Author Topic: Skills/Spells Distribution  (Read 70081 times)

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Offline Virisin

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Re: Skills/Spells Distribution
« Reply #15 on: March 15, 2008, 08:34:52 pm »
Anymore input on this would be greatly appreciated.. I'll update the original post as I get more peoples lists.

Offline erwin

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Re: Skills/Spells Distribution
« Reply #16 on: March 16, 2008, 09:06:58 am »
Here's some more.

Animate Dead - Ghost Traveller in Llano Estacado
Charm - Madam Lydia
Curse - Satanic Enchanter (Sanct. Haze)
Dispel Good - Dreadlord
Invisibility - Someone (Quixotica)
Teleport - Jaih :p

Offline Mordecai

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Re: Skills/Spells Distribution
« Reply #17 on: March 16, 2008, 03:24:27 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.

Okay, in MEDIT you have a new menu item called X)
Using that you can assign mobs skills that they will be able to teach people in the future.

Just the assigning part is functioning at the moment, since it was the most important.
The ability for people to train at these mobs will be in next.

Offline Mordecai

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Re: Skills/Spells Distribution
« Reply #18 on: March 16, 2008, 07:11:24 pm »
Code: [Select]
1) armor                 2) teleport
 3) bless                 4) blindness             5) burning hands
 6) call lightning        7) charm                 8) chill touch
 9) clone                10) colour spray         11) control weather
12) create food          13) create water         14) cure blind
15) cure critic          16) cure light           17) curse
18) detect alignment     19) detect invisibility  20) detect magic
21) detect poison        22) dispel evil          23) earthquake
24) enchant weapon       25) energy drain         26) fireball
27) harm                 28) heal                 29) invisibility
30) lightning bolt       31) locate object        32) magic missile
33) poison               34) protection from evil 35) remove curse
36) sanctuary            37) shocking grasp       38) sleep
39) strength             40) summon               41) suffocate
42) word of recall       43) antidote 1           44) sense life
45) animate dead         46) dispel good          47) group armor
48) group heal           49) group recall         50) infravision
51) waterwalk            52) gate                 53) minor identify
54) remove alignment     55) locate person        56) poison 2
57) poison 3             58) poison 4             59) antidote 2
60) antidote 3           61) evil eye             62) absolve
63) chain lightning      64) recharge             65) meteor shower
66) stoneskin            67) steelskin            68) hold person
69) paralyze             70) holy word            71) holy shout
72) haste                73) shield               74) group shield
75) acid arrow           76) flame arrow          77) cone of cold
78) knock                79) protection from fire 80) protection from cold
81) earth elemental      82) water elemental      83) air elemental
84) fire elemental       85) fire shield          86) life transfer
87) mana transfer        88) protection from good 89) mind fire
90) mind electricity     91) mind water           92) mind ice
93) ice shield           94) thorn shield         95) mana shield
96) mirror shield        97) holy shield          98) static shield
99) fortify mind         100) fortify body         101) sweet dreams
102) devine mind          103) numb mind            104) slowness
105) flight               106) battle rage          107) embue armor
108) magic bubble         109) psi panic            110) nightmare
111) vitalize             112) dispel sanctuary     113) forsee
114) mana blast           115) confuse              116) corrupt armor
117) weaken               118) soulsmash            119) demonshreak
120) lifesuck             121) burning skull        122) heart squeeze
123) facemelt             124) electric blast       125) inferno
126) water to wine        127) midas touch          128) polymorph
131) backstab             132) bash                 133) hide
134) kick                 135) pick lock            136) flank
137) rescue               138) sneak                139) steal
140) track                141) mount                142) riding
143) tame                 144) snare                145) throw
146) bow                  147) sling                148) crossbow
149) dual                 150) encircle             151) blackjack
152) advanced melee       153) firearm              154) push
155) scan                 156) brew                 157) scribe
158) tinker               159) poison weapon        160) retreat
161) filet                162) disarm               163) forage
164) trap aware           165) parry                166) mounted combat
167) trample              168) joust                169) grapple
170) drunk                171) hand-to-hand         172) melee
173) master melee         174) hamstring            175) short blade
176) dodge                177) phase                178) charge
179) grip                 180) face                 181) focus
182) martial arts         183) slip                 184) manipulate
185) holy strength        186) berserk              187) meditate
188) woodsing             189) hyperactivity        190) true strike
191) strangle             192) fortify              193) manifest
194) scalp                195) brace                196) behead
197) bladedance           198) longarm              199) cleave
200) smash

