Suggestion: Change to bond skills (Accepted*)
Feb 28, 2020 20:47:39 GMT -6
Post by Alma on Feb 28, 2020 20:47:39 GMT -6
First, lets take a look at these skills:
Now let's look at what the loyalty chart has to say about having a +3 to starting loyalty:
<0
The creature hates you, and aggressive species will certainly try to attack or hurt you. A pet with less than 0 loyalty will never listen to you, and may be controlled by the staff.
1
The creature does not know you. It will not listen to your commands, generally ignores you. Aggressive species may attack you at random, and skittish ones may bolt for no reason.
2
The creature barely knows you. It will not listen to your commands, and generally ignores you. It will only attack or run away if provoked or startled.
3
The creature is getting used to you. It will often ignore you, but will not attack or run away unless provoked.
So, for a total of 12 skill points spent in one field, you receive a loyalty boost of +3 to all creatures covered by that specific bond. Loyalty requirements still require at least half of it must be met by normal leveling(Thank you for pointing that out, Riku), meaning it does not assist greatly in reaching those. It does not affect creatures you do not own, so it does not help against hostile or general wild creatures. And seeing as you need levels before you can train the pet anything, there is a good chance any pet you use will quickly reach the higher levels of loyalty without the aid of a +3.
It’s 120 posts to gain the ability for your own pets to not randomly attack you three levels sooner. Nearly useless if a player only has a handful of pets, or mainly purchases creatures that have a loyalty bonus like customs. And robotic bond does not even work on the majority of creatures it is attached to.
Now, this is entirely my opinion, but I feel these skills need a rework. Their cost alone for how little they do is fairly ridiculous.
Possible reworks:
1. Remember Mechanical bond? ”You work with mechanical creatures very well!” How about making the skill something like, ”You work with mechanical creatures very well and know how to get the most out of them. All TP costs for trainable mechanical creatures are halved.” Make each version of this skill contain a single rank, worth fifteen to twenty character levels depending on how you want to balance it. The skills allow the character to train creatures in that category at half the tp cost, signified by a “/” next to the training when registered, or else just recorded at half the cost.*
-The high cost will make it so that players will not mindlessly take all of the skills related to faster training.
-It benefits ‘trainer’ characters who take the skill and train for credits. Players can send the critter to someone with this skill to train them, making it a solid investment for those who want to be trainers.
*If this would be too confusing, how about the creature gains levels at double the rate instead, with loyalty unaffected? Still contains the same benefits as previously mentioned.
Natural Bond
Gives all your "non special" pets +1 loyalty per rank. This includes all pets that are not covered by the other "bond" skills.
Max Ranks: 3
Cost per Rank: 4 sp
Floral Bond
Plant creatures just love you! Gives all your "plant creatures" +1 loyalty per rank.
Max Ranks: 3
Cost per Rank: 4 sp
Mechanical Bond
You work with mechanical creatures very well! Gives all your "robotic creatures" +1 loyalty, if they can gain loyalty, that is.
Max Ranks: 3
Cost per Rank: 4 sp
Savage Bond
Monsters feel innately bonded to you. Gives all your "monsters and wild creatures" +1 loyalty.
Max Ranks: 3
Cost per Rank: 4 sp
Aquatic Bond
Aquatic creatures just love you! Gives all your "aquatic creatures" +1 loyalty per rank.
Max Ranks: 3
Cost per Rank: 4 sp
Gives all your "non special" pets +1 loyalty per rank. This includes all pets that are not covered by the other "bond" skills.
Max Ranks: 3
Cost per Rank: 4 sp
Floral Bond
Plant creatures just love you! Gives all your "plant creatures" +1 loyalty per rank.
Max Ranks: 3
Cost per Rank: 4 sp
Mechanical Bond
You work with mechanical creatures very well! Gives all your "robotic creatures" +1 loyalty, if they can gain loyalty, that is.
