Topic

Skills!

So we've had long threads about clothing ideas, and about items in game, and about everything else under the Glitch sun.  In my not extensive search of skills, I found no threads about what skills we think should be added!  So here we go:

*Jewelcrafting
*Potionmaking
*Woodcrafting (to make furniture or tables for houses)
*Housebuilding? -- instead of being given a house, depending on which style house you want to buy you need to get certain ingredients and contribute them to the house, or it could work if you want to upgrade a house you have to get the skill then the required ingredients then "build" the upgrades
*Higher levels of Animal Kinship that allow you to have pets!  Can you imagine walking around with an octopus hat and an octopus pet by your side?
*Performance skills -- someone just started a thread about live performances in game http://beta.glitch.com/forum/general/6398/
*Clothmaking/dying -- make your own Glitch clothes or change the colors with this skill

Add your ideas!

Posted 16 months ago by Laurali Subscriber! | Permalink

Replies

  • How about fishing, swimming and mountain climbing?
    Posted 16 months ago by Cindy Subscriber! | Permalink
  • Boatbuilding/sailing (could go hand-in-hand with the fishing/"Venice of Ur"/water ideas in other threads)
    Botbuilding (or whatever you wanna call it; mentioned elsewhere)- using engineering skills to build automated pieces of machinery for gathering fruit/mining/etc.- would definitely need some limits built into them.

    I like the pets idea; I'm holding out for a monkey :)
    Posted 16 months ago by Djabriil Subscriber! | Permalink
  • Add some bling with gems - jewellery
    Posted 16 months ago by Phochai Subscriber! | Permalink
  • Cooperative skills:

    - barnraising (or houseraising, as the case may be, but a way to build group spaces would be nice)
    - quilting bees
    - music-making
    - marching band, why not?
    - dancing

    Or anything demanding complementary skills. Smithing, perhaps.
    Posted 16 months ago by Clumdalglitch Subscriber! | Permalink
  • Oooooooh!  I love the boatbuilding idea Djabriil, and I also wish I could find the thread about the robots cause it was a great idea!

    Love the fishing skill idea!  It's come up multiple times so hopefully that will get implemented.

    The idea of cooperative skills is really really cool too!
    Posted 16 months ago by Laurali Subscriber! | Permalink
  • As has been suggested: Penmanship II, with the ability to join several sheets of paper to form a notebook or a book.
    Posted 16 months ago by Ximenez Subscriber! | Permalink
  • OOoh they could make them go even further than that though, you could make a notebook or diary or a novel.  But lets say it went to Penmanship III and you could make advertisements (stoot mentioned advertising in game by players, ex:  Awesome Stew only 100 currants! on the subways or a gnome's saying or something)
    Posted 16 months ago by Laurali Subscriber! | Permalink
  • @ Laurali- The bots I thought were a great idea... somebody had made the (true) statement, though, that if you can just send your bot out to grind, there's gonna be little incentive to go do things yourself- so I liked the idea of just letting 'em sorta collapse or get run down, or be slower than doing whatever-it-is yourself.
    Boatbuilding (shipwrighting, whatever) could also be a pretty good skill to raise currants with- if the boats take a longer period of time to complete, not everybody who wants a boat will necessarily want to build one, allowing somebody else to build and sell them off instead.
    Posted 16 months ago by Djabriil Subscriber! | Permalink
  • Ooh, and if you could advertise... you could perhaps buy ads on the subway, or in (apparently upcoming) group halls, etc, and get the word out on your goods and services! Great idea!
    Posted 16 months ago by Djabriil Subscriber! | Permalink
  • @Djabriil, yes I can't remember what the forum topic was and I really wish I could find it, but there was a lot of discussion about how it could break down or randomly make mistakes to make using them much more risky.

    Anyone who remembers which thread that was on please link it!
    Posted 16 months ago by Laurali Subscriber! | Permalink
  • There is a thread.. I started it.. think it disappeared....
    here:http://beta.glitch.com/forum/general/5759/
    Posted 16 months ago by Aero Subscriber! | Permalink
  • I think the robots thread was this one:
    beta.glitch.com/forum/gener...
    Posted 16 months ago by Djabriil Subscriber! | Permalink
  • Aww Aero, I'm sorry!  I searched for other threads about skills but didn't ever see that one!  

