Breathing life into some of the unused skills

Anything regarding UO or Age of Valor
User avatar
Death
Posts: 7919
Joined: Thu Sep 30, 2004 10:12 pm

Breathing life into some of the unused skills

Post by Death »

Skills used to have more purpose in pre-aos uo. Back when you could gm everything, it did not matter what skills you took. Now with the 700 skill limit, you don't have that option so many skills like herding, forensic eval, etc have died out. Here's some ideas to ponder on for them. Keep in mind that these are all ideas and won't necessarily be implemented. Feel free to discuss!

Alchemy
-Add in new potions. Create some "custom" potions and emphasize on perfecting the alchemy bonus in conjunction with enhance potions. Let's bring back the pvp alchemist

Anatomy
-No change

Animal Lore
-No change

Animal Taming
-No change

Archery
-No change

Arms Lore
-Already affects crafting so that's good

Begging
-Begging to receive special and rare items from npcs. Instead of getting gold you could get ps's, decor and even more!

Blacksmithy
-Maybe making metal armor resist more than leather and give it the power to absorb spell damage per piece if it's a metal armor.

Bowcraft/Fletching
-UOML pretty much increased the usefulness of this anyways. Only thing I would personally do is make crafting arrows actually worthwhile (1 board = 1 arrow? I don't think so).

Bushido
-Upon finding that "unreleased" attack gump for bushido, we might consider going with my "dragonball" idea.

Camping
-Collect different wood types (Yew kindling, bloodwood kindling). Kindling lights depending on your skill (Like bloodwood kindling would take enough camping skill). The burning fires of different woods would give special bonuses
-Ranger skills. Upon successfully reaching 100% camping and 100% melee skill such as swords/macing/fencing/archery, they get the ranger title and have access to create and use special traps such as snares which can be crafted but only useable by people with sufficient camping skill.

Carpentry
-Boost to masonry (Stone Carving). Add more stone entries

Cartography
-Bumping treasure chests and adding relics (See relic idea in the forums)
-Terraform abilities upon GM (By reading a "terraform" book in the gargoyle city) Would allow the cartographer to manipulate the land (Create trees, rocks that would block people etc). Terraform is quite "out there" idea but would basically give the power to manipulate terrain for cartographers. A quest would likely be involved.

Chivalry
-No change

Cooking
-Adding more recipes for cooking (Grapes of wrath, skill fruits, all kinds of other beneficial items with magical properties)
-Wildlife attractors. These would be locked down in houses and created using the cooking skill. After some time has passed, these cooked goodies would attract special colored birds and other wildlife to the area

Detect Hidden
-Something along the lines of revealing hidden traps when you get within range. Also might add in a passive reveal at gm level.
-Could possibly increase its use by creating items/bonuses that spawn as being hidden and must be detected before they can be taken (Like hidden weapons, potions, etc in dungeons). Stuff that's hidden and can't be seen unless you detect.

Discordance
-No change

Evaluating INT
-No change

Fencing
-No change

Forensic Evaluation
-Avoiding Death/Assasinate. Seeing as the study of forensic evaluation deals with the dead, I thought it would be logical that there be certain bonuses to death. Here's the benefits of getting forensic eval:

-Avoid Death: Depending on how much forensic eval you have, you can avoid death (Kinda). When your hp drops below the "danger zone" (Danger zone being low hp like 20%), you go into a defensive stance. All your regens go up as well as your lmc and dci but your attack power and hci is halved during that stance. This allows you to avoid death while you go to heal up. Once you've healed over your danger spot, the bonus/losses are removed. This might not be a great idea however when it comes to pvp, but it's still an idea.

-Assasinate: Once your opponent's health is at a "danger zone" (How high the danger zone goes depends on your knowledge in forensics. More on that later) your attack chance increases against that opponent as well as a slight damage increase. This makes it easier for you to kill opponents who are near death without them healing up fully.

What is a Danger Zone?: A danger zone is a percent of health of either you or your opponent, that is near death. For example, 10/100 hp would be a severe danger zone, where you are moments away from death. With forensic eval, once YOU enter a danger zone of say 10 hp, your regens will increase to try and help you survive. Once you jump back up to a healthy state (Let's say, 30 hp in this example) the regens stop. Your danger zone will go up hp wise for every 10 points of forensic eval (Starting at 5hp). Human 20 skill gives you a danger zone of 10hp so when your hits reach 10hp or lower, your benefits kick in. When you get to about 20 hp, they will stop. For somebody with 100 forensics, their danger zone is 50 hp and it will stop at 60 hp.


Fishing
-Adding special fish to the spawn system to be used in aquariums. These fish would be things like "Minoc blue fish" and would be obtained through normal fishing or increased chances with half nets.
-Adding in pirate spawns when you fish at certain levels.
-Adding in special "large fish" that are kind of like the big fish. These fish can be turned in to a special NPC that would keep track of the person who caught the largest fish of that type. Also, items would be given to those who hand in a fish, depending on how many stones it was.