Offline Mordecai

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Re: Skills/Spells Distribution
« Reply #19 on: March 16, 2008, 07:21:11 pm »
This code will be in today, as it has been written already, just not added to the game yet.

New command called: show trainers
This command allows builders to see which mobs have been set as trainers throughout the game, and what skills they have been assigned to teach.

Delete command is fixed since the earlier update i put through today, on OLC for removing skills/spells that trainers teach.

Incidentally, I fixed the issue where if you tried to delete a segmented mob's segments when it had none, you would get stick in the OLC screen and had to disconnect to get out.

Next:
The command practice will be updated, so that it scans through all of the mobs in the room you are in, then shows the mobs name and what they can train you in.
This will handle multiple mobs that can train in the same room as each other.

Offline Virisin

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Re: Skills/Spells Distribution
« Reply #20 on: March 16, 2008, 11:26:07 pm »
I love you Mord.  ;D This is perfect.

Offline Virisin

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Re: Skills/Spells Distribution
« Reply #21 on: March 16, 2008, 11:29:52 pm »
Just updated the original post again. Keep posting in more lists, I want to get a full list of skills/spells + trainer mobs to start with.. And I'll go through it to make sure it seems fine afterwards.

Offline Molly

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Re: Skills/Spells Distribution
« Reply #22 on: March 17, 2008, 06:00:37 am »
Although I basically love this concept, I have a couple of concerns. Basically I think the suggestion, as it stands now, is a bit too overwhelming, and that it would be better to limit the ambitions a bit.

I think that by dividing almost all skills and spells on various mobs, and even setting most on them on a lot of different mobs, you are not only making things a bit hard for the new players, you are also creating a lot of extra work for the Builders. I am not quite sure about who you think will be doing all this work, or how much time it will take to get it all implemented.

I'd like to see a more limited concept, where we concentrate the efforts on the skills/spells from tier 2 upwards.

Personally, I really think that the 'basic' Trainers, (the ones at Recall, Mud School and all the Clan Trainers) should teach all Tier 1 skills and spells, at least up to level 30, so as not to make it too hard on the Newbies.
Whereas the 8 Guildmasters (which are still easy to reach) should also teach Tier 1 skills and spells above level 30 in their respective class.

The rest of the skills/Spells (above Tier 1) should be divided on 'specialists', and the most powerful ones should also need a quest to practice.

This is my opinion, but I am still open to discussion, and if overruled, I'll bow to a majority.
« Last Edit: March 17, 2008, 06:06:58 am by Molly »

Offline Natalya B.

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Re: Skills/Spells Distribution
« Reply #23 on: March 17, 2008, 09:09:00 am »
I gotta agree with molly. Think of the newbies.

Offline Virisin

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Re: Skills/Spells Distribution
« Reply #24 on: March 17, 2008, 02:05:38 pm »
Currently there are only a handful of skills/spells that ever get used anyway, the very basic ones are on the basic guildmasters. I think the more scattered these skills/spells are, the better it will be to newbies to encourage them to explore. Even though they could get through all of tier 1 and probably 2 just with the skills found around the very, very central zones. I'll write a longer post this afternoon.. Peace.

Offline Mordecai

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Re: Skills/Spells Distribution
« Reply #25 on: March 17, 2008, 03:15:28 pm »
This is a nice idea because it turns skills into a commodity.
Skills can be gained at the end of quests and such.

And because skills get wiped as you remort, it will mean people will learn to use new skills that are not as hard to get.

