Author Topic: Skills/Spells Distribution  (Read 69993 times)

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Offline Virisin

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Skills/Spells Distribution
« on: February 25, 2008, 12:45:18 am »
Here's the basic background: I'm working on distributing every skill and spell in the game to a mob, so we can in turn get rid of guild masters. They're overpaid and underworked.

Basically, I (and now you  ;D) need to think up IC mobs that fit with whatever skill/spell WE give them, not only logically, but levelly.  ;) Lower level skills need to be on easier to find mobs. The very low level skills/spells that are needed just as basics are staying with the normal normal guildmasters. We're just getting rid of that fat Mike next to recall.

So.. Enough chitter chatter.. Here's the current list I have, I want you all to help me with it.

Basic Trainers:

                Lionel:
                                -melee
                                -hand-to-hand
                                -mount
                                -riding
                                -manifest
                                -chill touch
                                -kick
                Thief Guildmaster:
                                -melee
                                -hand-to-hand
                                -backstab
                                -blackjack
                Gypsy Guildmaster:
                                -melee
                                -hand-to-hand
                                -backstab
                                -blackjack
                 Ranger Guildmaster:
                                -melee
                                -hand-to-hand
                                -backstab
                Warrior Guildmaster (Swordsmen Guildmaster needs a name change):
                                -melee
                                -hand-to-hand
                                -riding
                                -kick
                Hunter Guildmaster:
                                -melee
                                -hand-to-hand
                                -riding
                                -kick
                Mage Guildmaster:
                                -manifest
                                -chill touch
                                -colour spray
                                -magic missile
                Esper Guildmaster:
                                -manifest
                                -chill touch
                                -cone of cold
                                -magic missile
                Priest Guildmaster (Cleric Guildmaster needs a name change):
                                -manifest
                                -chill touch
                                -cone of cold
                                -magic missile

Skills:
- Advanced melee -
- Backstab –
- Bash -
- Behead –
- Berserk –
- Blackjack –
- Bladedance –
- Bow –
- Brace –
- Brew -
- Charge –
(Crete)
- Cleave –
- Crossbow -
- Disarm –
- Dodge –
- Drunk –
- Dual –
- Encircle -
- Face -
- Filet –
- Firearm -
- Flank –
- Focus –
- Forage –
- Fortify –
- Grapple –
- Grip –
- Hand-to-hand –
- Hide –
- Holystrength –
- Hyperactivity –
- Joust –
- Kick –
- Longarm –
- Manifest -
- Manipulate -
- Martial Arts –
- Master Melee –
- Melee - 
- Meditate -
- Mount -
- Mounted Combat –
- Parry –
- Picklock –
- Phase –
- Poison Weapon –
- Push -
- Rescue –
- Retreat –
- Riding -
- Scan –
- Scribe -
- Scalp –
- Sling -
- Slip -
- Smash -
- Snare -
- Sneak –
- Short Blades –
- Strangle -
- Steal –
- Tame –
- Tinker -
- Throw -
- Track –
- Trample –
- Trap Aware -
- True Strike -
- Woodsing –

Spells:
- Absolve –
- Air Elemental –
- Acid Arrow -
- Animate Dead -
- Antidote -
- Armor -
- Battle rage –
- Bless -
- Blindness -
- Burning hands –
- Burning skull –
- Call Lightning -
- Chain Lightning -
- Charm -
- Chill Touch -
- Clone -
- Colour spray -
- Cone of Cold -
- Confuse -
- Control Weather -
- Corrupt armor –
- Create food -
- Create water -
- Cure blind -
- Cure critic -
- Cure light -
- Curse -
- Demonshriek -
- Detect alignment -
- Detect invisibility -
- Detect magic -
- Detect poison -
- Devine mind -
- Dispel evil –
- Dispel good –
- Dispel sanctuary -
- Earth elemental -
- Earthquake -
- Electric blast -
- Embue armor -
- Enchant weapon -
- Energy drain -
- Evil eye –
- Facemelt -
- Fireball –
- Fire elemental -
- Fire Shield -
- Flame Arrow –
- Flight -
- Forsee -
- Fortify body -
- Fortify mind -
- Gate -
- Group Armour -
- Group heal -
- Group recall -
- Group shield -
- Harm -
- Haste -
- Heal -
- Heart squeeze -
- Hold Person -
- Holy shield -
- Holyshout -
- Holyword -
- Ice shield -
- Inferno –
- Infravision –
- Invisibility -
- Knock -
- Lifesuck -
- Life transfer -
- Lightning bolt -
- Locate object -
- Magic bubble -
- Magic missile -
- Mana blast -
- Mana shield -
- Mana transfer -
- Meteor shower -
- Midas touch -
- Mind ice -
- Mind electricity -
- Mind fire –
- Mind water -
- Minor identify –
- Mirror shield -
- Nightmare -
- Numb mind -
- Paralyze -
- Polymorph -
- Poison –
- Protection from cold -
- Protection from evil –
- Protection from fire –
- Protection from good –
- Psi panic -
- Recharge -
- Remove alignment -
- Remove curse -
- Sanctuary –
- Senselife -
- Shield -
- Sleep -
- Slowness -
- Soulsmash -
- Static shield -
- Stoneskin -
- Shocking grasp -
- Steelskin -
- Strength –
- Suffocate -
- Summon -
- Sweet dreams -
- Teleport -
- Thornshield -
- Vitalize -
- Water elemental –
- Water to wine –
- Waterwalk -
- Weaken -
- Word of recall -

