PlaneShift
Gameplay => Wish list => Granted or negated Wishes => Topic started by: Talad on January 06, 2002, 03:56:07 pm
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THIS MESSAGE IS TAKEN FROM OLD BOARD:
lpancallo
PS Director
posted 18-09-2001 21:28 GMT
Which skills you want to have during character creation?
Please tell us your opinion!
Catalyst88
Guest
posted 19-09-2001 20:14 GMT
Could you pleasre explain what you mean in a bit more detail? :)
lpancallo
PS Director
posted 19-09-2001 22:51 GMT
Sorry for being to short in my answer!
Actually in PlaneShift we have skills like:
One-handed weapons
Two-handed weapons
....
Magic
....
Hide in Shadow
Open Locks
....
etc....
Every char can learn some of them to improve his combat, magic, stealth, etc...
Which proficiencies (skills) you would like to have in the game?
Bye,
Luca.
Catalyst88
Guest
posted 20-09-2001 19:31 GMT
Ah, i see what you mean now :)
One-handed weapons and two-handed weapons as well as bows - the one and two-handed idea is different from most online
RPGS but there is the possibility of being too generic, depends how specific you want them to be (i personally prefer different
types of weapon, like Axes, Swords, etc.)
The magical skills shouldn\'t just be lumped together into one skill called \"Magic\". This is far too generic, like having a skill called
\"Weapons\". It should be split into different types of magic, such as \"Healing\", \"Protective Magic\" - this need a bit of thought i
think, depending on how complex the magic system is the boundaries may end up lying in different places.
Other skill should include stealth skills - i think skills should depend on race as well, for example the \"Swimming\" skill should be
more easily accessible to the amphibeous race (i forget what their name is...), whereas humans could have a very wide variety of
skills but not be able to specialise as much as other races.
Just a few thoughts
- Mike \"Catalyst88\" Streatfield
Kismic
Guest
posted 23-09-2001 20:19 GMT
Ever played ROM type MUDs? I think you should use an improved system of it, its very addictive even though its text based.
Catalyst88
Guest
posted 23-09-2001 22:48 GMT
Could you possibly expand on what you mean by a \"ROM type mod\"? :)
AVATAR
PS Official Member
posted 28-09-2001 22:27 GMT
A note regarding your comments on the magic system:
The magic system is very complex, and does not revolve around one single primary skill, such as magic. We have a large
structure developed, and I am sure it will be enjoyed.
Catalyst88
Guest
posted 28-09-2001 22:33 GMT
Fantastic :)
Thekkur
PS W.T.B. Member
posted 02-10-2001 20:35 GMT
a use rope proficiency would become really handy... I always like throwing a grappling hook! I expect there to be the normal
proficiencies such as climbing, running, fast movement etc ofcourse! :)
Thekkur
Catalyst88
Guest
posted 02-10-2001 20:49 GMT
That would come under physical characteristics, which, btw, i think should be separated from the \"skills/proficiencies\" (or
whatever you want to call them :)
Thekkur
PS W.T.B. Member
posted 03-10-2001 10:34 GMT
hmmm... two-handed weapon use and hide in shadows are clearly proficiencies at my opinion... magic is a class isn\'t it?
But allright, maybe I\'m too much a AD&D player. hehehe
Thekkur
icebolt
PS W.T.B. Member
posted 03-10-2001 13:52 GMT
We don\'t use classes in Planeshift.
Thekkur
PS W.T.B. Member
posted 03-10-2001 16:58 GMT
okay. :)
Thekkur
Catalyst88
Guest
posted 03-10-2001 19:11 GMT
The way i see it, \"magic\" would be a proficiency (possibly developed in preference to any others - possibly at the expense of
them, after all, we don\'t want \"super-warriors\" to roam the land who are the best at everything do we?). But magic would also
depend on certain characteristics of the player, for example \"Intelligence\" or somesuch (these possibly developed at the expense
of others too... hmm actually that\'s a point, what sort of methods of capping skills/characteristics are there gonna be?)
markus
Guest
posted 03-10-2001 19:49 GMT
I think there should be more skills for warrior style players, as in my experiance most warrior chars are alwayy boring to play with
as they tend to only be able to hit stuff. Maybe you could introduce things like parrying, fencing and dodging to make warriors
more fun.
just a thought :)
Catalyst88
Guest
posted 03-10-2001 20:52 GMT
Maybe special disciplines, like some are better defensively, some more attacking, different types of hit - some go in for
poisoning/light hits but many, some prefer to stand back and make lunging attacks once the enemy\'s defense has been broken
down, etc.? :)
markus
Guest
posted 06-10-2001 14:56 GMT
sounds good
Wic
Guest
posted 07-10-2001 13:28 GMT
no classes? good, was about a time someone came up with it. As my friend in other boards told that he just hates when a
warrior can\'t use a staff, nor a mage can\'t use a sword. What in earth prevents a mage for lifing a sword? Maybe strenght, but
that should be the only reason.
