate in Cat 10 is not equal to the cost to participate in Cat 1, yet the winner gets 1 Placement token in either one). The other problem being that players are not in complete control of their skills, which only rise. Cost to reduce your skills is too high, which I think is the opposite of what was originally intended in the early beginnings of the game, and it's sad that MA still hasn't gotten around to doing something about this.
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