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Ultima Online: New Legacy Feedback

Started by Lord_Frodo · 2024-07-27 · 119 posts · New Legacy
#0
As per @Kyronix suggestion here is a feedback thread for NL.
Almost felt like I was back 26 years without a clue what to do.  Had somewhat of an idea of what to do because of all the videos UO put out so I went to find the Mayor and start the quests.  Kind of strange starting with no skills.  The first part of the quests were perty straight forward, the fun part was finding all the different places to go.  I finely got the scroll to the warrior guild but I didn't want to be a warrior, I wanted to be a Blacksmith.  That was the first char I made when I started UO.

Tried calling out in chat on how to become a Smith but got no help so I went to the Warrior Guild and hoped he would give me a choice but he didn't give a choice to even become a warrior.  I finely just started going to every building and talk to everybody.  Wouldn't you know it the last place on the south side of town is a pub and there was NPC for the different starting professions.  Found the crafter and went to the Blacksmith shop to talk to the trainer and did all the Smith quests for Ocelo.

You can only gain skills/stats through quests.  I have 60 smith and 60 mining.  Not bad gains for a couple of hours of playing.  Before leaving Ocelo I wanted to do the Tailor and Carpentry skills so I went back to the Craftsman quest giver and it would NOT give it to me. 

Overall I had fun and sure felt like it did way back when I first started.

@Kyronix
Is there a reason we can not do all the crafting skills before we leave Ocelo or did I miss something?
Why is there no Tinkering skill so we can make our tools and not have to buy them.
I understand skill gains with the quests but I did a lot of mining and only gained skills through the quests, is there a reason for this?
Will we get BOD Books and why did the Blacksmith offer to bribe the BODs and also the BOD banking point system was there.



#1
Need to spread out the quest mobs in the Trinsic passage.  And re spawn faster.

I think you over spawned the spiders.

Played and goofed off for about 10 hours today. Was fun after I figured out where the places to go are.
#3
If you Item ID something and put it in the bank, the ID goes away.
#4
I am curious if there is a way to craft Picks/Shovels. I know they combined Tinkering and Smithing, Do the tools show up with a quest, or a "specialization"? just curious for now as i am able to get enough picks from bods to satisfy my ingot addiction.


#5
You gain by doing quests, one of the lowest reward in any skill from a bod is tools. You might need to buy tools to start off, but after that you'll get as many as you need while gaining skill.
#6
Mariah said:
You gain by doing quests, one of the lowest reward in any skill from a bod is tools. You might need to buy tools to start off, but after that you'll get as many as you need while gaining skill.
I understand that, my question is whether i am missing it, or will it come later.
#7
no, there is no tinker skill, blacksmiths make most of the weapons tinker's used to do, tailors make whips.
#8
@Lord_Frodo Bod books will be crafted by mages who have learned inscription. Eventually, when they have a house, they'll probably have a vendor selling them, before that ask in chat. When you've GM'd smithing you'll have an opportunity to add another skill.

#9
Mariah said:
@ Lord_Frodo Bod books will be crafted by mages who have learned inscription. Eventually, when they have a house, they'll probably have a vendor selling them, before that ask in chat. When you've GM'd smithing you'll have an opportunity to add another skill.

Oh can smiths pick up secondary crafting skills now? I thought they needed to have combat skills as secondary 
#10
Is the "Advanced skill unlocks" list the entire list of skills that'll be on NL?

I don't see stealing. 🙁
#11
Nonel said:
Is the "Advanced skill unlocks" list the entire list of skills that'll be on NL?

I don't see stealing. 🙁

I haven't seen anything for rogues. I'm not saying there for sure isn't anything because I don't know what may be down the pike. But so far, nothing. I think that's a real drag if there's no way to be a lock picker and thief.

On another front...The Defend Three Cargo Crates job quest at the Southern Expanse, south of Skara the lava lizard spawn is totally out of whack. The gates were opening up so fast and furious, like five gates at a time then even more at a time, there's no way a group of us could possibly keep up.
#12
So far not what I expected. I thought it was going to be the same great sandbox with more of an RP focus and a classic hybrid feel with that seasonal/yearly wipe (which I thought would be awesome). Instead its weird looking trees and a complete lack of freedom to choose your path.

Screwing with the skill system in this way seems sacrilegious toward UO.

Someone replaced the sandbox with a model train. 🙁
#13
Yeah, Nonel...Not sure what it takes to convince devs to throw a little love at rogue class.

My Quest Objectives from the job quest board is a complete mess so far this morning.

Ignore the top quest, that's for going back to the Ranger League after I finish getting skills to 70.

Defend the cargo crates quest was impossible because of out of control spawn of lava lizards. Five or more red moongates spawning at a time with 3 lizards a gate is too much. Had to abandon the quest.

Slay 8 gazers in the Hedge Maze was totally broken for me. After each and every gazer kill I immediately got the system message that I did not complete my objective in time. After killing gazers for 15 minutes I was well over the needed count. I got the sound that comes with adding a kill to your task but again, the message saying I'd timed out on objective. Count would never go up, stayed stuck at 1 kill.

Tried logging off, closing game out completely, logged back in and tried killing more gazers. Again, get the sound effect of add a kill to your task count but message saying I'd not completed my task in time showed up and count wouldn't budge.

This makes the cool down time on taking a new task even more frustrating. With 38 minutes still left on my clock I have to bail on the gazer quest.

Edited to ask: Is there any way to clear the expired or abandoned quests from the quest log?

#14
I played for a few hours and I personally enjoyed the first 5 minutes of it.  The new moongate, new map and trees; I hadn't been in Occlo in forever so it felt cool, plus I'm a HUGE fan of questlines.

Everything after that just made me ask, "Why?".  
  • Everything is on rails and no longer feels like a sandbox. 
  • Skill/stat gain ONLY through quests
  • no choice on character builds (mage, warrior, crafter)
I certainly appreciate the willingness to try new things, but I felt a little disappointed.  I guess I was hoping for some sort of a "classic reboot".

However, this is the first beta and I'm definitely looking forward to seeing where this goes, but I can't see this how this is going to hold anyone's attention... I could be wrong though.
#15
LilyGrace said:
Yeah, Nonel...Not sure what it takes to convince devs to throw a little love at rogue class.

My Quest Objectives from the job quest board is a complete mess so far this morning.

Ignore the top quest, that's for going back to the Ranger League after I finish getting skills to 70.

Defend the cargo crates quest was impossible because of out of control spawn of lava lizards. Five or more red moongates spawning at a time with 3 lizards a gate is too much. Had to abandon the quest.

Slay 8 gazers in the Hedge Maze was totally broken for me. After each and every gazer kill I immediately got the system message that I did not complete my objective in time. After killing gazers for 15 minutes I was well over the needed count. I got the sound that comes with adding a kill to your task but again, the message saying I'd timed out on objective. Count would never go up, stayed stuck at 1 kill.

Tried logging off, closing game out completely, logged back in and tried killing more gazers. Again, get the sound effect of add a kill to your task count but message saying I'd not completed my task in time showed up and count wouldn't budge.

This makes the cool down time on taking a new task even more frustrating. With 38 minutes still left on my clock I have to bail on the gazer quest.

Edited to ask: Is there any way to clear the expired or abandoned quests from the quest log?


Yes, I'm not sure and can't currently test, but I believe if you click on the 'failed'?
#16
Yes! Thank you, @Mariah !
#17
Mariah said:
no, there is no tinker skill, blacksmiths make most of the weapons tinker's used to do, tailors make whips.
Thank you @Mariah. i am planning on advancing my smith today and further my testing of this. Loving it so far.
#18
Firstly, I had a blast.  Going through the first few hours felt boring, but I see the bigger picture after that.  I'm excited.  I'm not going to put a lot more time into the Beta though, but I'm excited to play New Legacy.

All of these are part of the Magery quests.

1)  Spell scrolls are given out rarely.  But, you get two spellbooks as far as I can tell.  I accidentally put a scroll in the first spellbook instead of the second.  So now to cast Night Sight I have to carry around two spellbooks in my pack constantly.

2) I'm not sure if others agree or not, but I found the instructions after the Telekenesis quest and before the Teleport quest to be unclear.  When you reach the end of the hallway to do the Teleport section there isn't anything in the quest dialogue that tells you to double click the table.  And, before this point you never had to double click what the orb was sitting on.

Not insurmountable.

3) The orbs you can equip aren't blessed.  I'm not sure if this was intentional or not. 


Not part of magery quests...

The timers on dailies seems really weird.  I'm not sure I fully understand.

Can we get an answer on if the Legacy Name selection is just for Beta? I think it's assumable that it is, but sometimes these things can also be permanent with all the warnings we get.
#19
so far im really liking it, been playing it on EC, playing a a mage, only 2 issues i have is one of the quests where you have a time limit to defend a tomb as a mage is very difficult because you run out mana then the timer is up before you have a enough mana to kill the rest, took me about 6 tries before it finally felt sorry for me i guess and just gave me the next quest and im really not liking the skill gain system, prefer the old way, but im guessing this is to prevent people from auto macoring skills.
#20
The first quest chain should be started as soon as you step out of the moon gate.
Some know it alls might just run by him without clicking on him and spend an hour or so not able to do anything.
Not saying who but just saying  :*

Other than that looks interesting. Most of the problems I saw were just everybody trying to start a the same time.
#21
Thanks for the feedback so far.  Really glad to hear you are enjoying forging your legacy.

I'll try to answer some overview questions that have popped up...

With re: to TInkering, some of the tinkering products have moved over into Blacksmithing while others will be available through other means.  You won't be able to craft tools.  They will either be BOD rewards or will need to purchased from an NPC.  Small gold sinks like this (similar to reagents for mages) are critical to keeping the economy on a healthy footing.