Focus
-Might be something that can be done. Regen items have overshadowed it.
-Maybe have your skill in focus determine how much LESS stamina you lose from getting hit. Say for example, you get dumped by some spells and your stam goes down about 60 points, at gm focus, it might only be 30 points.

Glassblowing
-Add in more glass items.
-I'm thinking of having the empty fish tanks needed for fishing be created through a glassblower. These would produce "empty tanks" which would be an ingredient needed to create the tanks. Then a fisherman with enough skill can finish the tanks off. Therefore you'd need a glassblower to make the tanks and a fisherman to assemble them.

Healing
-No change

Herding
-This is a great idea. Have the tamer's skill in herding affect pack instinct damage. The higher the herding, the more damage the pack will do. Also, higher herding could unlock new pack instincts. For example, before you can use canine pack instinct, you must have 50% herding ability. We could add new ones such as undead, etc that can only be used by GM herders.

-Herding skill could also have an effect on creatures with pack instincts that aren't tamed by you. For example, canine pack instinct could have an effect on all types of dogs/wolves. Either tameable or non-tameable. Say a wolf like Gnaw is attacking you. Normally you cannot tame it. But say you use herding on it you can cause it to ignore you using your knowledge in herding. So when you use herding on it, it will stop being flagged against you. Either that or lesser animals like dire wolves and such would not flag against you if you have herding at a certain amount.

Hiding
-Possibly increase the chance of laying a trap without being revealed depend on how high your hiding skill is.

Inscription
-Ways of making scrolls useful. Maybe have it so you can use a scroll regardless of knowledge in magery/other and the like but have them take twice as long to cast. So even at 0 scribe, you could hypothetically cast "summon daemon" but the chance would be very small (Like 1%). As your magery increases, the chance and time it takes to cast that spell from a scroll would improve.

-Spell Embedding: Would allow you to embed a scroll into any blade. An embedded scroll would be like a scroll applied to a weapon, giving it charges (Kind of like wands). There would be a maximum amount of charges per weapon (let's say 10 for now) and any scroll could be applied to a weapon. For example, you could embed 10 scrolls of strangle to a weapon to gain the ability to cast "strangle" with your weapon. Only 1 type of spell can be applied to a weapon at any given time (So you can't have say, strangle AND cure on the same weapon). Also, in order to do this you would need to have at least GM scribe ability and you would need to make a special item to transfer the scroll to the weapon (Kind of like a switch and a scroll).

-More recipes. Most specifically books that require more than 100% inscribe to make.

Item Identification
-Perhaps bring back the curse/hex system. Sometimes an item may be cursed which means upon wearing it, you cannot remove it until the curse is removed (Removing the curse on the item would require a dispel hex scroll that would cost a sum of money from scribes. GM+ scribes could also create them). Also, cursed items would give minus skills + stats upon being worn (Won't show up UNTIL the item is equipped). There could be different strengths of curses.

Lockpicking
-Have lockpicking affect more than just chests. Have some doors which can be lockpicked.

Lumberjacking
-UOML pretty much breathed life into the skill

Mace Fighting
-No change

Magery
-Giving summon creature a used through a gump system allowing you to choose which creature to summon. Magery has been around for a long time so not much should be done with it. The ONLY changes for magery I could think of would be to bring back some of the spells that were more useful during pre-aos (Like reflect magic would actually reflect a spell back onto the caster or reactive armor working like reflect physical damage).

Meditation
-Because of all the mana regen items, this skill (Like focus) has become overshadowed. Have not yet figured out a way to increase its power.

Mining
-UOML already gave a use to this skill.

Musicianship
-Bardic Weapons. Instruments with charges that will heal, harm, cure or do something special depending on the bard's skill in music (Example, flamestring lute working like wildfire or "the peacekeeper" freezing everything within radius dependant on your skill in peacemaking.

Necromancy
-No change

Ninjitsu
-No change

Parrying
-No change

Peacemaking
-Possibly redoing the formula so that peacemaking is actually worth getting and can be used versus some of the tougher monsters.

Poisoning
-Add in darkglow + parasitic poisons so that they can be applied to weapons.

Provocation
-No change

Remove Trap
-Give a chance of avoiding the trap's damage once you've stepped on it (Take reduced damage or no damage at all)
-Disarms the trap when the button is used (Removes it and forces it to enter respawn mode. Perfect for scouting. The higher your skill the more traps you can disarm from the center target (Like a gm, any traps within a 3 x 3 tile range from the target would get removed).

Resisting Spells
-No change as of yet. Possibly have it reduce the damage you'd take from spells.