I agree that parrying and dodging is a must. AD&D has only AC which means the strenght of the armor. So basically you just
stand there when an enemy whacks you, hoping that your armor can take it.
For skills, I would add all the skills what AD&D has (like lockpicking, pickpocketing, and detecting traps), plus all what the game
requires. Like building. And parrying and movement.
Then I have got an another idea. When a warrior wears a heavy plate mail, his movement and parrying would decrease, althought
AC would increase. But if he wears a light armor, his movement and parrying wouldn\'t change, but his AC would be lower than
when wearing a plate mail.
Catalyst88
Guest
posted 07-10-2001 14:33 GMT
I don\'t think PS was going for classes anyway, but i do agree with you. That\'s why i think a set of basic attributes (read: strength,
etc.), possibly based on the race that you adopt (NOT the same as classes :) and a set of learnt skills (NOT the same as
attributes :) is the best way to go about it.
Kendaro
Guest
posted 13-11-2001 06:50 GMT
a few fighting type skills i look to see is not limited to one or two handed weapons. i would like to see the ability to also duel
wield. use two, one handers at the same time. also i see need for an ability to hit with the hilt of the weapon. this to cause a stun
effect or to push an attacker back for a second or two. a dodge, parry, block, and repost ability is also needed. another thing is
hand to hand. since there was mention of martial arts, hand to hand is nearly a must. this would have to be an ability that would
use both hands and inclued kicks as well. having an ability or actualy an edge in the ability to mend armors and weapons would
also be something a fighter should have. also lastly i think fighters need an ability to heal themselves a bit. only slightly.
something like bandaging or mending wounds.
the only problem i can think of is that everyone would have those skills. i think they should only be allowed to those that join a
warrior or fighter occupation. those that join a caster occupation shouldnt learn these skills. instead they would learn skill that
would aid in their casting abilities.
for caster abilities i see a foccuss skill needed. would take longer to cast the spell but the spell would be more effective. a
quickcast ability would allow for a fast shot or two maybe making it less effective but allowing several to be cast one after
another. you cant realy give casters too many skills though cause their spells are so diversified. though one thing i would like to
add to casters is a crafting ability. it would allow themn to enchant, so to speak, item such as their own garmits so that they
would have magical properties. to aid them in protecting themselves since they cant wear the heavy armors of fighters.
i have to say though i am a bit confussed about the fact there are no classes but yet you mention there are no can do it all types
either. i wish i could get that explained a bit more clearly. if there isnt a difference in the skill choices available then my ideas just
flew out the window. how exactly will players be diferent from one another other than by race? with no actual classes to seperate
them what will?
Mara_Jade
Guest
posted 13-11-2001 07:06 GMT
I\'m in for the two-handed weapon use. It would be really neat, if you could combine different sets of weapons :-)
```Mara Jade???
Kendaro
Guest
posted 13-11-2001 08:39 GMT
forgot to mention weapon skills. like a special slash or special attack that is granted every so many rounds. one that will boost
the fighter\'s abilities or allow them to do more damage in that attack. this attack would grow stronger as the character advances
in lvl.
-
Kendaro
Guest
posted 13-11-2001 08:51 GMT
hmm still thinking....how about little skills. something like climbing or something like that. archers could climb to the tops of
walls or up to a cliff and be a kind of sniper action. you mentioned a hide ability what about a sneek one? you could step silently
up behind some one or something. that could aid in a skill like thievory. if you combine the sneek with thievory you have a better
chance of getting something nice. also how about a forage ability. a skill where you can make food, water, or tools out of things
you find on the ground. of cource the food and drink would be easy but the tool thing would come from crafting items you have
found. oh and lets not forget tracking. the ability to notice suttle disturbances in your surrounding to tell who or what came
through and what direction they are going.
im sure more ideas will follow. time for me to finally get some sleep.
