Collection and Naturalist 100
Old 01-26-2012, 05:05 AM   #1
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Default Collection and Naturalist 100

I have a problem....
My Collection and Naturalist skills are both at 100, so now i have nowhere to put my foraging xp into.
Is there anything i can do to keep my xp from foraging count towards overall xp?
If not, i have a suggestion - why not transfer a fraction of xp gained after foraging (or any other 100 skill) into a clan's rp (not much, like 5-10%) so that resourcefulness effort is not completely wasted?

Please agree or disagree, or suggest something else.

Not sure if this was already discussed so im sorry to waste your time in case it was. Thanks
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Old 01-26-2012, 05:53 AM   #2
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was discussed bout stat skills with same solution and glitch reply was to de lvl
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Old 01-26-2012, 08:01 AM   #3
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I've got the same problem as you Chanzy, gardening gets me 0 xp .

+1 for your idea of transferring into clan's rp or whatever other way to not waste RRT on nothing (and no, delevel is not a good solution jeff rofl).

Same problems happens on stat skills for me, really i'm starting to think that on my main it's useless to farm -but i need to get more trophies for other skills-.

I saw many times glitchless telling us that being capped should not be a negative point, but actually it is as you burn RRT for "nothing" (ofc there's a profit in resources and many trophies to get to lv other skills). I know the solution is not easy, but anything is welcomed.
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Old 01-26-2012, 02:37 PM   #4
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Even though this topic has already been dicsussed (and closed i guess) i cant help it and i have to mention a few comments here.

1. I have to strongly disagree with Jeff and his deleveling solution

2. We are wasting our valuable RRT on resourcing and there is no xp to be gained from it. We have spent countless hours at resourcing just to be, well, kinda punished, instead of being revarded for our efforts. That simply sucks.

3. Why should we delevel and give up on a chance to find t30 resource? That is not worth it.
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Old 01-26-2012, 11:11 PM   #5
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1: His solution is still very viable. If you want to earn xp, delevel. Problem solved.

2: If those skills were not as high as they are, you'd be getting less out of said skills. You're not being punished, but the reward, you already gained.

3: Here are the (currently) available options: 1: Gain XP and lose t30s. 2: Gain t30s and no xp. Tell me which is the "reward".
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Old 01-28-2012, 07:20 AM   #6
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maybe to transfer that exp on other noncombat skills like crafting or adventuring, or maybe glitch should make another skill that come after lvl 80 that allow craft above your levels like naturalist
I was sugested not long ago to implement morph resources, now it looks that two things can be conected in some way, but glitch isnt even look at that thread even when i send him that on e-mail he says that is good idea
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Old 01-28-2012, 07:26 PM   #7
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an 80+ resource skill would be an awesome filler for this problem, i have no idea what it could be though
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Old 01-30-2012, 04:35 AM   #8
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a 80 resource skill you get a free garbage can
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Old 01-30-2012, 06:19 AM   #9
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Quote:
Originally Posted by Darkdingus
1: His solution is still very viable. If you want to earn xp, delevel. Problem solved.

2: If those skills were not as high as they are, you'd be getting less out of said skills. You're not being punished, but the reward, you already gained.

3: Here are the (currently) available options: 1: Gain XP and lose t30s. 2: Gain t30s and no xp. Tell me which is the "reward".
Ofc you're not capped, when u're capped and get 0 xp fighting mobs, resourcing and in social (like me), when u're only getting xp for trophies, u'll see there's a problem.

Any REAL solution for capped skills IS the solution -but for all, not just for resourcing-, so i really would like to see i can put any skill in "drain capped xp", so when we put any skill active for that, any xp above 100 level (cap) gives a 10% of the xp you should have got to that skill activated as "drain capped xp". It's not exploitable and sounds quite good in my head, we get a little bit of xp but at least we don't think "ok, i've finished the game, time to leave it?" because i think that nearly everyday.

It could be indicated as a "D" near the skill selected and it would read "you have this skill selected to drain xp from capped, any skill you try to level above lv 100 will level this skill for a 10% of the original xp"

If we do a new lv 80 skill just for resourcing what happens when u've got all your stats at 100? and for social (i could have done 100 in all skills about 4 times)? again new skill? if we can drain a 10% (or even 5%) to other skills, nod would have a lot more of lifetime.

I know adding new content SHOULD be the way, but it's a hard work for glitch, so i think it's a win-win for all (players and glitchless) to be able to get xp in other skills with all the penalizations of being lv 100 skills.
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Old 01-30-2012, 06:22 PM   #10
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Quote:
Originally Posted by locurasbeach
Ofc you're not capped, when u're capped and get 0 xp fighting mobs, resourcing and in social (like me), when u're only getting xp for trophies, u'll see there's a problem.
While I don't have maxed out stat skills, I understand your point. What I'm saying is you already get the advantages for having those skills maxed out (namely, their maximal effect).

