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Ideas Thread - Submit your own HERE

Discussion in 'UO Siege Perilous' started by nightstalker22, Dec 22, 2008.

  1. nightstalker22

    nightstalker22 Lore Master
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    Cooking and Tailoring

    Make it so eating is required again, that would make the cook viable again, and it would make taste ID valuable again, as eating poisoned food should bypass any armor resists, as you consumed the food, it is directly in your blood stream and no magic can cure it.

    Once eating is established, remove the limit on how much you can eat, let people gorge themselves, if they eat too much, they get fat, and take a penalty to their stats, and also they have to get larger sized armour and clothes made for them, which would keep the tailors busy making different sized clothes.

    Certain foods should have different bonuses and penalties, say for about 5 minutes. Eat an apple, gain +1 strength, eat a pizza, lose -5 stamina, but more filling....etc...

    These few things should bring back dead skills, and make delivering a poisoned Birthday Cake more fun! ;)
     
  2. Sweeney

    Sweeney Guest

    Item ID - All item stats should be masked, a person should need Item ID to know the specs on any item. Lower skill level == Inaccurate item stats.

    Taste ID - Adding calorie counts etc would probably be too much coding. Honestly I have no good idea how to improve this skill.. maybe the higher the skill the better the benefits of food? (This is a weak idea)
     
  3. MagicNinja

    MagicNinja Guest

    I like those ideas ^^
     
  4. Draxous

    Draxous Grand Poobah
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    with what they've done to to curse type effects in this game and the necessity of enchanted apples/remove curse... I don't see how this idea regarding cooking would be a good thing.

    Currently, there are only 3 methods of removing curses from you.

    1. Remove Curse

    2. Enchanted Apples

    3. Faction Bandages

    Being that 2 out of 3 of those methods are specific choices a character HAS to make (investing skill points into chiv or joining factions) I do not see how this will help.

    It would be akin to making it so that you could only cure poison by joining factions to use a faction item, having to have magery or drinking a cure pot (which you will eventually get full from)

    The thing about PvP in this game is that it needs to be balanced... and by balanced I mean many options to counter any one given move so many classes can equally counter each other.


    cure, cleanse by fire, pots, orange petals, vamp form and bandages allow you to cure poison... not to mention confidence, spirit speak and gift of renewal all allow you to heal HP while under its effects (by passing the whole point.

    This is balanced because you have a TON of options available to counter the move... same thing with healing HP.

    The way things are currently set up... really makes this cooking suggestion (regarding needing to eat) pretty tough to support.
     
  5. Speedy Orkit

    Speedy Orkit Grand Inquisitor
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    I think a monument to Speedy Claxton should be erected in the Britain lou.
     
  6. Petra Fyde

    Petra Fyde Peerless Chatterbox
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    Between apples, egg bombs and occasionally grapes and fruit baskets, plus the odd barbequed rib or fish steak pile, my cook is quite busy thanks.
     
  7. N49ATV

    N49ATV Slightly Crazed
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    Herding skill gives additional control spots. If you can herd 115,000 cats, why cant you have an additional control spot over someone who hits themself in the face with a crook?

    Forensic if successful, flags the murdered to you for a set time. (although most are red here, but more for other shards). At higher levels (say above 120), if you successfully investigate, there is a chance not only to find the killer, but specific method used. In which case you know what his style is, and you have a heightended defence towards it. So if they did a backstab, your defence chance goes up, and thier hit chance, or special move hit chance goes down.

    GM remove traps does not reveal you, and has a higher success rate then current.

    Item ID, needs to be give purpose again

    Tracking system needs to be tweaked just a bit, to allow for better tracking, and more accurate tracking

    I agree poison food, should bypass armor resist

    LJ bonus should go back up, as your sinking 100 points in, for very little gain now. They nerfed it, but a bit too far. Biggest issue with jackers used to be the concussion blow.
     
  8. Draxous

    Draxous Grand Poobah
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    Just so you know... they never nerfed it (directly.)

    What happened was that with item properties and AoS... the dmg increases from items it made the piddly bonus you got from LJ worthless for the investment...

    if you remember correctly, the old magic property system (accurate, supremeley accurate, so on and so forth) were on a scale from 1-5% Hit Chance Increase... which made those supremely accurate of vanquishing (35% dmg increase)

    worthless.

    The transition from the old system to the new system was not implemented well at all. It's why currently HCI and DCI are still sooo important. You can have 120fighting skill 0% HCI and 0%DCI and get hit every time while never hitting them fighting someone with 90fighting skill 45%HCI and 45%DCI who's wealding a 50% Hit lower Def and 50%hit lower attack weapon... all because you're using a GM made one.
     
  9. Sunchicken

    Sunchicken Guest

    Traped crates should only be used once. I mean christ whos rearming it?
    It should do 30+ hp at low skill levels 75-95 at gm. Low end mages magic trap does more than 50 tinker traped crates.

    Animal form- one should not be able to weild a weapon. Your an animal now you have no thumbs!!!! making them used for what they were made....escape. Changing in and out of form should reveal if hidden. Should take a control slot.

