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Higher skill cap for crafters? (Just a thought)

Discussion in 'UHall' started by DJAd, Aug 13, 2012.

  1. DJAd

    DJAd Stratics Legend
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    I've finally got my crafter pretty much sorted along with some additional skills that I have to stick in soulstones as there is no room on the template.

    It got me thinking, it would be great if "crafting characters" were allowed a higher skill cap to accomadate all the crafting skills. I've got a jammed packed template and had to miss off fletching and inscription for example as there is no room to fit them all on.

    I understand that some of the skills add additional extras to other chars, like inscription gives some extra SDI and alchemy gives some EP bonus but sometimes its nice to have all the crafting based skills on one character.

    It could be done so you can choose a dedicated crafting char, which will be rewarded with a higher skill cap upon creating the character.

    Just a thought.
     
    Joey Porter likes this.
  2. cazador

    cazador Crazed Zealot
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    Make different characters...
     
  3. Martyna Zmuir

    Martyna Zmuir Crazed Zealot

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    So mules become super-mules and interactions between players decreases even further?

    Uhm... No thank you. I kinda want the MMO in my RPG. o_O
     
    #3 Martyna Zmuir, Aug 13, 2012
    Last edited: Aug 13, 2012
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  4. DJAd

    DJAd Stratics Legend
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    I have done, but all my spaces are taken.
     
  5. Phangs_of_Phage

    Phangs_of_Phage Journeyman

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    No, this is an MMOrpg. I would like to keep the MMO in it.
     
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  6. LordDrago

    LordDrago Certifiable
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    I don't think so.

    Use multiple characters or soulstones.
     
  7. Sept

    Sept Journeyman
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    I would like to agree, but there are simply too many crafting skills to pack them all into one template,

    Alchemy, Arms Lore, Blacksmith, Bowcraft, Carpentry, Cooking, Imbuing, Inscription, Tailoring, Tinkering

    That is 1080 with imbuing, blacksmith and Tailoring capping at 120 you could also include cartography

    If you take into account that some of these skills need secondary skills to get the most out of them, then you are looking at 1340+. Add in resource gathering skills and it gets really silly.

    Sorry, but the are just too many skills to include. I get round this by not having all the skills on one template, for example cartography and mining are on my t hunter, inscription in on my scribe mage and I put the infrequently used skills on stones.
     
  8. LordDrago

    LordDrago Certifiable
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    I am having the same problem finding a way to fit all the skills onto my mystic-necro-mage-spellweaving-fencer-macer-swordsman-samurai-ninja-camper.
     
    Lord Frodo likes this.
  9. MalagAste

    MalagAste Belaern d'Zhaunil
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    Every now and again I wonder what it would be like if we all could go to 820... then I think of what a PITA it would be to redo all my suits... and I decide that it's just not worth it.

    And then I am wondering how horrible would that make PvP??? It's bad enough we have what we do have...

    Nope not worth the trouble.
     
  10. Merus

    Merus Babbling Loonie
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    Personally I think it is a great idea if implemented correctly. Let's face it, most crafters have used the options available like multiple crafters and/or soul stones so the argument that this would somehow decrease player interaction does not hold up on a production shard. If players had the option to designate a specific character as a tradesman and that designation removed the skill cap all together BUT also removed the ability to learn skills not associated with crafting then I would be in favor of this change. Of course any skill associated with pvp or pvm would need to be off the list... i.e. you could train inscribe and magery, but not eval. This would make resource gathers vulnerable because they would not be able to train any combat skills, but that would be the trade off for getting all your trade skills on one character.
     
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  11. Phangs_of_Phage

    Phangs_of_Phage Journeyman

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    Why dont we just remove working up skills anyway. Everyone should start with 120 everything since most players have already done the grind and got the powerscrolls it really wouldnt diminish anything.... rofl
     
  12. Arien

    Arien Journeyman
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    1. Worker: 120 Blacksmithy - 120 Tailoring - 120 Imbuing - 100 Tinkering - 100 Carpentry (Masonry) - 100 Arms Lore - 60 Chivalry + 30 Skill from Jewelry (cause my Worker likes to Rezz now and then other Players).

    2. Worker: 100 Alchemy (Glassblowing) - 100 Inscription - 100 Cooking - 100 Lumberjacking - 100 Bowcraft / Fletching - 100 Magery - 100 Meditation (This Char Marks Runes to my Shop, can Rezz ect.).

    So only 1 Skill left .... 100 Mining which i have on a Soulstone for my T-Hunter. :cheerleader:
     
  13. Basara

    Basara UO Forum Moderator
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    My crafters:
    1. My Archer is my Bowcrafter (never takes the skill off). I could be a better archer without it, but it's a matter of principle. Plus, it never hurts being able to repair your bow or a guildmate's, if they forgot to repair, and now you're in the middle of a ML or SA peerless.
    2. My primary Blacksmith/Miner is also a Paladin with 120 real Mace Fighting. He does all his mining in Ilshenar with Gargoyle Pickaxes. He's got about 100 skill points from equipment for things like anatomy, tactics, healing and Parry.
    Characters 1 & 2 share Arms lore on a soulstone (but neither actually keep it on when not crafting).

    3. My Primary tailor also has 120 Blacksmith, 100 Arms Lore and enough melee combat skills to take down anything up to a normal dragon, for purposes of leather gathering. Despite having plenty of other options, he still uses a Reptile Slayer skinning knife he looted off a Dragon in 2004.
    4. My crafter mule has GM Carpentry, GM Tinker, GM Mining, GM Alchemy, 120 Imbuing, 70 Blacksmith+, 70+ tailor, and enough magery with equipment for doing add-ons (and enough music equipment to do instruments with 0 real skill). The Blacksmith & Tailor are to do add-ons, as well as pull colored BODs.
    5. Another character is a BOD runner that worked up to 120/120 (and GM Arms Lore, Mining and Tinkering) filling BODs, and making tools for the other crafters.

    6. & 7. Similar to #5, but on my 3rd account, and still not to 120.

    I could have a lot fewer crafters, but I've not really got a pressing need to consolidate.

    Now, if I were a Dev and to want to make it easier, I'd do the following:
    a. Merge Blacksmith and Tinker, but still require separate tools.
    b. Make Bowcraft part of Carpentry, functioning similar to the add-ons (requiring archery for a carpenter to make bows, but still requiring fletching tools), but allowing it to go to 120.
    c. Make Arms Lore not a skill, but a function of the other crafting skills (Effective Arms Lore skill being (4+ (2*(Blacksmith+Tailor+Carpentry)/5), which would make pure crafters with 120 in all 3 effectively 148 arms lore, and being 120 in 2 of the 3 would be equivalent to current GM skill)

    That would free up 180-200 point on many mules, without actually increasing the skill cap.