Offline Diandra

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Re: Skills/Spells Distribution
« Reply #26 on: March 18, 2008, 04:04:11 pm »
I also agree that newbies should be able to get the basic (tier 1) skills/spells easily.

Anyway there's one question I haven't seen answered yet so maybe Mord can since he made it:

Does this new piece of code look at the classrestrictions?

By this I mean for example woodsing, is this still limited for only Gypsies to learn or will every class be able to learn woodsing once they find the correct Guildmaster who's teaching the skill?

In other words, do the current classes keep their skilllist and will players only be able to learn the skills/spells on that list or will classes become redundant after these changes?  Meaning anyone can learn anything as long as they find the right mob?

Just a question to clear up some confusing people might have.


Offline Virisin

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Re: Skills/Spells Distribution
« Reply #27 on: March 18, 2008, 09:33:43 pm »
There will still definately be class restricions, this isn't turning us into a classless system. You will only be able to practice skills/spells that you CAN learn (ie, show up on your own 'prac skilllist') as long as you found the trainer to teach you.

As for newbies, there are a lot of tier 1 skills/spells that arn't at all neccessary to new players.. Scalp, Scan.. I could list dozens. I've chosen the skills/spells that new players will actually need to get by and given those skills/spells to the basic guildmasters. I think making the mud totally 'newbie friendly' isn't always the best thing, a lot of 'newbies' come from other muds and are looking for cool features in a mud, and if they don't realise that we do have quite a unique skills/spells system they might not be as impressed as they could be. The other tier 1 skills/spells that newbies might want will all be on mobs fairly close to recall, so surely there's nothing wrong with encouraging some exploring? We already expect them to make their way through the newbie zones and mud school..

I'm starting to just rant now so I'll stop.. But basically when I first drafted this idea, I had ALL tier 1 skills/spells on the basic trainers, then I realised that 50% or more of the skills/spells in the game are tier 1 skills/spells and it'd kinda make the whole system boring if they were all on the basic guildmasters. Especially since there ARE a lot of tier 1 skills/spells that are quite specialised..

Offline Kvetch

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Re: Skills/Spells Distribution
« Reply #28 on: March 18, 2008, 09:57:51 pm »
I feel the need to agree and disagree with everyone/anyone oh... and Virisin.  ;)

We stress the fact that we're a quest heavy mud, and I see this as another "quest" type thing (find the guildmaster you need to teach you the skill you want).  I also like being newbie friendly.  My thought would be to have all skills up to (what level was said by Diandra?) 30? in the mudschool area, but only available to those that are seekers (which would require a fix of anyone being able to become a seeker).  Those would be the true newbies.  Personally, I'd like to see the mudschool/newbie area closed off to anyone that's remorted - but that's me.  yeah, that'd mean you wouldn't be able to go back to get those flags if you didn't get them the first time through.

Having said that, I will admit that I'm not a quest heavy doer and having to track down a particular mob to get a particular skill would probably drive me nuts - unless there was a hint on where to find the mob (something more specific than "King Arthur in Medieval" ("King Arthur in Camelot" would work).

My disagreement with Virisin is how do you decide what is "necessary" and what isn't?  Scan <direction> if  you have it, is a very necessary skill on this mud when you're DT hunting.

Read, Respond, Tear apart at will.  (poor will, he never did anything to us)

Kvetch

Offline Virisin

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Re: Skills/Spells Distribution
« Reply #29 on: March 18, 2008, 10:05:15 pm »
Quote
My disagreement with Virisin is how do you decide what is "necessary" and what isn't?  Scan <direction> if  you have it, is a very necessary skill on this mud when you're DT hunting.

I decide.  ;D And.. DT's are meant to be labelled with the word DEATH in the 'look <direction>' desc, if they arn't, you should typo report it.

Also, I think Molly and I decided that trainer mobs will have the different shade of cyan as their.. Long desc? Short desc? Whatever it is you see as you walk past them in the room, so you can tell them apart from other mobs.