3 Skills i want to see in TESO

Post » Tue Jan 22, 2013 6:56 pm

In the history of MMORPG's there are two Skills which was never implemented into such art of game (of course in RPG's but not in MMORPG's)

- Stealing (Pickpocketing)
- Lockpicking

The third is an etablished Skill

- (controlled) Alchemy

I dont want to write a large text, why i think this are awfull important Skill-possibilitys which should be implemented into an MMORPG,
all i want to say is, that this kind of (practicable) possibiltys would make a Roleplaygame not less than 100% suspensefully and much more realistic.

Skills, which everyone of you used in all of the TES Parts. And everybody now, how much fun you can have which such possibilitys. Also in an MMO.
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Maria Garcia
 
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Post » Wed Jan 23, 2013 12:49 am

I only need one skill sanguines spell "naked truth" :woot:
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zoe
 
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Post » Wed Jan 23, 2013 3:10 am

Lockpicking? Sure. Pickpocket? No.
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Doniesha World
 
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Post » Tue Jan 22, 2013 6:40 pm

Actually if anyone knows the browser game "Runescape". Well that MMO has "pickpocketing" it is a members only ability however instead of what Stormwinds thinks it may be (Pickpocketing players). You pickpocket NPC's.. So what you could do is walk into a General Store and pick pocket the merchant inside. That I would be okay with, same with the lockpicking as well.
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Lil Miss
 
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Post » Wed Jan 23, 2013 9:25 am

In the history of MMORPG's there are two Skills which was never implemented into such art of game (of course in RPG's but not in MMORPG's)

These types of comments make me laugh, from your comment i can tell your MMO gaming started after EQ or you would not be saying such things.


- Stealing (Pickpocketing) EQ Rogue They can develop their ailities to Sneak and Hide to very high levels. Other skills include crafting and applying poison to their primary weapon, sensing and disarming traps, picking pockets, and picking locks for doors that may or may not have a key.b

- Lockpicking The pickpocket ability only allows the rogue to steal items that are not no-trade and coins, and can only be used on NPCs. A more highly developed ability to pickpocket reduces the chance that the NPC will catch the rogue, which can be very helpful in the rogue 1.0 epic.


The third is an etablished Skill

- (controlled) Alchemy Make Poison, or poison crafting, is a tradeskill reserved to the rogue class. Rogues are able to combine a number of ingredients, many of which are also used in alchemy, to affect mobs in a number of ways. Rogues may create snare, direct-damage, death-over-time, or attack-slowing poisons.

Rogues also receive the skill Apply Poison. As this skill improves, the rate of successfully applying the poison to the primary weapon will increase.




I dont want to write a large text, why i think this are awfull important Skill-possibilitys which should be implemented into an MMORPG,
all i want to say is, that this kind of (practicable) possibiltys would make a Roleplaygame not less than 100% suspensefully and much more realistic.

Skills, which everyone of you used in all of the TES Parts. And everybody now, how much fun you can have which such possibilitys. Also in an MMO.

So these type of skills have been done in the mother of all 3d mmo, EQ1. In fact MMO have gone backwards to some extent, in EQ you could also drop items on the floor or hide items out in the wilderness and come back for them when you had lessened your weight at the merchants.
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Talitha Kukk
 
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