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Does skinning need some help?
Yes 100%  100%  [ 12 ]
No 0%  0%  [ 0 ]
Werttrew 0%  0%  [ 0 ]
Total votes : 12
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 Post subject: Skinning buffs?
PostPosted: Fri Aug 14, 2015 8:11 am 
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Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Skinning has really gotten the shaft lately in my estimation, given that all skins come without innates, and armor with innates is pretty much useless. Is there anything in the works to help with that? If not, I can think of a couple things that would help, some which would require more or less work than others.

1) Code Update: Let skins be enchanted with saves that can stack, yet have those enchantments count towards the max enchantments to the armor piece. This would be a slight buff while still leaving skins way below the optimal choices for gear, because anything with innate saves would still be much better. Some might argue that this is too good in some respects because putting all saves on some armor pieces will compete with anything which doesn't require a group to retrieve, but I don't think it would be that strong: Plus, I don't think anyone right now is complaining that saves are too -easy- to get.

2) Code/Builder Update: Have skins from "tougher" NPCs that require groups to reach to come with innate saves. This has been proposed in the past, and in my eyes is the neatest option, but also would be the direction that requires work from both Dulrik and builders.

3) ??? Does anyone else have any other ideas?


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 Post subject: Re: Skinning buffs?
PostPosted: Fri Aug 14, 2015 2:47 pm 
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Joined: Fri Feb 08, 2008 6:04 pm
Posts: 1017
Remove the skill and add crafting.


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 Post subject: Re: Skinning buffs?
PostPosted: Fri Aug 14, 2015 3:14 pm 
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Joined: Tue Mar 18, 2014 10:14 pm
Posts: 358
I always thought it would be simpler to have auto generated buffs on skins based on the level of the creature skinned.
1-21: +1 (slight)
22-36: +2 (moderate)
37-49: +3 (moderate)
50+: +4 (great)
If the enchant type was random it would lead to a bit of farming, but that is no different than anything in SK. The more time invested the better off you are with your gear.
At best I'd say have unique and specific NPCs yield +5s.


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 Post subject: Re: Skinning buffs?
PostPosted: Fri Aug 14, 2015 4:34 pm 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
That's a neat idea, Baranov, and probably the easiest way to code things. Honestly, I'm posting this because I have a lot of fun memories of getting a group of 3-4 people and just heading out to hunt skins. It was something that was always guaranteed to yield some results, wasn't possible without a group, and it was possible even if all the other elite armor was being hoarded.

Now, it's just... skins are totally worthless. That makes me sad. I don't think skins should be on par with the best armor in the game, so maybe +4 is too much, but it shouldn't be too much to ask for +3 on a skin if the NPCs require a group to achieve. Give some power back to the players!


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 Post subject: Re: Skinning buffs?
PostPosted: Fri Aug 14, 2015 5:32 pm 
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Joined: Wed Jan 14, 2015 12:26 am
Posts: 423
I would advocate the following for skinning imorovements:

- Innate bonus to AP based on attributes of the scout;
- Other innate bonuses based on the race and level of the creature being skinned;
- Maybe an increase to the innate AP bonus for dwarves for being master armorers.


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