    Thanks for posting it here
    Posted 16 months ago by Laurali Subscriber! | Permalink
  • +1000 for Clothesmaking. There definitely needs to be a way to acquire clothes in-game. In successful online games that have some type of paid-for currency, people pay for a leg-up in the game. When the currency you can pay for is just vanity, there's much less incentive.

    Also, + for Pets. It would be cool if there were animals specific to each region we could raise and hitch a ride on.
    Posted 16 months ago by The Crepeist Subscriber! | Permalink
  • Great ideas Laurali.
    Posted 16 months ago by Stormy Weather Subscriber! | Permalink
  • Crepeist:  (I accidentally almost typed Creepist lol)  I think they have said several times that they only want the paid subscriptions to have vanity advantages, but not any in game advantages.  It makes sense, because once those who pay get in game advantages it puts pressure on people to pay and I think Stoot mentioned they are getting the amount of money they expected to make from the subscriptions already even with just vanity benefits.

    Thanks Stormy!
    Posted 16 months ago by Laurali Subscriber! | Permalink
  • I love youuuuuuuuuu
    Posted 16 months ago by Aero Subscriber! | Permalink
  • Clothes Making—I say no. I do not see clothing being made by players. Clothes are not an interactable element within the game. They shouldn't be. I do see Clothes as a reward for achieving quests though. It would be in the form of a Clothing Coupon or a Fashion Stub of some kind. Once used in-game, it unlocks clothing options in the store. That's the only way I see clothing and the game being bridged. Clothes will not be made by players.
    Posted 16 months ago by Mr. Dawgg Subscriber! | Permalink
  • Yes Clothes making would be hard to fit in game, but really cool.  But I really really would like the option of changing material colors, because there are so many clothes I like that don't match my hair :)
    Posted 16 months ago by Laurali Subscriber! | Permalink
  • I think it'd be cool, but that it should require some effort- maybe start with the dyeing, and get to clothes-making afterwards. It would be interesting to see who ends up functioning as a fashion-designer, and how/how well it works for them.
    Posted 16 months ago by Djabriil Subscriber! | Permalink
  • New idea: pharmacy. The combination of bureaucratic arts, admixing, and herbology.
    Posted 16 months ago by The Crepeist Subscriber! | Permalink
  • This would be the logical extension to the sickness idea
    Posted 16 months ago by Doctor Barf Subscriber! | Permalink
  • Trying to find a way to live up to your name, @Doctor Barf? :p
    Posted 16 months ago by Fokian Fool Subscriber! | Permalink
  • * SEXENHASING *

    !!!!_!!!!
    Posted 16 months ago by FlirtyvonSexenhaven Subscriber! | Permalink
  • What is the intention with skills? I get that they let you do stuff in game, and that they only require real time training. With the way the skills are set up, it makes me feel a bit Eve Online-ish. That game has been out since 2003 and there are about 20 years worth of skills (at least!) that can be trained.

    Here the skills seem to primarily unlock tutorials on how to do each aspect of the game. Yeah they have prerequisites and such, but right now it feels like in a month's time I could have every skill trained fully.  Is this true, and if so is it an issue challenging the longevity of the game? I'm assuming this has been discussed quite a bit in the past, so if someone has a link to a discussion and previous feedback regarding skills I'd appreciate it if they would share the link.
    Posted 16 months ago by Tzombor Subscriber! | Permalink
  • Tzombor -- I made a thread a while back about how the content doesn't scale into the late game well. Try that: http://beta.glitch.com/forum/ideas/6280/
    Posted 16 months ago by The Crepeist Subscriber! | Permalink
  • Mushroom collecting.  Could be used for food or 'recreation' or poison.
    Posted 16 months ago by Vicereine Linnæa Subscriber! | Permalink
  • I love the idea of being able to build your own house, that would be awesome any skill that makes you work is great, that would give us something to work towards and keep you interested,
    Posted 16 months ago by gill288 Subscriber! | Permalink
  • I'd love some more abilities that are based on frivolous fun, not material value, like penpersonship and levitation. And I'd love to see the Engineering/Tinkering region get some cool robotic/steampunk trinkets (parachutes, rocket boots, piggy nets, companions. Automation is tough to balance, but maybe automated backyard plot clearers or harvesters, like the piggy feeders, that need periodic refueling/collecting?). 