We've heard feedback on the defend daily objectives and will adjust difficulty in a future release.

The narrative line for assassin will be available in a later beta release.  

With regard to thieves - the area we are still considering options is PvP thievery.  The meta of PvP thievery tends to lean towards a little too much carrot a not enough stick.  Playing a thief back in the day was one of my favorite things to do.  I can't imagine how many people broke keyboards or threw things at the monitor thanks to my antics.  And therein lies the issue - it's a gameplay loop entirely based on griefing someone else.  It's a delicate needle to thread.  Like I said, we have some ideas for the PvP thief but are still considering options.  PvE thiever is a lot easier since your stealing from the environment anyway.


Happy adventuring!
#22

Here is my feedback so far. This is my experience choosing the path of the mage in CC.

1.      New ferry system is very neat. I like the white screen transitions.

2.      Skill gain via quests is an interesting idea, however, it feels like that should only be one option. IMO one of the best things about UO is the ability to do what you want.

3.      Main quest trigger points are super buggy. I had to run over many of the main quest locations dozens of times before it registered that I had arrived at the location it wanted me to be at.

4.      Daily quests are sometimes difficult to find. I was told by an EC player that there is an arrow that points you in the direction of said quest via a “track” button. This is not in CC and needs to be.

5.      The daily quests are also super repetitive and got old VERY fast. I think people will  need a lot more variety for release to stay interested.

6.      Why can’t I sell hides to vendors? If I die and lose all my reagents and don’t have any gold, am I supposed to go beg so I can continue playing? There needs to be a way to make a little extra coin early on for this situation.

7.      Most importantly IMO, the Classic Client needs huge love. Obviously, I am a current player and I know what kind of experience I am going to get using CC. I’ll leave the debate on the “other” clients for another thread, but they have some very good points. If I were a returning player and I have to adjust my systems desktop resolution or magnification I’d have a bad taste in my mouth from the very beginning. Screen size, fps, gridded containers, please above all else, ENHANCE the classic client.

Ill post some more feedback after the session ends tomorrow. I hope that you find my opinions useful for your beta development @Kyronix

 

Attached photo: Classic Client with the maximum play window size on a 4k monitor.



#23
@RonFellows - thanks for the feedback.  You should be able to sell your hides to the provisioner for some modest coin - they will basically buy anything.
#24
Interesting, I'll have to figure out how to remove items from the resource pack I guess. Off to work for the evening!
#25
@RonFellows - that you can't do, once items are in the resource pack you can only utilize them in crafting.  Enjoy!
#26
The crafting primers in occlo are not respawning, so no one can compkete the starting smith quest, or tailor. Might want to make them insta respawn, or just clickable and not consumeable. @Kyronix
#27
Noooo! What a bummer, @Kyronix. I’ve always had rogues and made the best I could out of what a non-pvp rogue could do. I stole from all the town chests and crates and from npc packs. 

I don’t even know anymore how many rogue characters I’ve built over the years. This is such a bummer thst you guys didn’t put any effort into building a storyline and quests for non PvP thieves. 

Why couldn’t you have built a storyline out of Bucs that would have stealthy thieves needing to sneak in here and there and procure items that needed to be returned to a thief guildmaster.  I’m so disappointed 
#28
LilyGrace said:
Noooo! What a bummer, @ Kyronix. I’ve always had rogues and made the best I could out of what a non-pvp rogue could do. I stole from all the town chests and crates and from npc packs. 

I don’t even know anymore how many rogue characters I’ve built over the years. This is such a bummer thst you guys didn’t put any effort into building a storyline and quests for non PvP thieves. 

Why couldn’t you have built a storyline out of Bucs that would have stealthy thieves needing to sneak in here and there and procure items that needed to be returned to a thief guildmaster.  I’m so disappointed 
You have it reversed - we are still evaluating PvP thieves, PvE thieves will have their own narrative. 
#29
Oooooh!!

I was trying to imagine no lock picking. No stealthing. No goodies to steal. And I was sad. Thank you! Sorry for the misunderstanding. 
#30
Kyronix said:
@ RonFellows - that you can't do, once items are in the resource pack you can only utilize them in crafting.  Enjoy!

The issue is the hides automatically go into the resource pack upon acquiring them, thus you can't actually sell them.
#31
OK I hit my first BAD experience in Trinsic doing the Blacksmith quest.  There is two guests to target the forge and then the anvil at the Shinning Path Armory but it is also where everybody is doing the BOD quests for blacksmith and a majority of the players have it in their head that you need to stand on top of the forge and anvil in order to make items. @Kyronix is there a way to put a fence around the forge and anvil to where you can still craft items but make it where other can still target the forge and anvil to complete their quests?  Also move the NPC at the forge two steps south as he get stood on also.  This is the first bad experience I have had in a day and a half.  RUDE PLAYERS
#32
For those that have it UOAM is great for NL.
#33
So, my feedback so far:

1. There's a lot of systems that are needed for basic progression through quests that the game either doesn't tell you how to do or if it does, it's buried in 3 screens of flavor text.  Most notably is the system for toggling quest items that seems to rear its head once every 4-5 years being used again here with no explanation that is how it works. The other being the delivery crate system.

2. There's a lot of inconsistent imagery that can lead to confusion for new players.



Here, the ingame map shows different icons vs the map you obtain as an item, and the icons aren't large enough to easily make out which location is where.

Another example is being told to turn an item into the arcanist guild.

The legend says to look for an icon which is a purple/blue flag, but this icon is not present on either item map or in game menu map. Veteran players will guess Crystal Ball is the magic location, but it's just an example of conflicting information the game presents.

A lot of text dialogue is delivered in these tiny windows:

It's loaded with a lot of flavor text, arguably too much, especially when you have to scroll through looking for details like turn in locations. The gold arrows in the upper right corner have no explained function. You have to basically hit buttons and hope for the best. The quest objective counter is backwards, and unclear in presentation. Is the 4/4 an indicator of what page Im on in the current window? No. It's a quest I did 4 quests ago that's still showing because it's in my quest log. The quests run in descending other, so while you might think 1/4 is the first of four steps, it's actually the 4th step you're currently on.

Then clicking the arrow pointing right in that upper right corner opens up a new text window.



This is much easier to read though the treasure box with a question mark delivers 0 information. Im assuming it's meant to indicate the reward is 500 gold. Instead of just using the word "Reward". More simple presentation issues.

The tailor quest starts out ok, giving you some cloth and leather to get through a few steps, but the last Occlo Step has you making 10 Robes, 10 Dresses, 10 sandals, 10 floppy hats, which is a ton of resources. And tailoring for most of those is only able to have resources acquired by either shearing sheep or purchasing from a vendor. The majority of my time was spent completing this basic beginner quest, and I honestly almost gave up out of frustration. The 10 items is way too high a threshhold for this early in the experience. It's made more bizarre that after this step, you're sent to Moonglow and are given a quest to craft 5 of an item instead, which feels inverted. The larger orders should come later in the career path.

Also, Tailors can craft their own bandages but they can't gain healing skill to use them, yet they're expected to fight wildlife and take damage to obtain resources. The healing skill should really be added into their quest rewards and unlocks, and honestly, no class in this game should be denied that particular skill.

I eventually completed the moonglow arc which was much improved and more polished than the Occlo one, which is not a good thing. Your polished content should be what's provided up front. Im now at the step where I need to complete daily board objectives to earn more skill points, but as a tailor, only one of the items seems feasible, completing bulk order deeds.

I will say I -do- like having skill gains being earned in lump sums via questing is a great idea, and way better than the production default, but the default should still be available for skills outside your class path so that your character can spread out into more content. On the tailor path I only have Swords and Tailoring so I can't really see participating in more content beyond the BOD path.

Also, pigs yield 0 resources to use in the new legacy experience, yet the sheep spawn is tied into the pigs spawning so it's just visual useless clutter. Pigs should at least generate bones, even if we're doing away with meat and cooking.

A few good notes!

Questing for skill gain is much more involving than plain macroing away on things, so this is an improvement, but I don't feel that the original passive skill gain methods should be locked out.

The portrait system is neat, even if the interface is lacking some useful details, but it's a shame other players can't view our created portrait by any means that I was able to locate.

The house name system is a good idea, however the randomization is simply atrocious with a lot of gibberish results. and being notable awful results. Also, it's odd that as players we could not, as a guild, decided to group up under a shared house name. I suppose if it's related to these being account locked as a legacy identifier, that makes sense, but that then presents the question, if such a largely identifiable thing is integral to the system, why are we not allowed to customize this out further to a more desirable choice.

Anyway, hopefully this feedback was useful. My intitial takeaway was that I wanted to enjoy it, and it was fun seeing more players around in the world, but there's simply too many technical  and visual presentation issues that made the experience ultimately a chore.




#34
I wasnt hitting the cocoons so working when I do.
#35
It's odd that you skipped the house naming question.  Seems like a simple one to answer.
#36
My feedback:

I haven't been able to play much. I started the mage path, made it to Moonglow, and did a few daily quests from the job board.

1. My first impression is that NL is an on-rails tutorial for the game. As someone who is already rooted in the production shards, I'm not sure what NL will offer me.

2. From the trailer, I thought the House selection would be more meaningful -- like all players would belong to the same selection of houses, and it would create some sort of meta or political component for the world. I was disappointed that it's just random.

3. I haven't really encountered bugs except that the EC's location finder doesn't work, but I'm also just following the happy path.

4. If third-party clients are being prohibited in concert with NL, the team needs to come up with a plan to improve the official ones. I use the EC pretty much exclusively, despite hating it, and it's even more clear with NL that the EC has no place in the game's future. The trailer was all CC. All the gumps use the generic system. They are hard to read with EC. It's weird to get the nicely drawn maps when the EC already has a map. The team should ditch the EC and create a modernized version of the CC or fork an existing one.