Spell Weaving
-No change

Spirit Speak
-No change

Stealing
-Allow stealing in trammel but not in towns (Insta guardwhack in trammel)

Stealth
-No changes

Stonecrafting
-Boost to masonry (Stone Carving). Add more stone entries

Swordsmanship
-No changes

Tactics
-I'd have more special shots require tactics (Equal tactics to special shots (1st special shot requiring 70 wep + 70 tactics and the second special shot requiring 90 wep + 90 tactics)) unfortunately, this would cause an uproar with every single mage. However, if we allow mage weapon to give mages the ability to use special shots and tweak certain mage arties to have that property, it might be possible. This is one of those "double buff" instances. If we remove the special shots from magery, there would have to be an equal benefit towards mages (Such as higher spell damage or more common weapon finds with the "mage weapon" attribute).

Taste ID
-Increase the effect of eating special foods such as grapes of wrath, other cooking and such (More bonus, longer timers)

-Add into the game special items that will require "taste" to identify. For example, magical pools of water around the world. Like, say you go into paroxysmus dungeon and use a bottle on the acid. The bottle would be known as "An unexamined subtance". Only way to be able to use the item in the bottle is to use taste ID on it to identify it. Once it is identified, you would find out that it's really "Toxic Acid" and it becomes a new item that can be sold or used (Toxic acid would work like an explosion potion, doing damage to whoever it touches and causing poison damage).

Another example would be the radiating lake of cold in the prism of light. You could get "frozen water" that can be used for other things. Even when killing enemies you can get items like this. If you cut some of them, they may drop "Unknown meat". If you use taste ID on it, you could discover it to be "Unicorn rib" or whatever. When it's been discovered, you can then eat it and get special bonuses. Undiscovered items will be greyish with the word "Unknown" in front of it (As though they were ghosted). Once they are discovered, the name is replaced with a new tag and hue and the item can be used.

Tailoring
-Like blacksmithing, give armors special properties. AOS really fucked up the armor system and there's really no benefits to armor besides look.

Tinkering
-No change

Tracking
-No change

Wrestling
-No change

Archived topic from AOV, old topic ID:2523, old post ID:16047
sliptongue69
Posts: 829
Joined: Sat Aug 18, 2007 7:46 pm

Breathing life into some of the unused skills

Post by sliptongue69 »

Smithy - Definitely a good idea to beef up the resists on it to make it a step better than leather, but absorbing spell damage, not so much.

Forensic eval - Why not make it a bonus along side of SS? Like, if you were close to a body you would get the equivalent bonus as Spirit Speak.

Fishing - There's probably a lot out there for it already, just maybe bump it's % chances.

Focus - As it is now (don't know how long it's been this way) the way weapons destroy stamina, is kinda dumb. It takes away from a special that macers had. Maces not only destroyed armor and hit hard, it knocked peoples stamina down really quickly. If anything, make it and meditation 2x or 3x regen rates as apposed to item MR and make item MR back to normal. (Just my $0.02 on that)

Herding - I like this idea to an extent. Since they already get a damage boost (which is VERY nice btw) why not give them more defense with more Herding skill? I still like my idea of adding a control slot per 20 skill or so. :P

Inscription - I believe this skill is fine. If anything, make its SDI higher. Although, more recipes would be kinda nifty.

Magery - Again, is fine. I do like the gump for summoning animals though. The rest of the spells are fine because they have their uses for the way AoS is.

Barding skills have their own advantages other than being VERY useful in their own situations. If anything keep on the idea of that poison flute and drop that flamestring lute idea. There already is the fire horn so move onto the next resist.

Tactics - Making more special shots require tactics makes no sense. Armor Ignore made sense as it assisted the damage output.


Otherwise man, I love the idea of revamping old skills that barely anyone plays with anymore. Definitely look forward to seeing some responses...though after tomorrow I won't see them for a few days. xD

Archived topic from AOV, old topic ID:2523, old post ID:16057
Stupid fucking idiot in red shirted ass...
User avatar
Death
Posts: 7919
Joined: Thu Sep 30, 2004 10:12 pm

Breathing life into some of the unused skills

Post by Death »

sliptongue69 wrote:Smithy - Definitely a good idea to beef up the resists on it to make it a step better than leather, but absorbing spell damage, not so much.

Forensic eval - Why not make it a bonus along side of SS? Like, if you were close to a body you would get the equivalent bonus as Spirit Speak.

Fishing - There's probably a lot out there for it already, just maybe bump it's % chances.

Focus - As it is now (don't know how long it's been this way) the way weapons destroy stamina, is kinda dumb. It takes away from a special that macers had. Maces not only destroyed armor and hit hard, it knocked peoples stamina down really quickly. If anything, make it and meditation 2x or 3x regen rates as apposed to item MR and make item MR back to normal. (Just my $0.02 on that)

Herding - I like this idea to an extent. Since they already get a damage boost (which is VERY nice btw) why not give them more defense with more Herding skill? I still like my idea of adding a control slot per 20 skill or so. :P

Inscription - I believe this skill is fine. If anything, make its SDI higher. Although, more recipes would be kinda nifty.

