Now that Skills are in...
2008.Apr.17, 10:57 AM
Now that Skills are in...
Post: #1
its time to talk about what should be done with them other than what Zen's already got planned. Razz

So, what skill/skills would you like to see added to the game?



I personally would like to see a very robust resource accumulation/crafting system all with different skills associated. Perhaps even tied into Careers. For example, a medical career of 6 would be required to start training the Skill for crafting or gathering resources for the creation of first aid kits or stimpacks. In the same fashion a science rank of 6 or so would be required to start training skills toward making cyberware. Things of that nature.

Or going another route, new item types could be introduced that can only be obtained through crafting so as not to devalue the items currently in existance.

My .02
2008.Apr.17, 11:04 AM
 
Post: #2
sounds good that way if your a military specialist you could craft a new gun or maybe even modify the current guns out and so on that would be fucking awesome
2008.Apr.17, 11:31 AM
 
Post: #3
I'm rather disappointed with skills as they are at this point.

(Sorry Zen)

I'd been hoping for a system that wasn't simply a damage/to hit buff for combat.

I was hoping for non combat skills that could make the game more diverse, and maybe add an alternate way to gain levels.


Examples:

Stealing - A non combat version of mug. Costs the same as an attack, but could be performed by a level 1 against a level 40. The skill use of this skill would make an attempt to pick the other player's pockets for loose change. You would only gain stealing skill from actually using it on another player, not just giving a direct point spent into the skill. The skill check would be the thief's stealing skill vs. the target's Intelligence. A successful theft would give stealing skill, AND Experience. Gives bonus to success chance of pick pocket crimes.

Grand theft auto - Give's bonus to success chance of auto theft crimes. Using the GTA skill would also provide the thief with a quick free transport from one district to another. In fact, while we're at it.. it could be fun to give players the ability to own cars, and then give the GTA skill the ability to try and steal other player's cars (they'd be cheap, but it could be a fun passtime).

Picklock - Increases the chance of success for the GTA, and burglary crimes. Stacks with GTA.

Discretion - The player's ability to stay under the radar. This skill gives a slight chance to resist being spotted by cops, but would also be useful in dealing with stolen goods. Somewhat Moderate game change idea - All theft crimes which currently conveniently give cash, could also grant hot items. A player who goes to steal a car and successfully makes the theft check, would still have the problem of needing to offload the stolen vehicle. Players could now have a "junk" or "goods" inventory category, which holds all of their stolen items. Stolen items would then need to be taken to a fence for offloading (or chopshop for cars). However, characters with no discretion are more likely to end up handing the items over to an undercover officer, or getting busted on the way. Discretion skill would add major increases to the player's chance to avoid those busts, and sell them to the right person. Players who don't want to lose the item by getting busted, or risk the jail time, could instead sell the car to another player on the open market, and then that player could take his chances.



SOOOO MANY MORE THINGS WE COULD DO WITH SKILLS!
2008.Apr.17, 01:49 PM
 
Post: #4
LuparKoor Wrote:I'm rather disappointed with skills as they are at this point.

(Sorry Zen)

I'd been hoping for a system that wasn't simply a damage/to hit buff for combat.

I was hoping for non combat skills that could make the game more diverse, and maybe add an alternate way to gain levels.


Examples:

Stealing - A non combat version of mug. Costs the same as an attack, but could be performed by a level 1 against a level 40. The skill use of this skill would make an attempt to pick the other player's pockets for loose change. You would only gain stealing skill from actually using it on another player, not just giving a direct point spent into the skill. The skill check would be the thief's stealing skill vs. the target's Intelligence. A successful theft would give stealing skill, AND Experience. Gives bonus to success chance of pick pocket crimes.

Grand theft auto - Give's bonus to success chance of auto theft crimes. Using the GTA skill would also provide the thief with a quick free transport from one district to another. In fact, while we're at it.. it could be fun to give players the ability to own cars, and then give the GTA skill the ability to try and steal other player's cars (they'd be cheap, but it could be a fun passtime).

Picklock - Increases the chance of success for the GTA, and burglary crimes. Stacks with GTA.

