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Making other skills Useful
#1

My idea to spice some things up for Imagine-Nation is for cooking. At Gm cooking and taste identifcation, there should be a special recipe to find to make a brew or something that would increase the regeneration of this slow ass mana, rather than the instant refreshment of pots. This would be helpful for any person. There could be other things like at lower levels of cooking and taste identification you could make Temporary skill boosting meals, like blacksmithy boosts to increase the chance of not failing at heavens fury, the same could be done with alchemy carpentry skills and taming for example.Heres what I mean, for blacksmithy, you would have to eat a combination of different "rare" foods for the temporary skill gain. Like yew carrots, shark meat, minoc cow milk. then you get skill boost. Well, get to work you lazy staff! :lol:

Well what do you think?
#2

Was just talking this over with another player yesterday about some ideas to make cooking more useful.

I do like the idea of a temporary skill gain to prevent fails at the cost of using rare resources to gain that advantage. We kind of already do this with fishing with bait, granted its not exactly the same but a consumable resource that gives you a temporary boost. The only thing I would want from this if added is that it would require GM in that skill before you could gain from it, ie. a smithy gaining food would not work if you weren't gm smith. This is simply so that people who didn't sink as much time in couldn't temporarily catch up to someone who worked their ass off.

As for mana being an issue, I was kind of thinking about changin up some of the tailor made armors so that they could give med bonuses. The problem with that is it would offset the value of smithy armors and would unbalance pvp a little bit. Having a food that increases mana regen could do the same to pvp as well. The only way I would stop being so hesitant about mana regen bonuses is if it came with a weakness of some sort.
#3

I was thinking the same thing about mana being an unbalancing issue, But my initial idea was to not make it regenerate rediculious amounts of mana. Perhaps just double or triple normal speed for a minute or two, then the effects wear off. If this idea still seems unbalanced, you can limit the amount of times you can eat . (i.e, one "special food item" every ten minutes)

It wouldn't really effect pvp a whole lot if you could tweak it to where you only get the bonus mana if you are not in war mode or something. This would help for Pvm'ers as well as merchants.
#4

id like to see mana regeneration built into cloth armor to make mana users more viable. Right now its pretty much impossible to just use magic. Everyone is a warlocky battle-magey kind of fighter. While I find it fun and it adds depth (as do bard skills), it would be cool to see pure casters.
#5

I still like my idea of polymorph foods that are just cosmetic. EG: You eat an "Angel Food Cake" and you turn into one of those sprites/angel mobs, but "Devil's Food Cake" would turn you into a gargole or daemon.

I know this is easy to accomplish with the XMLMorph Xmlattachment, but I dunno how you'd do it with scripts.
#6

Here are my opinions:

a) Dragon Meat- A spicy meatball which instantly replenishes 50% hp! It has a .10 success rate at gm cooking/taste id. Counts as 5/35 food. 2 drop per dragon, 1 per drake.

b) Liche Soup- A bone-chilling soup sure to tickle the fancy of every mage. Regenerates 5 mana/second for 12 seconds. Requires 1 "liche meat" to cook, 2 meats per liche, .25 success rate at gm cook/taste id. Counts as 2/35 food. Only 1 liche soup can be in effect at a time, you don't want to burn your mouth...

The high food count of these foods make them pvp items which need to be used wisely and sparingly. If you rely on these items and fight with a low food count, you will still probably lose a duel because you won't be able to hit your opponent or bandage well. Obviously values can be changed and what not, this is just an idea.

I also like the idea of polymorph foods! Really cool!
#7

Ah! Almost forgot, TAILORING ITEMS!
These are my ideas for tailoring items...

Death Shroud- Magic shroud which grants a healthy supply of mana regen at all times. Nothing too crazy, though, because this shroud enables you to regenerate 10 mana each time you successfully meditate. Requires 1 [idk] and 100 cloth. [idk] drops very very rarely off of... say liches and gazers... maybe... 1/100

Thieve's Cloak- Grants 25 stealth, 25 hiding, and 10 dex, which allow you to become stealth within a random value between .25-1 seconds, and GREATLY increases stealth-walking ability. Requires 1 [idk] and 100 cloth.

Helm of the Leader (tribal mask)- Grants 10 str, 15 tactics, 10 each weapon skill. Requires 1 [idk], 100 cloth, 25 of each jewel.

Knight's Cloak- Grants 20 parry, 5 each weapon skill, 20 armor. Requires 1 [idk], 100 cloth, 200 leather.

