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Topic title - Training Costs :: Level Dependent

https://sureai.net/forum/viewtopic.php?t=3607

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Training Costs :: Level Dependent - by Szoreny
Posted: 10.10.2010 15:52
All told, I'm enthusiastic about how the mod team combined Oblivion's usage-based skill upgrades with a Gothic-like trainer mechanic relying on learning points and gold.

But I'm curious as to the rationale behind per-LP training costs being associated with character level, rather than the level of the skill you're attempting to train. Is this a mechanical/engine issue or a feature of the design? Money is not hard to come by, but in the early going where a character can't afford to pay for enough trainers to use up his LP's, it's almost as if he's being punished for leveling, since each level brings higher training costs.

This is a more forgivable aspect then Oblivion's original conceit which punished players for leveling by brutally ratcheting up the strength of the player's opponents - creating a situation where the game was actually easier to complete if the player progressed through the entire campaign at level 1....

But still, Leveling should have no downsides. In Nehrim, wouldn't it make more sense if training costs scaled upwards based on the character's individual skill numbers? Training at Master levels would be more expensive and involved than training through Apprentice and so on....
Re: Training Costs :: Level Dependent - by Radu
Posted: 10.10.2010 21:54
I guess the idea is that at low skill levels it is much harder to make money, while later on it is very easy. When I was lower levels, I picked up almost every piece of armor I looted. Now I only pick the rare/expensive stuff, and still have more money than I could spend on.
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