Rezolic
Guest
posted 13-11-2001 12:02 GMT
You should have a conjurer as-part of the magic system ill give you a example of when you could use this :
Say if i was getting pked by a high lv fighter and i was alot weaker , but had high magic and call forth souls etc...then i could call
forth a dead Monster to attack the fighter while i either make a run for it or double team the pker.
Also with the weapons you should be able to cast spells on them for a short amount of time that would give them special
attributes.. Example: im fighting something that has a weakness to the fire element so i cast fire apon my sword and absolutely
murder it..
Also All monster\'s should have weakness\'s to certain elements.
hiana
Guest
posted 13-11-2001 15:10 GMT
for me it looks like the game need primary/secondary skills, well I think this is profficienies.
skills of that category is easier to get better in (anyone remember daggerfall?). And another from that game, skills can only be
\"trained\" to a certain level, after that all experience gain is from actual use.
Skills not chosen as primary/secondary have to be harder to gain in them.
wickedwayz
Guest
posted 13-11-2001 16:18 GMT
WAHOO!!!!!!!!this game is gonna kick so much ass it is not funny i cant wait until its out. i will play it all night long. ha my record
is 11 1/2 hours in a day.
i cant wait!!!!!!.
Miner 007
Guest
posted 13-11-2001 19:10 GMT
It will be cool if you have a skill called \"Range\" (that means how far you can shoot, higher the level the farther you can shoot).
And that you have a skill that is called \"Time\", that means how long it take you to get a new arrow and aim it, the higher the skill
the quiker you can shoot.
I would like it if the MENU is like this:
(Just in text, so no picture)
---------------------------------------------
|Magic|Hand|Swim|Move|Picklocks|Doors| Ect...
---------------------------------------------
And if you go with your mouse over Magic you will see this:
---------------------------------------------
|Magic|Hand|Swim|Move|Picklocks|Doors| Ect...
---------------------------------------------
|----Magic-----|
|Monsters: 43 |
|Fire: 23 |
|Water: 43 |
|.....: .. |
|.....: .. |
|.....: .. |
|.....: .. |
----------------
And if you go with your mouse over Hand you will see this:
---------------------------------------------
|Magic|Hand|Swim|Move|Picklocks|Doors| Ect...
---------------------------------------------
|---------Hand---------|
|Attack: 43 |
|Defence: 23 |
|Strenght: 43 |
|Hits: 23 |
|Blocking: 54 |
|.....: .. |
|.....: .. |
|.....: .. |
|.....: .. |
|.....: .. |
|----------------------|
Just Idea\'s, well, It\'s a bit of RS and Much out of my head (BRAINS).
It needs to be like this.
Miner 007
Guest
posted 13-11-2001 19:12 GMT
Sorry It failed, the menu has to be on the right, but youll get the idea.
Kerrick
Guest
posted 13-11-2001 19:31 GMT
Hmm... skills... well let\'s see. I can add a ton of stuff I\'d like:
Weapon skills in groups (swords, bows, staves, maces/hammers, etc); fighting styles (parry, two-hander, spec. in a weapon
type); martial arts (hand attacks/blocks, kicks, etc). Skills in specific types of magic (whatever you have, since I don\'t know).
General skills, like hiding, move silently (sneak), swimming, pick locks, sniper (gain a bonus with bows), climbing, firestarting,
foraging, first aid/healing, bartering (get those NPCs to lower their prices), monster lore (you know a little about things beyond the
Gates), detect traps, hear noise. (Ok, so I took most of those from other posts - I just wanted to gather it all together).
I\'m not sure how the skill system works as far as gaining skills, but you could implement a skill point system, whereby you gain
a number of SP per level, and you can use those to \"buy\" skills. Depending on the race and/or skills you already have, some
skills could cost more or less to buy. Like, the cat-people would gain martial arts for fewer points than other races, but they
would pay slightly more for weapon Skills. Just an idea.
Kroan
Guest
posted 13-11-2001 22:13 GMT
Well what about LORE skills :). What I mean by lore skills is things like knowing a particular race very well so when you deal
with them you can act more like them and keep there customs thus earning you bonus charisma when dealing with them. This
could also be used with monsters so you know their weak points and would get combat bonuses when fighting that type of
monster. And you could have lore skills for environments so you get bonus for surviving in cities or wastelands etc.
I also think that you should have climbing, swimming, ranged weapons, two handed weapons, one handed weapons, duel
weapons, fighting with shield, and trade skills etc.
