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Jeremy there are so many >Useless Game Skills<; When will they have a purpose?[ideas]

X

Xel Naga

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As the title may suggest, UO has several skills that serve absolutely no purpose whatsoever in game other than to give you a GM title of "random name". It's been 11 years now with nonstop nerfing / buffing / revamping and yet the simplest of things like making the skills in the game offered to you have a purpose has been ignored for the 11 years.

Here's a list of what I'm talking about and what I'd like to see become skills that have a point to having other than displaying on a soulstone.

Herding: This has never really had point other than bringing 100 random sheep to brit to be slaughtered. Even then, it was nerfed and is pointless now.

Suggestion: allow us to herd monsters away from us somewhat like a paladin's dispel evil spell but a longer duration somewhat of a mix between ethereal voyage and dispel evil / Honor virtue

Remove Trap: Somewhat useful to the treasure hunter, but what treasure hunter doesn't simply just telekinesis on a chest to open it. Again, a rather pointless skill other than allowing someone to stay stealthed while opening a box that has nothing in it.

Suggestion: Allow treasure hunters who have the ability of removing trap gmed to bypass any spawn of appearing. IE. A GM Remove trap would have 100% chance at avoiding spawns of any sort after digging a chest, with a ratio of 1% per 1.0 skill in removing traps.

Snooping: Again, a rather useless skill now that since AOS everything is insured and casters use LRC suits thus making thieves an unviable template to play other than randomly running around dungeons stealing useless items.

Suggestion: Perhaps a mechanism to allow players to "snoop" monster loot packs with a chance to see special items that are only attainable via Snooping which require stealing to take from their bodies. IE: MOB has a 10% chance to have a random rare item / artifact on it when it spawns and would only be viewable with snooping skill and only attainable when stolen with 120 stealing and not when the monster is slain.
Detect Hidden: This skill again is rather pointless other than having a stealthed char running around spawns detecting other stealthers.

Suggestion: I would like to see this skill have a purpose in PVM and maybe work in accordance with Snooping or in the same mechanics of allowing a player to acquire loot specifically viewable only if you have the skill gm'ed. Such as detecting hidden loot that a normal player would not see.
Tracking: Another semi pointless skill. They attempted making it useful with ninjitsu but it just never took off.

Suggestion: Perhaps giving tracking a synergy with the stealing profession, allowing players to use tracking at item spawn locations such as doom artifacts. IE Player uses tracking of a skull candle at the location it spawns and is given an approximate time before the item respawns again. Higher the tracking the more accurate the time. This way the items aren't solely acquired by botters with timed scripts and at the same time giving a skill somewhat of a use.

Forensic Evaluation: Completely useless for the past 11 years.

Suggestion: Use of this skill on a corpse would bring up a window that displayed the top 10 Damagers against the dead target and how much total damage they inflicted upon it and how much points they received for killing it. (towards doom arties/marties)​

Item Identification: Useless other than giving an awesome title of Grandmaster Merchant for those of us into resale and merchanting.

Suggestion: Maybe give players with this skill an extra chance to boost intensities on loot from corpses and crafted items as they are more keen to identifying traits and hidden uses of items.
Taste Identification: useless other than telling you if food is poisoned, which in this day and age is never and even if it was dp, is curable easily now or simply healed through with SS or confidence.

Suggestion: Allow chefs with Taste ID to create special stat increasing foods and also gain extra special benefits from personally eating foods that give stat increasing effects. IE. Baking a loaf of bread infused with herbs that increase hit chance by 10% for 5 minutes for anyone, however if the chef ate one while at taste ID gmed they may get increased hit chance by 20% or something. Similar to an alchemist's potion enhnacement abilities.
Well those are my thoughts on the skills currently in the game for the past 11 years that serve little to no purpose at all. I'd love to see EA or Jeremy comment on this and any ideas they may have in utilizing skills in the game that people may have or not have but might consider getting if improved.
 
C

Clarifier

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You may want to take another look at the herding skill. I'd say more but I've already said to much :)
 

Nexus

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Snooping: Again, a rather useless skill now that since AOS everything is insured and casters use LRC suits thus making thieves an unviable template to play other than randomly running around dungeons stealing useless items.