5. I like the idea of more objective-driven gameplay, but I feel quite restricted, for example:

--- I couldn't find a way to cancel a a daily quest and generate a new one.
--- Killing X monsters is fine, but when I go to a dungeon all other monsters get in my way. Because I can't gain any skills outside of quest completion, I was not compelled to kill anything other than what was pertinent to the objective, and it was frustrating to be swarmed with other things.
--- I wish I didn't have to "unlock" the ability to gain skills through use.

6. I like the journal which tracks your achievements throughout the game, but I wish the narrative attributed less personality to my character. For example, my character's reaction to Moonglow is that it's "more a magnificent than I could have ever imagined". I feel that my character is mine to create, and his personality belongs to me.

------

Just my first impressions. Despite my criticism's, I think it's important that NL follow its own design philosophy. It just might not be for me.


#37
Overall the experience is growing on me, I’m really enjoying the fresh start with everyone else and gaining skills via quest is a nice change from the typical AFK assist we typically see. The shard feels more engaging than a typical shard. 

I wanted to share some thoughts on the current gameplay experience. Firstly, the initial phase of learning the town feels quite tedious. I understand its purpose, but it would be great to have an option to skip this part for players who prefer to dive straight into the action.

Additionally, I feel that the game could benefit from reintroducing some elements of risk similar to classic Ultima Online. Currently, there’s no open PvP, and items aren’t dropped on death. It might enhance the experience to have a system where items drop on our bodies when we die and decay according to the normal NL timer. Fully loot able for all players. This would also give crafters a chance to gather items all while adding in an extra danger to all players.  Plus, if we lose our gear then that helps keep crafters in business as there’s a demand for new gear. The game feels too safe at the moment, and adding an element of risk could bring back some of that old-school UO excitement.

Thanks for considering these suggestions.
#38
I'll add here to @Jelly_Kelly 's question re aid in helping find quest locale (rather than a separate thread). So far most of the quests I've been on have been pretty straight forward and easy to find. And the "youre running hot or cold" system message you get helps greatly, but I find that system message doesn't always show up for you. Seems a little buggy and I'm not sure, short of pressing the "Guard Kill Destroy" button if there's anything that spurs that message on. In fact I'm not sure mashing that button is what helps it show up or not.

Anywho, if having that message show up consonantly for all quests is bugged, then it needs fixing. If it's not a message that shows up for all quests, it should. And another feature you could add is to offer coordinates to the quest information.
#39
LilyGrace said:
I'll add here to @ Jelly_Kelly 's question re aid in helping find quest locale (rather than a separate thread). So far most of the quests I've been on have been pretty straight forward and easy to find. And the "youre running hot or cold" system message you get helps greatly, but I find that system message doesn't always show up for you. Seems a little buggy and I'm not sure, short of pressing the "Guard Kill Destroy" button if there's anything that spurs that message on. In fact I'm not sure mashing that button is what helps it show up or not.

Anywho, if having that message show up consonantly for all quests is bugged, then it needs fixing. If it's not a message that shows up for all quests, it should. And another feature you could add is to offer coordinates to the quest information.

That message seems to be on a timer, and IMO they should just have the tracking arrow take its place from the tracking skill.
#40
That'd work too, Okami. But what about characters that don't have tracking skill?


I can't imagine devs haven't been given this feedback a zillion times already but...

That constant spamming of "You were unable to complete the objective within the given time" when you're well within the given time and inside the radius of where the quest takes place is maddening. Even worse that you get that message when you kill something that isn't even a part of any quest you're on.

Speaking of being within the radius of where you need to be for your kill to count. You're probably already been told that needs tweaking on some quests. Killing skeletons and taking out gravestones at the Hag's ruins for instance.

And I wish the quest log refreshed properly without having to close it out and open it again.
#41
What I meant is the UI element of the tracking skill, the arrow that appears, should be reused for the quest tracker. It's an existing asset that should be able to be repurposed. Plus, I dont think anyone can use actual tracking in NL yet.
#42
ooooh, I get ya!
#43
Frustrating waits:

1. Need to wait like 20 minutes before accepting another objective of the same type.

2. I had an objective to defend a wagon on Dagger Isle. I go to the wagon, but it's too far in progress by other players, so I have to wait for them to finish.

What am I to do since I can't progress my skills otherwise? Just log off and wait?
#44
Yeah, the wait is too long. Sometimes I'll try to fill up the time with collecting resources but all in all I'd like to see the time reduced. Or done away with. If we've completed our quest why can't we pick up another?
#45
Cant finish the quest with defensive supplies
i,ve finished the first part of quest by delivering it to the guy named Liam and logged out, after few hours logged in and run to the second guy Durant, but there was no Supplies  in my pack, they disappeared.
How i could restart quest or finish this one ? 

#46
Might have to wait for it to time out, clear it from your quest log, and take it from the board again. I've had one quest that was for protecting cargo to the south of skara that the clock wouldn't run out on. Had to wait for server reset for it to go away.

Wagons at brigand camp are difficult to get health bars on, really clunky. Also with those wagons, when they respawn in a place you've already taken out one, if you kill the next one that spawns on the same spot it won't count toward your kill. I had one wagon left to take out and had to kill 4 or 5 more to get that last count from one that finally spawned in a different part of the camp.

Edit: Netherpool Shrine quest is messed up. Not sure if it was the hanging around for quite awhile or finally stepping on the exact tile i need to land on after I completed my mission that made the prize finally pop

Also don't get credit for the kill, even tho I'm standing quite close to the pool. Pretty small sweet spot. 

That's what he said.

With all of that said, this is a really fun quest. :-)
#47
LilyGrace said:
Yeah, the wait is too long. Sometimes I'll try to fill up the time with collecting resources but all in all I'd like to see the time reduced. Or done away with. If we've completed our quest why can't we pick up another?
How about let me start the wagon quest from any wagon considering there are like 100 on the island? Why does it have to be a specific one that may or may not have already been started by other players?

In the regular servers, I could do what I want when I want. I feel more in control of my “legacy”. With NL, it’s the opposite.
#48
LilyGrace said:
Might have to wait for it to time out, clear it from your quest log, and take it from the board again. I've had one quest that was for protecting cargo to the south of skara that the clock wouldn't run out on. Had to wait for server reset for it to go away.

Wagons at brigand camp are difficult to get health bars on, really clunky. Also with those wagons, when they respawn in a place you've already taken out one, if you kill the next one that spawns on the same spot it won't count toward your kill. I had one wagon left to take out and had to kill 4 or 5 more to get that last count from one that finally spawned in a different part of the camp.

Edit: Netherpool Shrine quest is messed up. Not sure if it was the hanging around for quite awhile or finally stepping on the exact tile i need to land on after I completed my mission that made the prize finally pop

Also don't get credit for the kill, even tho I'm standing quite close to the pool. Pretty small sweet spot. 

That's what he said.
It’s a story quest chain for BS+mining , not a board one, so i cant just cancel it and it has no timer (  
#49
loop said:
LilyGrace said:
Yeah, the wait is too long. Sometimes I'll try to fill up the time with collecting resources but all in all I'd like to see the time reduced. Or done away with. If we've completed our quest why can't we pick up another?
How about let me start the wagon quest from any wagon considering there are like 100 on the island? Why does it have to be a specific one that may or may not have already been started by other players?

In the regular servers, I could do what I want when I want. I feel more in control of my “legacy”. With NL, it’s the opposite.
Not sure about that area.  But in Trinsic if if says defend crates you can walk up to a wagon or Post and defend that and get credit.

You only have to follow the quests until you are skilled, then the world is open to you. Seems that takes a few hours of play. 
#50
The Orc ship battle is Awesome!   Sometimes overwhelming but 2 crafters who cant heal and I did it.  We had to do the exploding barrels twice because I did not know we advanced to the next stage so I was just healing them while I thought they still needed to kill saboteurs.
#51
the whole thing has been nothing but bad, I've spent 70% of my time trying to get quests to work or waiting on spawn and now it has become unplayable since mages have no defense and get interrupted with any hit now, going against 3 or more more spell casting mobs is suicide and i am unable to even to finish quest now, as I have to fight 20-30 wraiths which insta dispel my summons and cast constantly,  It is not possible to cast any spell whatsoever and I just die over and over with zero chance to complete, If I knew mages were going to be super nerfed I would not have even bothered with this
#52
Kyronix said:
@ RonFellows - that you can't do, once items are in the resource pack you can only utilize them in crafting.  Enjoy!
Does this mean if you have 2 crafters they each have to gather their own resources?
And no resource sales?

I can see arguments for both ways so just wondering.
#53
@Kyronix Like I said earlier. This info is misleading.  This is from Trinsic and the Brigands are outside Trinsic.  Players who read it keep asking how to get to Ice Island to do it.  Luckily most don't read.