Elven Gloves- Grant 15 archery, 15 tactics, 10 dex. Requires 1 [idk], 50 cloth, 100 leather.

Elven Cloak- Grants 15 archery, 15 tactics, 10 dex. Requires 1 [idk], 100 cloth, 200 leather.

Thieve's veil- Grants 10 dex, 25 snooping, 25 stealing. Also gives the user a permanent, un-dispelable incognito. Upon double click of veil, incog name changes so that you can choose the perfect disguise. When picked up and dropped back onto paperdoll, incognito dispels so that it is still possible to keep your identity. Requires 1 [idk], 50 cloth.
#8

Mana cake in player vs player combat = No if you ask me. It makes it too easy to stay alive, its already very easy with total manas and 100% meditation.

Mana cake eatable while hunting and while NOT in combat = Fine by me, helps hunting if people think it's too hard, and doesn't affect PvP.

But I still think that its a good thing that it is a challenge to hunt, so by adding these mana cakes you might also make it "too easy" to hunt, and that is bad, UO has always been a game that requires skill, and I want it to stay that way, the easier you make it the less a challenge it will be, and the faster you will get tired of it.. Sad Thats what I think anyway.

My thoughts about the food cake is pretty much the same thing, fine while hunting, but in PvP when its this easy to stay alive you always have to "wait for the right moment" to strike, when the enemy has low health, and if the enemy player can eat a cake that gives him 50% health and then use a greater healing potion he's at almost full health again and the duel will proceed for another 100 years. So yes to hunting, no to PvP-duels.

And I have to say no to the tailoring ideas as well.. I also like the idea of having tailoring play a bigger part in UO (and not just by looks), but I prefer that tailoring-clothes might boost skills rather than stats, so it doesn't affect the balancement of the PvP duels, and by doing that makes it too easy to stay alive.

What I would like for example is a "cooking apron" that gives you 10% more cooking skill, that you can craft with tailoring, and a "blacksmithing half apron" that gives you 5% more blacksmithing skill, stuff like that that doesn't affect PvP but that makes tailoring more useful. Smile
#9

Well, the whole idea is that these foods would be very very expensive, and time consuming to stack. Let alone you can only use 1 or 2 maximum in a fight... And the magic items should be crafted with a VERY rare resource, making them very expensive/hard to get. It would create some sort of economy, I think... It's not like you'd be unkillable wearing a super expensive set of items... You'd have an advantage, but that's nothing a 2v1 gank can't take care of Smile
#10

Habibi Jones Wrote:Well, the whole idea is that these foods would be very very expensive, and time consuming to stack. Let alone you can only use 1 or 2 maximum in a fight... And the magic items should be crafted with a VERY rare resource, making them very expensive/hard to get. It would create some sort of economy, I think... It's not like you'd be unkillable wearing a super expensive set of items... You'd have an advantage, but that's nothing a 2v1 gank can't take care of Smile

Hehe, yeah I'm more worried about the 1vs1 duels, I don't think it would matter much in 2vs1 duels either, maybe the thieves-cloak but not the other ones. Nobody would use these expensive and hard to get items for ganking tho, they would save them for 1vs1 duels, so it doesn't really matter how easy it is to kill somebody wearing it in a 2vs1 duel if you ask me Smile

I like the "Thieve's veil" tho, if you remove the dexterity bonus from it! Smile
#11

Instead of Bonus, could think of things like painting horses or your self and it wears off after a day (24 hours) make the recipes hard to do and have to be gm cook. Like dye tub colors if it wears off after a day that's not to bad and if you made it so you could color other people just have the trade window pop up so people could pay you to do it.

For bonus's as long as you stay away from things like dex str ect and only able to get the bonus if your already gm w/e skill. example GM lock picking, taming, stealing things that help you but not in pvp that way for taming if you eat this you tame the ride faster or stealing better chance to steal it or when treasure hunting you eat this so you could pick the lock faster ect.

I really like the paint idea, I know there is already tribal paint just thinking a step further.
#12

Also I saw temporary stat gain or skill on the stratics website, and it gave me an idea If you were thinking about adding that idea and couldn't figure out a reasonable way. Gming fishing and having to fish up rare fish in the open sea then having to have to be gm cook and have a hard success rate seems plausible. Or even for the painting idea to use fish oil or something like rare fish. Anyways just thinking out loud.


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