    Stealth you should have a timer between hiding and stealthing. Smokebombs should have a cool down, for ****s and giggles lets make everyone scream, 5 mins between.

    Divine fury, holy light should freeze caster.

    Evil Omen and Pain Spike should be slowed down a hair.

    Horses should have stamina issues like in past.

    No item should be able to be used in replace of a skill and be as effective as that skill.

    Mage weps came out before the crystaline ring. Need to boost up the mage deduction to cover what the ring messed up.
    Resist is pretty much worthless with apples and crates. Fix traped crates boost the timer back up on apples. fixe the mage weps and you wont see an over abundance of necros unless they want to go with the artifact staffs.

    And as some of you have found out those staffs can be tuff on ya : )
     
  10. TheScoundrelRico

    TheScoundrelRico Stratics Legend
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    Eliminate mage weapons...even the ones with penalties...la
     
  11. Draxous

    Draxous Grand Poobah
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    THIS.
     
  12. shipwrek

    shipwrek Guest

    The ability to "assist" a target (party member, monster, npc, player) so you target their target.

    Targeting is one of the most annoying aspects of this game.

    a "snare" spell/weapon/feature to keep people or things from running away (or catching you) would be nice too.
     
  13. Troop

    Troop Sage
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    Make everyone use player crafted armor and weapons. Then maybe we can see who has skills.
     
  14. nightstalker22

    nightstalker22 Lore Master
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    Another Idea I've have was to give musicians the ability to compose their own music in a music gump.

    Real music, using standard notes, timing, and full range.

    There are many instruments, each has its own distinct sound.

    The higher your musicianship skill, the more accurately you play your composed music.

    This serves no purpose other than entertainment, you could form a music group and perform at the theater, each member playing their own instrument, and all the music actually composed by each person.

    -------------------------------

    Which brings me to another idea.

    Secondary skill point slot.

    for example:

    Swordsmanship is too broad a category, and you are proficient in any weapon you pick up.

    It should only use swordsmanship to calculate hit chance, but each weapon should have to be trained too, up to 300 points in a sub class.

    So you would be a Broadsword master, or pike master, etc... not just any weapon you pick up.

    If things were that way, you could remove the 90 point requirement in tactics to use special moves, as you would only be able to use the special moves on up to three weapons, and only if trained to 70 and 90 SUB skill.

    Instruments would be the same way too.... have a great blood elemental slayer harp? Too bad, your three instruments that you trained are flute, drum, and tambourine.

    Shall we go on? Carpenter who specializes in Furniture, but not weapons. etc...

    No more Jack of all Trades, but specialists.
     
  15. OldAsTheHills

    OldAsTheHills Lore Master
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    Personal Quest Ticket: An event or activity of a player or by other players generates the
    placement of a ticket with a timer on it: 24hrs in the player's backpack.
    This ticket like other tickets only work for you! You have 24 hours to double
    click on the ticket to reveal the instructions,else it goes poof.

    You will have 24 hours or less to complete what the instructions say. A reward or avoidance of
    a penalty will result if the ticket holder succeeds completing the instructions. These instructions
    could be anything that one person could do in this game by self.
    The instructions could be something serious or just plain silly!

    It would be nice if the ticket instructions was some way linked to the normal activities
    of the ticket holder's karma, skills, stats, or just what happen to player moments before
    the ticket appeared.

    These tickets occur a limited number of times per year.

    *stares*
    Yahaxithonix
     
  16. Begging skill should give bonus's to Stealing/Snooping

    Forensic eval should give bonus's to Detect Hidden


    and...when intoxicated I should not post...:eek:
     
  17. nightstalker22

    nightstalker22 Lore Master
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    I disagree about Forensic...

    I believe forensic evaluation should allow you to determine who has murder counts, and allow you to attack them in guard zone without getting whacked.

    Only short term counts, not long term.

    and the higher the skill, the better you can detect them...example:

    you use forensic on someone with 1 short term count, and at your low skill, it doesnt tell you they have a kill.

    You use it on someone with 4 short term, and you have a much better chance of discovering their crimes. of course if they have 5 short term they are red, so they are freely attackable anyway.

    0 - 25 skill - a % chance to reveal someone with 4 short term counts

    25 - 50 skill - a % chance to reveal someone with 3 short term counts

    50 - 75 skill - a % chance to reveal someone with 2 short term counts

    75 - 100 skill - a % chance to reveal someone with 1 short term count

    The percentages would need to be worked out, as 75 skill cant give the same chance as 100 skill.

    That would make the detective viable again! :)

    edit: and if you used forensic eval on them, they cant give you a murder count!
     
  18. Lord_Puffy

    Lord_Puffy Crazed Zealot
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    Eh, last time I checked it was pretty easy to be human work up your karma and use chiv to remove curse. What is it like 8-10 mana and 10 thithing, I use to play a red char with 0 chiv and remove curse almost every time. It would be very viable for a blue character like yourself to use chiv. You just have to choose jack of all trades 20 all skill/less mana for specials vs more int/enery resist/harder to reveal.