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[Suggestion] Change to a skill based system

L

luners

Guest
(1)Overview
From item based to skill based.
Make everything simple.
Communication between adventurers and crafters by scrapping Artifact.
This will create natural group play.
Peerless boss fight will become a raid naturally.
Of cource, devs must come up with new rewards instead of Artifact. For example, Soulstone, special pet and so on.

(2)Gear
Resist(or Mitigation) are only "physical" and "magical".
There are only crafting weapon, armor, and jewelry.
There is no Artifact.
Crafting armor has only physical resist.
What you can wear depends on the number of "Dressing" skill. For example, if you has 51 Dressing skill, you can wear Cloth, Leather, Bone, Chain armors. But you can't wear Plate and Dragon Scale armors.
More dressing skill you have, more physical resist you have.

Make "appearance slot" like EQ2.
For example, you look like wearing a pendant by wearing a pendant in the neck appearance slot though you really wear plate gorget.

(3)Combat
When you avoid an attack, you riposte in 20%.
Demolish Special Move. Instead, each weapon skill has each Combat Arts.

(4)Spell/Skill Consolidation/Segmentation
At first, all characters have Recall, Mark, and Gate Travel spell.

Damage Spell: single target/small damage/fast cast, single target/big damage/slow cast, area of effect/small damage/fast cast, area of effect/big damage/slow cast, single target/Damage over Time/fast cast, area of effect/Damage over Time/slow cast, Word of Death
Heal Spell: Instant Heal, Reactive Heal, Heal over Time, Ward, Cure, Death Save, Ressurection
Buff Spell: melee/spell damage up, physical/magical resist up, melee/spell skill up, avoidance up, HP/Stamina/Mana up, Critical hit&Double Attack % up, add one Stoneskin to target
Debuff Spell: melee/spell damage down, physical/magical resist down, melee/spell skill down, avoidance down, HP/Stamina/Mana down, Critical hit&Double Attack % down, rip off a buff spell of target
Summon Spell: Tank(Titan), Scout(ninja), Mage(Daemon), Healer(pixie), Buffer(ice bunny), Debuffer(Jack-o'-lantern), Grim Reaper
Mystic Spell: Crowd Control(Snare, Root, Daze(make auto attack unusable), Stifle(make casting spell unusable), Fear, Mesmerize, Charm), Mana Regeneration

Evaluating Intelligence: As is
Inscription: As is

Swordmanship(Slashing Combat Arts: Double Attack, Whirlwind, Feint)
Fencing(Piercing Combat Arts: Armor Ignore, Debuff Resist(Rune Beatle's Special Move), Feint)
Mace Fighting(Crushing Combat Arts: Critical Hit, Stun, Feint)
Archery(Archery Combat Arts: Double Shot, Palalyze Shot, Knockback)

Anatomy: As is
Tactics: More Tactics skill you have, more you do critical hit and double attack

Chicalry: As is except adding small Ward
Necromancy: As is except adding a spell which are Reactive Heal and Damage Shield like Unholy Blessing of Shadowknight of EQ2
Bushido: As is except removing the limit of 20 seconds of Evasion and adding Stoneskin
Ninjitsu: As is except adding Feign Death

Dressing: More Dressing skill you have, more physical resist you have. Cloth(6), Leather(16), Bone(36), Chain(51), Plate(76), Dragon Scale(91)
Parrying: As is
Resisting Spells: More Resisting Spells skill you have, more spell resist you have.
Healing: As is
Spirit Speak: As is
Lumberjacking: As is

Musicianship: As is
Crowd Control Song(Peacemaking + Provocation)
Buff/Debuff Song(Discordance + Cheer(reverse version of Discordance))

Magery and Spellweaving are consolidated/segmented.

(5)Increase total skill points: 850~900
"Sampire"
Weapon skill 120
Tactics 100
Anatomy 100
Chivalry 75
Necromancy 99
Spirit Speak 40
Bushido 120
Parrying 120
Dressing 76
Resisting Spells 70

Total: 920

"Necro Mage"
Damage Spell 120
Heal Spell 120
Buff or Debuff Spell 120
Evaluating Intelligence 120
Necromancy 120
Spirit Speak 120
Meditation 120
Dressing 16
Resisting Spells 120

Total:976

These example means that total skill points must be increased.
 

Uriah Heep

Grand Poobah
Alumni
Stratics Veteran
Stratics Legend
UNLEASHED
From item based to skill based.
Make everything simple.
There used to be a game like that, a good one, called Ultima Online :)

Skill mattered, not much in the way of items...mostly gm made goods for everyone.
And AR and Magic Resist were all ya needed to know, didn't need a calculator to figure which of the elements you were defending against =)

Didn't have to calculate SSI HCI DCI MR LRC DI and a host of other initials...

