1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. Greetings Guest!!

    In order to combat SPAM on the forums, all users are required to have a minimum of 2 posts before they can submit links in any post or thread.

    Dismiss Notice

Perks!

Discussion in 'UHall' started by AzSel, Nov 9, 2011.

  1. AzSel

    AzSel Lore Keeper
    Stratics Veteran

    Joined:
    Feb 21, 2008
    Messages:
    870
    Likes Received:
    4
    One thing I would like to see about UO and its skill system, is adding perks, say you get one perk per skill above GM or something, and the perks you can choose is something like, 5% HCI for swords, 5% SDI for fire magic, 10% added chance to do lethal with In Nox spell etc. It would make for more diverse characters and give your character a more "unique" feel amongst all the other similar templates.

    Yes I know Skyrim has this system, and its great, but really ive been thinking about this for years and even talked to Logrus about it briefly, and he said he liked the idea back then.
     
  2. Merion

    Merion Lore Master
    Stratics Veteran

    Joined:
    Dec 1, 2009
    Messages:
    1,006
    Likes Received:
    9
    /signed

    I loved that in Fallout 3
     
  3. Mirt

    Mirt Certifiable
    Stratics Veteran

    Joined:
    Dec 28, 2009
    Messages:
    1,726
    Likes Received:
    286
    I am torn on this. While I would like to see a bigger boost to going above GM then there currently is, there is already a benefit. I am hesitant about adding in a flat perk based system because, while I love it in other games, it is so different from the current skill system that UO uses. I think having a scaling system that goes up for each skill would be better. It would have people choose between crowded versitle temps and having to choose is one of the best parts of UO in my mind.
     
  4. NBG

    NBG Lore Master
    Stratics Veteran

    Joined:
    May 15, 2008
    Messages:
    1,147
    Likes Received:
    213
    How about taming that RNG beast instead of flat perks heh.

    Maybe Perks can be for a combination of skills each at 110, 115 and 120
     
  5. LadyNico

    LadyNico Always Present
    Stratics Veteran Stratics Legend

    Joined:
    May 13, 2003
    Messages:
    14,719
    Likes Received:
    1
    I might like this provided it's calculated on real skill only.
     
  6. Mirt

    Mirt Certifiable
    Stratics Veteran

    Joined:
    Dec 28, 2009
    Messages:
    1,726
    Likes Received:
    286
    It would sure be a big change. If it were well done it could be very positive. I do wonder if its something that they could do with the skill system the way it is.
     
  7. elspeth

    elspeth Guest

    I haven't played those other games so I'm not sure I understand completely what you are talking about with perks but I think there are already some perks type things.

    One example that I can think of are the extra stable slots for the various levels of taming. Get one extra stable slot for each skill that hits I believe 100, 110 and then 120 and then I think you get one more still if all 3 skills are at 120. Of course, I always believed that a person with all 3 taming skills at 120 ought to get 1 more control slot. And yes, definitely based on real base skill and not on jewelry.
     
  8. Zosimus

    Zosimus Grand Inquisitor
    Stratics Veteran Alumni Stratics Legend

    Joined:
    Jul 3, 2004
    Messages:
    4,370
    Likes Received:
    720
    It's a great idea but also see issues with it.

    If UO keeps taking ideas from other games and add them to the game then is it still UO?

    1) To me it's not UO because UO has lost it's own unique identity.

    2) On the other hand it may do some good then we may aquire new players that likes a variety of game features of different games into one game.

    3) UO has already gone down that path so why stop now.

    :)
     
  9. KingHen

    KingHen Seasoned Veteran
    Stratics Veteran

    Joined:
    Apr 20, 2009
    Messages:
    472
    Likes Received:
    52
    /Signage
     
  10. AzSel

    AzSel Lore Keeper
    Stratics Veteran

    Joined:
    Feb 21, 2008
    Messages:
    870
    Likes Received:
    4
    Yea, each skill had a few perks that you could choose from, and they would be scaled based on your real skill and you couldnt choose any perks in the respective skill before it hit gm+ (real)

    Me personally would love more choices to make your template/setup feel more unique etc. So Im hoping Logrus or whoever sees this and really gives it some tought if it can somehow be implemented into UO.
     
  11. Warpig Inc

    Warpig Inc Babbling Loonie
    Stratics Veteran

    Joined:
    Jul 2, 2008
    Messages:
    2,416
    Likes Received:
    397
    As far as skills go. I would like to see more off template skills added to make more unique basic skill templates. But more effective then the jacking swordsman limp perk.

    Macer with smithing. Damage bonus and armor cruching effect. Get some Grizzled Piddle message or S**t getting F***d Up after getting hit by on theese macers. Certain weapons have DI bonus other have armor damage

    Tamer with Mining. Tamer combo that can tame and control certain creatures like Rare ore elementals. That can be vetted with only raw ore. To go on a long hunt and pull ore from the area instead of hualing a bazzilion aids. Tamer with Spell Weaver can tame and control Fairy Dragon, Pixies, Elder Unicorn or KiRin and Changlings for start. Tamer Necro can tame and control a Shadow Wyrm and the putrid list could go on.

    Necro with Forensics could have SDI bonus like the Scribe Mage. The undead raised A level higher in type with maybe more then 3. Spirit Speak healing boost. New looted spells that require high Necro, SS and Forensics

    Archer with Bowyer. Higher arrow recovery. DI bonus with some weapons and range bonus with others that they crafted.

    Crafter Imbuer. While using a runic to make weapons or armor can target for a specific mod. This would have a higher fail rate like a negative tally effect. Hell make it even more fun. Like recipes can only target mods after acquiring the written knowledge. Even have off mods written scrolls. Like the ability to get a skill runic crafted on an item. Price Check on the Imbuer's Written Knowledge of Parry or Magery. What would a spine runic be worth if a Crafter Imbuer had the knowledge to bend the magics to instill HCI on Bone Armor. Amount of the HCI higher with the barbed kit with the other mods being random. Still have to remember this would have a higher fail rate to make with a lower chance it is even Exc.


    Mage Scribe. A classic that could have unique spells added like the Paper ELemental Summoning with the special million paper cuts attack. Mass Greater Heal or Mass Greature Cure. Anatomy is written to have an effect but doesn't really seem much. A Mage Scribe Imbuer with the Imbuer's Written Knowledge on Dragon Slaying Could really fill a gap on making empty books


    I see it as a good thing for perks of a new kind for the pure skills. 105, 110, 115, 120 each have their own perk but are not added up. There could be a reason to stop at 110 on a skill if it's perk has a great effect with another skills set perk.