#54
@Kyronix who thought up the Blacksmith quests?  I am at 70 Smith 70 Mining and 50 Sword (why I haven't a clue) and I am suppose to run through Shame Dungeon to retrieve 1 Virulent Nightshade.  I go into Shame and I die, sorry but I want to CRAFT not fight that is why I chose Blaclsmithing.  I have been here over 26 years and none of my Crafters have any fighting skills, yes I have Warriors, Mages and Tamers.  I guess my days of playing NL are over and IMHO this is a total fail as a sandbox.  Where is the interaction that was every where in the early days.  Yes I mined and chopped trees but if I needed leather then I got it from Warriors that went out and hunted.  I do not mined doing quests but all quests need to be related to the profession and running through dungeons has nothing to do with crafting, sorry.  Frodo is now logged out in The Travelers Inn in Trinsic And will stay there unless there is some change to the quests related to the profession.  I forgot to mention that I am on the West Coast and lag all the time to this server but that is just some info for you but it is not the reason why I will stop with NL because in real UO I shard hop as a crafter and I am able to do anything I want to do because I am NOT fighting.
#55
@ Kyronix who thought up the Blacksmith quests?  I am at 70 Smith 70 Mining and 50 Sword (why I haven't a clue) and I am suppose to run through Shame Dungeon to retrieve 1 Virulent Nightshade.  I go into Shame and I die, sorry but I want to CRAFT not fight that is why I chose Blaclsmithing.  I have been here over 26 years and none of my Crafters have any fighting skills, yes I have Warriors, Mages and Tamers.  I guess my days of playing NL are over and IMHO this is a total fail as a sandbox.  Where is the interaction that was every where in the early days.  Yes I mined and chopped trees but if I needed leather then I got it from Warriors that went out and hunted.  I do not mined doing quests but all quests need to be related to the profession and running through dungeons has nothing to do with crafting, sorry.  Frodo is now logged out in The Travelers Inn in Trinsic And will stay there unless there is some change to the quests related to the profession.
You say that you don't have fighting skills but then you ask where is the interaction.

I happened to be on the quests on Serpents Isle and came upon a crafter with no healing. 
They did the spider webs just fine.  I happened to meet them on the Brute Orc Tower again.
They said they used all the explosion pots and the tower was at full health. So we fight the tower and Orcs together, I healed them.  Then we went to the orc ship and fought there together.

I do think it is kind of odd that crafters do fighting quests, But where are you going to get leather from without fighting?

Posters wanted interaction with others, they are trying to make that happen.
#56
@ Kyronix who thought up the Blacksmith quests?  I am at 70 Smith 70 Mining and 50 Sword (why I haven't a clue) and I am suppose to run through Shame Dungeon to retrieve 1 Virulent Nightshade.  I go into Shame and I die, sorry but I want to CRAFT not fight that is why I chose Blaclsmithing.  I have been here over 26 years and none of my Crafters have any fighting skills, yes I have Warriors, Mages and Tamers.  I guess my days of playing NL are over and IMHO this is a total fail as a sandbox.  Where is the interaction that was every where in the early days.  Yes I mined and chopped trees but if I needed leather then I got it from Warriors that went out and hunted.  I do not mined doing quests but all quests need to be related to the profession and running through dungeons has nothing to do with crafting, sorry.  Frodo is now logged out in The Travelers Inn in Trinsic And will stay there unless there is some change to the quests related to the profession.  I forgot to mention that I am on the West Coast and lag all the time to this server but that is just some info for you but it is not the reason why I will stop with NL because in real UO I shard hop as a crafter and I am able to do anything I want to do because I am NOT fighting.
........sorry but I want to CRAFT not fight that is why I chose Blaclsmithing.

This is an old issue in UO...

Materials needed by crafters to craft or recipes that crafters need to learn in order to actually be able to craft things forcing crafters to have to fight in order to be able to carry out their "non-fighting" crafting profession...

Players choose to play a non-crafting profession in UO and yet, the Developers think it a good idea to then force these players to have to engage into fighting if they want to carry out their non-fighting choice of game activity...

Go figure...
#57
I have played over the weekend taking the swordsperson path. I was able to get to GM and place a house. Here's my notes...

What I believe are bugs:

  • Timing out warning whenever you kill anything (with sad noise)
  • The timing of the 'kill certain spawn' quest seems to be off with the creature that is currently spawning. Meaning i'm supposed to kill hinds but cats are spawning and/or there is not enough spawn/spawn is super slow
  • Once you use item id on something, if you pick it up the id is gone.
  • If you select a quest to indicate that's the one your working on, the directional hints do not always work.
  • The map (i'm in EC) is not up to date. Does not show the correct businesses or new mountains. - I am doing the swords path, so in Trinsic, and I figured i'd run to Skara, but nope there is a giant mountain pass blocking off Trinsic/south of the continent from everything else. Super fun waste of time.
Suggestions:
  • The defending the wagons/pillar/cart spawn should be gauged off of how many people are present at start. - You cannot start the quest if you show up half way though any way. Its practically impossible to do by yourself (remember we're swinging at 4s and missing most of the time). Calling out in chat for help and people say 'just fail it, its too hard to do'
  • Giving a 'cliffnotes' at the end of the quest dialog with the main points/objective. In certain dialog there is an important point mashed into all of the faff that can easily be missed. (Especially in high intensity scenarios when you're trying to see what to do next and not die) 
  • Quest dialog should give a general direction, they did in Occlo, I don't know why it stopped. - People are getting confused with things like 'Drakewater Fen' (meaning the swamp) and the other quest that mentioned 'Ice Island' thinking that's where they needed to go.
  • Add the option to cancel a quest. - I still have the '1 easel with canvas' quest from Occlo on my quest log, pretty sure I can't do that one any more.
  • I have a Bulk order Blacksmith quest option on my 'daily objections' board, but am unable to accept it because I do not have Blacksmithy. Its just confusing - If I can get Blacksmithy as a Swordsperson maybe add to the 'consider attempting a combat-related task' message as to 'how' I could add Blacksmithy to my template. 
  • A little guidance after going GM. - I felt a little lost after placing my house. I think having someone (or another quest) suggest what to do or where you could go next would help. Maybe mentioning checking out the Lycaeum where you can add another skill. As a swordsperson I didn't explore Moonglow much. 
  • Add more 'Daily objections' quest options. - The same 4 or so ones get boring, even going over to other towns to try theirs. I know escorting is AWFUL but its at least different, killing certain spawn to collect something off of their corpse (similar to the trog quest), or even just adding a few different locations to go to would make it a little less 'same ol same ol'

Overall i'm enjoying it. Most of the complaints I saw were people saying that the game is 'on rails'. Seemingly not willing to try it out and in the end not realizing that the game is only on 'hard rails' until you hit GM. Its a nice way to gain skill that doesn't involve doing the same exact thing over and over and over and over...
 
#58
Pawain said:
@ Kyronix who thought up the Blacksmith quests?  I am at 70 Smith 70 Mining and 50 Sword (why I haven't a clue) and I am suppose to run through Shame Dungeon to retrieve 1 Virulent Nightshade.  I go into Shame and I die, sorry but I want to CRAFT not fight that is why I chose Blaclsmithing.  I have been here over 26 years and none of my Crafters have any fighting skills, yes I have Warriors, Mages and Tamers.  I guess my days of playing NL are over and IMHO this is a total fail as a sandbox.  Where is the interaction that was every where in the early days.  Yes I mined and chopped trees but if I needed leather then I got it from Warriors that went out and hunted.  I do not mined doing quests but all quests need to be related to the profession and running through dungeons has nothing to do with crafting, sorry.  Frodo is now logged out in The Travelers Inn in Trinsic And will stay there unless there is some change to the quests related to the profession.
You say that you don't have fighting skills but then you ask where is the interaction.

I happened to be on the quests on Serpents Isle and came upon a crafter with no healing. 
They did the spider webs just fine.  I happened to meet them on the Brute Orc Tower again.
They said they used all the explosion pots and the tower was at full health. So we fight the tower and Orcs together, I healed them.  Then we went to the orc ship and fought there together.

I do think it is kind of odd that crafters do fighting quests, But where are you going to get leather from without fighting?

Posters wanted interaction with others, they are trying to make that happen.
Your reading comprehension sucks "Yes I mined and chopped trees but if I needed leather then I got it from Warriors that went out and hunted."  You go run through Shame with leather armor and just 50 sword fighting skill and see how long you last with lagg and even without the lagg I chose to be a CRAFTER not a Crafter/Warrior whatever.  And you said you stopped and healed them and helped them out, well great for you maybe you need to be everywhere helping everyone out.  I really wanted this to work but this is NOT old UO or even close..  I am not sure what they had in mind when they thought this up but IMHO this is NOT even close to old UO.  This is nothing like anybody asked for when we all asked for a Retro Shard.  I do not mind quests to HELP train my skills but that is the only way you get any gains and you can only train one crafting skill at a time. We waited how many years for this, sorry not worth it.  Also the people you helped picked that quest from a list, I picked to do BODs.  You want to do Crafting related quests fine but requiring me torun through a dungeon is NOT crafting related.
#59
@Pawain if UO is requiring me to be a Warrior then why as a Warrior Class weren't you required to do some Crafting quest to get/make your armor.  All you skills were able to be trained where as a crafter we were given 50 sword without the ability to train and other fighting skills and the quest I was given is mandatory after 70 smith 70 mining 50 sword, those are my total skills.  You have shown us your skills as a Macer and there was not one skill there that was not Warrior related.  Why as a Crafter was I required to have a Warrior skill?  Are Mages required to be a Mage/Warrior?  Do they have to do Warrior type stuff.  Are any other professions required to do Crafting related stuff to work on their skills?
#60
popps said:
@ Kyronix who thought up the Blacksmith quests?  I am at 70 Smith 70 Mining and 50 Sword (why I haven't a clue) and I am suppose to run through Shame Dungeon to retrieve 1 Virulent Nightshade.  I go into Shame and I die, sorry but I want to CRAFT not fight that is why I chose Blaclsmithing.  I have been here over 26 years and none of my Crafters have any fighting skills, yes I have Warriors, Mages and Tamers.  I guess my days of playing NL are over and IMHO this is a total fail as a sandbox.  Where is the interaction that was every where in the early days.  Yes I mined and chopped trees but if I needed leather then I got it from Warriors that went out and hunted.  I do not mined doing quests but all quests need to be related to the profession and running through dungeons has nothing to do with crafting, sorry.  Frodo is now logged out in The Travelers Inn in Trinsic And will stay there unless there is some change to the quests related to the profession.  I forgot to mention that I am on the West Coast and lag all the time to this server but that is just some info for you but it is not the reason why I will stop with NL because in real UO I shard hop as a crafter and I am able to do anything I want to do because I am NOT fighting.
........sorry but I want to CRAFT not fight that is why I chose Blaclsmithing.