Kerrick
Guest
posted 14-11-2001 15:11 GMT
CRAFTING. Not JUST smithing, though it would be kind of cool to be able to make your own gear, but woodcrafting,
jewelry-making, leatherworking, etc etc. I\'m not sure if we\'ll be able to create our own buildings, but if so, masonry and
woodcrafting (carpentry) would definitely come in handy. Plus those of really high levels (read: specialized) would be able to
create items of quality (refer to my thread about pieces of armor for more on that). The only bad thing I see about that is a repeat
of Bluerose in RS (Sorry Ice, but I had to include that.), so you might want to limit that to NPCs. Still, it\'d be nice to be able to
make things of your own.
LyssiahStormWhisperer
Guest
posted 14-11-2001 15:45 GMT
Skills, hmm...
1. Weapon\'s Mastery:
a. 1 handed weapons
b. 2 handed weapons
c. Ranged weapons (spears, daggers, etc.)
d. Misc. weapons (whips, morningstars, etc.)
2. Defensive Magic Mastery:
a. Healing
b. Protective wards
c. Cures
d. Preparatory wards
3. Offensive Magic Mastery:
a. Elemental
b. Physical
c. Summoning
d. Psionic
4. Basic Skill Mastery
a. Mining and smithing
b. Climbing (ropes)
c. Tailoring
d. Woodcutting and carpentry
5. Misc. Skill Mastery:
a. Bartering (better prices)
b. Scavenging (food)
c. Repair (weapon/armor/items)
d. Swimming
Well, those are my suggestions ;)
Jago
Guest
posted 15-11-2001 12:43 GMT
Ahem...
1.) \"masteries\" for classes of weapons. Make a nice bow-and-arrow system other than green stars and them droppign at the
enemies\' feet on RS.
2.) Herblaw. Use of fiding herbs and plants, mixing them together to create various potions.
3.) Stealth skill.
4.) Mechanical skill. Usage and disarming of traps.
-
Jago
Guest
posted 15-11-2001 12:48 GMT
Sorry Lyssiah, didn\'t see your post until it was too late. Didn\'t mean to maek it seme like I jacked the Masteries. Hehe.
Jago
Guest
posted 15-11-2001 12:49 GMT
Gah, Make* ...keyboard... >_<
moonos
Guest
posted 15-11-2001 14:42 GMT
smithing? and mining?
sanejm
Guest
posted 17-11-2001 12:37 GMT
what about the ability to blind someone with you sword reflection for like a second.
or maybe movement skills.. like dash or parries.
Nameless One
Guest
posted 17-11-2001 02:28 GMT
A couple more skills that i dont think have been mentioned (taken from UO btw),
Alchemy: the ability to make poisons, heal potions, cures etc.
Poisoning: skill that allows applications of poisons to weapons, foods and the like.
Anatomy: an important one for warriors (so a fighter has the ability to strike a weapon in the most effective areas)
Taming? Always fun taming a dragon for a personal bodyguard :)
Animal lore: a skill that aids taming, preventing taming becoming to easy as a stand alone skill.
Fishing: a surprisingly entertaining skill which gave the ability to fish up messages in bottles which contained treasure maps,
which leads nicely onto....
Treasure hunters: Doesnt really need much explanation :)
Cartographers: a skill that goes hand in hand with treasure hunters, allowing treasure maps to be decrypted. (in UO there was 5
levels of maps, only the top cartographers can decypher level 5 maps, which in turn hold the biggest loot oviously.)
Just a few thoughts that were on the top of my head :)
Nuffer
Guest
posted 19-11-2001 18:32 GMT
A large variety of swords but many of which need to have equal strength but different looks.
King Larry
Guest
posted 03-12-2001 19:00 GMT
Smelling
Like smelling on food to see if its poison in it and stuff like that. Smell animals and monsters to see if its some there...
Kendaro
Guest
posted 03-12-2001 19:59 GMT
I was talking about this idea to Acraig in IRC this morning. I am sure he probably made a note of it but I thought it to be a good
idea to post it as well. This idea deals with language skills. Each race should have their own individual language along with a
common language that all speak.
The way this could work is that the player would have an option set up to choose what language they would like to speak. This
option would then code all text they would then type. Only those of sufficient skill in that language will be able to read it uncoded.
There would be a few lvls of skill used so that people can learn new languages and not just be able to pick it up out of the blue.
