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Klaa

Skill Transfer Moneysink

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-1 even though I would love to give Beckets soul depth to my priest.


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-1


 


I think wurm needs a lot more balancing before the idea of skill transfer is broached and, when it is, I do not believe a way like this is the best way to go.


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Personally a 100% successful skill transfer is way too pay-to-win. A dice roll is one manner of mitigating that.


 


If you have others, feel free to post.


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Personally a 100% successful skill transfer is way too pay-to-win. A dice roll is one manner of mitigating that.

 

 

A diceroll doesn't mitigate it. For example with that 30% success rate, achieving the same result, on average only becomes 3.33 times more expensive as with 100% success rate (and whatever costs for extra accounts). So the diceroll increases the cost, it doesn't make it any less p2w. I'd even say it makes it more p2w as by adding the diceroll it only becomes viable for those with a lot of money.

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Actually the events are independent of each other, so it can easily be just once or several hundred tries. Probability is a heh.


 


Take another example, coin tosses are popular. Just because you have a 50% chance of getting heads or tails (P = n/N = 1/2 = 0.5, where n is number of desired outcomes, and N is the total outcomes), it does not mean one will get out of say 30 tosses, fifteen heads and fifteen tails.


 


Each event is independent of each other in that the outcome has no impact on what happens before or after. Now if one was figuring the probability of taking a particular colored marble from a jar of various colored marbles (without replacing), then the events become dependent (and the calculations become more complex).


 


Arguing that it results in more money spent is a valid point; however, thats the nature of gambling, and games are inherently a form of gambling.


 


Usually the coin tosses and dice rolls are hidden under the hood and disguised in various ways; however, even today its still the basis for games.


 


In Wurm's case its most evident when crafting... although the probability speech keeps coming up when people start talking about their chances of success. Mistaking events for being dependent is pretty common; though, we are hard-wired to seek patterns.


Edited by Klaa

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Selling a skill as opposed to the whole character, +1 why the hell not


 


Last thing Wurm needs is more pointless RNG, however.  Animals already have a very unnatural random gestation period, where pureblood parents can still yield malformed mutants.  Rare chance is the chance to get a roll which has a chance to get a rare.  SKILLGAIN has some RNG involved.  We already gamble enough with that and the possibility that a feature will be named a bug at any moment and/or other forms of ninja nerf.


 


Bigtime -1 to gambling on the transfer.


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Actually the events are independent of each other, so it can easily be just once or several hundred tries. Probability is a heh.

 

Take another example, coin tosses are popular. Just because you have a 50% chance of getting heads or tails (P = n/N = 1/2 = 0.5, where n is number of desired outcomes, and N is the total outcomes), it does not mean one will get out of say 30 tosses, fifteen heads and fifteen tails.

 

Each event is independent of each other in that the outcome has no impact on what happens before or after. Now if one was figuring the probability of taking a particular colored marble from a jar of various colored marbles (without replacing), then the events become dependent (and the calculations become more complex).

 

True, which is why I was talking about an on average price increase ;)

On average you succeed once in every 3.33 tries (30%), thus the on average price for one success is 3.33 times the 50 silver cost. Thus the lower the success rate the more money it will cost people on average to transfer a skill. Somebody with a lot of money will be able to afford extra tries, thus his chance at actually succeeding will be a lot larger  than that of somebody who can only afford to try a transfer once (say he can afford 5 tries, the chance of succeeding at least one out of 5 attempts is a lot larger than the chance of succeeding at least one out of 1 attempts). Thus the more money you have, the more skills you can potentially transfer. The lower the success rate, the larger the difference money will make. Somebody willing to throw 10k euro at the game for this would have a way better shot at creating a monster account as somebody who can only throw 200 euro at it. And considering how long it can take to get some skills up to a high amount in wurm, somebody with enough money could create an account which nobody could equal in 10-20+ years without also using this feature.

