Item ID (skill) transformed into Summoning (skill) ..

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Minky
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Item ID (skill) transformed into Summoning (skill) ..

Post by Minky »

I don't know if y'all possess the 733+ skillz to work this out, but would it be feasible to transform the Item ID skill into a Summoning skill to augment Magery?

Make it so that every 10 or 20 solid points into stregthens the Mage's summons (could go to Necros and Spellweavers as well) a tad, then at GM they get 1 extra follower slot? This would allow those that chose to summon Daemons to still be mounted, or to cast an extra EV. Even if the extra follower slot wasn't added, a buff to them would work wonders. You could even say that whatever the Mage's Summon Skill was, would be what the summons skills would be set at.

E.G. - 25% summoning skill translates to 25 Wrestling, Tactics, Anatomy, etc etc etc on the summons. You could even add some HP/Mana/Resists (not the skill, but the armor resists). After attempting a Barracoon spawn, with only 3-4 Dire Wolves on an EV, it goes down quickly without dispatching it's attackers. (this is NOT an actual translation of what I am after as this would render summons for non-Summoning Mages useless, maybe add an additional % like Discordance removes, but the general idea is there) You might could even lengthen the time limit each summon stays around, at GM (or Legendary if a scroll is put in-game) you could make the summon be a permanent familiar (much like the Necro's Summon Familiar spell), on all of the elementals. Not sure how that would work out with the EVs.

As an addon to this change, you could morph Arms Lore into Enhancement, and allow that skill to apply to ALL crafts. That might work better than having Arms Lore work for the Weapons/Armor and your proposed idea of Item ID working for Scribe.

Yes, this might be a dream, but a nifty dream at least. :lol:

Another idea to give something to dexers with this boost going to mages would be to allow Animal Lore to provide extra damage to beasts (no Human/Elf NPCs) akin to Tactics.

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d.
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Item ID (skill) transformed into Summoning (skill) ..

Post by d. »

Staff is already making plans to boost/buff/change all the currently useless skills. I like your idea, however I don't really get the connection between Item ID and summoning?

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Minky
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Item ID (skill) transformed into Summoning (skill) ..

Post by Minky »

Much like Enticement morphed into Discordance around p16 (OSI), and turned into a new skill, I was thinking of replacing Item ID with the new Summoning skill. The same idea to turn Arms Lore into Enhancement.

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E.Machine
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Item ID (skill) transformed into Summoning (skill) ..

Post by E.Machine »

And having cooking with magery, and nox would allow you to use the create food spell to instantly bake a poisoned pie.

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Minky
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Item ID (skill) transformed into Summoning (skill) ..

Post by Minky »

Since Magery has nothing to do with Cooking, I'm not following your sarcasm mate.

I'm proposing a sound idea with a generic idea, hoping for some replies that add to the thought, to maybe make this is a usable idea.

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Death
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Item ID (skill) transformed into Summoning (skill) ..

Post by Death »

Although it's an interesting idea, the skill does not really match the method. As a summon is not really an "item" it doesn't really fit and seems a little out of place. It could possibly be added to another one of the useless skills however.

For itemID we prototyped on possibly introducing a hexed/enchant system. Weapons and armor would have a hidden curse/enchant property that can only be discovered once the weapon or armor has been identified.

The item would have its basic properties of course and either be cursed, normal or enchanted. If you use item ID on the weapon or armor, its true power would be revealed.

If you reveal the item and it turns out to be cursed, the properties on the item will go down (So if it was 50 DMI, it might go to 42% DMI depending on the strength of the curse). Curses would come in 4 levels:

1) Normal Curse
2) Medium Curse
3) Large Curse
4) Very Large Curse

The intensity of the property that gets diminished and how MANY of the weapon's properties get reduced will be affected by the curse (Think of it almost like a reverse of a runic kit).

Likewise, there will also be enchanted items. These, unlike curses, are much nicer to find. If you identify an item to be enchanted, it will gain to its properties instead of losing them. So say you found an axe with 40% DMI and 10% ssi, then identified it to be enchanted, it would become 50% dmi and maybe 25% ssi depending on the level of enchantment:

1) Normal enchantment
2) Medium enchantment
3) Large enchantment
4) Very Large enchantment

You can think of ItemID as being an addon to crafting and a risk to items, just like enhancing is. You can take a chance to find out if your weapon is enchanted, or you can find out it's cursed and lose out. This is still a prototype and we do not know if it will ever go in the game but it's an idea to make the skill more useful and would certainly make looted items a little bit more valuable (If this system will also apply to crafted goods, we do not know yet).

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E.Machine
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Post by E.Machine »

Minky wrote:Since Magery has nothing to do with Cooking, I'm not following your sarcasm mate.

I'm proposing a sound idea with a generic idea, hoping for some replies that add to the thought, to maybe make this is a usable idea.
How can they not?

If magery didn't have anything to do with cooking, there would be no create food spell.