This one isn't useless I'll prove it...

http://i46.photobucket.com/albums/f111/Cronjo/UO0031.jpg
http://i46.photobucket.com/albums/f111/Cronjo/UO0032.jpg
http://i46.photobucket.com/albums/f111/Cronjo/UO0035.jpg
http://i46.photobucket.com/albums/f111/Cronjo/UO0036.jpg
http://i46.photobucket.com/albums/f111/Cronjo/UO0011.jpg
http://i46.photobucket.com/albums/f111/Cronjo/UO0015.jpg
http://i46.photobucket.com/albums/f111/Cronjo/UO0008.jpg
http://i46.photobucket.com/albums/f111/Cronjo/UO0222.jpg
http://i46.photobucket.com/albums/f111/Cronjo/UO0223.jpg
http://i46.photobucket.com/albums/f111/Cronjo/UO0202.jpg
http://i46.photobucket.com/albums/f111/Cronjo/UO0203.jpg

Those are a handful of screen shots I've taken on Chessy, while making my rounds on my thief, along with the resulting steals. I wouldn't call that useless.

And I agree that Herding isn't useless it's just under used. Take a Stealth Herder to Despise Felucca you can work wonders.....
 
D

DHMagicMan_1

Guest
...
Item Identification: Useless other than giving an awesome title of Grandmaster Merchant for those of us into resale and merchanting.

Suggestion: Maybe give players with this skill an extra chance to boost intensities on loot from corpses and crafted items as they are more keen to identifying traits and hidden uses of items.


I'm still hoping they will create some type of seed storage system for gardeners... whether it be stacking or seed packets, boxes, BOD books whatever... in order to use them we'd have to have KNOWN seeds but many seeds the game thinks we can't know... specifically any crosses, mutants, quest seeds or mob drops are always unknown as far as the game is concerned even if we (the player) knows exactly what they will grow into... and also when we have no idea.

I'm hoping if we get seed storage, we'll be able to use Item Identification to study a seed and if you skill is high enough... for example 30s for a first generation "original" seed or 60s or 70s for a peculuar seed or GM for a quest or mutant seed... it will ID the seed and let you store it.

That is my hope anyway.
 
X

Xel Naga

Guest
So there's some pvp only use for snooping it seems as well as very situational stealth herding for spawns I assume? To me, skills should be viable in many varying situations and not just sometimes maybe kinda situations.

That's two skills on the list with "quazi" functions. Anything regarding the rest of them?
 
T

T_Amon_from_work

Guest
Without seeing ANY responses that are here ... Snooping, Detect Hidden, Tracking could all be used in PvP/RP arenas. On Siege/Mugen you KNOW thieves are nost likely useing Snoop at least ... just before a >yoink< on some poor sod.
 

Viper09

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Do not forget about Food Tasting, lol.

But snooping is not useless, I use it every day on my thief :p

But ya know, it would be nice to snoop people in trammel as well, just for kicks I mean. :p
 

Nexus

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So there's some pvp only use for snooping it seems as well as very situational stealth herding for spawns I assume? To me, skills should be viable in many varying situations and not just sometimes maybe kinda situations.

That's two skills on the list with "quazi" functions. Anything regarding the rest of them?

You can snoop pack horses and llama's in Trammel too...I hang out in Luna bank sometimes checking out what the packies are carrying hoping for a red gate...I always carry a Dart gun loaded with DPed darts and a full Shuriken belt. I've walked off with quite a few regs and other items that way.

I've seen folks have issues in their guild with members being killed while AFK and Forensic Eval used to find out how did it. One of my tamers is a Stealth Tamer that uses tracking while at IDOC's also I know many thieves that use it to follow marks.

Remove trap has a function in Factions with removal of Faction Traps.
 

kelmo

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Taste needs to be tied to brewing! You gave us hops... Bring on the brewing recipes!
 
H

Harb

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Forensic eval and taste ID should be changed or dropped from the menu, neither ever took hold in any relevance. Mysticism and throwing can take the "slots." My guess is that Item ID will be replaced with imbuing, as entice was replaced by discord. Tracking, detect, remove trap, and snooping all have roles within the game, I have each on at least one active/ played character. Herding is a tough one, but yes, it's useless as is. Long ago there was discussion of incorporating it into the tamer skill set requirements, but outcries of nerfs squeched discussion. It's been so long ago I can't recall the specifics, but the best ideas I do remember were calming during hostile tames and requiring it as part of the loyalty check.
 

Lynk

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Herding:
Remove Trap:
Snooping:
Detect Hidden:
Tracking:
Forensic Evaluation:
Item Identification:
Taste Identification:
I think you are wrong on some pieces.

Remove Trap is working fine for factions.

Snooping is working fine, stealing scrolls at champ spawns?

Detect hidden is used every day, I use it on one of my templates (both faction and non faction pvp).

