Post by galoko on Aug 9, 2014 2:51:11 GMT
Okay... So! Subject to change, and we have the map ultimately going through its initial stages, yay, but we're probably going to need to get a list going for this shard.
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Revamped Classless Skill System. Initial conceptual ideas have a few categories of "Crafting", "Combat", "Magic", and "Utility" skill trees to choose from. Without actually making it TOO level based, a [Skill Point] would need to be gained to put into a skill on a rank basis. This skill point could be gained with some random hourly generations of points towards the cap, cooking, fighting, researching, or really any general menial action that would give them something to put towards their skills. Every so often(With Skill Levels discussed), a menu would be opened up to allow for a [Perk System]. This system could potentially unlock weapon skills, or perhaps Stat Bonuses, maybe even some special passive bonuses against magic or even unlocking of special crafting trees.
Note: Put Certain Skills together. Like Tracking and Camping into a skill called [Survival], and Arms Lore/Item ID/Taste ID into a skill called [Identification], so on so forth.
Customized Magical System - A new magic system without using any of Stock UO's general magic spells or any of the olden systems. Spells from scratch/simply, new spells, and advent of specialized skill trees. Mages, at least in my opinion, should not be hated but they should have some level of control and filter. The initial concept for this would put these kinds of mages into a sort of "Advanced" character that should be staff invite only with a few mages at a time. This would fall under Minor Arcana or Major Arcana. Minor Arcana particularly would be all basic magicks. Many aesthetic spells, utility spells, only a few actual "Offensive" or supportive spells, up until a point that players undergo a quest that if passed, will gain them a single skill point to be placed towards a specialization. They will become fully fledged mages with more spells to research and find throughout the world. You would only be given one specialization, so choose wisely. This could go into Shamanism/Druidry, Elementalism, Clericism/Paladin/Divine Magic, Diabolism(Necromancy/Blood Magic), Enchanter, and/or Illusionist. These are subject to change, and players are given the warning of making sure they choose wisely. These spells could potentially obliterate players.
Removal of "Magic Weapons and Armor" and redesign into [Artifacts] or quite simply [MAgic Items]. Weapons can be overpowered without adding things onto it. If you want an enchantment made simply speak to an Enchanter, with some control and a need to find special recipe scrolls for it. Artifacts like opening a portal to specific areas, a flute that can stop all monsters from attacking for an X amount of time, so forth.
Some sort of control over Thieving, Snooping. Up to be discussed by scripters, truly. People want to play the roguish type, unfortunately they tend to go a little overboard with it.
Custom Alchemy/Reagent system. Some sort of custom potion system, not unlike what Khaeros has. Have certain reagents each with their drawbacks and their buffs, and mix them together for a quick fix.
Permadeath system - Self explanatory. Open for discussion, but players need to have a risk of dying in a fair way. Injury systems might need to be tied into this, and perhaps a dice roll every single Knock Out after gaining a point in order to have a fair situation. However, lets make sure to at least somehow make it so you don't die purely on a 1% chance. That should not happen often.
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Add on as necessary.
________________________________________________
Revamped Classless Skill System. Initial conceptual ideas have a few categories of "Crafting", "Combat", "Magic", and "Utility" skill trees to choose from. Without actually making it TOO level based, a [Skill Point] would need to be gained to put into a skill on a rank basis. This skill point could be gained with some random hourly generations of points towards the cap, cooking, fighting, researching, or really any general menial action that would give them something to put towards their skills. Every so often(With Skill Levels discussed), a menu would be opened up to allow for a [Perk System]. This system could potentially unlock weapon skills, or perhaps Stat Bonuses, maybe even some special passive bonuses against magic or even unlocking of special crafting trees.
Note: Put Certain Skills together. Like Tracking and Camping into a skill called [Survival], and Arms Lore/Item ID/Taste ID into a skill called [Identification], so on so forth.
Customized Magical System - A new magic system without using any of Stock UO's general magic spells or any of the olden systems. Spells from scratch/simply, new spells, and advent of specialized skill trees. Mages, at least in my opinion, should not be hated but they should have some level of control and filter. The initial concept for this would put these kinds of mages into a sort of "Advanced" character that should be staff invite only with a few mages at a time. This would fall under Minor Arcana or Major Arcana. Minor Arcana particularly would be all basic magicks. Many aesthetic spells, utility spells, only a few actual "Offensive" or supportive spells, up until a point that players undergo a quest that if passed, will gain them a single skill point to be placed towards a specialization. They will become fully fledged mages with more spells to research and find throughout the world. You would only be given one specialization, so choose wisely. This could go into Shamanism/Druidry, Elementalism, Clericism/Paladin/Divine Magic, Diabolism(Necromancy/Blood Magic), Enchanter, and/or Illusionist. These are subject to change, and players are given the warning of making sure they choose wisely. These spells could potentially obliterate players.
Removal of "Magic Weapons and Armor" and redesign into [Artifacts] or quite simply [MAgic Items]. Weapons can be overpowered without adding things onto it. If you want an enchantment made simply speak to an Enchanter, with some control and a need to find special recipe scrolls for it. Artifacts like opening a portal to specific areas, a flute that can stop all monsters from attacking for an X amount of time, so forth.
Some sort of control over Thieving, Snooping. Up to be discussed by scripters, truly. People want to play the roguish type, unfortunately they tend to go a little overboard with it.
Custom Alchemy/Reagent system. Some sort of custom potion system, not unlike what Khaeros has. Have certain reagents each with their drawbacks and their buffs, and mix them together for a quick fix.
Permadeath system - Self explanatory. Open for discussion, but players need to have a risk of dying in a fair way. Injury systems might need to be tied into this, and perhaps a dice roll every single Knock Out after gaining a point in order to have a fair situation. However, lets make sure to at least somehow make it so you don't die purely on a 1% chance. That should not happen often.
__
Add on as necessary.