*sighs*

But that game is gone now, sadly :(
 

Konge

Lore Master
Stratics Veteran
Stratics Legend
I'm going to start off saying, the removal of magical items and artifacts has the exact same chance as a classic shard being on the shard list. EA is not going to do it, too many people will complain about it. I'm not saying that the game SHOULD be item based, but your suggestion probably wont be looked at. Now, upping the power of each skill to where items are a nice bonus to the skill, but not "needed" Increasing how much damage tactics gives and how effective stats are (such as increasing how much hp strength gives). Now at first look at this, most people would think "You're just making players more powerful, pvm will be a joke." Well the thing is to change how the system works so that skills give bigger bonuses than armor and magical properties. These changes would affect monsters too, buffing them in theory to how they once were. Now how to do this would involve major changes that, let's be honest. The dev team would probably never do. To counter DI you'd have to add more damage bonuses to skills like tactics and anatomy. Giving more emphisis on having a high weapon skill for HCI/DCI. However doing this would make power scrolls needed to be the most effective.
 

kelmo

Old and in the way
Professional
Alumni
Supporter
Stratics Veteran
Stratics Legend
UNLEASHED
Dread Lord
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gunneroforgin

Slightly Crazed
Stratics Veteran
Stratics Legend
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You know what, it has taken me several years to figure out the realtionship of the resists on the the stuff after AOS. I don't really want to relearn this again so, I hope there are no more major changes to this game. I WILL NOT USE SA OR KR. It is 2d for me.
 

Slayvite

Crazed Zealot
Supporter
Stratics Veteran
Stratics Legend
Could have just said, Make a Classic pre-AoS Shard. :thumbsup:
 
L

luners

Guest
Classic shard is no solution because it won't have the enjoyable part of the current UO(For example, breeding pet, Chivalry, Necromancy, Bushido, Ninjitsu, Peerless Boss raid and so on)
If we have a will, we can change.

And the original post comes from a successful model of a Japanese skill based MMO, Master of Epic.
Master of Epic has only small contents because of the accounting system.
But UO has a lot of contents in 11 years.
Felluca, Trammel, Lost Land, Ilshener, Tokuno, Malas and a lot of exciting dungeons.
Thanks to these contents, you will be able to enjoy solo, group and raid after a change to a skill based system.

What is lacking in UO is lore.
Why has Tokuno existed?
What is the background of Lost Land?
Malas?

Trust me.
These skill based system is successful in Japan.
Surely, rewards must be come up with.
For example, Time Stone. You capsulate one your skill into Time Stone. Other character which uses the Time Stone can increase the skill x2 faster than normal.
Maybe, people hate change.
But skill based game bring players together.
And the group of players creates a dynamic community.
It is the community that support UO.
This is not a retrospect, but an evolution.
 

Slayvite

Crazed Zealot
Supporter
Stratics Veteran
Stratics Legend
A peerless raid on a pre-AoS shard. Now thats something i'd like to see. Defo be no more solo-able raids :thumbsup:
 

Draxous

Grand Poobah
Stratics Veteran
Stratics Legend
I'm going to start off saying, the removal of magical items and artifacts has the exact same chance as a classic shard being on the shard list. EA is not going to do it, too many people will complain about it. I'm not saying that the game SHOULD be item based, but your suggestion probably wont be looked at.
UO's always been item based. Back when you had "magic" items and their properties ranged too. It was just packaged to you differently. The thing I think the Devs have repeatedly gotten in trouble with is the presentation. It looks more like a game you see on your playstation or xbox, when people have wanted more "magic" attached to it.

I still use the old school font and I can't stand the way names are displayed when you click on people (all names ftw.) This game could work so much more cohesively. You go hunt, gather stuff (thats good) and use it with the risk of being pked. Items circulate around the player population in trade, sale and conquest.

Immersion. You used to put on an orc mask and pretend to be an orc. It used to be more appropriately fashionable, like wearing a plate suit. It added a look and feel to this game. I think the devs could do a good job with it if they allow player customization. Replicas are cool, but theres so much missing. Opening the doors a bit wider to picking the properties and look we want on our gear and interface.

I dunno.
 
Y

YuriGaDaisukiDa

Guest
There used to be a game like that, a good one, called Ultima Online :)

Skill mattered, not much in the way of items...mostly gm made goods for everyone.
And AR and Magic Resist were all ya needed to know, didn't need a calculator to figure which of the elements you were defending against =)

Didn't have to calculate SSI HCI DCI MR LRC DI and a host of other initials...

*sighs*

But that game is gone now, sadly :(
I like it better this way, it has more depth.

I just wish that the game was more palyer based. Gm items should be about 8/10 where artifacts are 10/10. and crafters should be able to make doom quality artifacts.
 
Y

YuriGaDaisukiDa

Guest
UO's always been item based. Back when you had "magic" items and their properties ranged too. It was just packaged to you differently. The thing I think the Devs have repeatedly gotten in trouble with is the presentation. It looks more like a game you see on your playstation or xbox, when people have wanted more "magic" attached to it.

I still use the old school font and I can't stand the way names are displayed when you click on people (all names ftw.) This game could work so much more cohesively. You go hunt, gather stuff (thats good) and use it with the risk of being pked. Items circulate around the player population in trade, sale and conquest.

Immersion. You used to put on an orc mask and pretend to be an orc. It used to be more appropriately fashionable, like wearing a plate suit. It added a look and feel to this game. I think the devs could do a good job with it if they allow player customization. Replicas are cool, but theres so much missing. Opening the doors a bit wider to picking the properties and look we want on our gear and interface.

I dunno.
agreed
 

popps

Always Present
Stratics Veteran
Stratics Legend
There used to be a game like that, a good one, called Ultima Online :)

Skill mattered, not much in the way of items...mostly gm made goods for everyone.

Ah, the good memories.......

I never really understood why years back a decision was made, and by whom, to change that game into a heavily item based game......

By the way, while I am in favour of bringing back Ultima Online to a more skill based game, I am NOT in favour of raising the skill CAP beyond 720.

I do NOT like the idea of mixed up templates.

Either one is a Mage, OR a Tamer, OR a Bard OR......

Not mix up at will..........
 
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