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Beta test week 8 feedback.

Started by Pawain · 2024-09-13 · 51 posts · New Legacy
#0
I haven't read the notes yet. 
I'm a vip at a really cool theme park for a while. I get to go to the front of lines.  All went well.

Have fun without me.
#1
Hope you're well
#2
McDougle said:
Hope you're well
Thanks.  I will be.  2.1cm kidney stone removed via the back. That tube is kinda annoying atm.  

Go test t hunting for me.  I'm not into that. See yall in game tomorrow.  
#3
A whole new meaning to being stoned.. I suppose.. Be well

#4
Any news on when NL will go Live on Production?
#5
I got a message when crafting boxes/crates on my Carpenter that my Tinker skill was not high enough to make them lockable (or words to that extent) and my crafter has GM Blacksmithing so she should be able to make them lockable.
I'd like to see a change to how bottles are sent to the resource pack.  My Alchemist makes the potions and my Ranger drinks them and he got the bottle added to his resource pack and since he can't make potions they just sit there.  Is it possible to change it so you can add empty bottles to the Purifier Bag with the reagents so they can be processed by my alchemist (purifier used bottles sound more sanitary then reusing dirty ones lol)

Thanks for listening to our feedback and I've been having a lot of fun testing NL in the open Beta, so much so that I reopened one of my closed accounts to be able to add more character builds to test.
#6
Fire Horns are working on NL now.
Now that Bosses can drop standard Invulnerability armor, i suggest they add Set Bonuses to the Boss Artifact Sets to make them more unique. Crimson Wyrmscale could get Fire Eater set bonus, Dragonbane Set could give Kinetic Eater, Arctic gear could get Cold Resonance, Wraithbinder could get 5% Mana Drain (same as Wraith Form Mana Drain), etc.
#7
Hello, dear developers, as always, I hope for your patience and desire to read some of my thoughts, ideas and feedback.

Treasure Hunting:

 In addition to my bug report, I have a couple of questions and ideas. After a couple of dozen maps completed, I still haven’t found any unique loot in the chests, except for T5 (vanq/invul) items in the chests. And this is the problem that I get T4 items (pwer/fort) even with stash maps.
  In the first 4 phases of the game before the release of vanq/invul items there will be no point in doing anything else in the context of time (then t1-t2 maps).
 I assume that at least the gold reward should be significant, because at the first levels it will take a lot of people to close the T5 map and they will share 3k gold among themselves? Or will the level of maps be tied to content phases?

 
I see no reason why a map decoder item requires 100 Inscription to create.
 Lockpicking and removing traps - yes, let them be tied to a high level of crafting, but the decode should be available already at 50 skill since the first tier(s) of maps can be opened using improvised methods(lockpick, unlock spell) and even if you decoded the T5 maps, you will not be able to open it until you have a master key and remove traps, so in this regard we will get a balance between decoding low maps and high ones, and in addition to all this, the reward for these maps is not so strong considering how much time is spent on searching and opening a map to require 100 skill for a T1 map.
  To balance decoder item it could be created with only 1 charge if crafted with 50skill and then + 1-2 charges for every 10% skill above up to 10.

Items and crafting:

  A little about the system of dropping random Invul/vanq items from bosses, I don’t think this is a good idea, it’s clear that someone will get the bases that another person needs and will have the opportunity to sell/buy them and this stimulates the market and players to communicate, but with such variety some bases will either be very rare or simply not available.

  Still, I think that we need to return to the option of strong artifacts from bosses in order to move away from the general meta to some base and give crafters the opportunity to make items at a level below the current phase, but make crafting random and dependent on colored material so that the item base were not so easy to produce, also return the enchance properties of colored metals to get at least a portion of 10-20-30% elemental damage for greater variety and depth of crafting.

Possible future content and old Sossaria:


 Once again, running through a large territory of old Sosaria in an attempt to find or remember old places for farming, I realized that the world is half empty, in the literal sense, half of the territories of the world are forests and fields that are now definitely empty because of the new home system (and no, I like the new house system, it’s just the fact that the world has become empty). Yes, once upon a time, simply running around on a horse across the open spaces was already content, but now it looks lifeless and not relevant to the time.

  Treasure maps brought some life back to unused areas, but that's all, maybe it's worth giving these areas more life, maybe adding ruins to spawn mummies, liches or other monsters. Maybe it’s worth making maps for extracting resources much, much more accessible and making sure that the points of their extraction are spread over these unused territories and not just like a spot, but like new small mines or unusual trees.

  And because of all these thoughts, I came to the conclusion that Malas is more suitable in size and format for seasonality and its main Doom dungeon for me is a more iconic place in the history and world of Ultima Online.
  Maybe if everything goes well and we get to season 2, we won’t start it again in Sosaria, but move to Malas for the whole season and devote the whole season to this place, just an idea.

