Jump To Lightspeed Archive
Thread: Skill Tapes; Why Bother. (I wasnt sure were best to post this)
Page 1 of 1
Seromin
Wed Dec 22, 2004 5:52 pm
#1
My Big Q is whats with all the useless Skill tapes (Clothing Attachments and armor Attachments)? Around half of them don't do anything but are still in the game. I can understand It would be no fun to remove the no longer functional items. So why not change them to something we CAN use. Shipwright Skill tapes? Piloting Skill tapes? Smuggler specific skill tapes and perhaps even a new type of skill tape. The fact is most skill tapes have been tested and prove to do nothing if anything. Then when you have skill tapes with multiple skill mods only one works. Why? My opinion is that Skill tapes are great loot items and are definatly great on the econemy. They only do small increases at most if they work, but like me some people like to fill up Clothing and armor sockets even for just a small increase in skill.
With a Revamped Skill Tape System, the end result could be extensive. People that wish to collect and peak their skills can improve enough to handle more difficult MOBS. Crafters could create increadable Items. If They could be revamped decently perhaps only with certain Skill mods on top of master professions can players achieve certain aspects of the game. E.G. Neudail is a master Shipwright with no skill tapes an produces Great ships and ship gear. But he fills +2 to +4 Crafting Mod skill tapes in all of his clothes, Now he Can Produce a ship or component with much nicer increase in some aspect, perhaps larger chassis then any master could get. Even if this was a rare achievement with the right skill mods, it would give the skill tape loot a place in the game like it should have had in the beginning. This example could be translated to any profession or skill.
This list is a good source of what works and what doesnt, or even what currently has no known use. It comes from a great Guide on Skill enhancement Tapes. I hope the Devs look this over and make skill tapes what they really should be. Thanks for listening to me book. Please post if you agree or disagree. perhaps with enough feedback they can work out a new system that improves the game without unbalancing it.
http://www.rpgexpert.com/2882.html
* Weapon Experimentation and Assembly
* Armor Experimentation and Assembly
* Food Experimentation and Assembly
* Medicine Experimentation and Assembly
* Combat Medicine Experimentation and Assembly
* Droid Experimentation and Assembly
* Clothing Experimentation and Assembly
* Structure Experimentation and Assembly
* Artisan Experimentation and Assembly
* Grenade Experimentation and Assembly
All of these mods work except grenade experimentation and assembly, which was removed in beta and no longer exists on the current skill tree.
Repair Skill Mods
Green is what is tested an does work. Yellow is either unsure or unable to be tested or too hard to test. Red is non-functional, or does absolutly nothing. Its rediculas to see we have so much junk floating around.
* Weapon Repair
* Armor Repair
* Clothing Repair
None of these mods do anything. They have been tested extensively and serve no purpose.
Other Artisan Related Skill Mods
* Droid Customization
* Droid Complexity
* Structure Complexity
* Surveying
The first three mods here do nothing. Surveying works, but you hit the hard cap for surveying distance at artisian surveying 4 anyway so take that into consideration.
Other Medic and Doctor Related Skill Mods
* Injury Treatment
* Injury Treatment Speed
* Wound Treatment
* Wound Treatment Speed
* Medical Foraging
* Medicine Use
Most of these mods work, however the medical foraging skill is as good as useless, and it would be pointless to use. Also Medicine Use was nerfed and no longer functions.
Other Combat Medic Related Skill Mods
* Healing Range
* Ranged Injury Treatment Speed
* Combat Medicine Use
* Combat Medicine Effectiveness
Healing range and combat medicine use have been tested and don't do anything, combat medicine effectiveness probably doesn't work and but is hard to properly test. I wouldn't lay down any serious credits for this skill. The second mod up there works just fine.
Scout, Ranger, and Squad Leader Related Skill Mods.
* Terrain Negotiation
* Camouflage
* Foraging
* Rescue
* Group Terrain Negotiation
* Steady Aim Bonus
* Volley Fire Bonus
All of these skill mods are tested and should work, but I don't know anyone who would actually want most of them. Don't put down any credits on the last two especially, since it is hard to confirm just how effecitve they are since they don't really do much anyway. I'm leaving them green since we know they do function.
Creature Handler Related Skill Mods
* Additional Pets
* Stored Pets
* Creature Taming Bonus
Additional Pets and Stored Pets both used to work but have been nerfed, creature taming bonus works fine and I beleive is a requirement for taming a bull rancor baby.
Entertainer Related Skill Mods
* Wound Healing (Music)
* Wound Healing (Dancing)
* Battle Fatigue Healing (Music)
* Battle Fatigue Healing (Dancing)
* Musical Mind Enhancement
* Dancing Mind Enhancement
* Instrument Assembly
Yep, all of it works, although instrument assembly is kind of redundany since instruments don't really have any mods or different values to them.
Defensive Skill Mods
* Dodge
* Counterattack
* Block
* One Handed Weapon Counterattack
* One Handed Weapon Evasion
* Two Handed Melee Counterattack
* Two Handed Melee Evasion
* Polearm Counterattack
* Polearm Evasion
The first three mods here work, as long as you are equipping a weapon that fits with each mod. For example counterattack works when holding a power hammer, but you won't dodge while weidling it no matter how much +dodge you have. Make sure you get the right mods for the weapons you use. As far as the rest of this list... All of these were removed in beta, replaced by the trio of working skills.
