Stat Locks

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Derrick
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Stat Locks

Post by Derrick »

The issue has been raised and has been confirmed that Stat Locks (not skill locks) were not in-game until well after the T2A era.

We are strongly considering removing the ability to lock your stats (Skill Locks will of course remain).

This is an opportunity for feedback on this.

Please Note:
Skills which are used while locked will not cause a gain in stats, so beyond possible slight complications in the beginning of building a character such as maybe building up skills in a different order, this change should not play much different really.

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Re: Stat Locks

Post by Teknix »

I say take it out. With the ability to lock skill gain, you can pretty much stop your stat gains.
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Re: Stat Locks

Post by ecetres »

I would say keep them, its kinda like a creature comfort and make it easier to control your stats.
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Re: Stat Locks

Post by Storm »

If we're going for accuracy, I say they must be removed. Otherwise, we're just keeping them in for convenience sake and not for the sake of being accurate, which is the shard's main goal as you've stated on numerous occasions.

Also as you've stated, it's easy to control with skill locks once you've finished your character.
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Re: Stat Locks

Post by Derrick »

Storm wrote:Also as you've stated, it's easy to control with skill locks once you've finished your character.
Aye, and really it's easy to control when you're making your character too. It's very little trouble for dexers, and for mages, you just are going to run up your dex a little far when doing wresting and tacs, but if you do magery and med after that it's really not a problem.

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Re: Stat Locks

Post by Squealer »

my 2 cents: i say leave it.
if people are allowed to macro like crazy. of course it wont make any diff to them. for they will just macro it back.
i only macro when i am playing...

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Re: Stat Locks

Post by BlackFoot »

KEEP it accurate
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Re: Stat Locks

Post by alatar »

unnecessary change imo.
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Re: Stat Locks

Post by platy »

i'm with alatar,
i may be one of the only n00bs who has had the hardest time getting perfect stats here..

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Re: Stat Locks

Post by alatar »

although i wouldn't mind the change, especially for accuracy, it will just add to the countless hours it takes to perfect a char. im down either way, but i vote no
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Re: Stat Locks

Post by ecetres »

When was stat locks implemented? Was it not t2a at all?
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Re: Stat Locks

Post by Derrick »

Skill locks were introduced mid-T2A. Stat locks didn't come until Aug 22 2002.
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Re: Stat Locks

Post by BloodyBandage »

I think gameplay should be accurate but something like this doesn't really affect gameplay. I liken it to some features of razor that weren't available then but are now. It's merely a more efficient way to play the game. If anyone ever played Rebirth which was the uo freeshard pret2a then you know how ridiculous trying to get perfect stats is without the ability to lock/unlock. The real fun happens when you want to change your template but realize your going to completely mess your stats up...I.E. you didn't want magery but now you do...you will gain tons of intelligence as you gain skills unless you can lock it. Then in order to level that out you will need to raise some skill you don't have, i.e. fencing until your dex levels back out. It becomes a really time consuming and frustrating process (skills were unlockable *ouch*)...I played there for 2 years and you get to the point where you just get sick of doing it and leave stats 97 instead of 100. Not to mention if your in statloss.

One major pro with this is that people won't change their skills a lot and be forced to make a new character or deal with a time consuming metamorphosis. Helps prevent against copy cat templates if someone likes someones new template.

Cons - gaining in skills just to level stats is a pain in the ass. People will be reluctant to try new things on their char because they know their stats will get all out of whack.

If it's still easy to perfect stats without the skill lock/unlock then there is really no point to it outside of being accurate. I still think this can stay even if not accurate as it's more of the interface/razor type efficiency versus precasting or any other direct gameplay issues. You have a good vision and I would probably have had rainbow harpies by now ;p so it's up to you.

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Re: Stat Locks

Post by koper »

Leave it in... the ability to lock your stats is a worthwhile feature. It's annoying when you perform a skill that you wouldn't think in a million years could raise dex/int when you don't want one of them it to raise. Then you just have to waste useless time to correct the stat distribution.

I like it the way it current is.

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Re: Stat Locks

Post by Derrick »

Thanks for all the constructive feedback on this. I'm going to table this idea for now.

I keep it on the list of the things we may correct in the future.

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