The different skill lvls would give a different amount of decoding. For example, if I were using Enkidikai speech, to someone that
doesn\'t know the language at all they would read my text as \"X kn ify Mwknwpr.\" A person with a fair amount of skill would read
\"I ak twe Kenhard.\" now a fellow Enkidukai or some one that is fluent in the language would read \"I am the Kendaro.\"
This would do wonders for the role play aspect of this game but also could add to other areas as well. For example, with what i
have read about glyphs being used to create spells, the glyphs could be written in different languages. A caster wishing to find
the spell hidden within the glyphs would have to learn as many languages as possible or gain the help of their friends to translate
them. Once translated the caster now knows what glyphs to combine to get the spell they were looking for and then scribe it to
their magic book.
This could also open a new skill to the game. A skill of spell research. One could train this skill to combine glyphs and make
spells for their friends and guild mates. This would make it so that a guild could appoint a spell researcher and then all the
members could teach that individual their languages.
Both these skills combined would greatly open more interaction from one player to another to the many. Languages would make
for great RPing and combined with spell research, could make for some very intelligent casters.
Zink
Guest
posted 04-12-2001 16:33 GMT
On the skills topic: for the weapons try this instad of just selecting the skills 1 or 2 handed weapons, make it so you start out
only being able to cary semi heavy weapons (ie normal sized sword) and beacaus of your lack of strength at the begining you will
have to carry it in both hands. but if you were carrying something extremely liht (ie a knife or dagger) you would be able to hold
those in both hands)
so mayb e instead of selecting the skills you want to have availible set up a thing of base skills that you can expand on, like
magic sworsmanship hand2hand ect. and depending on the type of chara you want to make you slect how strong,it must be
limited of course, you want to be in one of hose base skills.
if i wrote that as rough as i think i did let me know and ill clear it up.
Zink
Guest
posted 04-12-2001 16:46 GMT
Kendaro,
i like your idea but i see one problem with it, everyone would have to lear these languages. and noone owuld want to take the
time to learn a language for a game no mater how good it is. so instead of that maybe this, either a translator or a inter race chat
option.
translator idea: i would be talking to someone in my race but i dont want anyone to understand it other than that person, so i
click a sub chat bar that i type english into then to everyone but my race it looks wierd but to my race they see exacticaly what i
typed in. and dont worry about writing seperate languages for each race to translate into... that would be to hard with slang and
stuff, just have it put in random numbers and letters in place of what i say that people outside my race will see.
Inter Race chat: well the name speeks for itself their, just a seperate chat thing for each race.
oh and also a good skill could be the ability to understand other races.. you know a scholerly type thing.
Zink
Guest
posted 04-12-2001 16:53 GMT
well darn ... i guess i dint read your entire post Kendaro..... so ya i agree with you its a great idea.... hehehe
Zink
Guest
posted 04-12-2001 16:53 GMT
well darn ... i guess i dint read your entire post Kendaro..... so ya i agree with you its a great idea.... hehehe
Ancient One
Guest
posted 04-12-2001 23:21 GMT
Someone might have already said this somewhere but I couldn\'t be bothered to read it so I will say it anyway.
Since there aren\'t going to be classes in Planeshift how about fighting styles, in real world there are various fighting styles such
as Kendo, Karate, Judo, Kick Boxing, Ju Jitsu(sp), Bo(fighting with wooden poles i think, Kendo is the one with wooden swords),
Drunken Boxing (this is actually a martial art believe it or not), Kung Fu (can\'t forget this one), Neijia, Taijiquan, Baguazhang and
Xingyiquan/Xinyiquan plus there are many other fighting styles.
Well my point is why not have a thing like this in Planeshift in which each race can have their own fighting styles, for example the
Ylians could have a Judo like fighting style whilst the Dermorians could have a fighting style more like that of the Ninja (Kung Fu,
Karate etc). Well this is my idea what do you all think.
-
Zink
Guest
posted 05-12-2001 17:45 GMT
Ancient one,
it is a good thought but i think if you are going to take the time to put that in you might as well make classes instead. i only think
this because while a race historicaly may have a traditional fighting style, an indevidual player may not. so if i fight like a brute
and my profile says i dont... well you get the idea.... i just think we should have classes...