General Defense Skill Mods (Part 1)
* Bleeding Resistance
* Combat Bleeding Defense
* Poison Resistance
* Disease Resistance
* Fire Resistance
All of these mods should work but are nearly impossible to test.
General Defense Skill Mods (Part 2)
* Melee Defense
* Ranged Defense
* Defense vs. Dizzy
* Defense vs. Blind
* Defense vs. Knockdown
* Defense vs. Posture Change (Up)
* Defense vs. Posture Change (Down)
* Defense vs. Intimidate
* Defense vs. Stun
All of these mods work fine, but the posture change (up) is basically useless because you are rarely (if ever) forced up by an attack.
Melee Skill Mods
* Unarmed Speed
* Unarmed Accuracy
* One Handed Weapon Speed
* One Handed Weapon Accuracy
* Two Handed Melee Speed
* Two Handed Melee Accuracy
* Polearm Speed
* Polearm Accuracy
* Warcry
* Berserk
* Intimidation
All of these are working properly.
Melee Damage Skill Mods
* Unarmed Damage
* One Handed Melee Damage
* Two Handed Melee Damage
* Polearm Damage
All of these mods should work, but only the first one actually does. I beleive the devlopers removed the last three mods completely when they removed them from the skill trees. This is the source of much debate, but it has been tested time and time again. Do not get duped into buying skill mods for any of these except unarmed.
Ranged Skill Mods
* General Ranged Aiming
* Alertness
* Carbine Speed
* Carbine Accuracy
* Carbine Accuracy While Moving
* Carbine Aiming
* Pistol Speed
* Pistol Accuracy
* Pistol Accuracy While Moving
* Pistol Accuracy While Standing
* Pistol Aiming
* Rifle Speed
* Rifle Accuracy
* Rifle Accuracy While Moving
* Rifle Aiming
* Cover
* Taking Cover
* Rifle Crawl Speed
The last two mods here no longer function, but the rest work fine with the proper weapon equipped.
Commando Related Skill Mods
* Thrown Weapon Accuracy
* Heavy Weapon Speed
* Heavy Weapon Accuracy
The first mod here works, the second two do not. Heavy weapons now have their own mods, such as flamethrower accuracy, flamethrower speed, etc.
Bounty Hunter Related Skill Mods
* Tracking Droids
* Tracking Droid Effectiveness
* Droid Speed
* Droid Precision
All of the above work, including speed, but currently adding speed actually slows down the droids! This makes it a functioning but worthless mod until the skill itself is fixed.
Savageda
Wed Dec 22, 2004 6:25 pm
#2
You weren't sure where to post a really long critique of skilltapes. Rather than choose the GCW forum, In Live/testing/dev forums, or any of the profession forums that skilltapes actually have some significance for.........you chose the place where everybody flies around in spaceships and doesn't use skill-based combat.
You, sir, are a gentleman and a scholar. I tip my hatto your obvious command of common sense and conventional wisdom.
Puck_Starfire
Wed Dec 22, 2004 6:38 pm
#3
Well, my psychology professor said something to the extent of, take the average IQ of the average person, and realize most people fall below this curve nowadays. Being a college student and working retail, I've learned just how little people use common sense.
Rogue135
Thu Dec 23, 2004 7:34 am
#5
Seromin wrote:
My Big Q is whats with all the useless Skill tapes (Clothing Attachments and armor Attachments)? Around half of them don't do anything but are still in the game. I can understand It would be no fun to remove the no longer functional items. So why not change them to something we CAN use. Shipwright Skill tapes? Piloting Skill tapes? Smuggler specific skill tapes and...ed.
I stopped reading there...
No skill tapes for Pilots (TWITCH!!!)or for Smugglers (spice crafting maybe, but NO WAY on slicing
)
Seromin
Fri Dec 24, 2004 9:06 pm
#7
Well I did apologize for the wrong place. I looked under Dev an was no option to post. I havnt been on the boards much Since beta. Also, In the past moderators would move a post that is an inapropriete place to correct place. Again, I apologize and to bad if it bugs you.
What I meant was Skill tapes for Shipwright really, You are correct that they wouldnt be much help in twitch game play. Also Spice making for Smuggler and who knows what else they do in the new smuggler revamp. But I can see it pointless or useless for Slicing. What I was really gettin at is all the useless Tapes that are all over the servers. I have seen some of them that do nothing selling for 100k on a vendor. You might say well only an idiot might buy a non-functional Skill tape. BUT, A newb wount know they don't work and as it goes would "expect" that if its in the game, it should work.
So thanks for the crits on my inability to post in the correct forum rather then on the topic. Big help. If thats the kind of feedback to expect, then why bother. I am just glad not everyone is so hyper-critical. Thanks to those who give real feedback, and if I am lucky a moderator will place this in the correct forum. Thanks Atteke, I will next time.
Thanks,
Serofin
Sunrunner
Message Edited by Seromin on 12-24-2004 08:07 PM
Message Edited by Seromin on 12-24-2004 08:07 PM
Savageda
Sun Dec 26, 2004 12:39 am
#8
You're right. Why bother? Just go quit, mister quitty mcquitterstein.
You were adopted, by the way. Your parents hate you.
Page 1 of 1