    As far as clothesmaking, I'd be astonished if that happened. Aren't the outfits the biggest draw of the subscription plan?
    Posted 16 months ago by Capablanca Subscriber! | Permalink
  • @Tzombor

    Staff have said repeatedly that the game will continue to grow after launch.  For example, look at the world map.    At first, only the Groddle area was open.  Now there are huge tracts of land that aren't even named that are potential new areas.

    They've also said that they're trying to get the first levels ready for launch and that the 20+ levels are not at all fleshed out.

    To compare a game that's been in development for less than 2 years, to one that's been in development for more than 8 is a bit unrealistic.  Of course it's not equivalent.  Yet. 
    Posted 16 months ago by WindBorn Subscriber! | Permalink
  • Tzombor:  It's been brought up before and you are right as it took me about a month to finish up all the skills and quests.  I believe they spent a  lot of time focusing on the first 10-15 levels to make them ready for launch, and have added things like the race tickets, street projects, mini games, ancestral zones, etc for those of us who are higher level and still looking for things to do.

    Once the attention gets focused on the higher level gameplay I am sure they will make it great

    Love mushroom collecting!  Surprised shrooms aren't in this game very much
    Posted 16 months ago by Laurali Subscriber! | Permalink
  • I'd love to have skills to make everything that currently exists in the game, especially at groceries vendors!

    Animal Kinship - Beekeeping, for honey
    Brewing - for Hooch and Beer
    Some sort of temperature control for Ice

    etc. etc. :)
    Posted 16 months ago by Saro Subscriber! | Permalink
  • Love beekeeping for honey, as honey is the most annoying thing to have to get!
    Posted 16 months ago by Laurali Subscriber! | Permalink
  • I really love the idea of barnraising to help build other glitch's home. Maybe have it be sort of like street building where you donate items and effort and get trophies and badges!
    Posted 16 months ago by Skwid Subscriber! | Permalink
  • @ WindBorn, I wasn't trying to exactly compare them in terms of gameplay. When Eve Online was launched there were several years of skills already involved, and specialization into a valued niche was (and still is) how one defined a career path on a short-term basis. A lot of what I've seen so far in Glitch has been integrating the skills into an ongoing tutorial on how to play the game. Neither approach is necessarily right or wrong, I am just trying to get a handle on the intent behind skills here.
    Posted 16 months ago by Tzombor Subscriber! | Permalink
  • Skill: Slothery

    -Gives the glitch the ability to snuggle up with a cuddly lamb toy (not included with skill) and catch a few Zz's. (partial heal)- Once a day.
    Posted 16 months ago by Zeezee Subscriber! | Permalink
  • This is a repost of an idea I put in a while ago:
    Code Writing and Code Breaking, various levels of each.

    These would have penpersonship as a prereq.  We could then leave coded messages lying around, mail them, post them, whatever.  You have to have CW1 before CB1, etc. 

    CW1 notes could be read by CB1 and higher.  CW3 messages would be only partially readable for CB1's and more readable for CB2, and totally uncoded for a CB3 reader.
    ------------------
    And then this was added by melody pond:
    Is there a way this skill could be used beyond player-to-player interaction? For instance, the bubble tree conspiracy nuts could share some secret knowledge that they don't want anyone else to know. Or perhaps codes, rather than keys, could be used to unlock some types of doors.
    Posted 16 months ago by ArtOfHands RoboGirl Subscriber! | Permalink
  • +48.7 on anything that leads to me having a dog in the game who follows me around, wags, looks at me lovingly and maybe even helps with quests or other activities
    Posted 16 months ago by ArtOfHands RoboGirl Subscriber! | Permalink
  • weather making, rainbow harvesting (for gold)

    A teaching skill?  for integrating new players and earning currents or something.
    Posted 16 months ago by Treesa Subscriber! | Permalink
  • The code idea is cool, but sounds complicated!  I love that you could leave coded notes lying around though lol and my curiosity would have me learning those skills fast so I can "eaves-read"
    Posted 16 months ago by Laurali Subscriber! | Permalink