This is an old issue in UO...

Materials needed by crafters to craft or recipes that crafters need to learn in order to actually be able to craft things forcing crafters to have to fight in order to be able to carry out their "non-fighting" crafting profession...

Players choose to play a non-crafting profession in UO and yet, the Developers think it a good idea to then force these players to have to engage into fighting if they want to carry out their non-fighting choice of game activity...

Go figure...
No @popps in old UO we either logged on our Warrior or we stayed on our Crafter and bought/traded for goods we needed such as leather.  Mining and Lumberjack were part of the Crafting family and leather gathering was left up to Tamers and Warriors.  It was a simple system back then.  Crafters made Armor and Weapons to sell or Trade to the Warriors and Tamers and in return Warriors and Tamers got us needed goods.
#61



#62
Ok apparently this was a bug with protection which is now working when i logged back on, which was odd but will let that go as several odd things 


#63

No @ popps in old UO we either logged on our Warrior or we stayed on our Crafter and bought/traded for goods we needed such as leather.  Mining and Lumberjack were part of the Crafting family and leather gathering was left up to Tamers and Warriors.  It was a simple system back then.  Crafters made Armor and Weapons to sell or Trade to the Warriors and Tamers and in return Warriors and Tamers got us needed goods.
Frodo, I haven't tried any crafting yet other than making bandages if you want to call that crafting. I collected wool, used the loom, bought a sewing kits and found bandages under miscellaneous. Took me a bit to figure that out.

In NL if a fighter gathers hides is there any tool the fighter can use that turns hides into leather that can be handed off to the crafter? Or are the hides stuck in the resource window?
#64
SkuLover said:


Overall i'm enjoying it. Most of the complaints I saw were people saying that the game is 'on rails'. Seemingly not willing to try it out and in the end not realizing that the game is only on 'hard rails' until you hit GM. Its a nice way to gain skill that doesn't involve doing the same exact thing over and over and over and over...
 
Maybe it gets better at GM, but it’s frustrating that there are literally moments where you can’t advance your character at all and must wait it out.
#65
LilyGrace said:

No @ popps in old UO we either logged on our Warrior or we stayed on our Crafter and bought/traded for goods we needed such as leather.  Mining and Lumberjack were part of the Crafting family and leather gathering was left up to Tamers and Warriors.  It was a simple system back then.  Crafters made Armor and Weapons to sell or Trade to the Warriors and Tamers and in return Warriors and Tamers got us needed goods.
Frodo, I haven't tried any crafting yet other than making bandages if you want to call that crafting. I collected wool, used the loom, bought a sewing kits and found bandages under miscellaneous. Took me a bit to figure that out.

In NL if a fighter gathers hides is there any tool the fighter can use that turns hides into leather that can be handed off to the crafter? Or are the hides stuck in the resource window?
I have no clue as I can not do Tailor or Carpenter until I finish Smith.  Right now I am stuck at 190 total skill because they want me to run through Shame on a bkacksmith char and try not to die LOL
#66
Sleep Deprived and not caring... thank you for the FUN!
(will add my perspective later when my brain is rested)
#67
loop said:
SkuLover said:


Overall i'm enjoying it. Most of the complaints I saw were people saying that the game is 'on rails'. Seemingly not willing to try it out and in the end not realizing that the game is only on 'hard rails' until you hit GM. Its a nice way to gain skill that doesn't involve doing the same exact thing over and over and over and over...
 
Maybe it gets better at GM, but it’s frustrating that there are literally moments where you can’t advance your character at all and must wait it out.

I'm not sure what path you're taking but if you're referencing the 'Daily Objectives' tasks and the 20 minute cooldown. You can go to another starter town and do the tasks on their board. If its crafting related I have no clue and if there is a long wait that's a bummer. 


#68
@Kyronix

Hello

I got through the quest line in about 8 hours. 

Leveling was easy once I stopped going to the Wagon Quest. 

Spiders Quest was a bit rough and had some issues with the frost spider caves in massive amounts due to Fairfield's webs and them spawning at an unmanageable rate. 

Like every other game, Jobs should have a tracking arrow based on what Job you are currently on. People were spamming Gen Chat lost over and over and were just confused.

As the main storyline, Spawn was difficult because it required an AOE spell. Meteor swarm damage shrinks the more targets it hits. I suggest removing that or maybe doing the opposite effect. 

BODs 
I did inscribe bods. When I went to turn in my runebooks for the bod, my main runebook, which had runes in it, was taken. 

Housing, 

I took my house down and was not refunded the amount it cost to put it up. 

I also managed to murder a few people making their main quest in a PVP zone. 
#69

I am not sure what they had in mind when they thought this up but IMHO this is NOT even close to old UO.  This is nothing like anybody asked for when we all asked for a Retro Shard.  I do not mind quests to HELP train my skills but that is the only way you get any gains and you can only train one crafting skill at a time. We waited how many years for this, sorry not worth it.  Also the people you helped picked that quest from a list, I picked to do BODs.  You want to do Crafting related quests fine but requiring me torun through a dungeon is NOT crafting related.

Yeah I'm kind of at a loss as to why they think fixed character archetypes and on-rails questing were what anyone wanted from UO.
#70
SkuLover said:
loop said:
SkuLover said:


Overall i'm enjoying it. Most of the complaints I saw were people saying that the game is 'on rails'. Seemingly not willing to try it out and in the end not realizing that the game is only on 'hard rails' until you hit GM. Its a nice way to gain skill that doesn't involve doing the same exact thing over and over and over and over...
 
Maybe it gets better at GM, but it’s frustrating that there are literally moments where you can’t advance your character at all and must wait it out.

I'm not sure what path you're taking but if you're referencing the 'Daily Objectives' tasks and the 20 minute cooldown. You can go to another starter town and do the tasks on their board. If it’s crafting related I have no clue and if there is a long wait that's a bummer. 


Thanks, yeah it was just combat quests — didn’t realize hopping towns would permit me to move forward.
#71
I don't think it is on the rails as much as it's reputations is getting.

You have a few hours of on the rails content and then you get to go do your thing and dabble in dailies.

And, honestly, for a new player... it's much better than grinding on undead in Old Haven and Ettins/Earth Eles for a week or two.
#72
As has been mentioned, the quest to kill zombies in Trinsic Passage needs to be fixed. I ran out of time to kill 8 because they weren't spawning fast enough for the several players in there, and many were spawning in some kind of dark hole that you couldn't reach.
 
#73

I am not sure what they had in mind when they thought this up but IMHO this is NOT even close to old UO.  This is nothing like anybody asked for when we all asked for a Retro Shard.  I do not mind quests to HELP train my skills but that is the only way you get any gains and you can only train one crafting skill at a time. We waited how many years for this, sorry not worth it.  Also the people you helped picked that quest from a list, I picked to do BODs.  You want to do Crafting related quests fine but requiring me torun through a dungeon is NOT crafting related.

Yeah I'm kind of at a loss as to why they think fixed character archetypes and on-rails questing were what anyone wanted from UO.
I think you are missing the point. I finished the main quest line in 8 hours and have not needed to train a character since then. I am hunting and doing as I please, like normal UO. 

Most people who train their skills use a macro to train them. You do it once, and then you are done. Now, you can roam around with no stipulations. 

Also one of the most frustrating things about UO is getting reg money and this pretty much lets you play a mage from day 1. 


#74
Also, there should be some kind of feedback on skill gain after completing a quest. The last 3 or 4 quests I've completed, I've not seen a change in skills and not seen any feedback on how much I gained. So how am I supposed to feel I've accomplished anything? That was the joy of UO, seeing those skill gains, even a tenth of point, build up as you progressed.
#75
Also, there should be some kind of feedback on skill gain after completing a quest. The last 3 or 4 quests I've completed, I've not seen a change in skills and not seen any feedback on how much I gained. So how am I supposed to feel I've accomplished anything? That was the joy of UO, seeing those skill gains, even a tenth of point, build up as you progressed.
you do that after u beat ur main questline

#76
Yea, those dopamine hits are definitely lacking.
#77
OK, I just happened to click on the blacksmith skill trainer and got a menu for advancing swords skills. That's where I used the points from the quests to advance the skills. Not very clear, since I kept getting a message after completing a quest to visit a skill trainer associated with my skills. And that would be a smith for swords? Not very clear.
#78
OK, I just happened to click on the blacksmith skill trainer and got a menu for advancing swords skills. That's where I used the points from the quests to advance the skills. Not very clear, since I kept getting a message after completing a quest to visit a skill trainer associated with my skills. And that would be a smith for swords? Not very clear.
But why as a Blacksmith would you increase your sword skill?  You are a blacksmith so the skills you need to increase is Blacksmith and Mining.  You are a Crafter not a Warrior and as a Warrior the only skill you can increase is Swordsmanship and nothing else Warrior related.  Also the GM Blacksmith tells you to come back when you reach 70 in Blacksmith and Mining and that is when you get a quest to go into Shame, LOL
#79
k, all crafters learn swordsmanship (though you can change skill later) There is no colored leather, so wander around Moonglow, Skara Farms or outside Trinsic killing cows, goats etc.
#80
Pawain said:
@ Kyronix Like I said earlier. This info is misleading.  This is from Trinsic and the Brigands are outside Trinsic.  Players who read it keep asking how to get to Ice Island to do it.  Luckily most don't read.