Your turn.. Fill in the gaps, or make suggesstions if you think more mobs should be added to a skill. I'll just edit the original post as I see fit.

Note: Done
« Last Edit: April 14, 2008, 04:46:24 pm by Molly »

Offline erwin

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Re: Skills/Spells Distribution
« Reply #1 on: February 25, 2008, 01:30:06 am »
Here's my take.

Bash - Ruthless Thug, Behemoth
Encircle - Thief Grandmaster in Legend

Acid Arrow - Robin Hood
Armor -  Mother Superior
Bless  - Father Atheslane
Chill Touch - Gabrielle
Cone of Cold - Queen Adia
Create food - Travelling monks at Sherwood Forest
Create water -Travelling monks at Sherwood Forest
Cure critic - Friar Tuck
Cure light - Priest in Olde Yorke
Detect alignment - Priestess (Lower Egypt)
Detect magic - Merlin (Olde Yorke Magic Shop)
Energy drain - Vampire Priest
Fire elemental - Rahkz
Fire Shield - Fire Sprite in Odessin
Forsee - Gypsy Esmeralda, either
Harm - Priests in Temple of Rahkz
Heal - Any of the priests on Cos
Knock  - Tomb Robber (any)
Lifesuck    - Lord Mirkheim
Mind ice - Ice Queen (Bent Planet)
Nightmare - Drow Queen
Protection from fire - Bigfoot
Soul smash - Evil Magician (Rapunzel)
Word of recall - Zedd





Offline nanukimo

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Re: Skills/Spells Distribution
« Reply #2 on: February 25, 2008, 01:32:41 am »
Ill post some in a minute, but going through the list you have to take into consideration that there are mobs that are aggro.

Jaih, the bouncers.

Offline Virisin

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Re: Skills/Spells Distribution
« Reply #3 on: February 25, 2008, 02:58:20 am »
Aggro mobs just make it funner. Lemme update my list to accomodate with the new suggestions

Offline erwin

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Re: Skills/Spells Distribution
« Reply #4 on: February 25, 2008, 05:19:10 am »
Perhaps let the mobs not be aggro if they can learn that specific skill/spell?

Anyway, how about a mini quest for the tier 4 skills / spells before you can learn them?

Offline Molly

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Re: Skills/Spells Distribution
« Reply #5 on: February 25, 2008, 05:23:55 pm »
The lists look promising to me. This could probably be good, but means a lot of work to implement.

Having small quests to learn some of the most powerful skills/spells sounds like a good idea too.

One Question though, do you really mean that several different mobs should teach the same skill (apart from the basic ones, of course), or are those just alternate suggestions?

Offline erwin

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Re: Skills/Spells Distribution
« Reply #6 on: February 25, 2008, 09:13:36 pm »
Not sure what Virisin means for this, but I'd think that having several mobs teach the same skill would be good. IC wise, a generic mob in X zone (maybe a guard) would probably have the same skills as the same generic mob in Y zone. I'm seeing this as in "basic skills", "slightly more advanced skills" only. Of course, the more powerful skills/spells (or more useful) would be learnt from one mob / harder to find mobs / unique mobs.

