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Jarosz

tweak favor gain mechanics and faith loss actions

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To make Priest accounts more similar to usefulness as main accounts I suggest that Favor gain be based on user actions (not just waiting for favor gain or saccing items at an altar made on another account)


 


The idea would be that each Faith has a tree of actions that are:


 


-Positive Favor- While doing the action Favor is gained 1.1 to 5x faster


 


-Neutral Favor- While doing the action Favor is gained at the regular rate


 


-Negative Favor- While doing the action Favor is lost -1.1 to -5x faster


 


Essentially this could open up a few more actions that priests could do, reward them for doing Role Playing tasks (like tending gardens for Fo, or building roads for Vyn, crafting weapons of war Mag) but no outright castrate them as main accounts.


 


For Resource Gathering:


 


-Fo gets postive for digging, neutral for mining, and negative for Wood Cutting


 


-Vyn Gets positive for Wood cutting, Neutral for digging, Negative for Mining


 


-Mag gets positive for Mining, neutral for wood cutting and negative for digging


 


Obviously things might make more sense in different orders... I just put this down for an example.  Also, instead of getting negative Faith for doing an action that is negative, only favor would be lost initially.  When all favor runs out, the action would then start cutting into faith.  Meaning if a priest really wanted to go against the grain (that was artificially set in Gold 1...) they could save up Vesseled Gems to attempt to complete the task without incurring penalties to their faith.


 


The whole idea is, players are encouraged to actually USE their accounts for something other than casting spells.  Favor would gain at its normal rates, so you don't technically HAVE to do anything to cast spells... however, a person could have a priest account and never need a non-priest to accomplish anything (they would just have to work twice as hard... or give up favor in order to do it without penalizing them)


 


Lets face it... Priesthood is the most "veteran player take all" system in the game, Its the only system in game that limits your abilities by the days of premium you have spent in game doing 5 actions a day...  It should be drastically changed.


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Priests can do powerful things, which is why they take so long to create a great one. You aren't limited to 5 skill gains per day, you can do sermons to increase those.


 


Also, I create my favor items on my priest, as i think most do. :P


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Priests can do powerful things, which is why they take so long to create a great one. You aren't limited to 5 skill gains per day, you can do sermons to increase those.

 

Also, I create my favor items on my priest, as i think most do. :P

You do realize that "priest saccing" is essentially a Garbage collector to clean up the database of items right?

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Nope, didn't realize, I use trash heaps / throw stuff off-deed. Occasionally i'll just sac away items though.


 


I use the sacrifice option WWAAAYYYY more to regain favor for my priests than i do ANYTHING else. ;)


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I create all my favor with wemp to ropes for my Fo/Vyn, and mag I just make locks..


 


I like the idea, and I also don't. and considering how much we've been nerfed lately, I'm already expecting this to be a negative effect to priest once it'd be implemented.


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Major drawback would be that many people, me included, have already several alts because priests are limited, if you unlimit them now, we'd end up being penalized because we've been having a priest alt.


Idk, although on paper its a nice idea, feels somewhat too unfair for older players.


Edited by KanePT

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I create all my favor with wemp to ropes for my Fo/Vyn, and mag I just make locks..

 

I like the idea, and I also don't. and considering how much we've been nerfed lately, I'm already expecting this to be a negative effect to priest once it'd be implemented.

 

The idea is, you'd still be able to sacc items as you can now... you'd just have more possibilities for regaining favor by following the "role" of your faith (since we are forced into it... by going priest)

 

By regaining favor through actions, players who actually play actively on their priest accounts get rewarded and more so if they follow the role playing of that priest.

 

A player who is picky about what they like/don't like in wurm could very well become a priest and never experience restrictions (simply by avoiding the tasks/environments they don't like in Wurm)

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I'm not fond of the idea to open them up to more skills, but to allow their special resource skill to not hinder their favor regen sounds kind of nice. Priests are probably not meant to be afk characters but the fact that they regen favor much slower while performing actions sort of turn them into that, unless you're creating sacrifical items during the regen period so you'll make up for it anyway.

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I do not think we need to lift restrictions to make priests more like normal play.


 


People choose priests for the benefits they give and at the same time they know the hardships.


 


Also there are enough ways to get tons of favor to cast endlessly so I do not think that needs more work atm.


 


It's actually simple if you don't like the restrictions play a non priest IMHO.


 


Players can also do meditation for some nice bonuses.


Edited by Protunia

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As someone with a Fo priest main I have to say that such changes wouldn't help me that much:


 


Having the ability to fix my mine after a cave-in, or getting rid of random trees popping in my farm without having to bring my alt or losing faith would be nice but not being able to do so doesn't ruin the game for me.


 


5x favor regenaration rate is very little when you need 120 favor in total on 2 toons for an LT cast. A BSB full of cloth squares that I made earlier helps me more.


 


Every priest can effectively increase his favor regeneration rate by making items for sacrificing or gathering resources for these items. All priests can farm and make ropes, Fo priests can make strings and cloth squares, Magranon priests can mine and make locks, Vynora priests can cut wood and use it to make yoyos.


 


Unless you want to make high ql tools and weapons or large buildings a non-premium alt is all that you may need to deal with the priest limitations.


 




Lets face it... Priesthood is the most "veteran player take all" system in the game, Its the only system in game that limits your abilities by the days of premium you have spent in game doing 5 actions a day...  It should be drastically changed.




That's meditating. Faith can go up fast if you can preach in sermons. Even without sermons it takes 1 month to reach 50 faith and almost 4 months to reach 70 so it's not that bad.


Edited by Justamayor

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I'm not fond of the idea to open them up to more skills, but to allow their special resource skill to not hinder their favor regen sounds kind of nice. Priests are probably not meant to be afk characters but the fact that they regen favor much slower while performing actions sort of turn them into that, unless you're creating sacrifical items during the regen period so you'll make up for it anyway.

Praying halves favor generation rate, I don't think that other actions have the same effect.

 

Edited by Justamayor

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Praying halves favor generation rate, I don't think that other actions have the same effect.

 

 

That is correct if you sit there praying your favor will go up by 1/2 the normal rate.

 

At the same time you can get 5 mins of x2 favor rate as well as bumps of 10 favor as prayer bonuses.  Some gems too if your lucky ;)

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Priests are already extremely powerful entitys in the game. They are at extreme penaltys because of that and require assistance from another player (or main) to survive and thrive. Life as a priest is supposed to be hard.


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Priests are already extremely powerful entitys in the game. They are at extreme penaltys because of that and require assistance from another player (or main) to survive and thrive. Life as a priest is supposed to be hard.

In wurm you mean.

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I can definitely see the appeal in this. I can't imagine changes to the core priest gameplay being well received by the community now that we've spent years tailoring our habits and expenses to their current functionality, but I'd support tweaks to the favor gain based on actions and possibly opening up some skill segments if it meant actively playing a priest character was more viable, and leaving them idling beneath a stack of other applications less so. Overall +1

A problem is, the way I see it, that priests are just so immensely powerful that opening them up for crafting may make them a bit overpowered, however backwards that may seem. The sheer power of enchants makes the slightest tweaks to the core priest functionality have massive consequences. There'd be more room for experimentation if enchants were less game-changing, but that's a completely different discussion.

Edited by EliasTheCrimson

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