Shattered Kingdoms

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PostPosted: Sun Jan 18, 2009 4:43 pm 
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Hunting knife:o


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PostPosted: Mon Jan 19, 2009 2:23 am 
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I wouldn't mind a skinning tool, it would only make sense, but having to have a specific knife to skin a certain object based on material is to much. The last thing I'd need to do as a scout is carry 15 differant knives because who knows what kind of thing I'm going to want to try to skin next. Not to forget to mention that quest items can be junk looted just like any other item.


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PostPosted: Mon Jan 19, 2009 2:45 am 
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Flag all the knives in the game as a tool for skinning and as you move forward, then change all the crappy knives that are found as just weapons. A lot of the knives in the game are described as being really sharp.


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PostPosted: Mon Jan 19, 2009 4:29 am 
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If scouts need to use knives in order to skin, then allow them to skin water and flame again. That would be really useful for clothing classes.


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PostPosted: Mon Jan 19, 2009 5:07 am 
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Trexor wrote:

First question, have you ever seen a skinning knife made of fur or bark or any of the weaker materials. Metal sure but cloth armor stuff? If there was going to be a tool or tools to skin certain materials like mithril then those would be horded and one of the main skills of a scout would be rendered useless)

Second question, no offense but are you crazy? Making a scout carry a skinning tool? They would have to go to buy them or get them repaired way to often. We do not need tools in the game. You want to RP using a tool go ahead.


Maybe I didn't make it clear enough, since the idea was off the cuff, but these tools are primarily focussed to the high end of the spectrum, where the problem is. I don't think it's the clothing items, such as fur and cloth that are the problem as it is, are they? Someone said it best - make all knives skinning tools, and make them only work for lesser items if they don't qualify.

The point here is to create a bottleneck. The bottleneck is already there, except it's at the skinning skill, making it a pain to use whenever you want to use it. I'm suggesting transferring that bottleneck to the use of the skill, forcing people who want to use it in a powerful manner to apply themselves to their skill. You shouldn't need it for standard items. But for handling skinning like metal? It makes plenty of sense.

The point of that bottleneck is to decrease the amount of items that come into the game. There's other options, such as increasing the decay time, but this seemed the less painful.


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PostPosted: Wed Jan 21, 2009 10:50 am 
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How about raising the chance of successful skinning depending on the tamed pet that helps the scout. For example a scout with a goat in the earth plane would have better chances than a scout with a goat in the tangle.


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PostPosted: Wed Jan 21, 2009 10:57 am 
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I'm completely against that last idea. I wouldn't mind having your pet's race affect some of your skills, but skinning isn't one of them.


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PostPosted: Wed Jan 21, 2009 1:48 pm 
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-Johnix- wrote:
For example a scout with a goat in the earth plane would have better chances than a scout with a goat in the tangle.


I don't want to have a good chance with a goat, no matter where I am.


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PostPosted: Wed Jan 21, 2009 1:51 pm 
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Would you do it with a goat - could you, SHOULD you onna boat?


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PostPosted: Wed Jan 21, 2009 5:35 pm 
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Ain wrote:
Would you do it with a goat - could you, SHOULD you onna boat?

Holy crapolo Ain is really Dr. Seuss!

Seraphiction wrote:
Maybe I didn't make it clear enough, since the idea was off the cuff, but these tools are primarily focussed to the high end of the spectrum, where the problem is. I don't think it's the clothing items, such as fur and cloth that are the problem as it is, are they?


With my last scout I played, I felt that there was a significant increase in failure in skinning all skin types, however maybe I was unlucky. When you said a skinning tool for each type of material I didn't realize you just meant the best skins.

I still think it is a bad idea, to make a scout buy something for one of his or her skills to work. However if it is used with skinning much like a doll is used with voodoo, then the scouts should be able to make the tool themselves.

What I mean by this is the scout gets the needed materials to make a tool, for example something mithril, to make a mithril skinning tool. It can be anything mithril (because lets face it if a scout can make a billion arrows with diamonds for tips they can more or less make anything). Make a time limit on the ability to make tools (like 1/2 hour). The tools should last a while.

The reason why I think scouts should be able to make them is that people will just buy them up (even other classes other then scouts) and horde them so one of the nicer skills a scout has will be useless because they cannot get the tool to skin.

whocarez62 wrote:
If scouts need to use knives in order to skin, then allow them to skin water and flame again. That would be really useful for clothing classes.


I would rather have the tailors be able to tailor anything again. Maybe not supernatural but everything else, yes.


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