How to make skills (and levels) something worth attaining.
This is a suggestion directly to Funcom on a very broad topic, and I'm sure many of you will either agree or disagree. Please give feedback. I'll give an example to make perfectly clear what I mean by the subject line.
Say I'm an NT with 235 in nanoprogramming. Upon gaining the next level I'm able to pump some points into it and raise it to 240 (with stat bonuses?). Now what does that added 5 points of Nanoprogramming do for me? Absolutely squat, unless I just happen to need to assemble an implant that requires between 236-240 NP. This is also why most people save IP's until they find an item that requires the skill. I say make the skills worth training, make every point count. How? Add a range to determine success.
For example: an implant that now requires 240 NP to assemble (~QL50 shining), would instead require a range, where 240 would assure reasonable success. You're percentage of success/failure would instead go off of a table something like this:
NanoP Success%
190_____5%
200____10%
210____15%
220____20%
230____40%
240____60%
250____70%
260____75%
270____80%
280____85%
290____90%
And of course every point of NP inbetween would raise your percentage success at assembling. Of course the table above probably isn't perfect, but I'm sure a formula could be devised that would achieve balance and could be applied all around.
This would make me want to raise my NanoProgramming at every level. It would make me look forward to gaining those levels because I'd know 90% of the implants I work with would be affected by my higher skill. Don't you think a 290 nanoprogrammer should have an easier time assembling a QL 50 implant than a 240 NP?
I used Nanoprogramming only as an example. This formula should be used for every trade skill.
Now let me explain why it would be easy to implement.
The game already does a check when you try and assemble an item, your skill vs the items requirements. If you're too low, you fail. Simply make this a more complex method with a randomizer to check vs a success table rather that flat skill vs flat requirement.
These skills would need to be put on a timer per fail. Otherwise people with a 5% success rate would just keep on plugging. Give em a timer, and if they want to sit there for an hour just to assemble one implant (or whatever), let them. Doesn't need to be too harsh, maybe 30 seconds to a minute? There is already skill timers in place for objects like treatment kits so this really shouldn't be a big deal.
Well - why not vending machines?
Hey - while we're talking about trade and stuff - how about a huge trade complex where people could lease out space to have their own vending machine! I get a lot of stuff I would like to sell to people instead of to the machines because it would be more useful to them and I just don't get much from the machines anyways. I often end up trying to get rid of some of it for free. I think it would be great to be able to setup my own selling booth somewhere and just dump off all of my items and set prices on them. Then people could shop around this player made mall, or whatever it might be, and purchase things at a cheaper price. As it stands...it just takes too much of my time for not enough money for me to try to sell my old stuff or the crap I pick up on missions. I could make more in the same amount of time by just giving it away and doing another mission.
What does everyone else think? Wanna have your own stand where you can sell your own stuff? I do!!!
Some ppl needs everything explained to them
Heh.. ur the first person I've met who have that view on it.... lucky you, always looking on the bright side of life eh?
Thing is, a lot of ppl say that making implants is tedious work.
One of the recent days I saw a post in the shopping channel that went like "UGH....... 4 hours of implant madness...... I just want to get this **** all overwith.... anyone out there with 315 NP ??"
I think that describes a lot.
First, you gotta plan out how to build your implants, using lists of which parts goes where and third-party applications to design the best possible implant layout for your character.
("I need a matmet implant, I could use a shining metmet for this eye implant, but then it will require int instead of ag, which means I have to lower from ql70 to ql50 as my int is lower, i should use driving as the shining on my eye, I can put matmet in my r.waist instead, but oh there's goes my strength, gotta redesign this sh*it...").
And then it's obtain the parts. Running shops, running shops... doing the run round between all the cities, all the shops.... taking days before you have all your parts... not mentioning all the time you spent doing missions to get all that cash.
And then it's find someone with a high enough NP to combine your parts. And if you're the kind who like to tweak like me, it's go look for feline's grace and iron circle and treatment buffs, and then it's exchange the armor parts you take off can with medsuits, because you made sure the implant is the max. you can wear... and then it's buff to get the armor parts back on afterwards.
And all this is taking into consideration that you KNOW how the implant system works.... which is really the hardest parts.... all those newbies striving, and wasting all their mission reward on augmentations that has a higher QL than the clusters because they don't know how things work and there isn't a manual and people tell you the wrong stuff everywhere, no one seems to know anything correctly before they hit level 50... lots of trial and error and wasted cash..
;)
And on top of this, you want the NP skill to have an influence on the finished product, so that now it's not sufficient to find someone with NP 215 to assemble an implant requiring NP 215 for you, now you want to find someone with NP600 to do them for you to have a reasonable chance of the implant working properly, or else all your hard work has been a waste and you will have to gather the parts and the money over again.