Magery - Again, is fine. I do like the gump for summoning animals though. The rest of the spells are fine because they have their uses for the way AoS is.

Barding skills have their own advantages other than being VERY useful in their own situations. If anything keep on the idea of that poison flute and drop that flamestring lute idea. There already is the fire horn so move onto the next resist.

Tactics - Making more special shots require tactics makes no sense. Armor Ignore made sense as it assisted the damage output.


Otherwise man, I love the idea of revamping old skills that barely anyone plays with anymore. Definitely look forward to seeing some responses...though after tomorrow I won't see them for a few days. xD
For blacksmithing, it was more of an all around armor bonus, not just pertaining to blacksmithing. There's at least 12 different types of armor: bone, leather, cloth, studded leather, platemail, ringmail, scale armor, chainmail, wood, leaf, hide, etc etc. The only real incentive to go with another armor is looks. Nobody wants to wear plate, it's heavy as shit and non-mediable. One curse, there goes your tunic.

Therefore, it would make sense to add a bonus to each armor:

Bone: For every piece of bone armor you equip, you gain a certain % resistance to curses. It would kind of be like resist spells embedded into your armor. Although it certainly won't be like running around with 100% resist spells, it will certainly help and give an incentive to wearing this armor.

Leather/Wood: Pretty much good where it's at

Studded Leather/Hide armor: Can possibly allow this to be medeable but give a bit more resist than normal leather (On the physical side mostly).

Ringmail/chainmail/platemail: Kind of bringing some life back into these. Ringmail would be considered the lessers of the metal armors while platemail will be considered as the greaters. Metal armor absorbs magic damage a certain percent. However, metal armors are heavy and will come with a dex penalty (Like in the old times). They are also not medeable

Pros: Magic absorbtion, great durability, decent resists
Cons: Heavy (Vulnerable to really good curses), Dexterity penalty, non-medeable

Scale Armor: Would be like making armor with heartwood. Scales would add on their base properties (Like red scales would give high fire resist) while at the same time, random extra properties would show up on the armor.

Cloth/Leaf: Increase regenerations because of the light weight. Would be like having 1 of each regen built into the cloth. Resists suck which is a downfall.

Forensic Eval: I do kinda like the forensic eval idea but I kind of want to move away from adding a third skill to increase necromancy potency. After all, necromancers already have life leech, so having SS give more is probably not the best.

Forensic eval should have a much more general use that can be used in numerous templates. Has to tie into death somehow. Something that would stack nicely with an assasin's template would be ideal (Assasin = ninja or poisoner generally).

Fishing: Increased chances and chest upgrades are already going in soon (Ticket's been opened, it's sitting on the queue right now). The suggestions are extra addons to give some pizzazz to fishing.

Focus: Macing still does the stamina gank (Although maybe not as much as it should, we need to check that part). Not so sure about the durability smackdown but I remember maces doing that. I personally wouldn't mind seeing that one brought back. Because maces are slow and more damaging, it makes sense that they would bash your armor.

Herding: Herding is likely the most controversial and touchy subject
on that list. I'd love to bring that equation to herding, but normal taming would take a hit with pack instinct pets. Reason being is if there's going to be a herding class of tamer, it's logical that they should do more damage with pack instinct pets than a tamer with no knowledge in the subject. There's only so far we can crank up pack instinct damage before it becomes too gimp. However, there would be more pack instinct pets with special abilities that would give enough variety and incentive to take on the skill. Like having a couple of dogs who can detect and track hidden things or a certain type of cat that would protect its master if they become too hurt.

Inscribe: Inscribe is flawed in the sense that the scrolls you make aren't really all that useful other than filling spellbooks. For people who do use scrolls, they only use 5% of all the scrolls (Teleport, res scrolls, summon scrolls, etc, etc). My method would involve giving a better use to scrolls but at the same time, not allowing them to be used by just anyone, 100% of the time.

Magery: Ya pretty much alright, cept for that summon creature thing. Who wants to spend 5 hours to get a rabbit when they wanted a horse?

Barding: Bardic weapons would be useful tools and not all that common. They'd need to be crafted from recipes and even then, they'd have limited uses. They'd do certain beneficial things (Like poison flutes/fire horns) but nothing major. It's still rather nice to have and gives a boost to music users and other instruments to find.

Tactics: Actually scratch that, Tactics is the most controversial idea. OSI made tactics apply for special shots on weapons so we were debating on following suit. Only reason we did not is in respect towards mages. I know many mages love to carry around weapons and I think it really does give variety to classes. On the other hand, I can see how tactics fits in nicely with special shots and pretty much makes sense. I also see the potential for the mage weapon attribute to get a secondary purpose. Mage weapon would pretty much ignore tactics and use magery skill in lieu of tactics to work with the special shots. That being said, it wouldn't force mages to get tactics, just get a weapon with the "mage weapon" property (All mage weapon artifacts would have that property put in by default for obvious reasons). In order for this to work though, mage weapon would need to show up a lot more frequently and in waaaaay lower numbers (Like a really high chance of getting a -0 skill version). Like I said before, it's a topic that deserves a non-biased opinion from dexxers and mages, which is hard to come by :P.

