Posted December 14, 2019 Remove stealing skill....i mean if it hasent been repaired in years why keep it? Just feels - impact to have a skill in the skill treeline and you cant actually gain the skill. and like Retro told me in a official stream no one skills it. So should not be a problem. Share this post Link to post Share on other sites
Posted December 14, 2019 If we ever do introduce another skill it may replace it, but removing it just throws the affinity system. It wont be removed just like that though 1 Share this post Link to post Share on other sites
Posted December 14, 2019 (edited) Then repair it...has been broken for years. There has been multiple post about it. change it to pickpocket like nogumps steal your gear or something. Edited December 14, 2019 by sleepys Share this post Link to post Share on other sites
Posted December 14, 2019 (edited) It might be cool to have a pick-pocket skill that doesn't harm anyone - just for fun. It might work like this: Action: Player A tries to pickpocket Player B Based on skills of both players and on RNG, the following possibilities can happen: 1) Player A wins the roll and gets granted a small item - this does not come from Player B's inventory but rather from a pool of items - in a similar way to the items you get from praying. It could be a small gem, a rare coin or something less useful like a mushroom. 2) Player B wins the roll and succeeds in preventing Player A getting anything. Player B has a chance to get the item instead (let's just say he retaliated and grabbed what he could!) 3) Neither player wins, but both get a message saying Player A attempted to Pickpocket Player B. This might be fun at social gatherings - spark debate or sparring etc - but nobody loses any of their possessions and there is a small chance to get something, with the % chance and ql of item obviously increasing with Stealing skill. Ok speak up if you think the idea is completely sad! I think it's no more or less pointless than praying and could be fun at Impalongs etc. It must be clear to both players that they have not really lost anything, it's just a bit of fun. Edited December 14, 2019 by Muse 3 Share this post Link to post Share on other sites
Posted December 14, 2019 7 hours ago, Retrograde said: If we ever do introduce another skill it may replace it, but removing it just throws the affinity system. It wont be removed just like that though Semi-off-topic: @Retrogradethis has me worried for a while now. Can the current skillsystem no longer have new skills added unless an old skill gets sacrificed? Is there some limited number of slots that are all filled out? Share this post Link to post Share on other sites
Posted December 14, 2019 (edited) 10 minutes ago, Lycanthropic said: Semi-off-topic: @Retrogradethis has me worried for a while now. Can the current skillsystem no longer have new skills added unless an old skill gets sacrificed? Is there some limited number of slots that are all filled out? Uses Modular Arithmetic, basically every thing you add to a meal adds points, that determine the affinity you get. when you get to 138 points, it wraps back around to 0. adding a new skill would change the wraparound number to 139, making every single affinity meal with more than a few ingredients have a new affinity afterwards. it's why they replaced traps/artifacts with archaeology/restoration instead of just adding the skills Edited December 14, 2019 by Oblivionnreaver 2 Share this post Link to post Share on other sites
Posted December 14, 2019 maybe new scavenging skill? for example you can get a brick when bashing tall stone wall, ? when skill grows up you get higher chance to recover more materials fom bashed thing. 2 Share this post Link to post Share on other sites
Posted December 14, 2019 5 minutes ago, kgorski said: maybe new scavenging skill? for example you can get a brick when bashing tall stone wall, ? when skill grows up you get higher chance to recover more materials fom bashed thing. Not too bad of an idea... will promote cleaning trash around the map... or deconstructing deeds for repairing/low ql/ materials, end game is what? Recovering part of mats at ~80-90% of construction's current QL? What amount of the resources though? This should probably be allowed only for 20-30% damage left(read stuff with ~70 damage on them) on constructions maybe... to give chance for people who maintain fencing in perimeter or random shacks(like next to towers or roads for nubs to hide in them(not as protection for SourceSpring farmers; for all I care.. add extra decay to all the shacks around such ¯\_(ツ)_/¯) Share this post Link to post Share on other sites
Posted December 14, 2019 +1 to reaching into each others pockets at social events in search of mushrooms... 4 Share this post Link to post Share on other sites