Shattered Kingdoms

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PostPosted: Wed Nov 12, 2008 1:31 pm 
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The absolutely horrendously frustrating PE system in early SK leveling is one of the things that make SK not newbie friendly and honestly keeps alot of new players from continuing on with the game.


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PostPosted: Wed Nov 12, 2008 3:03 pm 
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Maybe it makes sense to flatten out the PE curve? Start with more PE, gain less each level. In other words, at lev 1, you'd already have the bulk of the PE you'd end up with at GM. I've always thought that it was strange that an adventurer from a farming background, say, should start out with such pitiful endurance that he or she can't even walk to the next city over.

Peace,
Bux


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PostPosted: Wed Nov 12, 2008 3:41 pm 
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buxtehude_sorethumbe wrote:
Maybe it makes sense to flatten out the PE curve? Start with more PE, gain less each level. In other words, at lev 1, you'd already have the bulk of the PE you'd end up with at GM. I've always thought that it was strange that an adventurer from a farming background, say, should start out with such pitiful endurance that he or she can't even walk to the next city over.

Peace,
Bux


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PostPosted: Wed Nov 12, 2008 4:17 pm 
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JeanValjean wrote:
The absolutely horrendously frustrating PE system in early SK leveling is one of the things that make SK not newbie friendly and honestly keeps alot of new players from continuing on with the game.


More than just that :)


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PostPosted: Wed Nov 12, 2008 5:52 pm 
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I seem to recall a very newbie-friendly item to alleviate this problem at low levels.


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PostPosted: Wed Nov 12, 2008 6:27 pm 
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From one area, if you know what to get. Jewelry isn't exactly priority number one with the kind of cash you have in low levels. It might bother me, but it is nothing but a peeve. It is a genuine set-back for newbies, though - and a stupid thing to preserve, simply because it is that way and there are obscure ways of going around it.


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PostPosted: Wed Nov 12, 2008 6:52 pm 
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Bux wrote:
Maybe it makes sense to flatten out the PE curve? Start with more PE, gain less each level. In other words, at lev 1, you'd already have the bulk of the PE you'd end up with at GM. I've always thought that it was strange that an adventurer from a farming background, say, should start out with such pitiful endurance that he or she can't even walk to the next city over.


It already works this way my friend. D's made more than one adjustment in this direction over the years, so far as I know.

Konge's problem isn't that he doesn't have enough PE, but that he isn't getting it back fast enough. I agree with having endurance learned earlier, having skill PE costs scale with level, upping the general PE regeneration rate, allowing PE regen during combat, or any combination of these.

At the points where PE becomes important in terms of balance (i.e. PK) it doesn't really matter except for a handful of situations (e.g., recall vials not working, fist skills, etc.)

pudgy


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PostPosted: Wed Nov 12, 2008 7:04 pm 
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Dralan wrote:
I seem to recall a very newbie-friendly item to alleviate this problem at low levels.


Yeah it still works up till journeyman too.


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PostPosted: Wed Nov 12, 2008 8:19 pm 
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jhorleb wrote:
Bux wrote:
Maybe it makes sense to flatten out the PE curve? Start with more PE, gain less each level. In other words, at lev 1, you'd already have the bulk of the PE you'd end up with at GM. I've always thought that it was strange that an adventurer from a farming background, say, should start out with such pitiful endurance that he or she can't even walk to the next city over.

It already works this way my friend. D's made more than one adjustment in this direction over the years, so far as I know.

QFT


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PostPosted: Wed Nov 12, 2008 8:24 pm 
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Dralan wrote:
I seem to recall a very newbie-friendly item to alleviate this problem at low levels.


Actually, unless it was changed, it works only up to Apprentice. And, ironically enough, I really started needing bash/trip/dirt/etc at Jman/vet/expert, when the cost was still really high to be worth it...

sleeper


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