Archived topic from AOV, old topic ID:2523, old post ID:16059
sliptongue69
Posts: 829
Joined: Sat Aug 18, 2007 7:46 pm

Breathing life into some of the unused skills

Post by sliptongue69 »

No. There is no doubt about macing. It does like 5-10 damage to your durability each time it hits that "tick" to damage durability.

Fishing isn't supposed to have "pizzazz" :P Beneficial, yes, but not supposed to be the most enthralling thing to do in game.

I have no quarrels really with tactics, other than what's the point? When things like war forks don't do much damage anyway.

Archived topic from AOV, old topic ID:2523, old post ID:16062
Stupid fucking idiot in red shirted ass...
User avatar
Death
Posts: 7919
Joined: Thu Sep 30, 2004 10:12 pm

Breathing life into some of the unused skills

Post by Death »

sliptongue69 wrote:No. There is no doubt about macing. It does like 5-10 damage to your durability each time it hits that "tick" to damage durability.

Fishing isn't supposed to have "pizzazz" :P Beneficial, yes, but not supposed to be the most enthralling thing to do in game.

I have no quarrels really with tactics, other than what's the point? When things like war forks don't do much damage anyway.
Gotta give people something thrilling on that boat every so often :P

As for the tactics thing, I'm guessing osi decided to do that to give incentive to making a melee char so that you can use the special shots. Making it require 2 skills instead of 1 makes it harder to fit into templates, but meleers already have tactics in their template by default (Normally) so they're the ones that are benefiting from it.

I'm personally in favor of having tactics affect special shots, primarily because it makes sense, but at the same time I don't want it to ruin mage templates so it's really a double edged sword.

Archived topic from AOV, old topic ID:2523, old post ID:16064
Minky
Posts: 134
Joined: Sat Mar 08, 2008 11:31 am

Breathing life into some of the unused skills

Post by Minky »

On the Focus/Meditation thing: Perhaps the higher % of these, the more % the caster will be unable to be disrupted when casting? Like how Wrestling and Eval Int/Anat does the defensive misses, this could be like the current Protection spell (no interruptions).

On the whole mage's needing tactics to use specials: Mages already get to use mage weapons without needing to have that skill, why should mages get free specials at the same time? (Before you think I am biased: I have a Tamer-Mage, and a Scribe-Mage, I have no physical damagers yet, either Archers or meleers) If you're going to do this change, then to compensate dexers (since this would really be a Mage-buff, not a dexer one), the Tactics skill should actually be removed, and that 150% DI placed back into the individual weapon skills.

Archived topic from AOV, old topic ID:2523, old post ID:16067
"You better not hope .. you better know!" -Minky
d.
Posts: 1119
Joined: Sat Aug 04, 2007 6:13 pm

Breathing life into some of the unused skills

Post by d. »

Interesting idea Minky but....

This would take away from so much of the fundementals of mages, and it would make them god like if you basically granted them "pseudo-protection" without the 0/6 casting drawback.

And tactics needs to stay. Making it so tactics isn't in the game gives dexxers another 120 points to spend, and that will create some sick templates.

Archived topic from AOV, old topic ID:2523, old post ID:16070
User avatar
Finlander
Posts: 619
Joined: Fri Feb 23, 2007 4:21 pm

Breathing life into some of the unused skills

Post by Finlander »

Dunno if its only me but this sounds pretty complicated.
I mean who will be able to keep track of what all the skills do cause they differ from the name.

However i can see this boost the variety of templates used, but also this will take a lot of testing... noone wants to see those afternerfings.

Archived topic from AOV, old topic ID:2523, old post ID:16077
Image┬hẸ ςhadoШlordς ╒ac┬ion
Vai missä se oli?
Minky
Posts: 134
Joined: Sat Mar 08, 2008 11:31 am

Breathing life into some of the unused skills

Post by Minky »

d., making the change that Death is proposing would essentially give mages a free 120 skill points, that's the reason I said that. If Mages are allowed to use specials without the need for Tactics, then not only do they get 120 whack-ability via Magery without the need for a weapon-skill, then they also get specials 1 & 2 without the need for 70 or 90 Tactics, this essentially frees up 190-240 skill points that could be spent elsewhere.

Hell, Warriors already need mana to use specials, where's the counter for that little blunder. It should have been stamina that was used for specials, and then Focus would actually serve a purpose.