Tracking, also used frequently.

Forensic eval, Item ID, and Taste ID - I agree needs some purpose. Don't make new edible items to give buffs though. Maybe just increase the effects of the existing ones? Apples made with a taste ID cook maybe take 2 seconds off the 10 second timer? Make grapes of wrath/fruit baskets last longer?

*Edit* I like Harb's idea for including Herding with taming.
 
X

Xel Naga

Guest
Seems I'm out of date on my uses of stuff in pvp/factions :)

Yea, I do like the idea of making herding like a passive peacemaking for taming. Would certainly make it easier to tame hostiles that's for sure, or at least less "you seem to anger" msgs.
 

Black Sun

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So there's some pvp only use for snooping it seems as well as very situational stealth herding for spawns I assume? To me, skills should be viable in many varying situations and not just sometimes maybe kinda situations.

That's two skills on the list with "quazi" functions. Anything regarding the rest of them?
Stealing is a PvP skill. Dungeon looting was an attempt to soften to blow of the giant nerf that thieves got hit with when AOS came out.

Taste Identification: useless other than telling you if food is poisoned, which in this day and age is never and even if it was dp, is curable easily now or simply healed through with SS or confidence.
Apparently you've never found a hall emtpy keg of potions labeled a keg of white liquid, and tried to refill it with strength potions, only to find out it wouldn't let you because 'you have no idea what's in this keg'. Taste ID is very handy for an alchemist, I use it fairly often to combine kegs and refill them with fresh potions I gather while hunting.

As for hearding, I'd like to see it become useful. But then again I have a soft spot for limited use skills.
 
S

Salty Pete

Guest
Herding: Still works. Useful for moving spawn around. In felucca you can actually PK folks with herding. Very useful for a rogue.
Remove Trap: Still works for faction traps and for stealth looters to clean out chests in dungeons.
Snooping: Still works for thieves.
Detect Hidden: Still works to reveal hidden people. Excellent skill to have when looking to kill stealthers.
Tracking: Still works. Although the skill is still broken 20 is as good as GM.
Forensic Evaluation: Broken thanks to thief changes.
Item Identification: Broken thanks to AoS changes. Used to be useful when magic items had to be identified in order to learn what properties they had.
Taste Identification: Still works. Useful to ID potions.
 

Faeryl

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Forensic Evaluation: Broken thanks to thief changes.
Not necessarily. Sure in some ways it was rendered useless, but my former guild occasionally had a few gankers join. This skill works wonders for weeding them out quickly and preventing any further losses.
 

Basara

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Faeryl - We had a similar problem, and it didn't help at all. The persons ganking alliance members used a disguise kit, and all we could get was the disguise kit name (which, truthfully, we SAW the person gank us, so we knew the name already).

What actually worked was going to my.uo.com, looking up the guild, and seeing which guild member's name wasn't showing for that guild (as MyUO actually shows the disguise kit name instead of the character's real name). After seeing the same name pop in and out of the list 3 times, each time replaced by a disguise kit random name (and their paperdoll showign the exact same 3 top skills for those names), we had our man.
 
X

Xel Naga

Guest
Stealing is a PvP skill. Dungeon looting was an attempt to soften to blow of the giant nerf that thieves got hit with when AOS came out.

Apparently you've never found a hall emtpy keg of potions labeled a keg of white liquid, and tried to refill it with strength potions, only to find out it wouldn't let you because 'you have no idea what's in this keg'. Taste ID is very handy for an alchemist, I use it fairly often to combine kegs and refill them with fresh potions I gather while hunting.

As for hearding, I'd like to see it become useful. But then again I have a soft spot for limited use skills.
Although I never listed stealing as a broken useless skill, stealing was for everyday gameplay and pvp before tram came out. After tram it half the populous ended up not needing to worry about stealing. When AOS hit, insurance ruined it even further in fel aside from spawn stealthers. Snooping on the otherhand is a felluca only skill which imo should be re-evaluated considering now that we have more trammel ruleset maps compared to fel all skills should have a use in both either setting.

This is another reason why new players find UO unbearable to play. They have no idea what skills are used for when they start out and a handful of them won't do them any good.

Alchemists usually are on mules that are packed full of other crafting skills already thus making a useless need of 100 skill points wasted to sometimes taste a keg quite cumbersome. Alchemists or any player can easily just empty one potion from the keg, and refill the keg to re-apply the label of the potion inside. Saves yourself a wasted 100pts on a template for another mule skill.
 
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