What do we actually like about AOS?
Moderators: Benn, Calix, senji
What do we actually like about AOS?
Help me out here:
PvP system
Champ Spawns
No Statloss
What else?
PvP system
Champ Spawns
No Statloss
What else?
Re: What do we actually like about AOS?
I was the best
[img]http://www.photobasement.com/wp-content/uploads/2008/04/deeaaaaaaad.jpg[/img]
Re: What do we actually like about AOS?
j was the best
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- Cardinal Chunder
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Re: What do we actually like about AOS?
Listing pvp system kinda covers it.
Re: What do we actually like about AOS?
In a sadistic way probably the items. It added an extra variation and the need to improve your suit kept you logging on as well.
No to U
Re: What do we actually like about AOS?
Guess I should have said PvP mechanics.
...and yeah Nix agreed, although I think that is quite a minor part.
I really liked insurance personally. Not because it meant you could keep your items, more the gold reward on killing people.
...and yeah Nix agreed, although I think that is quite a minor part.
I really liked insurance personally. Not because it meant you could keep your items, more the gold reward on killing people.
Re: What do we actually like about AOS?
thisNixon wrote:In a sadistic way probably the items. It added an extra variation and the need to improve your suit kept you logging on as well.
Signatures broken since 2009...
Re: What do we actually like about AOS?
I disagree it was a minor part and I think for a lot of people, particularly non pvpers it was a major part.Calix wrote:Guess I should have said PvP mechanics.
...and yeah Nix agreed, although I think that is quite a minor part.
I really liked insurance personally. Not because it meant you could keep your items, more the gold reward on killing people.
No to U
Re: What do we actually like about AOS?
I think it ruined the game for a lot more people that it improved it. But yeah, a lot of people loved it I guess.
Re: What do we actually like about AOS?
Been thinking about this quite a bit with the crafting actually, about how the itemisation ruined UO.
I think the main problem isn't actually the item system itself, it's that you created a completely seperate system that cut out a ton of players(crafters) because everything they could produce became useless all of a sudden. If a Smith wanted to do what he'd always done - make weapons repair armour and socialise, he was basically out of the game, but if he wanted to collect BODs with 50 EasyUO accounts, then he has all the rewards. Scribes, Bowyers etc all became useless as well.
What if the system worked as before - crafters made items, but the kind that would be useful in AOS, without the need for BODs, Runics, etc? Combined with an improved loot enhancement system as well...would that make more sense than needing BODs, and having runics drop as loot? Make a ton of special ingots etc that can be mined(or whatever is suitable for that skill) and have them be the only thing to affect the mods on the item?
For scribes we could just go with that spellbook crafting system from SE. Miners would be more relevant because they'd be needed for the special ingots, fishers could fish up the special cloth(shit example but you get my point)
Opinionz?
I think the main problem isn't actually the item system itself, it's that you created a completely seperate system that cut out a ton of players(crafters) because everything they could produce became useless all of a sudden. If a Smith wanted to do what he'd always done - make weapons repair armour and socialise, he was basically out of the game, but if he wanted to collect BODs with 50 EasyUO accounts, then he has all the rewards. Scribes, Bowyers etc all became useless as well.
What if the system worked as before - crafters made items, but the kind that would be useful in AOS, without the need for BODs, Runics, etc? Combined with an improved loot enhancement system as well...would that make more sense than needing BODs, and having runics drop as loot? Make a ton of special ingots etc that can be mined(or whatever is suitable for that skill) and have them be the only thing to affect the mods on the item?
For scribes we could just go with that spellbook crafting system from SE. Miners would be more relevant because they'd be needed for the special ingots, fishers could fish up the special cloth(shit example but you get my point)
Opinionz?
Re: What do we actually like about AOS?
Right, expanding on this idea a bit, and making some useless skills useful:
So crafters now create 'runic' quality weapons without the need for runics. This goes for Smithing, Tailoring, Inscription, Fletching, Tinkering. These are the primary craft skills, along with Alchemy and Poisoning.
To make good quality items however, you'll need 'support' crafter skills, as well as 'gatherer' craft skills.
The support skills(having them on your character) will go into a formula that helps with item quality. So arms lore would work with smithing for example. The higher the skills, the greater the chance of more mods, along with say ingot/leather quality for mod intensities
The gatherer skills would be neccessary for gathering items that give a better chance of certain mods.
Primary craft skills:
Smithing
Tailoring
Tinkering
Fletching
Inscription
Alchemy
Poisoning
Support craft skills:
Arms Lore (Smithing, Tailoring)
Carpentry (Fletching) (Guess this is a primary skill as well)
Item ID (Tinkering, Inscription)
Taste ID(Alchemy, Poisoning)
Gatherer craft skills:
Fishing
Mining
Lumberjacking
Cooking
Example; I want to make some leather chest pieces. I have 100 Tailoring and Arms Lore on my character, which gives me the greatest chance of a high amount of mods. I use barbed leather, which gives me the best chance of high intensities. I then use something cooked with cooking(funnily enough) which is known to give a higher chance of fire resists.
