PROJECT ANNOUNCEMENT: Changes to Skill Patches

Announcements, updates and news concerning the Requiem project.
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Archin
Posts: 110
Character: Archin

PROJECT ANNOUNCEMENT: Changes to Skill Patches

Post by Archin » November 29th, 2022, 11:47 pm

Good Evening!

I wanted to quickly touch base about a change to skill patches that is planned early in 2023. We understand this is going to be a huge shift in meta, which is why we’re announcing our intentions NOW to help players adjust before anything is actually implemented.

The skill cloth system was created to remove some of the low level gating in multicraft requirements of items or enable some base abilities without the need permanent allocation of skill points. It also enabled the progression of a character in low population lulls.

Looking forward to future development, we'd like to greatly expand the functionality, feature set, and quality of life of these skills and specializations. Investment of your skill cap should be rewarding and the value of the toolsets should be great enough to add to the identity of your character. As we've done with crafting specializations we'd also like to see the enhancements encouraging higher levels of player to player interaction. In order to allow these systems to flourish we will be making some heavy changes to the skill clothing.

As we're announcing these changes to skill clothes we're also working on improvements and roadmaps to expand all skills being affected to provide greater depth. Curtailing skill clothes is simply the first step before increasing the value and impact of investing your character’s points into these skills.



Overview of Changes and Effective Dates

The following changes will be effective 02/01/2023
  • With the exception of gathering, skill clothing will no longer operate above 60% effective skill. The total amount of skill clothing bonus you can have active at any given time is changing from 51% to 60%. Only raw skill investment will be able to raise effective skill% above 60%.
    • Example1: Raw Engineering skill of 0% + Engineering skill clothing bonus of 60% = 60% effective skill
    • Example2: Raw Engineering skill of 50% + Engineering skill clothing bonus of 60% = 60% effective skill
    • Example3: Raw Engineering skill of 70% + Engineering skill clothing bonus of 60% = 70% effective skill
  • Crafting skill clothing affecting Agriculture, Alchemy, Artisanry, Blacksmithing, Carpentry, Engineering, Tailoring, Subterfuge, and World Lore will be hard-capped at 60% to deliver on the original intention of their design. We will be reviewing item difficulties and lowering some to fit within the 60% to enable basic components for multicraft items.

The following changes will be effective as new systems are introduced at staff’s discretion at any time after this announcement: Please immediately start preparing your total skillcap (by raising skillcap or lowering other skills) continue having these skills in your build. If development changes are not in progress or complete by 02/01/22 exceptions might be made:
  • Allopathy, Hiding, Lock Picking, and Stealing clothes are being removed. None of these skills have a throughput QoL necessity in their skillset to be locked out of certain situations within low population times, which is the intention of skill patches. We wish to create a PvE utility with future enhancements that would create an imbalance in the economy if we were to continue the allowance of these clothing patch types.

Gathering skill clothes will be unaffected, operating the same way they do now effective up to their skill caps.



Grandmastery Perk

We understand that players who have been using skill clothes to push to 120 caps without raw investment will be most affected. The decision is between raising skill cap or dropping skills from your build and this is intended.

Players who have purchased grandmastery in a skill prior to 11/29/2022 can open a one-time PLAYER ISSUES ticket in discord, and we’ll set that skill between 100-120 respectively - provided you have enough room in your skill cap at the time of the request. Please workout your build and think carefully on this before opening the ticket as you will only receive a one-time adjustment within the period. This option will be available between 11/29/2022 and 01/31/2023. No exceptions will be made for asking outside of this window, as this does not require you to log in, just to communicate with staff in Player Ticket on Discord.