There is more than one brigand camp, there is one south of Trinsic, but there is also one on the east side of Ice Island, not to mention the older camp on the road towards Yew. - to get to ice island take the moongate to Moonglow then the ferry from Moonglow docks.
#81
Shouldn’t it be referred to as Dagger Isle anyway? Ice Island is just what players might call it. The ferry master refers to it as Dagger Isle.
#82
Mariah said:
Pawain said:
@ Kyronix Like I said earlier. This info is misleading.  This is from Trinsic and the Brigands are outside Trinsic.  Players who read it keep asking how to get to Ice Island to do it.  Luckily most don't read.



There is more than one brigand camp, there is one south of Trinsic, but there is also one on the east side of Ice Island, not to mention the older camp on the road towards Yew. - to get to ice island take the moongate to Moonglow then the ferry from Moonglow docks.
The problem is the text says Ice Island but the board says the location is the Trinsic brigand camp. The Trinsic brigand camp is the correct one to go to in order to complete this quest. 


#83
The ferry also refers to Ice Island as Dagger Island.
#85
Some overall thoughts:
  • I know NL is supposed to be a seasonal server that offers the ability to jump in quick. However, in one weekend of moderate playing I was able to GM two characters and GM + Taming another. 

    This seems a bit too fast, especially if I'd be completely done and bored with this server in a weeks time (progression wise). 

    However, if the progression was slower the current repetitive nature of the quests becomes even more painfully unbearable. Not sure how to win here, but it needs help.

  • As others have said, the quests are painfully repetitive. I feel we need a way to complete more quests but have them be varied. Purely for fun and variety, it may have made more sense for a job board that assigns random quests in random areas around the world to assist with the open world feel and variety vs now which feels like questing on rails.

    Expanding city quests (more active quests in given area, 5-10 vs 3) may help this to some extent, but will still, ultimately, feel like questing on rails. 

  • Magic item drops are fun, but I haven't seen much variety in the magic item drops. Easy mobs drop good items. Hard mobs drop good items. Champ orc boss drops good items. I can get weapons just as good from a normal orc as an orc champ. The progression doesn't seem very clear here. I feel no incentive to go kill anything in the open world.

  • I feel like, upon accepting a quest, the quest window for said quest should pop up. I find myself opening it manually for many quests.

  • It's easy to accidentally click too many times and accept quests you don't necessarily want at that moment. Defend quests come to mind. It would be a nice addition to be able to cancel/quit a quest that you accidentally accepted as opposed to having to wait an hour to fail it to remove it from your log.

  • Wayfinder system needs to be fleshed out more. An arrow that points the user in the direction of the quest would be a good addition. Grind quests don't seem to have a working wayfinder like the class quests do.

  • Quest switchover overlap times may need to be increased. There were a few times where I accepted a Trinsic kill quest, made my way to the cave and no more mobs for said quest were spawning--the new mobs were. 

  • Quest mob spawns, Trinsic passage especially, need some addressing for obvious reasons.

  • Web kill quests are a grief fest. It makes sense for the webs to spawn enemies, but the result is probably unintended.

  • Some users have noted this, but the naming in flavor text vs the naming in actual locations differ and can be confusing.

  • Some users have noted this but Visit quest triggering is broken and seems to work at random.

  • Personal experience with the taming questline: I reached 80 in about 30 minutes--this was way too fast.

  • Quest loot, warrior especially, has a progression issue. By the time I received my first plate set I had looted armor that was significantly better than the quest rewards, rendering it DOA. Similar issue with the quest weapons. They were much worse than what I had already looted. The only warrior set that was remotely competitive was the final set.

  • Questing kill areas needs to be expanded a little. It's fairly buggy to have mobs spawn, kill it where it spawned, and receive no credit because you're 1 or 2 tiles outside of the zone.

  • Open-world risk feels too low. I don't necessarily think the answer is full open-world PVP, but the risk level as it is feels stale and boring after a while. 

  • Defend quests are buggy and need help. More than once if someone had come mid defense quest it would reset said quest and I would not receive proper credit upon time completion. However, the players who came in and reset it would receive proper completion.

  • Constant quest timer warning when killing anything... I think this speaks for itself.

  • This might be on me, or it's not fleshed out yet, but at no point did I see a reason to confer with a crafter for anything. 

  • Vendor item purchase prices seem low for some things. For example, mob drops 70g, and a magic weapon. Magic weapon sells for 1g. The balance doesn't seem right.

Overall, I really like what NL has to offer and I feel like it could be really great if properly fleshed out. 
#86
Mariah said:
k, all crafters learn swordsmanship (though you can change skill later) There is no colored leather, so wander around Moonglow, Skara Farms or outside Trinsic killing cows, goats etc.
Please explain WHY a Blacksmith needs Swordsmanship or for that matter Tailor and Carpentry.  What happened to Warriors/Tamers getting supplies for Crafters that needed killing.  Smiths mined, Carpenters chopped wood and Tailors bought cloth/flax from NPCs and leather from Warriors/Tamers and yes I started when UO was Fel only and you could safely do these things north of Brit in the Guard Zone.  How is a Blacksmith suppose to survive in Shame Dungeon with just 50 swords, stupid.
#87
I was able to get to GM skills on my warrior and kill the big orc. Built a tiny home.  Only needed to use 3 macros.  I used the quest given weapons and armor, which is pretty bad.

Overall it was fun.  Some minor fixes that others have mentioned need done.  Ya it's repetitive,  but gaining skills on prodo shards is way more repetitive and way more than 3 days.

You only have to do 15 of those a month to keep your house.  

I am hoping the live NL will have events and more interaction from the devs to keep us entertained. The quests are not the whole game.

I hate items with crap stats but as long as I can kill stuff, I'm OK with the junk items.  I like to build suits.
#88
Pawain said:
I was able to get to GM skills on my warrior and kill the big orc. Built a tiny home.  Only needed to use 3 macros.  I used the quest given weapons and armor, which is pretty bad.

Overall it was fun.  Some minor fixes that others have mentioned need done.  Ya it's repetitive,  but gaining skills on prodo shards is way more repetitive and way more than 3 days.

You only have to do 15 of those a month to keep your house.  

I am hoping the live NL will have events and more interaction from the devs to keep us entertained. The quests are not the whole game.

I hate items with crap stats but as long as I can kill stuff, I'm OK with the junk items.  I like to build suits.
I think there were people just testing stuff out. The magical properties and the areas we could fight in were limited. It was pretty much just a deceit and ice dungeon. So there were restrictions which is common on betas. 
#89
Kel said:
Some overall thoughts:
  • I know NL is supposed to be a seasonal server that offers the ability to jump in quick. However, in one weekend of moderate playing I was able to GM two characters and GM + Taming another. 

    This seems a bit too fast, especially if I'd be completely done and bored with this server in a weeks time (progression wise). 

    However, if the progression was slower the current repetitive nature of the quests becomes even more painfully unbearable. Not sure how to win here, but it needs help.

  • As others have said, the quests are painfully repetitive. I feel we need a way to complete more quests but have them be varied. Purely for fun and variety, it may have made more sense for a job board that assigns random quests in random areas around the world to assist with the open world feel and variety vs now which feels like questing on rails.

    Expanding city quests (more active quests in given area, 5-10 vs 3) may help this to some extent, but will still, ultimately, feel like questing on rails. 

  • Magic item drops are fun, but I haven't seen much variety in the magic item drops. Easy mobs drop good items. Hard mobs drop good items. Champ orc boss drops good items. I can get weapons just as good from a normal orc as an orc champ. The progression doesn't seem very clear here. I feel no incentive to go kill anything in the open world.

  • I feel like, upon accepting a quest, the quest window for said quest should pop up. I find myself opening it manually for many quests.

  • It's easy to accidentally click too many times and accept quests you don't necessarily want at that moment. Defend quests come to mind. It would be a nice addition to be able to cancel/quit a quest that you accidentally accepted as opposed to having to wait an hour to fail it to remove it from your log.

  • Wayfinder system needs to be fleshed out more. An arrow that points the user in the direction of the quest would be a good addition. Grind quests don't seem to have a working wayfinder like the class quests do.

  • Quest switchover overlap times may need to be increased. There were a few times where I accepted a Trinsic kill quest, made my way to the cave and no more mobs for said quest were spawning--the new mobs were. 

  • Quest mob spawns, Trinsic passage especially, need some addressing for obvious reasons.

  • Web kill quests are a grief fest. It makes sense for the webs to spawn enemies, but the result is probably unintended.

  • Some users have noted this, but the naming in flavor text vs the naming in actual locations differ and can be confusing.

  • Some users have noted this but Visit quest triggering is broken and seems to work at random.

  • Personal experience with the taming questline: I reached 80 in about 30 minutes--this was way too fast.

  • Quest loot, warrior especially, has a progression issue. By the time I received my first plate set I had looted armor that was significantly better than the quest rewards, rendering it DOA. Similar issue with the quest weapons. They were much worse than what I had already looted. The only warrior set that was remotely competitive was the final set.

  • Questing kill areas needs to be expanded a little. It's fairly buggy to have mobs spawn, kill it where it spawned, and receive no credit because you're 1 or 2 tiles outside of the zone.

  • Open-world risk feels too low. I don't necessarily think the answer is full open-world PVP, but the risk level as it is feels stale and boring after a while. 

  • Defend quests are buggy and need help. More than once if someone had come mid defense quest it would reset said quest and I would not receive proper credit upon time completion. However, the players who came in and reset it would receive proper completion.

  • Constant quest timer warning when killing anything... I think this speaks for itself.

  • This might be on me, or it's not fleshed out yet, but at no point did I see a reason to confer with a crafter for anything. 

  • Vendor item purchase prices seem low for some things. For example, mob drops 70g, and a magic weapon. Magic weapon sells for 1g. The balance doesn't seem right.

Overall, I really like what NL has to offer and I feel like it could be really great if properly fleshed out. 
A wonderfully thoughtful post. Hope you don’t mind me piggybacking off your efforts. 

