Results 1 to 6 of 6

Thread: HELM Skill ups

  1. #1
    Player Vandalhart's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    8
    Character
    Dawnwarrior
    World
    Ragnarok
    Main Class
    PLD Lv 90

    HELM Skill ups

    My thoughts on subject were to introduce a skill up process much like Fishing has.

    Most of my ideas were based off Mining because that's what I have the most experience with.

    Basically this is what I have so far:

    HELM would have a skill cap of 100.
    It would not prevent people with lower skill from mining in areas, it would just give benefits to those with higher guild ranks.

    Benefits could be the following:
    Increased %s of rarer items
    Decreased tool breaks
    Less chances of your point disappearing after 1 or 2 interactions

    HELM representatives could be placed in either current craft Guilds or have their own guild shops in cities.

    My thoughts on this were:
    (if based on city)
    Bastok - Mining
    San d'Oria - Logging
    Windurst - Harvesting
    Bastok and/or Windurst - Excavation

    (if based on crafting guilds)
    Mining - Smithing/Goldsmithing
    Logging - Woodworking
    Harvesting - Clothcraft,
    Excavation - Bonecraft/Goldsmithing {pretty flimsy on the Goldsmithing addition}


    What is some of the feelings towards this from the playerbase?
    (5)

  2. #2
    Player Wenceslao's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    207
    Character
    Wenceslao
    World
    Asura
    Main Class
    DRG Lv 99
    I like the idea, as this is a way to optimize our results in a non unbalanced way, good idea!
    (0)

  3. #3
    Player Kalebon's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    5
    Character
    Drakenaganata
    World
    Ragnarok
    Main Class
    MNK Lv 90
    AN interesting Idea I have to say but, I have a slight issue with the increased %s for rare items. That would cause some instability in the Auction House in my opinion. but the lessened chance for tool breakage does seem like a decent Idea. and the longer the point stays up sounds good as well considering there is no visual indication for where the mining point is.
    (0)
    I play a Mithra not a Manthra....

  4. #4
    Player Kudlee's Avatar
    Join Date
    Mar 2011
    Posts
    13
    Character
    Kudlee
    World
    Valefor
    Main Class
    WHM Lv 90
    I love the idea! I might be nuts, but I like getting skillups. I would probably go harvesting/mining just for skillups and throw the stuff on AH lol.

    Well, I might keep some of it... I'm sure crafters would benefit if it actually increases the supply of raw materials.
    (0)

  5. #5
    Player Reiterpallasch's Avatar
    Join Date
    Mar 2011
    Posts
    388
    Character
    Korialstrasz
    World
    Leviathan
    Main Class
    DRG Lv 99
    I love the idea. I'd like to see them leave the base system somewhat as is though, but add new materials that you can only get from higher skill lvls.

    Hell, have some of the rare mats that come from higher skills be used to craft new picks/axes/sickles etc. Could be nice for crafters to make new consumables that are used by everyone doing HELM (if they upgraded it to be worthwhile anyways)
    (0)

  6. #6
    Player Bubeeky's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    328
    Character
    Bubeeky
    World
    Carbuncle
    Main Class
    WHM Lv 92
    I love this idea, only thing I'd add to it is a request to increase the number/recognizability of HELM spots...in other games that have harvesting possibilities, the spots are instantly recognizable and there's a good number of 'em....here in FFXI, there's like four or five spots in a remote location that you have to tab around to a hundred times only to get like 3 attempts at, assuming the tool doesn't break.
    (0)
    Love life, dare to dream, and LIVE ON PURPOSE!
    Also make sure to beat up any evil elvaans along the way, as we all know tarus are the ultimate race.