What does your raising of those skills have to do with how they work? No one is saying it's impossible. Someone comes here from having played in UOR, they expect 1-second cooldowns. I think it's noble to correct or "perfect" aspects of this era of UO, but I don't see what's "perfected" about longer delay times being arbitrarily applied to certain skills.
How does this work if your character stays logged in for several days in a row? Is there a 'server reset' point in the morning or something? Just wondering
I think the shortened cool downs were only added for the benefit of "power hour." Since we don't have power hour (thank goodness!) nor do we have restricted skill gains, there's no need (in my opinion) for shortened skill cool downs.
All of these are simple skills to train requiring very little effort or resource anyway. I don't think any negative impact would come of reducing those skills to 1s delay. I know it's a pain in the ass trying to time DH/Forensics to catch a well timed stealther, with the present 10s on each (ugh). I don't know about the rest of you, but I also actually USE Arms Lore for checking items before I repair them. It's not going to make me rich being able to check a whole suit for someone in 10s, rather than a minute. Item ID would be nice as well but perhaps adjusting the success rate based on skill level to suit such a speed would be best.
Again... who cares? You're citing inertia, but inertia based on inaccurate mechanics to begin with. The point of reference should be how the skills worked in the era being perfected. That's the starting point. Frankly, if the cooldown on these skills was one second, it wouldn't occur to me that changing it to 10 seconds would be superior or needed in any way. This to me is a reasonable argument, I guess. Still seems sort of petty, though, to make it take 4 days to macro Arms Lore instead of like 6 hours or so. None of these skills are in any way game-breaking, and none of them are resource- or difficulty-based, so it just seems rather senseless IMO to deviate from the accuracy in this respect. It's not like a 10-sec cooldown is going to dissuade people from GMing the skills. Yeah, Discordance has a 12 sec cooldown for no apparent reason, and Remove Traps is 5 seconds or so. I think Item ID is somewhere between 5 and 9, but doesn't appear to be the full 10
Item Identification - 10 Seconds Remove Trap - 5 Seconds (Should probably be 10) Discordance - 10 Seconds. Skill timers were reduced when OSI upgraded the servers in 2000 to support higher load and to counter the drop in playerbase. During the whole UOR era OSI/EA worked to defeat macroing programs and try to extend the character development process. With the advent of the 8x8 system as it was called forcing a player to wait 10 seconds between skill use was pointless because they forced you to move in order to gain again. So everyone went to trammel, got on a boat, and macroed on the move. That said since we do not have the 8x8 system. The longer timers are applicable for our era as server health is an important issue as we grow. Code: public class Discordance { public static void Initialize() { SkillInfo.Table[(int)SkillName.Discordance].Callback = new SkillUseCallback( OnUse ); } public static TimeSpan OnUse( Mobile m ) { m.RevealingAction(); BaseInstrument.PickInstrument( m, new InstrumentPickedCallback( OnPickedInstrument ) ); return TimeSpan.FromSeconds( 10.0 ); } public static void OnPickedInstrument( Mobile from, BaseInstrument instrument ) { from.RevealingAction(); from.SendLocalizedMessage( 1049541 ); // Choose the target for your song of discordance. from.Target = new DiscordanceTarget( from, instrument ); from.NextSkillTime = DateTime.Now + TimeSpan.FromSeconds( 6.0 ); }