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Use skills (mysticism, arms, science) to reduce deactivation times of object in missions

superalfgornsuperalfgorn Posts: 558 Arc User
Reduce activation time of clickable mission objects by some noticeable, but not overbearing quantity, i.e. 0.5-1.5 s @ 100-400 skill.
This could be implemented only for "big" missions, no need to code it for "help a citizen" missions:
Mechanon towers in Snake Gulch --> Science
Orbs at Nightmare Invesion --> Mysticism
and so on...

The idea is meant as a valorization of the crafting skills, similar to the current implementation at random points in lairs and missions.

Do y'all think it feasible/interesting enough?
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Comments

  • ansemthedarkansemthedark Posts: 668 Arc User
    Would give it some purpose I guess, but should not be bound to the skill level honestly, it is a pain to level those today without spending money seemingly, I am glad my main chars did, before the fusion introduction, level it fully still at least in each category. Nowadays i not even bother to level it with new chars since serves no purpose anymore, not even fusing better if you have the right category or using a table makes a difference now. I honestly wish crafting back, maybe for such events you could craft items to boost interaction like a hacking device for such on science.
  • superalfgornsuperalfgorn Posts: 558 Arc User
    edited January 2021
    Connecting it to skill level at least would reward the effort and give meaning to the skills.

    But I agree with you, there are too many barriers to crafting skill leveling, and too small rewards for doing it.

    Why not remove level gating from crafting nodes! You could just get mods from any crafting node - with better rewards for higher skill levels. In this way you could just lvl-up crafting at any character level and in any zone.
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