Author Topic: Skills/Spells Distribution  (Read 61071 times)

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Offline Diandra

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Re: Skills/Spells Distribution
« Reply #45 on: March 30, 2008, 04:26:23 pm »
It appears that some skills and spells were missing on the list in the very first post of this thread so they still need a trainername next to them.

Also Second attack (Lanseril) was removed from the list, since second attack was replaced by some other skill some time ago.

Now here's a list of the missing skills/spells (They have been added in the first post of this thread today to make things easier.)

Skills:
advanced melee
crossbow
face
firearm
manipulate
master melee
meditate
phase
poison weapon
sling
slip
smash
strangle
throw
true strike

Spells:
battle rage
burning skull
corrupt armor
flame arrow
flight
fortify mind
gate
hold person
inferno
life transfer
mana shield
meteor shower
midas touch
mind electricity
mind fire
minor identify
numb mind
paralyze
poison
protection from cold
psi panic
remove alignment
sleep
slowness
stoneskin
suffocate

Offline erwin

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Re: Skills/Spells Distribution
« Reply #46 on: March 30, 2008, 10:11:55 pm »
Face - Outlaws in Hole in the Wall
Flight - Space Bandit
Midas Touch - King Midas
Strangle - Any Orsini in Fenizia

Offline Molly

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Re: Skills/Spells Distribution
« Reply #47 on: March 31, 2008, 03:04:43 am »
Some from-top-of-the-head suggestions:

advanced melee - Sir Ector (Camelot)
crossbow - Captain of the Guards on Robber Baron Castle roof
firearm - Butch Cassidy or any of the marshals
manipulate - Cesare Fellini
master melee - Lancelot
meditate - The Hermit (Ta-Beneth), Colby the hermit
sling - Cro Magnon chief
slip - Doc Holiday
smash - some Pirate on Pirate ship
strangle - bravo in Fenizia
throw - Neanderthal chief
-
flight - the spaceman (The House Of 1001 Pleasures)
gate - L'Hannan (Dun-shivaar)
life transfer Cheiron
mana shield - Master Damian (Dun-Shivaar)
numb mind - Circe
poison -  Camilla Donatello
protection from cold - Bigfoot
remove alignment - Dr Jekyll's nephew?
slowness - The Lotus eater
stoneskin - gargoyles in Odessin, or some statue
suffocate - Calypso (Odyssey)

Offline Virisin

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Re: Skills/Spells Distribution
« Reply #48 on: March 31, 2008, 02:16:23 pm »
I'll update the list after school.

Offline Virisin

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Re: Skills/Spells Distribution
« Reply #49 on: April 01, 2008, 04:10:36 pm »
What I really need now are trainers for these skills/spells:

Smash
Control Weather
Enchant Weapon
Fortify Mind
Hold Person
Mana Blast
Mana Transfer
Meteor Shower
Mind Electricity
Mirror Shield
Paralyze
Polymorph
Psi Panic
Recharge
Shield
Sleep
Static Shield
Shocking Grasp
Steelskin
Summon

Offline Molly

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Re: Skills/Spells Distribution
« Reply #50 on: April 01, 2008, 05:13:54 pm »
Polymorph is obvious - Circe of course, she invented it, after all
Control weather - either a druid, a shaman or an Indian Medicine man

I think we could use the Constellations for some of the following:
Mana Blast
Mana Transfer
Meteor Shower - The Pleiades
Mind Electricity - Electra
Psi Panic
Paralyze

(I'll check their descs tomorrow, see what fits)

Offline Mordecai

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Re: Skills/Spells Distribution
« Reply #51 on: April 02, 2008, 03:28:32 am »
Polymorph is obvious - Circe of course, she invented it, after all

Polymorph isn't a player available spell.
And is only avail as potions from circe.

Offline Hesara

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Re: Skills/Spells Distribution
« Reply #52 on: April 02, 2008, 10:19:08 am »
Really?  Shall we turn the who-list into all polymorphed players?

Every GM possesses the spell polymorph and to my knowledge it works on other players.

So either the spell needs to be removed from the GM-spelllist or it needs to be looked at.
We're all around you.

Offline erwin

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Re: Skills/Spells Distribution
« Reply #53 on: April 02, 2008, 11:04:03 am »
Hmm..actually, I thought all the skills/spells that are T2L50 and below are given to GMs. Like the spell polymorph and the skill identify, even if spellinfo states that it can't be learnt by any class. Sort of a 'bonus' to GMing.

Offline Fizban

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Re: Skills/Spells Distribution
« Reply #54 on: April 02, 2008, 11:28:43 pm »
Quote
I thought all the skills/spells that are T2L50 and below are given to GMs. Like the spell polymorph and the skill identify, even if spellinfo states that it can't be learnt by any class. Sort of a 'bonus' to GMing.

That is currently the case, but I'm not really sure that it was intended to be that way. (That is GM's having skills/spells that no one else does.)

Offline Molly

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Re: Skills/Spells Distribution
« Reply #55 on: April 04, 2008, 01:50:27 am »
I don't really see any reason why players couldn't have polymorph, as long as it is a tier 4 level 50 spell, and provided that polymorph has a reasonably equal chance of making the victim tougher or weaker.

As for GMs getting skills/spells that other players don't - maybe that should be looked into, in connection with a general overhaul of who gets which skills and spells and at what tier/level.

