ok so now there is a bar with xp to your next hp lvl. i think that you should be able to see how much xp you need to your next skill lvl. like for example in mining it would show how many more rocks you need to break in order to lvl up that skill.
ok so now there is a bar with xp to your next hp lvl. i think that you should be able to see how much xp you need to your next skill lvl. like for example in mining it would show how many more rocks you need to break in order to lvl up that skill.
Skills are not based off of exp, they are based on a random number.
Skills are not based off of exp, they are based on a random number.
Depending on the skill, you can have a higher chance of levelling based on what your current skill level is.
Things like lumberjacking will level faster as your level increases, as the action takes less time.
Depending on the skill, you can have a higher chance of levelling based on what your current skill level is.Things like lumberjacking will level faster as your level increases, as the action takes less time.
If i remember correctly thats based on a random number too. (:
If i remember correctly thats based on a random number too. (:
Skills are all based on a random number generator. Many "Trade" skills like cooking and alchemy use two random numbers (though the same piece of code). The first random number decides if you fail or not, the second decides if you actually receive a level. This number only comes into play if you succeed. The range for success in these skills increases as you level up. More success means more chances for leveling up.
Magic and "physical" skills (slash, block, martial arts, etc) use only one RNG and that is to decide whether or not you receive a level. Magic skills are a bit touchy as they level at roughly the same rate. Block, parry, and Archery are the very similar in that aspect. The other skills (slash, thrust, etc) level based on monster kills. As you gain stronger weapons and higher skill levels you can kill monsters faster, leading to more chances of gaining levels.
For the most part, most skills are easily predictable. It will take you maybe 30 minutes to master fishing (provided you move around due to anti-macroing securities). Alchemy will take roughly 4 straight hours to master but can take as long as 6. No, the levels themselves are not predictable as they are random but time to master is roughly the same across hundreds of characters that have mastered them.
By the way, unless the "experience" for skill level ups is set ridiculously low, it would take far longer to master many skills (especially if they use a formula that increases XP needed exponentially based on current level) than it does now if we were to convert to a "skill XP" system. Skill ups will not come quicker with higher level like they do now. Instead one level could take hours and hours and hours of tedious grinding.
So... where exactly does the "bullshit" come into play?
As a side note, I'm all for armor and weapons having a set durability instead of the random (based on your hunger level, by the way) number it uses now. Then again, I am also for blacksmithing actually being used to make new weapons and armor. You know, what most blacksmiths actually did as opposed to simply fixing what was broken. Hell, making armor and weapons have a set durability could allow for players to "fix" their armor before it actually breaks.
Survival should never be random. Fighting Snow Serpents and having your Divine Armor break due to no fault of your own but because the RNG hates you is beyond ridiculous.
i dont mean to double post but i forgot what else i was gonna say and i just now remembered. i started this new char and i finally got enough gold to buy chain armor. i fought about 5 orcs and then it broke. i think there should be a way to check how close ur armor is to breaking, ive spent hours trying to break armor and only wen i dont want it to it breaks in 5 minutes