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		<title><![CDATA[James's Programming Page — 'Skill variety' cap]]></title>
		<link>https://swforum.seekye.com/topic/91/</link>
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		<description><![CDATA[The most recent posts in 'Skill variety' cap.]]></description>
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			<title><![CDATA[Re: 'Skill variety' cap]]></title>
			<link>https://swforum.seekye.com/post/1392/#p1392</link>
			<description><![CDATA[<p>It wasnt even the weapons that gave me the idea...It was the simple stuff like healing potions and mana potions etc.</p><p>Stuff that people could really find helpful when starting out.</p>]]></description>
			<author><![CDATA[null@example.com (Jesus)]]></author>
			<pubDate>Sun, 21 Aug 2005 14:09:30 +0000</pubDate>
			<guid>https://swforum.seekye.com/post/1392/#p1392</guid>
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			<title><![CDATA[Re: 'Skill variety' cap]]></title>
			<link>https://swforum.seekye.com/post/1385/#p1385</link>
			<description><![CDATA[<p>yeah my point was that progression stops at chain lightning and the claymore...which most people have achieved by lvl100. maybe more people would level in zanba/ab if they where dropped more.</p><p>while on the subject of drops...some of the drop rates are just ridiculous...seriously...a wolf has a 0.464% chance to drop a short sword...how do we expect noobs to start off...why not make a 20% drop rate or something.</p><p>There are so many lowly items that have less than a 1% drop rate.</p>]]></description>
			<author><![CDATA[null@example.com (Jesus)]]></author>
			<pubDate>Sat, 20 Aug 2005 16:14:28 +0000</pubDate>
			<guid>https://swforum.seekye.com/post/1385/#p1385</guid>
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			<title><![CDATA[Re: 'Skill variety' cap]]></title>
			<link>https://swforum.seekye.com/post/1378/#p1378</link>
			<description><![CDATA[<p>I think the game needs to think past Claymore and Chain lightning.</p><p>It seems that whatever a character has at say lvl100 is what they are effectively stuck with for the rest of their days.</p><p>Maybe boosting the damage on fire spells...or lowering monster resists.</p>]]></description>
			<author><![CDATA[null@example.com (Jesus)]]></author>
			<pubDate>Fri, 19 Aug 2005 16:24:21 +0000</pubDate>
			<guid>https://swforum.seekye.com/post/1378/#p1378</guid>
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			<title><![CDATA[Re: 'Skill variety' cap]]></title>
			<link>https://swforum.seekye.com/post/1361/#p1361</link>
			<description><![CDATA[<p>I think what be a good idea is that there is enougth spells for just necro or just thum, etc to lvl, rise, w/e instead of have to raise all the magic areas to lvl.</p>]]></description>
			<author><![CDATA[null@example.com (Zammbi)]]></author>
			<pubDate>Thu, 11 Aug 2005 22:53:24 +0000</pubDate>
			<guid>https://swforum.seekye.com/post/1361/#p1361</guid>
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			<title><![CDATA[Re: 'Skill variety' cap]]></title>
			<link>https://swforum.seekye.com/post/1360/#p1360</link>
			<description><![CDATA[<div class="quotebox"><cite>Spectre wrote:</cite><blockquote><p>I think one of the things that makes Faldon nice is that you can do more than one skill.. you&#039;re not stuck in a particular character class.&nbsp; You can have a battle mage if you want, you&#039;re not forced to be a warrior or a mage.&nbsp; Similarly, you&#039;re not forced to follow one path within a class... for example, light or dark mage type things.&nbsp; I think that is an advantage.&nbsp; I do, however, think that skills (especially creation skills) should be made more useful... but that is something we might see in the new client perhaps.</p></blockquote></div><p>Aaron, I&#039;m curious as to how you think creation skills could be made more useful?<br />Obviously, if there is a wipe, they would right away become much more used, but soon, as the game matured, they would become obsolete again.. so what are your suggestions?</p>]]></description>
			<author><![CDATA[null@example.com (Marlborough)]]></author>
			<pubDate>Thu, 11 Aug 2005 22:01:16 +0000</pubDate>
			<guid>https://swforum.seekye.com/post/1360/#p1360</guid>
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			<title><![CDATA[Re: 'Skill variety' cap]]></title>
			<link>https://swforum.seekye.com/post/1358/#p1358</link>
			<description><![CDATA[<p>I think one of the things that makes Faldon nice is that you can do more than one skill.. you&#039;re not stuck in a particular character class.&nbsp; You can have a battle mage if you want, you&#039;re not forced to be a warrior or a mage.&nbsp; Similarly, you&#039;re not forced to follow one path within a class... for example, light or dark mage type things.&nbsp; I think that is an advantage.&nbsp; I do, however, think that skills (especially creation skills) should be made more useful... but that is something we might see in the new client perhaps.</p>]]></description>
			<author><![CDATA[null@example.com (Spectre)]]></author>
			<pubDate>Wed, 10 Aug 2005 16:13:07 +0000</pubDate>
			<guid>https://swforum.seekye.com/post/1358/#p1358</guid>
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			<title><![CDATA[Re: 'Skill variety' cap]]></title>
			<link>https://swforum.seekye.com/post/1357/#p1357</link>
			<description><![CDATA[<p>I was thinking both peasents and citizens.&nbsp; What I meant was, you could only have above a certain proficiency in X number of skills.</p>]]></description>
			<author><![CDATA[null@example.com (Marlborough)]]></author>
			<pubDate>Wed, 10 Aug 2005 15:00:35 +0000</pubDate>
			<guid>https://swforum.seekye.com/post/1357/#p1357</guid>
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			<title><![CDATA['Skill variety' cap]]></title>
			<link>https://swforum.seekye.com/post/1355/#p1355</link>
			<description><![CDATA[<p>Not much going on here.. so I thought Id put up a little question.&nbsp; <br />What do you guys think would be the outcome if there was a cap put on the number of skills you can raise past say, apprentice.&nbsp; And maybe even a limit on the different varieties of skills; Wizardry and Necromancy cannot both be raised high.</p><p>Would it add more depth to the game? Or would it just ruin the freedom of this game.</p>]]></description>
			<author><![CDATA[null@example.com (Marlborough)]]></author>
			<pubDate>Wed, 10 Aug 2005 04:32:10 +0000</pubDate>
			<guid>https://swforum.seekye.com/post/1355/#p1355</guid>
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