Max Ranks: 3
Cost per Rank: 4 sp
Savage Bond
Monsters feel innately bonded to you. Gives all your "monsters and wild creatures" +1 loyalty.
Max Ranks: 3
Cost per Rank: 4 sp
Aquatic Bond
Aquatic creatures just love you! Gives all your "aquatic creatures" +1 loyalty per rank.
Max Ranks: 3
Cost per Rank: 4 sp
Now let's look at what the loyalty chart has to say about having a +3 to starting loyalty:
<0
The creature hates you, and aggressive species will certainly try to attack or hurt you. A pet with less than 0 loyalty will never listen to you, and may be controlled by the staff.
1
The creature does not know you. It will not listen to your commands, generally ignores you. Aggressive species may attack you at random, and skittish ones may bolt for no reason.
2
The creature barely knows you. It will not listen to your commands, and generally ignores you. It will only attack or run away if provoked or startled.
3
The creature is getting used to you. It will often ignore you, but will not attack or run away unless provoked.
So, for a total of 12 skill points spent in one field, you receive a loyalty boost of +3 to all creatures covered by that specific bond. Loyalty requirements still require at least half of it must be met by normal leveling(Thank you for pointing that out, Riku), meaning it does not assist greatly in reaching those. It does not affect creatures you do not own, so it does not help against hostile or general wild creatures. And seeing as you need levels before you can train the pet anything, there is a good chance any pet you use will quickly reach the higher levels of loyalty without the aid of a +3.
It’s 120 posts to gain the ability for your own pets to not randomly attack you three levels sooner. Nearly useless if a player only has a handful of pets, or mainly purchases creatures that have a loyalty bonus like customs. And robotic bond does not even work on the majority of creatures it is attached to.
Now, this is entirely my opinion, but I feel these skills need a rework. Their cost alone for how little they do is fairly ridiculous.
Possible reworks:
1. Remember Mechanical bond? ”You work with mechanical creatures very well!” How about making the skill something like, ”You work with mechanical creatures very well and know how to get the most out of them. All TP costs for trainable mechanical creatures are halved.” Make each version of this skill contain a single rank, worth fifteen to twenty character levels depending on how you want to balance it. The skills allow the character to train creatures in that category at half the tp cost, signified by a “/” next to the training when registered, or else just recorded at half the cost.*
-The high cost will make it so that players will not mindlessly take all of the skills related to faster training.
-It is not necessary for most training and will not be quite worth it for the lesser tricks unless the halved amount was swapped to rounded down.
^-If they were rounded down, it would make 1tp moves cost nothing, and I think that would inspire folks to train the basics instead of relying on loyalty to save the tp. It might make the skill too good though, even with the 20 character level requirement.
-It also will become less useful over time as their creatures gain more levels. -It benefits ‘trainer’ characters who take the skill and train for credits. Players can send the critter to someone with this skill to train them, making it a solid investment for those who want to be trainers.
*If this would be too confusing, how about the creature gains levels at double the rate instead, with loyalty unaffected? Still contains the same benefits as previously mentioned.
2. Swap it to a single rank as in the previous option but with a cost of 12, make it a flat +5 increase to all creatures of that type, regardless of whether the character with the skill owns them or not. This way the bond means that you know how to deal with creatures of that kind, and they instinctively trust you. It would make it easier to deal with any creature encountered, whether a loot pet or a poorly trained enemy guard dog. The skill would be a great deal more useful in this form and keep the loyalty element. The descriptions of all of them mention how much the creatures like you, so should that not just be the ones you own?
3. Keep it at a flat +1 per rank boost, but lower the level cost to one or two. The skill is not worth the price tag in its current state.
Honestly, I really like the first option, as it also provides a way for anyone with train-grind issues to spend time and skill points to lessen that obstacle. For those who do not care, they don't need to take it, and can always hire someone with the skill if they desperately want to benefit from it. The second option would make it be more useful than its current state, and the last option at least puts a more reasonable price on it.
Any thoughts?