12-03-2007, 09:24 PM
Tinkering should use more resources. Maybe tin ore, firebrick, stone, marble, mortar, thread, etc. Limiting decoration skills to a few pieces of resource doesn't help much. But the idea that one decoration skill should be linked to another is a good idea, that should not change.
Carpentry the same way. It should require tinkering to put together boxes, (nails)(or ingots that are used during this process to create them.)
Map making could play a role with tracking. The more map making skill you have, the better your tracking abilities become, (better knowledge of the terrain)
Item identification could be used with special weapons. Special loot dropped could be unidentified until you sucessfully identify it, the higher arms lore you have with item identification, the higher chance you have of obtaining that special drop at its highest structure.
Example: Someone who has GM item identification can identify all items marked unidentified. But the item will only hold a minimum durability, attack, damage, etc. With arms lore gmed aswell, this will allow for a higher durability rating, etc.
Begging should just be disabled. There will never be a successful use for it unless its for a quest.
Lock picking could be used in dungeons aswell. Instead of just using it for treasure or for looting houses, say trying to pick a door that has no switch and must use lockpicking to proceed further into the dungeon, depending upon the level of the dungeon, it could take anywhere from 50-100 lockpicks, thus giving lockpicks a substantial value. Though when using the skill on doors, it would use the required amount (IF) you have the required skill to attempt it.
More to come.
Carpentry the same way. It should require tinkering to put together boxes, (nails)(or ingots that are used during this process to create them.)
Map making could play a role with tracking. The more map making skill you have, the better your tracking abilities become, (better knowledge of the terrain)
Item identification could be used with special weapons. Special loot dropped could be unidentified until you sucessfully identify it, the higher arms lore you have with item identification, the higher chance you have of obtaining that special drop at its highest structure.
Example: Someone who has GM item identification can identify all items marked unidentified. But the item will only hold a minimum durability, attack, damage, etc. With arms lore gmed aswell, this will allow for a higher durability rating, etc.
Begging should just be disabled. There will never be a successful use for it unless its for a quest.
Lock picking could be used in dungeons aswell. Instead of just using it for treasure or for looting houses, say trying to pick a door that has no switch and must use lockpicking to proceed further into the dungeon, depending upon the level of the dungeon, it could take anywhere from 50-100 lockpicks, thus giving lockpicks a substantial value. Though when using the skill on doors, it would use the required amount (IF) you have the required skill to attempt it.
More to come.