 

Thus instead of a success rate and it being a gamble, restrictions would be better. For example, 100% success rate, but only 1 transfer in a year, or only 1 transfer ever for an account. Especially the 1 transfer per account max takes p2w right out of the window, as with enough work anybody can earn that ingame in a few years.

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Maybe next we can get chests from mobs we kill and buy keys like in GW2, I'll pass thanks.


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-1


 


They had something similar in Ultima Online but it was only a transfer of the same skill to another player on your account.


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True, which is why I was talking about an on average price increase ;)

On average you succeed once in every 3.33 tries (30%), thus the on average price for one success is 3.33 times the 50 silver cost. Thus the lower the success rate the more money it will cost people on average to transfer a skill. Somebody with a lot of money will be able to afford extra tries, thus his chance at actually succeeding will be a lot larger  than that of somebody who can only afford to try a transfer once (say he can afford 5 tries, the chance of succeeding at least one out of 5 attempts is a lot larger than the chance of succeeding at least one out of 1 attempts). Thus the more money you have, the more skills you can potentially transfer. The lower the success rate, the larger the difference money will make. Somebody willing to throw 10k euro at the game for this would have a way better shot at creating a monster account as somebody who can only throw 200 euro at it. And considering how long it can take to get some skills up to a high amount in wurm, somebody with enough money could create an account which nobody could equal in 10-20+ years without also using this feature.

 

Thus instead of a success rate and it being a gamble, restrictions would be better. For example, 100% success rate, but only 1 transfer in a year, or only 1 transfer ever for an account. Especially the 1 transfer per account max takes p2w right out of the window, as with enough work anybody can earn that ingame in a few years.

 

IF you succeeded once out of three tries, then yes that would be the mean value. Just as if one succeeded once out of four attempts, the mean would be 0.25, or succeeded three times out of five attempts, the mean would be 0.6

 

Still in terms of calculating potential costs, its useless since we dont know the future rate of success. Until then becomes now, and now is back there. When? Soon.

 

Anyways, aye the OP has the potential to cost people alot of money, depending on the person and personality involved. However, the sale of characters between players tends to benefit the players and not so much Wurm's Devs, except for maybe potential continued prem sales. Not to mention the legal headaches of managing such sales and security, so they tend to turn a blind eye and say "buyer beware".

 

With the OP, the funds go directly to the game, and as with most business the majority of the gross profit is invested back into said game.

 

EDIT: That 10K instead of going to a player quitting the game, is instead invested in said game.

Edited by Klaa

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Accounts which would be gonna banned had some advantage. Could be used for griefing (shared accounts, stealing skills) etc


And if you dont like your ingame nick its your own fault you chose it when created the account :P


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-1


 


True, you can trade accounts. But someone had to grind that account at the same speed as everyone else. It didn't just appear and isn't unobtainable by anyone else in the same amount of time. (Sure there have been windows of opportunity for many things, but excluding that)


 


With skill transfers, you can essentially grind a character faster than possible otherwise in the game.


 


You can run 3 alts, having 1 grind woodcutting, 1 grind mining  and 1 grind digging. Then just transfer the skills of off all 3 characters and place onto your main. You've now just skilled up 300% faster than anyone else can in-game.


 


This can be taken to the extreme, which I'm sure it would be, and have people buying accounts and essentially combining them into 1 mega account. Wouldn't be hard to do and worth the cost to some, no matter the cost. It negates the in-built speed of progression for an account by allowing you to train multiple skills at once, as fast as you could grind just one normally.


Edited by Outlaw

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Huge -1

But you have to be dumb o attack the suggestion for "pay to win"

Wurm in it's current state and state it moves in, is by god, a pay to win game. I'm a prime example of that alone. You either invest 6 years into this game, and even then, you won't be able to compete. Fountain pans, any special armour, any special Valrei, anything unique, rare, anything desirable.... Can be bought. Not to mention deeds, games already paid to win, open your eyes.

Edited by Druidnature
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