Archived topic from AOV, old topic ID:2523, old post ID:16080
"You better not hope .. you better know!" -Minky
Minky
Posts: 134
Joined: Sat Mar 08, 2008 11:31 am

Breathing life into some of the unused skills

Post by Minky »

Tactics idea: Add 2 more specials to each weapon, for a total of 4. Leave the first 2 at 70 & 90, then the next one comes at 110, a stepping-stone for the Elder meleer, then another at 120 for the Legendary meleer. This would be great for me, as the only melee I truly enjoyed was back pre-AOS when you didn't need Chivalry to augment your skills.

Actually .. off the the suggestions right now!

Archived topic from AOV, old topic ID:2523, old post ID:16081
"You better not hope .. you better know!" -Minky
User avatar
Red Squirrel
Posts: 29209
Joined: Wed Dec 18, 2002 12:14 am
Location: Northern Ontario
Contact:

Breathing life into some of the unused skills

Post by Red Squirrel »

Can't add special, client only reconizes two. Can't even change specials since the icons that show up are based on the itemid.

Archived topic from AOV, old topic ID:2523, old post ID:16090
Honk if you love Jesus, text if you want to meet Him!
Minky
Posts: 134
Joined: Sat Mar 08, 2008 11:31 am

Breathing life into some of the unused skills

Post by Minky »

Is there a way to add a "spell book" with extra moves in them, usable only under those conditions? (just asking on the limitations of the client)

Archived topic from AOV, old topic ID:2523, old post ID:16093
"You better not hope .. you better know!" -Minky
User avatar
Red Squirrel
Posts: 29209
Joined: Wed Dec 18, 2002 12:14 am
Location: Northern Ontario
Contact:

Breathing life into some of the unused skills

Post by Red Squirrel »

Nope since the wrestle moves are what spellbook gives as well. Well I'm guessing locally theres a reference to itemid to special, if it cant find that itemid it just defaults to wrestling, hence the moves you get when empty handed. There's actually a weapon called fists, which is what you use when wrestling.

Archived topic from AOV, old topic ID:2523, old post ID:16101
Honk if you love Jesus, text if you want to meet Him!
User avatar
Death
Posts: 7919
Joined: Thu Sep 30, 2004 10:12 pm

Breathing life into some of the unused skills

Post by Death »

Finlander wrote:Dunno if its only me but this sounds pretty complicated.
I mean who will be able to keep track of what all the skills do cause they differ from the name.

However i can see this boost the variety of templates used, but also this will take a lot of testing... noone wants to see those afternerfings.
Exactly, hence why the skills would actually have to suit the name. Like camping giving a boost to fire damage spells with magery is a good idea but nobody is going to think of that.

When they think of camping, they think outdoors, hunters, etc so it should suit the lore accordingly.

Archived topic from AOV, old topic ID:2523, old post ID:16111
User avatar
Death
Posts: 7919
Joined: Thu Sep 30, 2004 10:12 pm

Breathing life into some of the unused skills

Post by Death »

Minky wrote:d., making the change that Death is proposing would essentially give mages a free 120 skill points, that's the reason I said that. If Mages are allowed to use specials without the need for Tactics, then not only do they get 120 whack-ability via Magery without the need for a weapon-skill, then they also get specials 1 & 2 without the need for 70 or 90 Tactics, this essentially frees up 190-240 skill points that could be spent elsewhere.

Hell, Warriors already need mana to use specials, where's the counter for that little blunder. It should have been stamina that was used for specials, and then Focus would actually serve a purpose.
That's a good point. We'd have to factor in what a mage would potential put in their templates in lieu of a weapon skill (Wrestling is an exception, the specials would still be useable without tactics).

Archived topic from AOV, old topic ID:2523, old post ID:16112
Minky
Posts: 134
Joined: Sat Mar 08, 2008 11:31 am

Breathing life into some of the unused skills

Post by Minky »

Silly squirrel, literalcies are for Trixy Rabbits.

I meant like the Bushido Book, the Necro Book, the SpellBook, the Ninjitsu Book, etc. Is there a way to add a new book with these types of moves contained in them, that are usable like the specials are.

Archived topic from AOV, old topic ID:2523, old post ID:16115
"You better not hope .. you better know!" -Minky
User avatar
Red Squirrel
Posts: 29209
Joined: Wed Dec 18, 2002 12:14 am
Location: Northern Ontario
Contact:

Breathing life into some of the unused skills

Post by Red Squirrel »

Yeah would be the same answer for all books or any other equipable item. The special shot gumps are chosen by the client based on the wep you have welded. It's technically possible to send different special shots to the server (toggle) through packets, but not through the client. Though the server DOES check for this so you can't just make a custom client and use AI with like a spell book. (though they do have metal corners that can hurt)

Archived topic from AOV, old topic ID:2523, old post ID:16120
Honk if you love Jesus, text if you want to meet Him!
User avatar
Death
Posts: 7919
Joined: Thu Sep 30, 2004 10:12 pm

Breathing life into some of the unused skills

Post by Death »

Minky wrote:Silly squirrel, literalcies are for Trixy Rabbits.

