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| General Discussion General discussion for the RunUO community, all off-topic posts will be deleted. This forum is NOT FOR SUPPORT! |
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#1 (permalink) |
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Forum Expert
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In this thread i want us to discuss RunUO-related projects that we're working on, and give advice to each other on the projects.
So, post the RunUO-related project you're working on (but please, don't post links to any websire or server adresses!!!) and any thoughts you might have about consulting issues. This sort of thread fills two purpouses:
I'll go first. ![]() I'm currently working together with three other people on a Pre-Alpha shard. We will emulate the 1996 Pre-Alpha era of UO. What i'd would like to know is what you think of the project, will it be sucessfull? Do you think anyone want to play UO with the pre-alpha graphics and ruleset? Last edited by Ilutzio; 03-15-2007 at 07:25 PM. |
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#2 (permalink) |
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Forum Novice
Join Date: Mar 2006
Posts: 126
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I think if fully replicated, it will be very popular
I've talked to many oldsters who preferred the old rules/gfx. Hope it turns out well!The project I'm currently working on is actually making custom classes. I'm making a spellbook/set of regs for each class., and trying for 8 circles per class. What I'd like to know, is do you think I should be unyielding in my 8 circles per class, or should I allow 1 or 2 to either fall below 8 circles (7-6), Or go above (9 at the highest)? P.S. Nice Idea Ilutzio ^^ |
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#3 (permalink) |
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Forum Expert
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Well, Zell. I think the amount of spells availible to each class is the least of your troubles.
The biggest work load, i'd say, will be to balance all teh spells in a way that every class has a fair chance against the other. If the balance is off, you can off couse tweak it, but players won't like that. So make sure you're testing everything throughtly before oficially releaseing your spell system. Some things i've always wondered about when it comes to spell systes is: What is the smoothest way for the players to cast the spells? Is it possible to use spell icons, like Chivalry or Magery where you can draw ot icons onto the black areas of the screen? Or do you have to make player-accessible commands for every single spell, so that players can make spell hotkeys? |
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#4 (permalink) |
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Forum Newbie
Join Date: Dec 2005
Posts: 1
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Great idea Ilutzio!
Some close friends of mine and myself have been working on our "private" shard for about 4 weeks now. Got it to the OldSchool Feel... custom town and a few script edits here and there. What this thread is for will be the perfect venue for getting some ideas for my next idea. So without further adue... here is my 4 page idea ^^ Community Crafters Design What: Basically this will be a system that limits the ability of one persons account to be self sufficient. Normally you would be allowed to create any character template you wanted with no restrictions other than the skill cap in place. I first had the idea to make a unique class called “Crafters” and give them a skill cap of 200 points. The only skills they would have available to them would be crafting skills. They would not be allowed to have mage, fighting, bard or taming skills. But later decided to try and make it so that you could have your "PvM" character have a skill cap of 900 essentially. 700 of those skill points would be for Bard/Taming/Mage/Fighting skills only, and the other 200 points would be for Crafting Only. Why: Why not!! Rrather than having each account be self sustainable being able to make your own armor/potions/spells/repairs/furniture/tools, they will now be forced to rely on the other crafters of the community for a lot of their items. Since you are only allowed 200 skill points to assign between 14 skills you would need 7 people for the community to be fully “sufficent.” How: How will this be implemented you say? Lets start with character creation. You load up your UO client and choose to create a new character on our 'AoC: Age of Cows' shard. You can choose either Warrior/Mage/Blacksmith or Advanced where you can choose your own set of custom skills. Finish the creation of your character and enter the world of Britannia. Upon entering the world you will be teleported to the 'Crafter Education Institute' where there will be with some glowing moongates, 14 in total. There will be a moongate for each of the allowed crafter skills. Make sure you single left click each portal so that you will be able to read which portal is which skill. Once you have decided what you want your first skill to be, walk through the portal and you will gain 100 skill points in that skill. WARNING Upon entering the portal you will NOT be able to change your skill easily. Once you have your first skill picked out you will be teleported to another room full of skill moongates, this will be your final selection for skills. When you have selected your 2nd skill you will be teleported to the starting city of CoW where you will begin your career in your selected trades. Skill Crafting Cap : 200 points Skills: Alchemy – Black Moongate Blacksmithing – Red Moongate Carpentry - Blue Moongate Cartography - Green Moongate Cooking - Yellow Moongate Fletching - Orange Moongate Inscription - White Moongate Item ID - Purple Moongate lumber jack - Cyan Moongate Mining - Brown Moongate Poisoning - Gold Moongate Tailoring - Pink Moongate Tinkering - Gray Moongate Gathering – Turquoise Moongate Skill Break Down And Descriptions Alchemy – Alchemists create potions. But they need the help of the gatherer for the reagents and a Tinkerer for the Bottles and Kegs. Can also prepare Paper Processing Potions for Carpenters, and Poison Potions for Tinkerers and Poisoners. Blacksmithing – A Smith fashions armors and weapons from ingots smelted by Miners. Carpentry - A Carpenter will take lumber and process them into Boards. With boards you can make wooden shields, weapons, and furniture. Included in this update you will be able to process the wood with the help of an alchemy potion into Paper Scrolls which Scribes and Cartographers use to make Magical Scrolls and Maps. Cartography – A Map maker needs scrolls from a Carpenter and and Map Maker Tools from a Tinker. A Cartographer can take treasure map acquired from a monster and decode it for a Treasure Hunter to dig up. Can also make travel maps and sea charts for the adventurer. Cooking – A Chef uses raw food, wheat and vegetables acquired from a Gatherer and turns them into Food Dishes. A Chef can gather his own water out of a trauph or a stream if he has something to put it in. Each food item can be infused with the addition of reagents. Ex. Increased amount of HitPoints or a quick boost of mana for a specified duration. There is a timer on how often you can eat a piece of food as you don't want to stuff yourself to the point of not being able to move o.^ Fletching – A Bowcrafter/Fletcher takes boards from a Carpenter or Logs from a LumberJack and Feathers from a Gatherer and turns them into Arrows or Bolts. Or he can just take the Boards and widdle fine bows or crossbows. Inscription – A Scribe creates scrolls infused with magical power. Also creates spell and rune books. Has the ability to copy a book of text to another book. Item ID – Can reveal the magical properties of an Unidentified item. The higher the skill, the greater chances of revealing the properties. Lumber Jack – A Forester will scourge the land in search of lumber. Just find a tree double click your axe and target the tree. You will chop at it for a few and you will either fail to produce anything or you will be presented with wooden logs in your backpack. Can be sold to Carpenters and Fletchers. Mining – A Miner will dig the land in search of Ore Veins. Diggin along side the mountains or deep within caves. A Miner with proficent skill can smelt down the Ore into Ingots which can be sold to Blacksmiths and Tinkerers. A GM Miner can also dig up Sand for Tinkers to make into Bottles. Poisoning – Masters of Poisoning require poisoning kegs or potions from an Alchemist to be affective. You can apply your poisons to any bladed object such as a knife, katana, kryss. Or you can even apply a potion to the tip of an arrow. Tailoring - A tailor cannot make his wears without the help of a Gatherer. He will take the unprocessed Wool and spin it into bolts of cloth which can then be used to make clothing. Also he can create armor out of leather or bones, also acquired from a Gatherer. Can convert Hides into Leather with a potion from an alchemist. Tinkering – A tinkerer must rely on a miner to be useful. With ingots he can create any tool needed by all the crafting professions. All tools made will be preset to have 20 uses. Exceptional tools will have 40 uses. A Tinkerer can even make traps with the help of various other professions. Gathering - Skill: 0-100 Skill level will determine if you will be able to gather crafting resources from objects in the world. Such as Cotton, Wool, Hides, Feathers, Bones and Reagents. Uses: Cotton: Processed by Tailors to create a bolt of cloth Wool: Processed by Tailors to create a 3 Balls of yarn. 5 Balls = 1 Bolt of Cloth Leather: Processed by Tailors to create Armor Feathers: Used by Fletchers to create arrows and bolts Bones: Processed by Tailors to create Armor Reagents: Needed by Alchemists to create potions and needed by Scribes to craft magical scrolls. Also cooks can take reagents and make infused food. Required Skill Level: Pick Cotton: 0 Skill 20% Success. 20 skill 100% Success. Requires Cotton Plant and Cotton Picker. Produces Cotton Sheer Sheep: 20 Skill 20% Success. 40 skill 100% Success. Requires Sheep and a bladed object. Produces Wool Carve Bones: 25 Skill 20% Success. 50 skill 100% Success. Requires a piece of bone found off a corpse and scissors. Produces Stackable Bones Skin Hides: 20 Skill 20% Success. 40 skill 100% Success. Requires Corpse of Animal and a bladed object. Produces Hides Find Reagents: 30 Skill 20% Success. 60 skill 100% Success. No Items required. Pluck Feathers: 35 Skill 20% Success. 70 skill 100% Success. Requires corpse of a feathered animal 'a bird or harpy for example' and a bladed object. Produces Feathers. At GM skill you will have a 33% chance to harvest double the normal amount of resources. Gaining Skill: Each attempt to 'Gather' an item gives you a 20% to succeed. Upon Success you will gain a random .1-.4 in Gathering Skill. Upon Failure you have a 40% chance to gain a random .1-.2 in Gathering. Questions and Answers Q) What if I choose my two skills, Tinkering and Poisoning. But later find out that I'm having no luck with Poisoning and would like to change it to mining. How would I go about doing so? A) Well for starters you'd open up your skill gump 'alt+k' find the skill you wish to remove from your character. To the right of the skill is an arrow or a lock. Click that button until the arrow is pointing down. That will allow you to lower your skill. Now find the skill you wish to raise and click the lock/arrow button until the arrow is pointing up. You will have to manually work the skill up as you have not been “educated” on how to use that skill. The only time you will receive the instant GM skill is with the initial character creation as it is assumed that your crafter was just released from his “apprenticeship.” Q) What happens if the community Tinker doesn't log on for a few days and his vendor is out of tools for the other crafters to buy? A) Well at that point someone can either take the roll of tinker into their own hands while lowering one of their trained skills, or a GM will come by and place an NPC that sells the products that the missing person would normall sell. The NPC will be located in front of the missing players town shop. As this is such a huge undertaking, I'd like to know from the community, where would I start? I've got this GREAT idea in my head and ideas just keep spilling out onto paper from my pen. Do I start with making the moongate rooms? Do I start with skill editing? I don't know I may be biting off more than I can chew, although I know this won't be an easy task. Last edited by Rettick; 03-15-2007 at 11:25 AM. |
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