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Dear Devs, txs for new additions BUT how about bringing some juice into REAL SKILLS ?

Discussion in 'UHall' started by popps, Nov 5, 2011.

  1. popps

    popps Always Present
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    Dear Developers, thanks a lot for the new additions bringing new life to Ultima Online, the revamping of Shame just to name the most recent one.

    But, considering what Ultima Online was and what it is now several years after the launch of AOS, would it be possible to add to the revamping design work, some new juice added to templates who host REAL SKILLS (within the 720 boundary CAP limit) rather than those who boost their skills using skill items ?

    I am talking, about activities bonuses given exclusively to those templates who make no use of skill items and play their template only relying on real skills. They could be real skills only special moves, extra power to the usage of the real skill (for example spells being more effective if cast with real skill 120 rather than item boosted skill points......), whatever, as long as real skill brings in more than item skill points.....

    Of course, those wanting to still use skill items still could, taking whatever advantage would come from exceeding the 720 skill CAP (i.e. from more skills being used...) only, they would not enjoy the same power from any given individual skill as players limiting their game play to 6 x 120 skills on a template.

    Thank you.
     
  2. Ricsreturn

    Ricsreturn Adventurer

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    Re: Dear Devs, txs for new additions BUT how about bringing some juice into REAL SKIL

    using the 720 cap without allowing players to achieve that cap before 4yrs playing time would be a hard sell
     
  3. popps

    popps Always Present
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    Re: Dear Devs, txs for new additions BUT how about bringing some juice into REAL SKIL


    Well, my idea of an extra bonus to those players who make no use of skill items not necessarily would only be for 720 skill CAP users. Also for newbies who still train their skills up to 120 albeit not 6 of them but 5 because of their lower skill CAP......... For those 5 skills which they indeed will be able to train up, real skill up to 120 legendary, they would enjoy the extra boost as well only, over 5 skills rather than 6.........

    The whole idea, is to bring some new juice to those players using real skills when they make use of those skills rather than boosted up with skill items. It would be irrelevant if the CAP is 720 or less for new players.

    I mean, players using up skill items already have their advantage by being able to sport more than 6 skills in their template. Being able to do the same things that players do limiting their skills to 6 because they only make use of real skills seems not balanced.

    That's why I was hoping that some love might be brought back into skill based Ultima Online as it was prior to AOS..........
     
  4. Ricsreturn

    Ricsreturn Adventurer

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    Re: Dear Devs, txs for new additions BUT how about bringing some juice into REAL SKIL

    prior to AOS? when you use this phrase it can sound as if you'ld like them to take a step backwards rather then forward. You hear it alot and I think too much.

    I do agree how ever it should be more beneficial for someone to have 120 pure skill then say 100 plus+ 20 in items. But not because of how things were in the past. It's time we evolved and we allowed the game to evolve. Keep holding on to the past just makes more luggage to carry on into the future.
     
  5. Re: Dear Devs, txs for new additions BUT how about bringing some juice into REAL SKIL

    people who rely on jewelry have less properties dedicated to other useful stats. using skill jewelry has it's own disadvantage already.
     
  6. Lord Frodo

    Lord Frodo Grand Poobah
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    Re: Dear Devs, txs for new additions BUT how about bringing some juice into REAL SKIL

    Would not be a bad idea but the problem is way back when being a 7xGM ment something and when they cane out with power scrolls it shot that all to hell. In order to do what you are asking then they need to raise the skill cap to 840 allowing us to be pure 7xLegendary because if you look back a 7xGM was a kick butt Char.
     
  7. aarons6

    aarons6 Certifiable
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    Re: Dear Devs, txs for new additions BUT how about bringing some juice into REAL SKIL

    i agree, 840 skills is needed..

    now days 115 is not even as good as gm was back then..

    warriors can get away with 6x 100 with 1 120
    but mages and tamers and such have to drop an important skill to make everything fit.
     
  8. CovenantX

    CovenantX Babbling Loonie
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    Re: Dear Devs, txs for new additions BUT how about bringing some juice into REAL SKIL

    I was thinking more along the lines of making a +skill item able to go above your
    "Real" skill cap

    say you scroll out to 120 swords, and you equip 2 +15 swords items
    it would increase skill to 150.

    thats actually how it was in Pub 16, items that had "Supremely Accurate" was +25 tactics skill, and it brought you above the 120 cap.
    (hmm, might be why dexers hit so hard back in those days)
     
  9. popps

    popps Always Present
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    Re: Dear Devs, txs for new additions BUT how about bringing some juice into REAL SKIL



    This is an argument often used against giving some real bonus to have real skill rather than skill items points but I need to say that I do not agree with it.

    Using up a modifier slot to go, say, from 105 to 120 in a given skill, as it is now, definately provides a much better advantage in what one can do as compared to pretty much several other modifiers be them MR, LRC, FCR and blah blah.

    What I am trying to say, and it is quite proved by the fact that most gimp templates do make wide use of skill items rather than using real skills and modifier slots for other things, is that there is not an equal trade off between using up modifier slots for skill points or for other modifiers.

    Therefore, is my argument, those players who limit themselves to a reduced number of skills because they use real skills rather than use skill items, should be advantaged with certain exclusive bonuses to them.
     
  10. Re: Dear Devs, txs for new additions BUT how about bringing some juice into REAL SKIL

    i don't agree because in pvp, every property counts. you might not agree, but i don't think you pvp much. players who have to use +skill jewelery in pvp's suits are often not comparable to those players who don't. given that using skill jewelry usually means you are trying to either fit more skills into your template or too lazy to finish.

    in pvp, you don't see much skill use gear besides on mages who compensate for -20 mage weapons, on dexxers who are either too lazy to 120 ninjitsu or are cramming stealthing skills into one template, and tamers who are too lazy to finish animal taming.


    a typical dexxers ring/braclet would look something like this

    25 ep
    15 hit
    15 def
    7 dex
    7 str

    if you think giving up any of these stats to meet the 120 cap of a skill is worth it, again, you must not pvp.
     
  11. Lord Frodo

    Lord Frodo Grand Poobah
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    Re: Dear Devs, txs for new additions BUT how about bringing some juice into REAL SKIL

    UO is not about PvP only but please show us your 6xLegendary PvPer or better yet show us your 6xLegendary Tamer or Warrior that you use for other things besides PvP or any other char that you have 6xLegendary.