I meant like the Bushido Book, the Necro Book, the SpellBook, the Ninjitsu Book, etc. Is there a way to add a new book with these types of moves contained in them, that are usable like the specials are.
Although it's possible to make books to a certain extent (Provided they don't require cliloc labels) the way macros and gumps are dealt with it won't be a simple process to map out with programs like razor. So if you're going to make a hotkey, there's no guarantee it'll be recognized (Haven't fully tested this theory out however).

Archived topic from AOV, old topic ID:2523, old post ID:16121
upidstupid
Posts: 35
Joined: Wed Feb 20, 2008 9:12 pm

Breathing life into some of the unused skills

Post by upidstupid »

Seer Death wrote:Peacemaking
-Possibly redoing the formula so that peacemaking is actually worth getting and can be used versus some of the tougher monsters.

Tactics
-I'd have more special shots require tactics (Equal tactics to special shots (1st special shot requiring 70 wep + 70 tactics and the second special shot requiring 90 wep + 90 tactics)) unfortunately, this would cause an uproar with every single mage. However, if we allow mage weapon to give mages the ability to use special shots and tweak certain mage arties to have that property, it might be possible. This is one of those "double buff" instances. If we remove the special shots from magery, there would have to be an equal benefit towards mages (Such as higher spell damage or more common weapon finds with the "mage weapon" attribute).
Rather winsome ideas

Archived topic from AOV, old topic ID:2523, old post ID:16717
Watulto Archer/Peacer
Soulkeeper Disco/Tamer
User avatar
Red Squirrel
Posts: 29209
Joined: Wed Dec 18, 2002 12:14 am
Location: Northern Ontario
Contact:

Breathing life into some of the unused skills

Post by Red Squirrel »

From my understanding hot keys are packets sent, so razor has built in hot keys mapped to those packets and theres no way of adding more.

Archived topic from AOV, old topic ID:2523, old post ID:16718
Honk if you love Jesus, text if you want to meet Him!
User avatar
Death
Posts: 7919
Joined: Thu Sep 30, 2004 10:12 pm

Breathing life into some of the unused skills

Post by Death »

upidstupid wrote:
Seer Death wrote:Peacemaking
-Possibly redoing the formula so that peacemaking is actually worth getting and can be used versus some of the tougher monsters.

Tactics
-I'd have more special shots require tactics (Equal tactics to special shots (1st special shot requiring 70 wep + 70 tactics and the second special shot requiring 90 wep + 90 tactics)) unfortunately, this would cause an uproar with every single mage. However, if we allow mage weapon to give mages the ability to use special shots and tweak certain mage arties to have that property, it might be possible. This is one of those "double buff" instances. If we remove the special shots from magery, there would have to be an equal benefit towards mages (Such as higher spell damage or more common weapon finds with the "mage weapon" attribute).
Rather winsome ideas
I'd like to aim for the tactics change but that's something that would require a large fix to make things work. It's likely not something we'd put in for a long time (Or not at all for that matter).

Mage weapon would use your magery skill as a tactics equivalent (So 70 magery would be like 70 tactics. 90 magery would be like 90 tactics). The loot packs would have to be modified as well to support the mage weapon attribute (Anywhere from -15 points to -0 points). Not to mention this property would have to drop a decent amount of the time with spell channeling on it (no penalty and penalty).

All mage weapon artifacts (Cept for maybe a certain few) would also have mage weapon -0 put on them for obvious reasons.

Archived topic from AOV, old topic ID:2523, old post ID:16719
upidstupid
Posts: 35
Joined: Wed Feb 20, 2008 9:12 pm

Breathing life into some of the unused skills

Post by upidstupid »

Seer Death wrote: I'd like to aim for the tactics change but that's something that would require a large fix to make things work. It's likely not something we'd put in for a long time (Or not at all for that matter).

Mage weapon would use your magery skill as a tactics equivalent (So 70 magery would be like 70 tactics. 90 magery would be like 90 tactics). The loot packs would have to be modified as well to support the mage weapon attribute (Anywhere from -15 points to -0 points). Not to mention this property would have to drop a decent amount of the time with spell channeling on it (no penalty and penalty).

All mage weapon artifacts (Cept for maybe a certain few) would also have mage weapon -0 put on them for obvious reasons.
Oh I see, so instead of having specials based on weapon skills, you are going to base them on tactics instead? Or will mage weapon continue to support the weapon skill associated with that weapon?