King Larry
Guest
posted 05-12-2001 18:08 GMT
What about a \"making love\" skill? Just a thought :)
ratdudett
Guest
posted 07-12-2001 04:15 GMT
i didn\'t read all the suggestions because i\'m SO lazy :P but i liked the ones i read especially the taming one :) imagine ur like lvl
1 fighting but ur taming is realy high so u tame a little dragon and then someone high lvl person tries to attack u thinking that u\'d
just be an easy kill and then the dragon attacks and... i\'m getting a bit carried away :D i think that when someone tries to attack
they should see not only ur combat stats but also like ur tamming/magic/exc.
and about the making love one umm are u gonna make love to an npc? no offence but thats kinda... lol :)
wickedways
Guest
posted 08-12-2001 06:28 GMT
do we get to keep ur stats from demo to demo and our names do we get to keep them
icebolt
PS W.T.B. Member
posted 08-12-2001 10:10 GMT
No. This will, however be so, with the beta tests.
shadow
Guest
posted 29-12-2001 13:49 GMT
Weapon skills:
One handed edged weapons
One handed blunt weapons
One handed chain weapons (including whips)
Two handed edged weapons
Two handed blunt weapons
Two handed chain weapons (like morning star)
Thievery skill:
Stealth (hiding and sneeking)
Pickpockets
Knowledges:
Knowledge about _____ (specialized knowledge)
Academics (General knowledge about the world)
Laws
Occult (important for rituals)
Science (creating potions and stuff)
Laungages
Magicals:
Sense magic
Magic studies (create your own spells and learn others spells) note: the better spell, the harder it is to learn it. You must learn it
after you created it (to use it).
Aim Spell (For offensive spells like fireball and stuff)
Misc. skills:
Mine
Smithing (specialized armor/tools/weapons/..)
Find Trap
Disarm Trap
This list was created for Planeshift, it may be altered and used in any way by the makers of planeshift. (I got more skills, they
only need translating).
elmundo
Guest
posted 31-12-2001 12:10 GMT
I think it would be more realistic with skilltrees,
where skills close together would affect each other. I\'v
seen the ideer in the shadowrun rules, and find it real
appealing.
As an example if you are superior with a sword, then you
would be very good with parry, quite good with a knife
and able to handle a mace.
Here is my ideer of some good skilltrees, thou some of
them might need to be more balanced:
Skills
Many of theese have already been named.
Combat
*Ranged combat
-*Archery
--*Sling
--*Bow
--*Crossbow
-*Throwing
--*Suriken
--*Morning star
--*Dagger
--*Spear
--*Stone
*Meele combat
-*Armed combat
--*Blunt weapons
---*Mace
---*Hammer
---*Club
---*Staff
---*Rock
--*Edged weapons
---*Knife
---*Sword
---*Axe
---*Polearm
----*Spear
----*Halebard
---*Special edge skills
----*Backstab
----*Double wield
-*Unarmed combat (martial arts)
-*Special meele skills
--*Blind fighting (fight when unable to see)
--*Subduing (knock your enemy out instead of killing
him/her/it)
*Defence
-*Parry
-*Shield (you should be able to use a shield)
Awareness (the ability to detect things that
are oute of the ordinary and out of place)
*Listning (detect whispers, strange sounds etc.)
*Smelling (detect foul smelling orcs)
*Seeing (detect hidden objects, persons, doors
etc.)
-*Find traps
-*Appraise object (size, amount, weight, worth,
quality etc.)
-*Appraise person (guess stats, compare stats)
*Tracking (find and follow a track, detect party size
by their tracs)
*Intuition
-*Sense magic
--*Sense casting in progress
--*Sense curse
-*Sense alignment
-*Sense danger
--*Sense attacker
--*Sense trap
-*Sense money, gold, minerals, etc.
Guise
*Hide (hide yourself, hide another person, hide
object)
*Disapear (disapear while watched or hunted)
*Sneak
-*Pick pocket
*Disguise (avoid recognision, appear like someone
else)
Athletics
*Dodge (dodge enemy hits, arrows etc.)
*Dance (can\'t party without it)
*Climb
*Swim
*Run (run faster and longer, close tied with stamina,
maby redundant)
*Jump
*Ride (Ride animals like horses, dragons etc.)