Release and beta:

  I know that you have prepared a roadmap for us and maybe it’s too late, but we need at least one wipe on the beta server, we need to see what the start of a fresh server will look like when a lot of people rush to the first monsters on tasks, we wouldn’t want to do it again spend 2 hours trying to kill the first quest monsters, and if for me, as a crazy fan of the new server, this will be tolerable, then less loyal players will leave the game already in the first city (something has already happened).

P.S.Sorry for the many words, I tried to be as constructive and realistic as possible, thank you if you read it!

P.P.S. Also my old idea for fire horns update if you mind to read.
https://forum.uo.com/discussion/9657/fire-horn-need-some-love-rework

@Kyronix @Mesanna @Bleak @Parallax


#8
A couple of thoughts.  

Starting town of Ocllo.  First character created, a mage, did fine with the quests.  However, the second time I created a mage there were less players in Ocllo.  She was actually the only player in Occlo most of the time.  Unable to finish the quest where she was to guard the tomb, never had enough mana to complete.  

This was not a problem at first because there were several other players to help with the spawn.  Once players left Ocllo it is very hard for a new character to complete alone.  

Then, would it be possible to add locations using the sexton for the job board quests?  A few places are hard to find, and I see in chat many others are having the same problem.  

Thanks
#9
I too started a new mage and was alone when doing that encounter. I didn't kill every attacker, but I did complete the task. I used the lowest level spell I could so that my mana didn't run out so fast. 
The newer changes to skill gain meant that I was gaining med as I trained, which helped a lot. 

That was mentioned in Dev Diaries, week 6
Skill Progression
We have made an update to skill progression as it relates to the Narrative path for Warriors, Mages, and Rangers. Previously, you were required to increase your skills by doing Town Objectives and applying those skill points with a Skill Trainer NPC. While that path hasn’t changed and is still an option for those who wish to progress in that manner, you will now have your base skills unlocked when you reach your first narrative transition point. This means you will be able to progress through that transition point by using your skills in combat to raise them, in addition (or in lieu of) doing Town Objectives

 I also got a book which gave info on locations, something else that was added more recently. I remember reading about that, but I can't find where that was!

 So some of the concerns here have already been addressed. 
#10
Where did you get the book that gave location info?

#11
Kalsey said:
Where did you get the book that gave location info?

You will have it as reward when you complete Ocllo quests or craft it via inscription.
#12
Kalsey said:
A couple of thoughts.  

Starting town of Ocllo.  First character created, a mage, did fine with the quests.  However, the second time I created a mage there were less players in Ocllo.  She was actually the only player in Occlo most of the time.  Unable to finish the quest where she was to guard the tomb, never had enough mana to complete.  

This was not a problem at first because there were several other players to help with the spawn.  Once players left Ocllo it is very hard for a new character to complete alone.  

Then, would it be possible to add locations using the sexton for the job board quests?  A few places are hard to find, and I see in chat many others are having the same problem.  

Thanks
I too started a new mage and was alone when doing that encounter. I didn't kill every attacker, but I did complete the task. I used the lowest level spell I could so that my mana didn't run out so fast. 
The newer changes to skill gain meant that I was gaining med as I trained, which helped a lot. 

That was mentioned in Dev Diaries, week 6
Skill Progression
We have made an update to skill progression as it relates to the Narrative path for Warriors, Mages, and Rangers. Previously, you were required to increase your skills by doing Town Objectives and applying those skill points with a Skill Trainer NPC. While that path hasn’t changed and is still an option for those who wish to progress in that manner, you will now have your base skills unlocked when you reach your first narrative transition point. This means you will be able to progress through that transition point by using your skills in combat to raise them, in addition (or in lieu of) doing Town Objectives

 I also got a book which gave info on locations, something else that was added more recently. I remember reading about that, but I can't find where that was!

 So some of the concerns here have already been addressed. 
What i always do when alone on the Tomb guarding quest (or any guarding quest for that matter.) Is attack them all and get as many of them attacking and following me as possible and drag them in circles while killing anything still attacking what i am guarding. You can usually run out the clock with a train of Mobs and complete the quest on the first try.
#13
Thank you all for the comments.  It helps greatly.
#14

Fire Horns are working on NL now.
Now that Bosses can drop standard Invulnerability armor, i suggest they add Set Bonuses to the Boss Artifact Sets to make them more unique. Crimson Wyrmscale could get Fire Eater set bonus, Dragonbane Set could give Kinetic Eater, Arctic gear could get Cold Resonance, Wraithbinder could get 5% Mana Drain (same as Wraith Form Mana Drain), etc.
I like this idea, like the old dragon scale armor. Dragonbone could do something similar, maybe should give you some type of different property as well. Maybe all could have a tiered set bonuses.