On the subject of how repetitive the quests for skill gain become. 100% wish there were a more random feel. At the very least I hope it’s in the works to add many more quests for each character class. We need a lot more locations to run off to with purpose. 

Trinsic kill quest in the tunnels to Delucia was a total bummer. Being sent to kill sheep but having it switch over to spiders was bummer enough. But then to find the few sheep left were stuck behind rocks or down in ditches, making line of sight impossible, made the quest impossible to finish. And if that wasn’t bad enough, as I started to bail, climbing back out of the passage, I was hit with a bug I’ve experienced before, that when nights triggered turned my screen completely black.

i don’t mean, Gosh! It’s hard to see! I mean as solid black as your player screen can get. Try to navigate out of those tunnels with your eyes shut! lol good luck! And I do not have Dark Nights selected.

I kind of like the system message offering its “you’re getting warmer” responses, rather than an arrow that would point toward your quest’s locale. But I’d like there to be a way to spur the message to show. If hitting the Kill / Defend etc grumps are what should prompt it, as some suggested, it doesn’t always work. Seems oddly random as to when it pops.

I’m hoping there’s already a number of things planned down the road that will have fighters looking for help from crafters. And vice versa. One thing that sprang to mind, in the time I had to play, was regarding those runes that drop as a reward that have a few recall charges. I’d happily pay a crafter for being able to recharge those. 

Or instead of being rechargeable, add them as a craftable item. Where you recall from when you use it (sort of like when you use the maps to get to vendors and can return to previous location) becomes an anchor. The destination is etched on it by the crafter (like marking a regular rune). 

On the subject or gathering resources, I’m speaking from complete ignorance here because I’ve done 0 crafting or resource gathering beyond sheering some sheep, using a loom, and making some bandages. But I’m with Frodo, I don’t want to NEED a fighter / crafter. But I’d like the option of creating one if that’s to my liking.

In other words, if I want to create a miner that can fight lower end spawn I’d like to be able to do so. I’d also like to be able to have a fighter that can kill mobs for hides and hand the leather off to crafters. I’m in the dark here on this. I haven’t played enough or talked to enough players to know if, as things stand now, either of those things is possible since skill gain, as far as I know, is all done through questing that results in predetermined templates. And gathering resources is tied to that resource window that I’ve forgotten the name of.

Anyway, I had fun. I hope some naysayers will give it another shot. But if it’s totally not your thing, I get that too. And I hope devs have enough bandwidth to offer truly new things, and fix old things, on production shards, in addition to improving, launching and expanding NL. As far as offering a feel of old school UO? Nah, NL doesn’t feel like that at all to me, at least not thus far.

I want to thank the devs and beta testers for their efforts.
#90
@Kyronix ; I decided to start a mage late last night.  I got to the point where I needed to defend the crypt.  I could not do it with just me and fireballs and magic arrows.  I tried 3 times.  I noticed that if I died there, I would not be able to get out.  And no NOOBs there can res.
#91
Pawain said:
@ Kyronix  I decided to start a mage late last night.  I got to the point where I needed to defend the crypt.  I could not do it with just me and fireballs and magic arrows.  I tried 3 times.  I noticed that if I died there, I would not be able to get out.  And no NOOBs there can res.
This and other experiences make we wonder if some quests are intentionally aimed at making the player gather helpers rather than solo - I do know that for my low-level warrior to destroy five crates in the brigand camp, it was a whole lot easier when mages were there casting those spinning blades and fire walls while I went about my business
#92
Kudos to @Kel and @LilyGrace for the excellent observations and suggestions - which leaves me nothing more to add that I can think of 🙂
#93
Hi, I was helping with my mage casting blade spirits on Sunday, It took me that long to work out what I was meant to be doing. Does anyone know if we keep our stuff/skills when the test server comes back up or does everything get reset on Friday and we start again? Trying to work out what I need to focus on this time.  
#94
So I'm not going to rehash many of the comments left by others here about known bugs, the on-rail quest system, or the lack of play options before reaching the end of the main quest line.  That was said much better by others such as @Kel and others.  

I'll first speak on the one bug that I encountered that stopped me cold in my tracks and prevented me from completing the main Warrior quest line:

During the Serpent's Hold quest, you receive a quest to rescue soldiers that have been whisked away from the camp by spiders.  This quest involves breaking open cocoons and escorting back 1 solder from each of the buildings to the east of the camp.  If you and another person are escorting NPCs back from different buildings and you arrive at the camp at the same time, you can double click on the NPC that was just delivered by the other person and get the escort gump.  If you select Yes to the gump you'll begin escorting their soldier... which then promptly gets deleted a few seconds later.  This leaves you with an open escort quest for that building and no NPC to escort.  This doesn't appear to fix itself as I was stuck several hours later, but it was the last day of the beta weekend, so I don't know if a server reboot would fix it.  This should be fixed in the script to have a flag that's set once the NPC reaches their destination that is checked when someone attempt to start the escort quest.  Unfortunately, due to the lack of any timer for mainline quests, I ended up locked out from completing the rest of the quest line, and was forever stuck at 80 skill and homeless (even though I had enough points to GM everything...).

With that out of the way, here's some other thoughts:

I love the fact that the world has been redone so heavily.  This gives a sense of mystery as we're in a familiar, but not precisely identical world to that which we were used to in the olden days.  This creates a sense of fun for exploring areas that we've been to thousands of times to see how its changed.

While I'm aware that this is meant to reproduce a classic Ultima experience, not classic UO, I do think that the on-rails nature of this system is too on-rails, even for an old Ultima game.  If this concept is to last, this game can't be purely driven by content as other MMO games do it far better, and unlike the early 90's when the Internet was new, people will know how the questing system works within 1 month and have optimized information for how to get to the end of the process before you know it.  NL should consider a far more open questing system, allowing you to, at the very least, jump into any quest line (particularly skill quest lines) that you'd like instead of forcing you to do the mainline quest with the extremely boring job quests that are basically an exercise in efficient completion at best.  This would allow at least some choice in how players develop their characters from the onset, which is a chief complaint that a friend of mine had when he wanted to play a tamer on day 1 (that is, he couldn't).

I personally like the "new" system that generally points you in the direction of where you want to go without pointing at it with a big red arrow when you're attempting to complete a quest.  This should be expanded to all quests so you don't get too lost, while still requiring some exploration.  Otherwise, things get tedious and people will only want to know exactly how to get from point to point without any distractions in-between, curtailing exploration in the long-term.  For the exactly 0 people who are interested, this looks like they hijacked the old tracking system used prior to some time in 2001 when the skill was revamped, so kudos to the devs for bringing back such and old and underused function in a good way.

I like that the old names for magic weapons are back, but I absolutely despise the weapon damage type system and descriptions.  I'd love to see the true old school system back in place where if you picked up a magic mace, it said "a magic mace" until it was identified.  This makes it at least moderately entertaining to pick up magic items whereas now, if you remember the old power system, you can just hover over loot and leave or pick up loot on the fly without any real thought.

If I think of more things, I'll make another post.
#95
Pawain said:
@ Kyronix  I decided to start a mage late last night.  I got to the point where I needed to defend the crypt.  I could not do it with just me and fireballs and magic arrows.  I tried 3 times.  I noticed that if I died there, I would not be able to get out.  And no NOOBs there can res.

Don't die noob!

Also, not sure if you tried, but you should be able to res yourself at those reliquaries in there.
#96
Khyro said:
Pawain said:
@ Kyronix  I decided to start a mage late last night.  I got to the point where I needed to defend the crypt.  I could not do it with just me and fireballs and magic arrows.  I tried 3 times.  I noticed that if I died there, I would not be able to get out.  And no NOOBs there can res.

Don't die noob!

Also, not sure if you tried, but you should be able to res yourself at those reliquaries in there.
Ok no issue then.  I stopped trying on the third try, was afraid I'd be stuck there as a ghost.  Thanks.
#97
So I was just focusing on the things they wanted us to test this weekend.

Player Introduction -
  Easy to follow, nice introduction to learning how to get around town and where everything is.

Primary Narrative Lines-
  I first followed the Warrior path and became a ranger. Went all the way through up to the dailies. I logged on almost right away so there were some glitches that had to be patched, but after that it was very smooth. Love that you can't solo the dailies. I had a hard time completing mine because people at that point were just all over the place and I couldn't get help. Still a great idea, puts the M back into MMORPG. Love that you have to depend on other players to accomplish certain tasks.

Next I followed the Tailor path and went all the way up to the dailies again on her. Love the resource container, cloth was sparse at that time because so many people were out sheering sheep but when NL goes live I don't think it will be an issue. I didn't go much farther due to time restraints but the narratives that go with the quests are really neat and make it feel more immersive. The 8 seconds it takes to craft a low level item makes sense. I didn't think to look if it took longer to make higher quality items.

Lastly I followed the path of the Mage. By that time, people were more familiar with the mechanics and things were a little smoother. Ran out of regs a LOT! people were camping the mage and buying them as soon as they were able to. You get some when you complete quests but not nearly enough. I was picking them up off the ground everywhere I went, which is something I do anyway. I was able to help others do their quests which was nice.

NEXT:
Unique Surname -
  I hope we get better choices when it goes live but I like the concept. I did notice that it is account bound, when I made a second character on the same account, that character had the same surname.

Character Portrait -
  More options, some are hard to see (Eye color) due to the eyes being so small but I like that we have that choice. Wish there were more color options for the background but that's just me. (Want purple!)
I like the birthday on there also, that's really neat.