*Balance (walk on narow stuff)
Social skills
*Trading or bargering
*Leadership (can\'t join a team where team leader is
lower in this skill than you, raise teams overall moral
and disciplin)
*Disciplin (don\'t panic in face of danger, if low you
won\'t attack dangerous apponent)
*Morale (weaken slower when fatigued)
*Teaching (teach skills and spells to others)
*Maners
-*Use knife and fork
Lore
*Language
-*Writing
-*Reading
-*Hand signals
-*Speaking
*Life
-*Plants
--*Trees
--*Herbs
--*Fruits, vegtables and berries
-*Humanoids
-*Animals
-*Monsters
--*Deamons
--*Undead
*Geologics
-*Minerals
-*Underground
*Maps
-*Read maps
-*Make maps
Crafts
*Tailor
*Carpentry
*Masondry
*Leatherworks
*Pottery
*Mining (close linked with \"mineral lore\" above)
*Smith
-*Forging
--*Armor
--*Weapons
--*Horseshoos
--*Tools
--*Metal pots
-*Reparing (repair, sharpen worn items)
-*Mending (mend broken objects)
Cooking
Wildlife
*Hunting
*Fishing
*Making a fire (finding wood, building a fire,
lighting and tending it)
*Making a camp
Mechanics
*Making a trap
*Disarm trap
*Pick lock
Alchemy (se other posts)
*Potions
*Poison
Magic (se other posts)
*Defence
*Offence
*Conjure
*Enchant
*Healing
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Bigfoot
Guest
posted 01-01-2001 02:08 GMT
This might have been mentioned already... i only skimmed the other replys. But one thing that is majorly annoying, well not realy
just trivialy stupid is that in reality Weapon skills are very specific (UO was good in this respect) Short Swords, long swords, two
handed swords, daggers, Staves, Clubs, Hand Axes, Battle Axes, Polearms, Pole Axes, Spears and piercing weapons are all
differant in teh skills needed to weild them.
Although i can understand the logic behind grouping them into larger collections to save time and effort for both player and
developer. Createing more choices for teh player draws them into the game more. Add to that a counter action in that monsters
are immune to variouse forms of weapons (i mean attacking a skeleton with Rapier!!!... impossable!, attacking it with a Staff or
Mace YES, bladed weapons... half way decent) Thick hides are immune to slashing weapons and moderatly effective against
peirceing class weapons, Crushing weapons how ever would do normal or slightly less than normal dmg. Chain mail is very
effective against arrows and peircing but not very good against guarding from slashing or crushing type weapons. plate mail is
primarily designed to deflect sword bows but surpriseingly isnt very good at stopping peircing weapons (hence the reason knights
also wore a cloth padding , chainmail under garment combination under the platemail) teh british long bowers where the death
knell of the French plate mail loving Paladins ^^.
But i digress, to me Players should be allowed to choose one primary and one secondary weapon skill, a defensive skill and one
tradeskill at teh begining.
There should also be realistic resrictions... I mean weilding a two handed weapon (often two handed swords got to over 12 feet
long in real life) and hideing in teh shadows ISNT possable with such a weapon, unless yoru enemy is a complete mentalcase.
This would restrict thieves and assasins that would use such a skill as stealth to use what they would have in teh first place... a
dagger or short sword. I mean come on... back stabbing with a 10 foot long blade just aint possable. Also restricting what
weapon types can be used in certain situations would also be a neat touch. Within corridors spears gain bonus to hit, or all two
handed weapons are useless in teh same situation. This would stop the old problem of ever one weilding the same UBER
weapon simply because its teh strongest... players would have to develop stratergies. in teh former situation what weapon would
the player choose to use instead of there 2hander? a short sword, long sword, club?... this gives players choices, and
conseqences. Add one more thing.. players cant become masters in every skill... only say 2 skills can be mastered, more
choices and desision ocne again.
Shadow
Guest
posted 01-01-2001 20:46 GMT
Well, you should be able to master more than two skills, but the exp. cost to master each new skill would be doubled (first *1,
second *2, third *4 and so on...)
Thus making it hard to become a master in more than say three skills.
And it\'s wiser to know 8 skills than being master in 2, making it better to be a jack of all trades (master of (n)one).
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I had to break my 69th post to bump this..... :)
Sometimes the old posts nead re-airing. It also sometimes seems that when Dev\'s pay too much attention to forums, the games end up an average of wants - therefore not best at any thing. So, you dev folks should make whatever game your original vision was, and it will attract the audience that loves it. If you make a generalist game, it will fall flat, like so many others do.