The point is;
1. Crafters don't need BOD rewards - the items create are reward enough. They become the most important characters in game under this system.
2. By requiring support skills we're making previously useless skills worthwhile.
3. As we've only got 1 char per account 2 accounts per IP, requiring these extra skills mean these crafters will be even more rare because you simply can't fit all the craft skills on one character. Meaning even big guilds will struggle to cover all the skills, meaning even more player interaction is needed.
So crafters now create 'runic' quality weapons without the need for runics. This goes for Smithing, Tailoring, Inscription, Fletching, Tinkering. These are the primary craft skills, along with Alchemy and Poisoning.
To make good quality items however, you'll need 'support' crafter skills, as well as 'gatherer' craft skills.
The support skills(having them on your character) will go into a formula that helps with item quality. So arms lore would work with smithing for example. The higher the skills, the greater the chance of more mods, along with say ingot/leather quality for mod intensities
The gatherer skills would be neccessary for gathering items that give a better chance of certain mods.
Primary craft skills:
Smithing
Tailoring
Tinkering
Fletching
Inscription
Alchemy
Poisoning
Support craft skills:
Arms Lore (Smithing, Tailoring)
Carpentry (Fletching) (Guess this is a primary skill as well)
Item ID (Tinkering, Inscription)
Taste ID(Alchemy, Poisoning)
Gatherer craft skills:
Fishing
Mining
Lumberjacking
Cooking
Example; I want to make some leather chest pieces. I have 100 Tailoring and Arms Lore on my character, which gives me the greatest chance of a high amount of mods. I use barbed leather, which gives me the best chance of high intensities. I then use something cooked with cooking(funnily enough) which is known to give a higher chance of fire resists.
The point is;
1. Crafters don't need BOD rewards - the items create are reward enough. They become the most important characters in game under this system.
2. By requiring support skills we're making previously useless skills worthwhile.
3. As we've only got 1 char per account 2 accounts per IP, requiring these extra skills mean these crafters will be even more rare because you simply can't fit all the craft skills on one character. Meaning even big guilds will struggle to cover all the skills, meaning even more player interaction is needed.
Re: What do we actually like about AOS?
Whilst I'm at it, other useless skills:
Remove Trap: Stop telekinesis working on treasure chests, and you need remove trap again.
Stealth: Allow insta stealthing after hiding(Like in SE, but without the smoke bomb and impossible-to-reveal shit.)
Forensics: After using forensics on a corpse, you recieve additional rewards if you are the next person to kill the person named in the corpse forensic report.
Herding: Extra requirement for controlling high end pets. Extra skill requirement would probably take tamers out of PvP completely.
Others to think about:
Discord: Does this do anything?
Stealing: Seems as it's pretty shit in AOS because everything on a player is insured, perhaps allow them to indulge in something that people love - houselooting? On a small scale. Small chance of players with GM lockpicking being able to open locked house doors. Small chance of players with GM stealing/snooping being able to steal items from secure containers. Downside being this makes you red. One success = perma red, with all the negatives this brings. Increased insurance on death, no towns, etc etc.
Remove Trap: Stop telekinesis working on treasure chests, and you need remove trap again.
Stealth: Allow insta stealthing after hiding(Like in SE, but without the smoke bomb and impossible-to-reveal shit.)
Forensics: After using forensics on a corpse, you recieve additional rewards if you are the next person to kill the person named in the corpse forensic report.
Herding: Extra requirement for controlling high end pets. Extra skill requirement would probably take tamers out of PvP completely.
Others to think about:
Discord: Does this do anything?
Stealing: Seems as it's pretty shit in AOS because everything on a player is insured, perhaps allow them to indulge in something that people love - houselooting? On a small scale. Small chance of players with GM lockpicking being able to open locked house doors. Small chance of players with GM stealing/snooping being able to steal items from secure containers. Downside being this makes you red. One success = perma red, with all the negatives this brings. Increased insurance on death, no towns, etc etc.
Re: What do we actually like about AOS?
i would actually say the opposite, there will always be more sheep than sheperds, and that was the way with the pk vs the blue. With the introduction of items/insurance, blues could venture out knowing SUPER SWEET SHINY LOOT ITEM X would be safe.Calix wrote:I think it ruined the game for a lot more people that it improved it. But yeah, a lot of people loved it I guess.
edied to say, we all think like pks and our view are through tinted glasses.
Re: What do we actually like about AOS?
discord lowers the stats of the target mob, so it is an important barding skill really, makes harrowers and uber hard mobs a bit easier, I would say no need to touch it really