If you wish to stop getting those skills' effects to the maximal amount possible, by all means, follow Glitch's advice. Thing is you already got your reward.

I'm against your idea because the XP categories each have their separate problems to raise. Some Xp categories and skills' values are worth far more than the raw XP value in that skill
Here is an example: I think stat XP is worth less than trophy xp because the amount of XP required is so much higher, making the ability to trade one for the other a rather messy endeavour.
Think about all the people that raised Gardening to 100 by gardening. Then someone comes along and raises it by mining or hunting. Totally unfair.

Want to get high Hunting? HUNT! Want to get high trophy-requiring skills? USE TROPHIES! Want to get high social skills? TRADE.

Notice that I'm also against boon affecting crafting and resourcing skills for the exact same reason: some skills are hard to raise for a reason
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Old 01-31-2012, 04:52 AM   #11
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Quote:
Originally Posted by Darkdingus
Notice that I'm also against boon affecting crafting and resourcing skills for the exact same reason: some skills are hard to raise for a reason
Yep i also understand your point, and i agree, i don't like also the advantage of boon (but it's there, and it's legal to do).

Having all the posibilities this games gives to do the negative points you say (passive accel, boon, ...) this should not have a bigger negative impact than actual "legal" methods to do it.

The only way i can think it being abused is with social skills as i've said, in my case i could have done social skills 4 times and many can have the same situation.

Anyway, we must agree that as players are reaching many stats/skills to 100 we must find a way to overskill those above 100 or give new content or any other thing so we don't find the game "finished" (not ofc using trophies i think all the skills in the game make it neverending).
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Old 01-31-2012, 05:02 AM   #12
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I think that when you are living legend at foraging, having foraging 100 and naturalist 100, there is no way you can learn anything more.

Imagine that you already know how does every plant in the world look like and where to find it. Can you learn anything from finding it again? I know that in real world there is trilion of plants, but here in Nodiatis world there are only 30. And that is understandable for me that you cannot learn anything more.
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Old 02-02-2012, 02:17 AM   #13
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A new skill would be nice.
How about a multi crafting skill. Something like every 20 lvl's you can craft 1 more of each item at a time.
Eg @ lvl 20 you put 6 ore and 2 wood to create 2 ingots.
@ lvl 100 you could use 15 ore and 5 wood to create 5 ingots.
Have the exp required for each lvl massive so it takes years to max out (even for the grey farming Booners) make it 4 or even 10 times the current exp required for each lvl of Naturlist.
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Old 02-02-2012, 01:00 PM   #14
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Quote:
Originally Posted by Boondi
A new skill would be nice.
How about a multi crafting skill. Something like every 20 lvl's you can craft 1 more of each item at a time.
Eg @ lvl 20 you put 6 ore and 2 wood to create 2 ingots.
@ lvl 100 you could use 15 ore and 5 wood to create 5 ingots.
Have the exp required for each lvl massive so it takes years to max out (even for the grey farming Booners) make it 4 or even 10 times the current exp required for each lvl of Naturlist.
i really like this idea! support!
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Old 02-03-2012, 12:33 PM   #15
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Very good idea!!! I support it all the way.
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Old 02-03-2012, 02:42 PM   #16
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Support also boondi's idea as i'll support everything that does get stalled the progress in the game.
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Old 02-03-2012, 07:09 PM   #17
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I don't see the problem with not getting exp...
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Old 02-03-2012, 07:22 PM   #18
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Quote:
Originally Posted by Huggles
I don't see the problem with not getting exp...
Well, i do not see this as a problem really. I rather see it as a way to better the game and a chance to give capped players some kind of a new challenge. I think we will all benefit if something like Boondi has suggested is actually implemented within the game.

Last edited by chanzy; 02-03-2012 at 08:49 PM..
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Old 02-03-2012, 08:45 PM   #19
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Maybe once capped in all Stat skills, Stat exp goes at a reduced rate (maybe 20%) spread evenly among all active combat skills.

Maybe once capped in all Gathering skills, resource exp could go at a reduced rate (maybe 20%) spread evenly among the active Crafting and Artistry skills.

Maybe once capped in all Adventuring skills and Social skills, adventuring exp could go at a reduced rate (maybe 10%) spread evenly among all Learning skills.

Last edited by Nurvus; 02-03-2012 at 08:47 PM..
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Old 02-03-2012, 08:54 PM   #20
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If you just want to get more exp for the sake of having more exp, here's an idea. Cap the skill at 100, but allow exp to be gained infinitely.

Bam. What a boss.
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Old Delay/(1+haste%) = New Delay

For slow effects, use the slow % but as a negative.

Just repeat for multiple effects.

DO NOT multiply by 1+slow% to get your new delay. 1*1.4 is not the same as 1/0.6 and your answer will be wrong.
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