Cooking makes food.

Magery makes food.

Therefore, they are on the same spectrum.

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DOCTOR THUNDER
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Item ID (skill) transformed into Summoning (skill) ..

Post by DOCTOR THUNDER »

Camping makes fire.

Magery makes fire.

Perhaps camping could five a boost to fire based spell damage.

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Death
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Post by Death »

DOCTOR THUNDER wrote:Camping makes fire.

Magery makes fire.

Perhaps camping could five a boost to fire based spell damage.
Interesting concept but not a ton of benefit overall.

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Nexus Graveheart
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Item ID (skill) transformed into Summoning (skill) ..

Post by Nexus Graveheart »

Camping is basically a useless skill, even more so now that log out timers are 1 minute. Maybe something like this could be introduced.

After a specified period once a camp is set up, a player (or all players within range), will recieve the message, "You are in tune with nature." Or something like that. This will give them a period of time in which they are immune from attack by mobs. Similar to embracing honor or ethereal voyage.

Not the best idea because most people won't sacrifice 100 skill points in camping when they can just haul ass back to their corpse and grab it as fast as possible. But it would make the skill at least a little bit useful.

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Death
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Item ID (skill) transformed into Summoning (skill) ..

Post by Death »

Nexus Graveheart wrote:Camping is basically a useless skill, even more so now that log out timers are 1 minute. Maybe something like this could be introduced.

After a specified period once a camp is set up, a player (or all players within range), will recieve the message, "You are in tune with nature." Or something like that. This will give them a period of time in which they are immune from attack by mobs. Similar to embracing honor or ethereal voyage.

Not the best idea because most people won't sacrifice 100 skill points in camping when they can just haul ass back to their corpse and grab it as fast as possible. But it would make the skill at least a little bit useful.
There were ideas of having camping extend into a ranger class (Rangers would be 1 melee type skill at gm and 100% camping) which allow them to place traps such as snares and other special traps that can be made by crafters but can only be placed with enough camping skill.

There was also the idea of having different kinds of kindling that would give certain bonuses if ignited. For example, frostwood kindling would raise your cold resist and give you added cold damage for a period of time (Almost like using a potion, but the success would be determined by your skill in camping).

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Minky
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Item ID (skill) transformed into Summoning (skill) ..

Post by Minky »

Death, could you toss up all the ideas y'all currently have (in one, new, stickied, thread for the currently "useless" skills? (Begging, Camping, Forensic Evaluation, Herding, Item ID, and Taste ID. There might be others, but that's off the top for me - Begging is still cool as is mind you, but wouldn't hurt from being beefed maybe)

Then we could add ideas for each one to help the idea process? (I do like the ideas y'all have for Camping, I'd definitely take that on an Archer, as I like the way WoW did the Hunter [bascially a Ranger class like you're talking about])

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Death
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Post by Death »

Minky wrote:Death, could you toss up all the ideas y'all currently have (in one, new, stickied, thread for the currently "useless" skills? (Begging, Camping, Forensic Evaluation, Herding, Item ID, and Taste ID. There might be others, but that's off the top for me - Begging is still cool as is mind you, but wouldn't hurt from being beefed maybe)

Then we could add ideas for each one to help the idea process? (I do like the ideas y'all have for Camping, I'd definitely take that on an Archer, as I like the way WoW did the Hunter [bascially a Ranger class like you're talking about])
Ya I can post that later but a lot of those are large systems and the devs will be taking a short coding break from any of the larger systems until sometime in the summer. We'd rather play the game at this point and see where abouts we're at and fix stuff that's either been pushed aside or needs to be fixed.

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Minky
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Post by Minky »

Right, what I'm getting at is post what all of y'alls ideas are, and we can just add posts to them and maybe help with the concept-part of the changes, then when y'all get bored of playing in a few months, start working on them. At least then y'all'll have a good bit of ideas hanging out just waiting for then. :D

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E.Machine
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Post by E.Machine »

Herding could be used as a 100% DI while using a Shepards Crook with the Macing weapon skill.

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Death
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Post by Death »

E.Machine wrote:Herding could be used as a 100% DI while using a Shepards Crook with the Macing weapon skill.
lol maybe have it work as DCI protection that's judged by your skill in herding.

Herding's one of those touchy subjects. Ideally, we want it to have an effect on pack instinct, allowing the tamer to unlock new pack animal pets and increase the damage, thus creating a new subdivision of taming. Maybe even open up new pet slots for pack instinct animals only.

However, this is not possible without changing the way taming is done. Normal tamers would still be able to use pack instinct pets but the benefits won't be good without having the herding skill. Normal pets wouldn't be affected, just pack instinct ones.

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Nosferatu
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Post by Nosferatu »

E.Machine wrote:And having cooking with magery, and nox would allow you to use the create food spell to instantly bake a poisoned pie.
for some reason, i love this.

+karma. Lol

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