El Ahrairah
Master
I started playing UO in feb. of 1998 and since then i have always wanted to see some of the fairly useless skills overhauled or removed. Over this nearly 20 year period, i feel ive come up with some fairly good ideas and i would like to see what people think of some of them.
If you feel you can edit one of my ideas and make it better, please feel free to do so or if you want to add to the list i made, please feel free to do so as we might all have new idea's as a result of that.
CURRENT SKILLS
BEGGING:
After 60 begging, a player will start having the chance of receiving items or resources related to the NPCs profession.
Example: A beggar with 60 skill who is begging a carpenter has a 15% chance of receiving 12 boards (x2 skill) while a beggar with 100 skill, will have a 40% chance of receiving 20 boards (x2 skill).
To add some real value to these players, lets add the possibility that a player 81 skill has a 0.001% chance of receiving a rare related to that profession and a player with 100 skill has a 0.01% chance.
We would also maintain the current begging standards as to prevent farming.
ITEM ID:
Item ID(70) + Tinkering(60) can create Item ID Wands.
Item ID(81) + Tinkering(81) can create Item ID station deeds, that are placed in a house, much like any craftable item in deed form. The owner uses charge deeds to give the station charges.
Item ID(96) + Tinkering(90) can create portable ID lock boxes, same concept and functions as the station.
Item ID(70) can create recharge deeds. Up to 30 charges per deed and they are used to recharge the station and box.
COOKING:
This one is very simple.
Cooking can mirror alchemy but w/reduced statistics.
70 skill, heal fish steaks.
80 skill, great heal fish steaks.
81 skill, str increase fish steaks. (+ 7 instead of 10 or whatever Greater STR gives you)
etc.
We could also take this a bit further and have min. requirements of magery and include say, magic reflect fish steaks.
NEW SKILL(S):
ADVANCED STEALTH:
Requirement: GM Hiding/ 90 Stealth.
Advanced Stealth allows players to run while in stealth mode up to a certain number of steps. +1 step for every... 10 skill? 8 skill? around there.
At 81 players will have the ability to strike or cast, until the strike or cast lands before being revealed.
Lets say.... 81 =15%, 85 = 18%, 95 = 25%, GM = 40%. Just as an example.
Just to clarify this. You will not be able to maintain being hidden while attacking, JUST the chance for the first strike happening before becoming visible. So no, players will not be able to continuously attack someone while hidden. After the reveal, the regular rules apply.
MISC. CRAFTABLES & SKILL ADDITIONS:
GAUNTLETS:
This is a gloved weapon for players with wrestling. They would be considered "mage armor" and the crafting requirements would vary. Lets say 60 Blacksmithy + 30 Tinkering for NPC bought quality. Up to GM Blacksmith and 70 Tinkering for craftable vanq or slayer gauntlets. Generally something similar to what we see with blacksmithing as it stands, except with the addition of tinkering given the functioning parts of a gauntlet. OR, we could also make it so Inscription would be required for magical gauntlets.
BLANK SCROLLS:
Simple enough. 50 Inscription. 50 Tinkering or Carpentry. "Wood Pulp Press" item and you start with a... 60% chance of success.
HOME GATES:
Carpentry+Magery or Tinkering+Magery.
This crafts two tiles and only functions when locked down. Once both are locked down, a gate will open that you can use to go back and forth from locations. Good for people with multiple houses, friends or even guilds.
So those are a few ive had at the top of my head since i started playing UO again. I know there are plenty more ive thought of in the past, but ill have to go through the cobwebs in my brain to get to them.
If you feel you can edit one of my ideas and make it better, please feel free to do so or if you want to add to the list i made, please feel free to do so as we might all have new idea's as a result of that.
CURRENT SKILLS
BEGGING:
After 60 begging, a player will start having the chance of receiving items or resources related to the NPCs profession.
Example: A beggar with 60 skill who is begging a carpenter has a 15% chance of receiving 12 boards (x2 skill) while a beggar with 100 skill, will have a 40% chance of receiving 20 boards (x2 skill).
To add some real value to these players, lets add the possibility that a player 81 skill has a 0.001% chance of receiving a rare related to that profession and a player with 100 skill has a 0.01% chance.
We would also maintain the current begging standards as to prevent farming.
ITEM ID:
Item ID(70) + Tinkering(60) can create Item ID Wands.
Item ID(81) + Tinkering(81) can create Item ID station deeds, that are placed in a house, much like any craftable item in deed form. The owner uses charge deeds to give the station charges.
Item ID(96) + Tinkering(90) can create portable ID lock boxes, same concept and functions as the station.
Item ID(70) can create recharge deeds. Up to 30 charges per deed and they are used to recharge the station and box.
COOKING:
This one is very simple.
Cooking can mirror alchemy but w/reduced statistics.
70 skill, heal fish steaks.
80 skill, great heal fish steaks.
81 skill, str increase fish steaks. (+ 7 instead of 10 or whatever Greater STR gives you)
etc.
We could also take this a bit further and have min. requirements of magery and include say, magic reflect fish steaks.
NEW SKILL(S):
ADVANCED STEALTH:
Requirement: GM Hiding/ 90 Stealth.
Advanced Stealth allows players to run while in stealth mode up to a certain number of steps. +1 step for every... 10 skill? 8 skill? around there.
At 81 players will have the ability to strike or cast, until the strike or cast lands before being revealed.
Lets say.... 81 =15%, 85 = 18%, 95 = 25%, GM = 40%. Just as an example.
Just to clarify this. You will not be able to maintain being hidden while attacking, JUST the chance for the first strike happening before becoming visible. So no, players will not be able to continuously attack someone while hidden. After the reveal, the regular rules apply.
MISC. CRAFTABLES & SKILL ADDITIONS:
GAUNTLETS:
This is a gloved weapon for players with wrestling. They would be considered "mage armor" and the crafting requirements would vary. Lets say 60 Blacksmithy + 30 Tinkering for NPC bought quality. Up to GM Blacksmith and 70 Tinkering for craftable vanq or slayer gauntlets. Generally something similar to what we see with blacksmithing as it stands, except with the addition of tinkering given the functioning parts of a gauntlet. OR, we could also make it so Inscription would be required for magical gauntlets.
BLANK SCROLLS:
Simple enough. 50 Inscription. 50 Tinkering or Carpentry. "Wood Pulp Press" item and you start with a... 60% chance of success.
HOME GATES:
Carpentry+Magery or Tinkering+Magery.
This crafts two tiles and only functions when locked down. Once both are locked down, a gate will open that you can use to go back and forth from locations. Good for people with multiple houses, friends or even guilds.
So those are a few ive had at the top of my head since i started playing UO again. I know there are plenty more ive thought of in the past, but ill have to go through the cobwebs in my brain to get to them.