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Bravo Montenegro you done it again... You never stop amazing me at what might come out of your head. You have a very large point (I seem to agree with you a lot now dont I?). Games that are generalistic usually lack in many key factors in the gaming experience, which ultimately creates a dull, drab game. On the other hand if you create a game that is superb in some areas while having average on others you can pick up many users even though a couple might dislike it
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Thanks! Some of my posts tend to get a bit whiny (about personal stuff) and sometimes I rant. But sometimes I also think too. I think theres alot more wrong with making player who loves a game hate it, then making indifferent games simply not play. What I mean, is that sometimes a niche market is better. When a game specializes, it may not have a huge audience, but they are iron in their support. Example: Age of Wonders. Probably one of the best TBS (turn based strategy) games ever, but it never caught on huge like Diablo or any of the others (UT, Quake, etc.). Obviously, theres a reason a sequel is being made. Its cause there is a rock solid fan base who will ALL shell out there hard earned clams for the thing. Heck, I\'d pay $80 for it, because I trust the company to make a game I\'ll love. From what I can see, Planeshift\'s true target is roleplayers. Alot of companies claim this to attract them, but so few follow through. Diablo an RPG? heh, I suppose. Don\'t get me wrong, I play the game, but I don\'t have anywhere near the level of fun I get from AOW or from say, Baldur\'s Gate and Fallout. Those games rock. Course, if any company can pull a game out that pleases everyone, its Blizzard, but anyway. They are psycho pathic in their quest for perfection (the gaming borg). I still like their games, but Diablo II will not be played nostalgically 6 years from now. Baldur\'s gate will. Whew, posting is tough work!
Nathaniel.
oops
ahem,
Montenegro, destroyer of worlds, and sometimes baker of cookies..... :P
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heh cookies.... anyway blizzard is one of the \"diamond in the rough\" (for those of you who either forgot or dont know that quote, its from Disney\'s Aladdin :) ) and they usually last for 2 years but things that hold true to the gaming genre like the FF series will have people buying a $200-$300 game consule to play it. (Go FFX)
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Hi there,
this is my first post, as some of you may have noticed, but I have recently heard about Planeshift a couple of days ago. Anyway, let me get right to the point, if I may.
I read Tarad posted that Chainmails would be effective against piercing weapons and arrows, but really good at stopping slashing attacks. Actually, it is the other way around. Since the chainmails are made of about 10.000 little rings, a slashing attack wouldn\'t be effective, since the \"net of rings\" (I\'m from another Argentina, so please excuse me if I can\'t explain myself very well) absorb the attack. however, if you STAB someone wearing a chainmail, you will surely wound him, since a stab cuts through the unions of the rings (and an arrow would do that to). A blunt weapon like a warhammer or a staff would simply crush the victim\'s bones, being also very effective.
Plate armor is, as Talad said, great against slashing, but its not very good against piercing weapons.
That is why Roman soldiers, when fighting against armored barbarians (who mostly used chainmails, if not leather) used to stab their enemies in their chest, instead of slashing.
I know it may sound stupid for some people, but for the ones like me, who like to see realism in melee fights, I believe it would mean a lot.
The post was long, and the explanation well, not very interesting, so I apologize to all.
Keep up with the good work you guys!
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Welcome to PS Golbez, nice to have you here :D
Like you I think many people here, notably the developers, are concerned with realism. From posts already made it seems that the team want to create an environment that is as realistic and close to real life rules as possible without making the game constricted or painful to play. We have lots to look forward too :))
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Welcome to PS, Gobelz, hopefully you will enjoy playing, and stay with us for awhile =)
anyways about the chainmail issue, i belive it should be effective against the same things a full plate mail is effective against, only weaker in general..
meaning - it would defend you 30% from a battleaxe, when a full plate mail will defend 50% . only chainmails are cheaper, and lighter therefore allowing morre players to be able to purches, weild them
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I am sure more than a few people here played AD&D 2nd Ed., if you recall, the Player\'s Handbook actually did have a chart concerning the effectiveness of chainmail, splint mail, leather armor, plate, etc. against piercing, slashing, and bludgeoning attacks, this would be a great resource if any of the developers still have, or could get access to a 2nd ed. PHB.
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maybe U could have a mithril chainmill or something!! or dragon hide this is light and very strong maybe even stronger then full armorplate!! ideal for klyros and such who have a fragile body structure and therefor can\'t wear heavy armor! this should ofcourse be a very expensive and very rare item!! and why not have magic protect U instead of armor this way the mages could protect them selve from blows with a sword and such and not just from magic
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i think mining/smithing should be avalible at creation