Discretion - The player's ability to stay under the radar. This skill gives a slight chance to resist being spotted by cops, but would also be useful in dealing with stolen goods. Somewhat Moderate game change idea - All theft crimes which currently conveniently give cash, could also grant hot items. A player who goes to steal a car and successfully makes the theft check, would still have the problem of needing to offload the stolen vehicle. Players could now have a "junk" or "goods" inventory category, which holds all of their stolen items. Stolen items would then need to be taken to a fence for offloading (or chopshop for cars). However, characters with no discretion are more likely to end up handing the items over to an undercover officer, or getting busted on the way. Discretion skill would add major increases to the player's chance to avoid those busts, and sell them to the right person. Players who don't want to lose the item by getting busted, or risk the jail time, could instead sell the car to another player on the open market, and then that player could take his chances.



SOOOO MANY MORE THINGS WE COULD DO WITH SKILLS!
you aint active enough to see the benefits is all
2008.Apr.17, 02:07 PM
 
Post: #5
Kirky1992 Wrote:you aint active enough to see the benefits is all


lol..

And that's kind of my point.

The new skills system is just another buff for those who spend all hours of the day logged in and grinding, and not an incentive for the inactives and those who are losing/lost interest in the game to log back in.


Currently everything in the game is focused at one of two things:

1. Doing more damage (accuracy helps you land more hits, thus more damage).

2. Taking less damage.


Those are the two goals in this game, and it needs to change. There needs to be more diversity.. more things you can do, and not just different styles of attack.


The ideal situation would allow you to level without ever having to attack random people repeatedly. How is attacking random players daily, without any reason other than xp gain, roleplay?
2008.Apr.17, 02:08 PM
 
Post: #6
his point was
LuparKoor Wrote:I'd been hoping for a system that wasn't simply a damage/to hit buff for combat.

I was hoping for non combat skills that could make the game more diverse..

and i agree with him..non-combat skills should be included..

Member of Comunità di Sant'Egidio
2008.Apr.17, 02:13 PM
 
Post: #7
Zen has said that more is on the way. Sit tight. Should be up and running when you check in next month.
2008.Apr.17, 02:22 PM
 
Post: #8
Hell, there could be a completely useless skill "Flower arranging" that provided absolutely no purpose whatsoever, but I guarantee people would be working it just to get there name up the list in the Pantheon.

Heck, I know I would.. heh.

All i'm saying is some very simple noncombat skills could be added that would in no way unbalance the game, and would simply add something more to the game.


How about

Stealth - A skill which at certain increments provides very useful hiding bonuses. At 5 points in the skill your name would not appear on the active users lists while you are online. At 10 points, you could use the "forget" ability, which would remove your name from 1 enemy list. Obviously you'd have to balance this so that people wouldn't simply get around it by using their friend's list as a hitlist. Perhaps by requiring permission before someone adds you to their friend list. At 15 skill, you would be guaranteed the first hit in any attack you make.
2008.Apr.17, 02:22 PM
 
Post: #9
Not only that Loki, but she has said MANY times more is to come. She wanted IMO to give us a taste of what's to come. And to the point you have to be insanely active to benefit from skills is laughable. All you need to to is log in 3 times and you have your skills and I believe all of your careers done. The skills are excellent and big step ahead of other games out there like this.

So again, non combat stuff is on it's way, non combat stuff is on it's way.
2008.Apr.17, 02:27 PM
 
Post: #10
LuparKoor Wrote:Hell, there could be a completely useless skill "Flower arranging" that provided absolutely no purpose whatsoever, but I guarantee people would be working it just to get there name up the list in the Pantheon.

Heck, I know I would.. heh.

All i'm saying is some very simple noncombat skills could be added that would in no way unbalance the game, and would simply add something more to the game.


How about

Stealth - A skill which at certain increments provides very useful hiding bonuses. At 5 points in the skill your name would not appear on the active users lists while you are online. At 10 points, you could use the "forget" ability, which would remove your name from 1 enemy list. Obviously you'd have to balance this so that people wouldn't simply get around it by using their friend's list as a hitlist. Perhaps by requiring permission before someone adds you to their friend list. At 15 skill, you would be guaranteed the first hit in any attack you make.


i have friends on my enemies list.
i kno i'm weird