« Last Edit: February 25, 2008, 09:24:00 pm by erwin »

Offline Virisin

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Re: Skills/Spells Distribution
« Reply #7 on: February 25, 2008, 09:28:10 pm »
Yeah, I think the more IC mobs that know the same skill the better, and the more skills each of those mobs know the better aswel. I'd like every THIEF in the game to be able to teach blackjack say. And yeah, having mini quests for certain skills/spells is always fun. Much like subskills (which need a good revamp aswel).

Ideally, I'd like 5 trainer names beside each skill/spell..

Offline erwin

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Re: Skills/Spells Distribution
« Reply #8 on: February 25, 2008, 09:31:05 pm »
hmm..But surely the more useful skill/spells should have less trainers teaching it?

I mean, if there are two trainers, and one in a relatively easy zone (to navigate), I think most players would go for that one.

Offline nanukimo

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Re: Skills/Spells Distribution
« Reply #9 on: February 25, 2008, 09:44:10 pm »
I think more spells/skills should be made available at the basic trainers. thinking about it, I think if you have just have those few its going to be a big annoyance to any new player coming here and having to search all over the world when they are tier 1 level and only have a few levels under their belt to find a spell/skill to help them level. It just doesn't make since to take every skill and spell and spread them everywhere. you should still be able to get standard spells/skills for your class by your guildmaster. I mean IC point of view A guildmaster is strong and he only knows those skills and spells.. Seems redundant. Game still needs to be fun and not a pain in the ass.

If you make it so you cant kill the guards who guard the entrance to theses places you add spells and skills at the guildmaster there that only that class would be able to get and any other would have to search around for it. That way you could add a few decent spells skills at the trainers for a certain class only.

Remember when making this stuff finding these places are easy for you but a brand new player who doesnt know whats going on will have a harder time and will take fun out of the game\

« Last Edit: February 25, 2008, 09:57:18 pm by nanukimo »

Offline nanukimo

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Re: Skills/Spells Distribution
« Reply #10 on: February 25, 2008, 09:59:22 pm »
Yeah, I think the more IC mobs that know the same skill the better, and the more skills each of those mobs know the better aswel. I'd like every THIEF in the game to be able to teach blackjack say. And yeah, having mini quests for certain skills/spells is always fun. Much like subskills (which need a good revamp aswel).

Ideally, I'd like 5 trainer names beside each skill/spell..

The better skills such as Encircle Behead Magic Bubble Cleave Snare and snare like spells Trap Aware etc should not be that widely available but other things it should. I mean It be a pain in the ass if steal was put only on one mob and that mob was some mob that got killed all the time or was part of a quest and people would have to sit around and wait for a zone reset to train that skill from him.

Offline erwin

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Re: Skills/Spells Distribution
« Reply #11 on: February 25, 2008, 10:00:39 pm »
While I agree that finding spells/skills would be much more of a hassle compared to learning them from a single trainer, the 'basic' skills/spells would be easily found.

Eg, someone exploring Olde Yorke (and its surroundings) would find basic cleric spells, as well as kick.

I'm guessing that new players will probably head off to 'newbie' areas to level, and if the mobs in these 'newbie' areas teach these basic skills/spells, there shouldn't be much of a problem.

But if you've remorted, you should be by then able to explore and find these mobs.

After all, these makes the skills more valuable, and more of a challenge to the player.

I mean, think of it this way. If you play a game, and it's easy to get the best eq, best skills, I think you'll lose interest in it pretty fast. But if you manage to achieve something difficult without a walkthrough / help, you'll get a sense of accomplishment and renew your interest in it =)
« Last Edit: February 25, 2008, 10:03:32 pm by erwin »

Offline Mordecai

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Re: Skills/Spells Distribution
« Reply #12 on: February 27, 2008, 03:48:59 pm »
There is actually a code patch i can add, that lets builders select what they want a guildmaster to teach.

Offline Fizban

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Re: Skills/Spells Distribution
« Reply #13 on: February 27, 2008, 04:49:06 pm »
gedit?

Offline Molly

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Re: Skills/Spells Distribution
« Reply #14 on: February 27, 2008, 05:39:00 pm »
There is actually a code patch i can add, that lets builders select what they want a guildmaster to teach.

Please go for it, Mord, that would make things a lot easier for everybody, seeing as there will be so many trainers to set up.