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New skill idea.

Posted: Fri Jul 08, 2005 1:13 am
by wooden7
I know new skills are a long way off but musicians and dancers would be great, (a profession much loved in SWG) and skills for camping and survival should be a must in a game this big. :)

Re: New skill idea.

Posted: Fri Jul 08, 2005 6:18 am
by mmatto
I remember someone suggesting that you could get instrument and play simple notes with it. This would allow player bands :)

Re: New skill idea.

Posted: Fri Jul 08, 2005 11:25 am
by lavirex
Yeah, that would be nice, and I really like the idea of player bands :)
but if any musician tree will be added to Ryzom, player should be able to play better songs than in SWG cause those songs you could play in SWG were just annoying. :)

Re: New skill idea.

Posted: Fri Jul 08, 2005 12:02 pm
by iphdrunk
lavirex wrote:but if any musician tree will be added to Ryzom
I shiver at the thought of players powerlevelling that branch near Yrkanis stables ... -.-

Re: New skill idea.

Posted: Sat Jul 09, 2005 9:20 am
by norvic
In UO there was an option to mute certain sounds, the bard was one of the first peeps turned off to avoid random drum rolls and lute twangings so if the skill was added the mute sounds option needs too be added too ;)

Re: New skill idea.

Posted: Thu Jul 14, 2005 8:46 pm
by thebax
I knows dat I be usually fer dem fixin' de broke bit's o' de game (TP's, Aim At stanzas, Deposit trackin', etc.) afore e'en de tiniest new ting be introduced, but dis idea has caught in me head, an it won' git out.

Form:
I be picturin four types o' instruments, mebbe universal(fer four types werld-wide), mebbe racial(fer 16 total).

Horn: 6 blade mats fer de bell(de bit wot flares out), 2 barrel mats fer de tube, an 4 trigger mats fer mouthpiece an keys, end result sorta like an earth-type brass.

Flute/whistle type: 8 barrel mats fer de tube, 2 blade mats fer bell, 2 trigger mats fer de whistlin bit.

Drum: 4 armor shells fer de skin, 4 barrel mats fer de body, 4 armor clips to hold de werks together. (I knows armorshell an barrel mats be de same, think o' it as 8/4 iffin it makes ya more comfortable :) )

Stringed: 3 barrel mats fer soundin chamber, 3 shafts fer neck or frame, 3 fiber fer strings, 3 jewel settings fer tunning knobs/frets. Dunno wether de end result shuld be harp-like, or more similar to a guitar/mandolin, or e'en a fiddle, I be less in favor or de last, as dey tend to be a wee bit fragile.

Function:
Dat culd either be one path, or divided inta 2 diff'rent ones, inspirational an' influencial. All stanzas, as fits de nature o' de power, be area o' effect, centerd on de musician, wit audio special effect instead o' visual, an' culd use either Sap or Stamina as a fuel source(since we already gots 2 wot use Health, an 2 wot use Focus)

Inspirational be simply enhanced-type recuperation fer health, sap, stamana, an focus, an shuld stack wit de currently near-useless auras wot do de same ting, as well as wit eachother. Each instrument type culd haf a +50% bonus fer de ammount recoverd by each stat; Horns fer health, flute fer sap, drums fer focus, an stringed fer stamina, alot like different make-ups o' amps give different bonuses. As dis wuld be much less powerful as a direct affect den a healers spells (one o' de few tings dat seems perfectly balanced fer de werld o' Atys) de affect would be an area, increasin in size an' power wit each higher level stanza, an only affectin' folk in yer group. Thar culd also be others wot mimic other Aura bits dat almos nobody uses, such as warcry. I'm kinda tinkin dat max fer recovery bonus shuld be aroun +1000 (revoverin an extra 1000 every 10 seconds) fer a 250 level stanza. Sounds like alot, 'specially when dey be stackable, but since by dat time yer fightin alot o' beasties which do 1000-2000 damage per hit or more, at often 1 hit per 2 seconds+, yer not gonna be able to stay healthy witou a healer, e'en iffin yer team be all musicians, wit one damage dealer.

Influencial wuld be more varied. Stanzas which wuld do tings like make de mobs (mebbe jus de herbies) uncomfortable, so's dey wander out o' de area o' effect, or music to soothe de savage breast wot makes preds agro radius decrease, down to 0 fer a level 250 stanza. In any event, as dey ain' attacks, de mobs don git angry wit ya fer usin dem, which wuld be another good one, a song o fergitfulness wot makes an angy mob revert to pre-battle behavior, werkin jus like runnin far enuff away durin a battle dat de mob fergits. O' course, iffin ya fail yer roll wit de soothin one, an gits too close to a pred, yer still gonna haf a problem. De influencial types culd also be given bonuses, like drums or horns gittin bonuses fer de uncomfortable noise, strings fer soothin, an flutes fer
fergitfulness.

De stanzas culd be used witout an intrument, by whistlin' hummin, clappin yer hands or wotall, but wuld all be at half strength (half radius o' de area, half power).

Re: New skill idea.

Posted: Thu Jul 14, 2005 8:56 pm
by sehracii
I love it, Bax! :D

Re: New skill idea.

Posted: Thu Jul 14, 2005 9:51 pm
by larwood
Bax,

The working functions of your mind never cease to amaze me. Very good idea.

Re: New skill idea.

Posted: Thu Jul 14, 2005 10:44 pm
by thosholm
If I remember correctly, musicians were actually considered in one of the early Dev-chats. The same composer as the rest of the music was to compose small soundbites for them to assemble into longer pieces.

Just one question though: how do you rate a musician for xp?

Re: New skill idea.

Posted: Thu Jul 14, 2005 11:21 pm
by danadita
thosholm wrote: ... Just one question though: how do you rate a musician for xp?
The rats start following him around? ;)