Legacy Journal -
  This is a really cool concept. I like to keep track of my accomplishments and see what I've done. How I make my impact on the shard and what will carry on through to the next season.
#98
Yes eye color was hard to see.  The first choice of background style; I could not tell what was changing. I was looking for the gold vine pattern to change, maybe the texture of the background was changing but I could not tell.  I am colorblind tho.
#99
During my time on New Legacy I enjoyed the questing very much. For a time I thought maybe the skills shouldnt raise so fast, but after learning that it resets and starts over showing accomplishments on the sash I wasnt too worried. That way we can get back up on our feet fairly quickly while enjoying a new side of the game over and over again. 

Some issues I observed were as follows:

1. Trinsic Passage spawn for daily on occasion would, for whatever reason, stop spawning creatures completely. This only happened once for me.

2. The daily for the swamps (defense) from Trinisc seemed to be significantly harder than the slay or destroy quests. It looked like people (including myself) capitalized on doing only slay or destroy daily quests. 

3. The term daily should mean once a day, however, once picked up, the quests gave you an hour to complete (even if the spawns stop spawning and start spawning creatures for the next daily). Then in 20 minutes you could complete another. Maybe change the term daily to something that sounds more recurring?
#100
I think my biggest gripe is the clear cut terrain for housing 🙁 its saddening
gives a malas vibe and thats just, gross.
#101
Valis said:
I think my biggest gripe is the clear cut terrain for housing 🙁 its saddening
gives a malas vibe and thats just, gross.
Damn, I owe some guy 35k for my house because they didn't refund me my money when I demolished mine. 
#102
eagossett said:
During my time on New Legacy I enjoyed the questing very much. For a time I thought maybe the skills shouldnt raise so fast, but after learning that it resets and starts over showing accomplishments on the sash I wasnt too worried. That way we can get back up on our feet fairly quickly while enjoying a new side of the game over and over again. 

Some issues I observed were as follows:

1. Trinsic Passage spawn for daily on occasion would, for whatever reason, stop spawning creatures completely. This only happened once for me.

2. The daily for the swamps (defense) from Trinisc seemed to be significantly harder than the slay or destroy quests. It looked like people (including myself) capitalized on doing only slay or destroy daily quests. 

3. The term daily should mean once a day, however, once picked up, the quests gave you an hour to complete (even if the spawns stop spawning and start spawning creatures for the next daily). Then in 20 minutes you could complete another. Maybe change the term daily to something that sounds more recurring?

You are maybe forgetting that a UO day is 2 hours real time?
#103
Mariah said:
eagossett said:
During my time on New Legacy I enjoyed the questing very much. For a time I thought maybe the skills shouldnt raise so fast, but after learning that it resets and starts over showing accomplishments on the sash I wasnt too worried. That way we can get back up on our feet fairly quickly while enjoying a new side of the game over and over again. 

Some issues I observed were as follows:

1. Trinsic Passage spawn for daily on occasion would, for whatever reason, stop spawning creatures completely. This only happened once for me.

2. The daily for the swamps (defense) from Trinisc seemed to be significantly harder than the slay or destroy quests. It looked like people (including myself) capitalized on doing only slay or destroy daily quests. 

3. The term daily should mean once a day, however, once picked up, the quests gave you an hour to complete (even if the spawns stop spawning and start spawning creatures for the next daily). Then in 20 minutes you could complete another. Maybe change the term daily to something that sounds more recurring?

You are maybe forgetting that a UO day is 2 hours real time?

I may be in the minority on this one, but I don't feel like that's a well known, used, recognized stat.
#104
My biggest issues with New Legacy are skill gains being tied to questing and an out-dated Classic UO client. I really don't like EC and Classic hasn't changed at all since1997 - really killed a lot of the enjoyment to play EC. 

I know the devs are trying to fight macroing with the questing system but I felt like it really killed the open world aspect of UO for me. Instead of me being out there doing what I want to do, I am going back and forth between Moonglow and Dagger Isle repeating the same two or three quests. Maybe a better system would be increased skill gains and have combat skills, for example, increase by fighting progressively tougher mobs. Magery / Swords, etc could only be increased by fighting mobs - not self targeting or other players. This would limit macroing and allow people more freedom. 

I still think questing could be helpful for newer, less experienced players in a lot of ways. Questing can give them an on-rails "tutorial" teaching them to go here and kill X mobs for Y reward. That would get newer players out into the world and used to finding their way to a POI and naturally raising combat skills by fighting those mobs. It might also be a great system for rewarding gear upgrades / extra gold.

Example quest would look something like this:
*30 combat skill required* - if less, point the player to a weapon trainer.
Tasks the player to kill 10 skeletons in the local Graveyard. Accepting the quest might reward them with a basic weapon, low level potions, and bandaids / reagents. Completing the quest will reward gold and / or random gear. 

These types of quest would obviously progress to more difficult and challenging encounters as well as reward better items. That, I imagine, would allow for an on-rails experience for people who like that type of system and be completely optional for players who want more freedom. This could also be more fleshed out for town reputations, etc.
#105
idrot_uo said:
My biggest issues with New Legacy are skill gains being tied to questing and an out-dated Classic UO client. I really don't like EC and Classic hasn't changed at all since1997 - really killed a lot of the enjoyment to play EC. 

I know the devs are trying to fight macroing with the questing system but I felt like it really killed the open world aspect of UO for me. Instead of me being out there doing what I want to do, I am going back and forth between Moonglow and Dagger Isle repeating the same two or three quests. Maybe a better system would be increased skill gains and have combat skills, for example, increase by fighting progressively tougher mobs. Magery / Swords, etc could only be increased by fighting mobs - not self targeting or other players. This would limit macroing and allow people more freedom. 

I still think questing could be helpful for newer, less experienced players in a lot of ways. Questing can give them an on-rails "tutorial" teaching them to go here and kill X mobs for Y reward. That would get newer players out into the world and used to finding their way to a POI and naturally raising combat skills by fighting those mobs. It might also be a great system for rewarding gear upgrades / extra gold.

Example quest would look something like this:
*30 combat skill required* - if less, point the player to a weapon trainer.
Tasks the player to kill 10 skeletons in the local Graveyard. Accepting the quest might reward them with a basic weapon, low level potions, and bandaids / reagents. Completing the quest will reward gold and / or random gear. 

These types of quest would obviously progress to more difficult and challenging encounters as well as reward better items. That, I imagine, would allow for an on-rails experience for people who like that type of system and be completely optional for players who want more freedom. This could also be more fleshed out for town reputations, etc.
If you check the Dev Diaries
on NL. They are putting in that change where
you can gain skill the old way. 

#106
Please fix the spawn rate in deceit.  It is non existent.  Plus remove the rocks in the corner as spawn is trapped there and we cannot get to them at all.

#107
I came back this morning to finish off the orc quest on the ship.  It said failed so I clicked it and now I have no quests at all.  I cant advance over 90 because it wont let me.  What do I do now?  Cause if I cant go forward there is no point.

#108
I managed to brick my character this morning. Warrior midway through taming quest line from last weekend. Continued the quest line and saw my taming going up +1 as I was fighting--cool.

Not cool. My taming is now 100, vet and lore are 89 and I can't turn in taming quests, use an advanced skill trainer... nothing. Completely soft locked.


#109
Night Site spell is not working for some reasons, im not mage but still can use  it right ?
#110
Bought a plot for gardening, im ranger and i don't have any recall options, so i spend like 30 mins to figure out wher is my spot... can we add some sparkls or color tiles for plot i bought plz ?
#111
Use UOAM or one of the other map programs
#112
Use UOAM or one of the other map programs
Did u try gardening ? in massage u just have a scarecrow cordinats not ur plot ? what map shuld do for realising wher exactly my 3х3 plot ?
#113
Garret said:
Use UOAM or one of the other map programs
Did u try gardening ? in massage u just have a scarecrow cordinats not ur plot ? what map shuld do for realising wher exactly my 3х3 plot ?
If you use a map program you can place a marker there.
#114
Garret said:
Use UOAM or one of the other map programs
Did u try gardening ? in massage u just have a scarecrow cordinats not ur plot ? what map shuld do for realising wher exactly my 3х3 plot ?
If you use a map program you can place a marker there.
dude im talking about i can't find spot after i bought plot ? why u keep doing no sence comments ? go try gardening...
#115
Garret said:
Garret said:
Use UOAM or one of the other map programs
Did u try gardening ? in massage u just have a scarecrow cordinats not ur plot ? what map shuld do for realising wher exactly my 3х3 plot ?
If you use a map program you can place a marker there.
dude im talking about i can't find spot after i bought plot ? why u keep doing no sence comments ? go try gardening...
I thought you said you found the plot.
#116
@Kyronix I suggest giving some kind of voice to the Occlo Emissary standing outside the moongate. It's so easy to run right past her, thinking she is just another NPC or another character or not seeing her at all, talk to the Bard, and then get all the way into Occlo wondering why you have no quest directions - which you don't until you backtrack and notice and click her. So I suggest making her call out or having that little bell sound and twinkle to make her stand out.
#117
@Kyronix
Water elementals from first lvl of destard drop gargish items, intendet ?
#118
Kel said:
I managed to brick my character this morning. Warrior midway through taming quest line from last weekend. Continued the quest line and saw my taming going up +1 as I was fighting--cool.

Not cool. My taming is now 100, vet and lore are 89 and I can't turn in taming quests, use an advanced skill trainer... nothing. Completely soft locked.



I guess I'll bump this. My character is still skill bricked. I have skill quests to turn in. Can't turn in quests because Animal Taming is max. Can't use Advanced Skill Trainers because I have quests that I can't turn in.

@Kyronix y'all wouldn't happen to want to fix this so I can advance my character again, would you?


It seems like the solution would be either:

  • Allow for skill quest turn ins (even if cap), but ignore capped skills.
  • Allow for Advanced Skill Trainer if quests are complete (guessing this was added to fix an edge case)


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