Detailed List of Changes

Below is a list of each individual projected change:
  • Gathering Skills
    • Geology - Bonus continues to work from 0 to 100.
    • Horticulture - Bonus continues to work from 0 to 100.
    • Skinning - Bonus continues to work from 0 to 120.
  • Crafting:
    • Alchemy - Bonus from 0 to 60.
    • Agriculture - Bonus from 0 to 60.
    • Blacksmith - Bonus from 0 to 60.
    • Carpentry - Bonus from 0 to 60.
    • Engineering - Bonus from 0 to 60.
    • Tailoring - Bonus from 0 to 60.
    • Artisanry - Bonus from 0 to 60.
    • World Lore - Bonus from 0 to 60.
  • Other:
    • Allopathy - Removing pending requirement: NPC Injury healers /InjuredNPC “PvE loop”
    • Subterfuge - Removing pending requirements: Giving Alchemy Specialist the ability to also make gunpowder, and acidic substance
    • Lockpicking - Removing pending requirement: Treasure Chest “PvE loop”
    • Stealing - Removing pending requirement: Stealing “PvE Loop”


General Overview of Development Roadmap

Crafting Skills
  • Review difficulty tiers of each craft to ensure no one is hard locked out of critical progression components for general crafted goods in times of low population.
  • Changes to Textile Farming: Providing both better accessibility, as well as restricting the amount that can be grown by an individual.
  • Continued bugfixes
  • Review some essential crafting items that could reasonably be made by multiple crafts and allow them to have the option (I.E. A blacksmith could probably make a pickaxe just as well as an engineer)
Allopathy Patch Removal
  • NPC Doctor options that can treat injuries in the event of low population times (At a price/recovery time that keeps player doctors the preferred method)
  • NPC Injured that can provide rewards for treatment that have invested in the skill
Lockpicking Patch Removal
  • PvE Lock picking is bad, in our dungeon loot rebalance we will be looking at where and how to make this skill more useful. By removing skill clothes we can actually make the benefits more rewarding and sought-after in dungeoneering - QoL side entrances, better treasure chest, etc
Stealing Patch Removal
  • Stealing already has a lot of benefits (Caltrops, Ventriloquism, Return to Sender, etc.) that provide unique utility and gameplay, however we hope to review ways for PvE in stealing to provide the ability to play thieves.
Hiding Patch Removal
  • Removing, discussing other means to allow bonus to hiding


We’ve worked with our content team to attempt to anticipate issues in these changes, but we know that due to the expansive gameplay that is Requiem, we can't anticipate everything. We encourage you to post your thoughts on the Suggestions Forum so we can better monitor. Feedback in general discord channels (general, player help, theorycrafting, etc) is unlikely to be noted in our development due to the nature of those channels being to converse, not provide concise feedback.

Archin
Posts: 110
Character: Archin

Re: PROJECT ANNOUNCEMENT: Changes to Skill Patches

Post by Archin » January 4th, 2023, 2:30 pm

Happy New Year from the Staff here at Requiem!

Since we just came back from a long Holiday break, we wanted to remind everyone of SKILL PATCH CHANGES:

REMINDER: you have until Feb 1st to reach out to us about adjustments if you fall within the conditions explained in the above announcement.

As previously discussed we're going to be beginning to turn off certain skill patches as we introduce new mechanics. With the active development of major injuries and drug revamp on deck, we're beginning with Allopathy:

ALLOPATHY SKILL PATCHES WILL BE DISABLED ON JANUARY 7TH


NPC Doctors are now available to players in the Fort Praesidium Hospital and Bright Lantern. These NPC’s are meant to provide Allopathy services to help times of low population without competing with PC Doctors:
  • NPCs Titled, “Trained Physician” - Expensive, Have Expedient Recovery I, but a 100% success chance
  • NPCs Titled, Titled “Street Doctors” - Cheap, Have Expedient Recovery III, but a 50% chance of botching the Injury
You can learn more about how to use NPC Doctors and Injury Treatment on the Requiem Wiki located HERE.

Starting January 7th, NPC Injured will become available around the First Province as means for doctors to earn money, skill, and reputation (in the future)

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