This has been discussed before - and also a 'Specialist' alternative has been discussed, where the players could choose to delve deeper into any one of the classes, getting a 5th tier with some specialized skills/spells, instead of going for GM. (The GMs would of course not get these specialist skills). This is something that I'd like to see myself, because it would be good for RP, and also make the players a bit more individual. It should be relatively simple to implement on top of our current system too. The main problem would of course be to find equally attractive skills/spells for all 8 classes.

Perhaps this is worth a thread of its own - if it doesn't already exist. I think I remember Angel posting something along those lines, but haven't got time to look for the thread now..

Offline erwin

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Re: Skills/Spells Distribution
« Reply #56 on: April 04, 2008, 07:50:41 am »
A 5th tier with specialized skills/spells would be great, as an alternative for GMing, but I would think that after some time, the mud becomes geared to GMs, or certain specific classes (that specialize in combat).

This is because at higher levels, more and more important mobs become immune to backstab, poison, directionals, bash, steal, and all the fun skills the individual classes get, and a lot of doors are unpickable.

These mobs are important, they are quest mobs or give tons of xp or gold or eq, hence these restrictions, and usually unpickable doors are because they hold the secret to a quest.

But then again, don't players play these classes for the skills they get? Eg, let's say that the big bad Lion of Harte stole the armbone of Robert, and there's a quest to get it back.

As a thief, maybe I could steal the armbone, and return it to the people.
As a ranger, I might poison the lion.
As a caster class, I might use directionals on him.
As an esper/mage, I could cast negative status effect spells on him.
As a warrior, I might occasionally bash and behead him.
As a hunter, I might shoot him with my bow from a distance, before coming in and killing him, relying on cure critic.
As a priest, I'd buff up and kill him with spells, healing on the way.
As a gypsy, I'd tinker and/or manipulate weapons, then kill him.

But chances are, the lion would be flagged !steal, !poison, !bash, sentinel, and probably behind an unpickable door, the same as many quest mobs or high level mobs. So only pure combat and direct combat skills would work on it, and hence classes that rely on skills/spells apart from that are not as effective when un-GMed.

I guess the question is that would the specialist skills the tier 5 players get for individual classes work on all mobs, or just for the lower level, unimportant mobs?

As a mud focused on quests (that's why I like 4D:)), sometimes some mobs have to be just the way they are, and some doors unpickable. But somehow I feel that there are way too many mobs that are immune to fun skills, and doors that are unpickable, just because they can be set as such, not because they hold the secret to quests and stuff.

Then again, quests like VE, Alpha Centauri, Isis and Osiris, Carthage Bay, work well, and they don't rely on high level mobs or hide behind unpickable doors.

The reason for me GMing is for the T1 and T2 buffs, as well as cure critic, as it makes toe-to-toe combat a lot easier, as compared to a non-GMed thief.

I'd RP a thief, but preferably a GM-ed one :)
« Last Edit: April 04, 2008, 07:56:23 am by erwin »

Offline Virisin

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Re: Skills/Spells Distribution
« Reply #57 on: April 06, 2008, 03:50:50 am »
GM's don't get tinker or brew or scribe, which are below tier 2/level 50.. Cause they're specialised skills/spells for their class. I always thought polymorph was just a fun GM spell..

I swear it'd be easier to just rework the tier 4 system and remove GM, than adding another tier and trying to balance it with the strength of GM.. I see that being a lot less feasible than just having 4 tiers, no GM, and allowing either multiclassing or specialising. And having the rewards and detriments equal..

Offline Molly

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Re: Skills/Spells Distribution
« Reply #58 on: April 07, 2008, 11:40:35 am »
Diandra, who has been setting vnums on the Trainer suggestions in the Admin Board, posted this list, and I thought I'd share it.

The following zones have no trainers so far:

15  Royal Forest
17  Little Italy
27  Prehistoric Forest
35  Westward Ho!
40  Central Mediterranean Sea
47  New Goznemia

57  Dragon Caves
62  Poon Towers
63  Alpha Centauri Planets
74  Outback

78  Serf Village
79  Lostlands
81  Valley of Kings
82  Alpha Centauri

96  Jurassic Ocean
97  Jurassic Park
130 Dodge City
136 Coloma River Valley
172 Cosmo Canyon
187 Planet Whotvar

189 Nile River
191 Dragon Island
214 Ali Baba's Cavern
219 NightDragon Realms
228 Golf Course
237 Whotvar II

238 Planet of the Reptiles
270 Nightdragon II
300 Spaceship Titanic
340 Game Grid
500 North Aegean Sea
510 Corellian Sector
520 Poon Ocean
521 Poon Underwater
526 The Ranch
700 Dark Planet

Some of them are of course travel zones, or 'hunting ground' with mostly animals, but several others, in particular the highlighted ones have mobs that should be good for the puropose, so let's try to find something for these zones as we divide. the last skills/spells.

Generally I think that the 'better' a zone is, the more motivated it would be to put some trainers in it, since trainers in a zone will attract players, and it's in the general interest of the mud to primarily lure new players into the best zones.

And here is a list of the skills/spells that still lack trainers, if anyone has any suggestions:
- enchant weapon
- psi panic
- recharge
- sense life
- static shield
- shocking grasp
- steelskin
« Last Edit: April 07, 2008, 05:08:10 pm by Molly »

Offline erwin

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Re: Skills/Spells Distribution
« Reply #59 on: April 09, 2008, 02:20:37 am »
I'd say knock for the tomb robbers in Valley of the Kings, and Enchant Weapon for the mage in Ali Baba (he enchanted the ankh)