Its kind of unclear what you are trying to push for here :-/

On the other hand, I can't wait to see what is going to happen with peacing though, it's kinda lonely being the only peacer/dexxer, the only other peacers I see are peacer/tamers or peacer mules :<

Archived topic from AOV, old topic ID:2523, old post ID:16761
Watulto Archer/Peacer
Soulkeeper Disco/Tamer
User avatar
Death
Posts: 7919
Joined: Thu Sep 30, 2004 10:12 pm

Breathing life into some of the unused skills

Post by Death »

upidstupid wrote: Oh I see, so instead of having specials based on weapon skills, you are going to base them on tactics instead? Or will mage weapon continue to support the weapon skill associated with that weapon?

Its kind of unclear what you are trying to push for here :-/

On the other hand, I can't wait to see what is going to happen with peacing though, it's kinda lonely being the only peacer/dexxer, the only other peacers I see are peacer/tamers or peacer mules :<
It would be an equal weapon skill + tactics ratio. So to use a primary special shot it's 70 wep + 70 tactics requirement. For secondary it would be 90 wep + 90 tactics.

In the case of a mage, they would need a mage weapon and possibly the wep skill. So say a swordsmanship mage would need 70 swords + 70 magery and the weapon would need the mage weapon attribute if they choose not to use tactics.

As for peacing, the fix would be a calculation update. The reason peacing doesn't work on certain creatures is the calculation's not the best and it's too easy to peace some of the harder creatures. Would almost need to add a few overrides for some of the tougher creatures so that in order for a bard to peace, they would need high skill and possibly a slayer instrument. Although it would be hard to peace some of the tougher creatures, it would actually be possible, unlike some of the creatures who are immune to barding.

Archived topic from AOV, old topic ID:2523, old post ID:16768
Lymus
Posts: 737
Joined: Wed Dec 13, 2006 2:21 pm

Breathing life into some of the unused skills

Post by Lymus »

Seer Death wrote:
upidstupid wrote:
Seer Death wrote:Peacemaking
-Possibly redoing the formula so that peacemaking is actually worth getting and can be used versus some of the tougher monsters.

Tactics
-I'd have more special shots require tactics (Equal tactics to special shots (1st special shot requiring 70 wep + 70 tactics and the second special shot requiring 90 wep + 90 tactics)) unfortunately, this would cause an uproar with every single mage. However, if we allow mage weapon to give mages the ability to use special shots and tweak certain mage arties to have that property, it might be possible. This is one of those "double buff" instances. If we remove the special shots from magery, there would have to be an equal benefit towards mages (Such as higher spell damage or more common weapon finds with the "mage weapon" attribute).
Rather winsome ideas
I'd like to aim for the tactics change but that's something that would require a large fix to make things work. It's likely not something we'd put in for a long time (Or not at all for that matter).

Mage weapon would use your magery skill as a tactics equivalent (So 70 magery would be like 70 tactics. 90 magery would be like 90 tactics). The loot packs would have to be modified as well to support the mage weapon attribute (Anywhere from -15 points to -0 points). Not to mention this property would have to drop a decent amount of the time with spell channeling on it (no penalty and penalty).

All mage weapon artifacts (Cept for maybe a certain few) would also have mage weapon -0 put on them for obvious reasons.
And what about wrestle mages? Default invisible Mage Weapon -0? Doesn't seem realistic.

Archived topic from AOV, old topic ID:2523, old post ID:16790
If you give someone a program, you will frustrate them for a day; if you teach them how to program, you will frustrate them for a lifetime.
upidstupid
Posts: 35
Joined: Wed Feb 20, 2008 9:12 pm

Breathing life into some of the unused skills

Post by upidstupid »

Seer Death wrote:It would be an equal weapon skill + tactics ratio. So to use a primary special shot it's 70 wep + 70 tactics requirement. For secondary it would be 90 wep + 90 tactics.

In the case of a mage, they would need a mage weapon and possibly the wep skill. So say a swordsmanship mage would need 70 swords + 70 magery and the weapon would need the mage weapon attribute if they choose not to use tactics.

As for peacing, the fix would be a calculation update. The reason peacing doesn't work on certain creatures is the calculation's not the best and it's too easy to peace some of the harder creatures. Would almost need to add a few overrides for some of the tougher creatures so that in order for a bard to peace, they would need high skill and possibly a slayer instrument. Although it would be hard to peace some of the tougher creatures, it would actually be possible, unlike some of the creatures who are immune to barding.
Ahh okay, so this would be to force mages to pick up a weapon skill, and/or tactics depending on wether or not they were planning on using a mage weapon?

What creatures would be able to be peaced once the recalc thing is done? There aren't that many, its really just red-npc's, bosses, and gaunt stuff. Although I don't fight much else, I enjoy hunting down dragons and such, and it would be kinda cool if they were a little harder to peace. Hmmm, looks like I need to start farming marties, so I can get a collection of Iolo lutes, and Gwenno harps xD (I would farm tot's for FoR's but people tend to go into the spawn and screw it over with kappa's :-/)

Archived topic from AOV, old topic ID:2523, old post ID:16793
Watulto Archer/Peacer
Soulkeeper Disco/Tamer
Locked