Page 1 of 1

Skill Changes

Posted: Wed Jan 16, 2008 5:11 pm
by Death
There are many unused skills in the game. These skills had a purpose in the pre-aos days of ultima online but over the years, templates have evolved and these skills were left unnoticed and unwanted by players.

At AOV, we think it's about time they had some life breathed into them. This is why I'm proposing the "Skill Upgrade and Usefulness System".

What it is: Useless/non popular skills will be re-evaluated to give them practical use in today's uo. Things like taste ID, forensic evaluation, etc will have new purposes in the game and possibly fit into templates (Example, boosting your alchemistic abilities through taking up taste ID).

How it'll work: Although we have a list of potential skill changes already, we aren't going to implement everything right away. We will be going through them and debating on which ones have the best ideas and which should take priority. When we have chosen a skill we wish to modify, we will run a poll and get the players to decide whether they'd like to see the skill improvement or not.

Archived topic from AOV, old topic ID:2188, old post ID:14121

Skill Changes

Posted: Wed Jan 16, 2008 6:01 pm
by sliptongue69
I like the alchy bonus example.

Forensic could boost tracking. Tracking isn't the most used skill in the game, but still.

Cooking could use a bonus too, methinks; but what, I'm not sure.

I still like my herding idea, adding follower slots.

Begging could enhance stealing maybe.

Maybe item id could act like a bonus like arms lore. Not sure about that though, since arms lore already does give a nice bonus.

Archived topic from AOV, old topic ID:2188, old post ID:14123

Skill Changes

Posted: Wed Jan 16, 2008 6:21 pm
by Death
sliptongue69 wrote:I like the alchy bonus example.

Forensic could boost tracking. Tracking isn't the most used skill in the game, but still.

Cooking could use a bonus too, methinks; but what, I'm not sure.

I still like my herding idea, adding follower slots.

Begging could enhance stealing maybe.

Maybe item id could act like a bonus like arms lore. Not sure about that though, since arms lore already does give a nice bonus.
As alchemy and EP boosts alchemy potions already, we had the idea of using taste ID in a different way to discover new substances around the world (Tasting a pool of water might reveal that it's actually a magical pool of water with special properties).

The begging enhancing stealing idea is an interesting idea that may come into play.

Adding follower slots is a dangerous idea as there's tons of powerful tames out there right now and maybe even more in the future so it's unpredictable. Herding being used to boost power is a different though.

ItemID is a touchy area. We had thoughts of bringing in a curse/hex/enchanted item system where you would need to identify looted items for possible hexes or enchantments but don't think many people would enjoy that unfortunately.

Archived topic from AOV, old topic ID:2188, old post ID:14126

Skill Changes

Posted: Wed Jan 16, 2008 6:47 pm
by Dumples
I'm going to add to your post with my stuff in bold
sliptongue69 wrote:I like the alchy bonus example.

Forensic could boost tracking. Tracking isn't the most used skill in the game, but still. Forensic could give a larger type of search like across facets or something

Cooking could use a bonus too, methinks; but what, I'm not sure.

I still like my herding idea, adding follower slots. Could add additional slots so that like every 20 herding gives you a follower slot past 5 that could only be used by a one slot pet or summon

Begging could enhance stealing maybe.

Maybe item id could act like a bonus like arms lore. Not sure about that though, since arms lore already does give a nice bonus. Rather than add to the actual item mods, item ID could maybe increase the chance to craft regular and exceptional stuff
Maybe remove trap could also act as a passive skill that keeps you from getting damaged by floor traps.

Camping could add a boost to spellweaving in some way where you could make a portable arcane circle. Make ti time based so you have to actually camp for a couple minutes or something.

Archived topic from AOV, old topic ID:2188, old post ID:14127

Skill Changes

Posted: Wed Jan 16, 2008 6:54 pm
by Death
Dumples wrote: Maybe remove trap could also act as a passive skill that keeps you from getting damaged by floor traps.

Camping could add a boost to spellweaving in some way where you could make a portable arcane circle. Make ti time based so you have to actually camp for a couple minutes or something.
Remove trap would reduce the damage you take by stepping into a trap, sometimes even nullifying the damage. Also, using the remove trap skill would destroy a trap (Higher the skill the more traps you could disarm in a cluster). We just need to set traps up differently for this to work the way we want it.

We were thinking of having camping make use of colored kindling. Your skill in camping would determine the wood you'd get. Different colored woods would serve different purposes (Example, lighting ash would drive away monsters). Also, at 100 camping and 100 melee skill, one would officially become a ranger, giving them the ability to place certain traps that can be created with other skills.

Archived topic from AOV, old topic ID:2188, old post ID:14128

Skill Changes

Posted: Wed Jan 16, 2008 8:11 pm
by Plastic Man
Hearding Increasing Control, and perhaps making Peacing more effective on animals/monsters (maybe not all monsters like humanoids or bosses, but things like mares and hiryus could be affected, but not things like undead or demons). Or maybe hearding adding an additional 1-2 slots at GM/Legend, but ONLY for things with herd/pack instinct.

Archived topic from AOV, old topic ID:2188, old post ID:14129

Skill Changes

Posted: Wed Jan 16, 2008 8:13 pm
by Plastic Man
And item ID could do a similar thing for tinkering (IE on making Jewels) and perhaps Sctibing (Book Enhances) that Arms lore does for armor/Weps. You know a decent enough bonus to intensities that it'd be worth having, but not enough to be overboard.

Archived topic from AOV, old topic ID:2188, old post ID:14130