Dragon Bone 
2 pieces=+10% Kinetic eater / 4 pieces=+10% Kinetic Eater / 6 pieces= 10%Kinetic Eater + 5% damage reduction from Dragon Type

Crimson Wyrmscale 
2 pieces=+10% Fire eater / 4 pieces=10% Fire Eater / HP increase + damage reduction, 6 pieces= 10%Fire Eater + Damage reduction from Dragon Type

Artic Gear
ice 
Ice Type

Titanweave 
Poison
Spider Type

Matriarch
Acid
Acid Type

Manticore
IDK

Set bonus total
10+10+10=30% 
max 30% Eater 

So you could possibly do 10% of each and have 10% eater for 3 different 2 piece sets but loose the damage from reduction from type for all 6 pieces. This would help with all around everyday gold farming and but when you you go fight that certain boss types you have more survivability. Mages could have souls charge for mage 6 piece set bonuses, and possibly something to charge stamina for archers.  


Numbers could be lowered. Just an Idea. 
#15
Kalsey said:
A couple of thoughts.  

Starting town of Ocllo.  First character created, a mage, did fine with the quests.  However, the second time I created a mage there were less players in Ocllo.  She was actually the only player in Occlo most of the time.  Unable to finish the quest where she was to guard the tomb, never had enough mana to complete.  

This was not a problem at first because there were several other players to help with the spawn.  Once players left Ocllo it is very hard for a new character to complete alone.  

Then, would it be possible to add locations using the sexton for the job board quests?  A few places are hard to find, and I see in chat many others are having the same problem.  

Thanks
I too started a new mage and was alone when doing that encounter. I didn't kill every attacker, but I did complete the task. I used the lowest level spell I could so that my mana didn't run out so fast. 
The newer changes to skill gain meant that I was gaining med as I trained, which helped a lot. 

That was mentioned in Dev Diaries, week 6
Skill Progression
We have made an update to skill progression as it relates to the Narrative path for Warriors, Mages, and Rangers. Previously, you were required to increase your skills by doing Town Objectives and applying those skill points with a Skill Trainer NPC. While that path hasn’t changed and is still an option for those who wish to progress in that manner, you will now have your base skills unlocked when you reach your first narrative transition point. This means you will be able to progress through that transition point by using your skills in combat to raise them, in addition (or in lieu of) doing Town Objectives

 I also got a book which gave info on locations, something else that was added more recently. I remember reading about that, but I can't find where that was!

 So some of the concerns here have already been addressed. 
What i always do when alone on the Tomb guarding quest (or any guarding quest for that matter.) Is attack them all and get as many of them attacking and following me as possible and drag them in circles while killing anything still attacking what i am guarding. You can usually run out the clock with a train of Mobs and complete the quest on the first try.
I did this as well but new players are not going to know this and get frustrated trying to complete this quest once the initial rush has moved on. I think there needs to be a solution for those who join the server later on. They also will run into the same issue at the end when they need to fight the Orc Champ which can not be done without others. However, it will be easier for the player to recruit people to help them complete it. I don't think it is even possible for someone to get help if no other players are starting at the same time. This will not be as hard for rangers and warriors, but mages will struggle. Perhaps when they get this quest they could be advised in the quest text that killing the attackers isn't required.
#16
Kalsey said:
A couple of thoughts.  

Starting town of Ocllo.  First character created, a mage, did fine with the quests.  However, the second time I created a mage there were less players in Ocllo.  She was actually the only player in Occlo most of the time.  Unable to finish the quest where she was to guard the tomb, never had enough mana to complete.  

This was not a problem at first because there were several other players to help with the spawn.  Once players left Ocllo it is very hard for a new character to complete alone.  

Then, would it be possible to add locations using the sexton for the job board quests?  A few places are hard to find, and I see in chat many others are having the same problem.  

Thanks
I too started a new mage and was alone when doing that encounter. I didn't kill every attacker, but I did complete the task. I used the lowest level spell I could so that my mana didn't run out so fast. 
The newer changes to skill gain meant that I was gaining med as I trained, which helped a lot. 

That was mentioned in Dev Diaries, week 6
Skill Progression
We have made an update to skill progression as it relates to the Narrative path for Warriors, Mages, and Rangers. Previously, you were required to increase your skills by doing Town Objectives and applying those skill points with a Skill Trainer NPC. While that path hasn’t changed and is still an option for those who wish to progress in that manner, you will now have your base skills unlocked when you reach your first narrative transition point. This means you will be able to progress through that transition point by using your skills in combat to raise them, in addition (or in lieu of) doing Town Objectives

 I also got a book which gave info on locations, something else that was added more recently. I remember reading about that, but I can't find where that was!

 So some of the concerns here have already been addressed. 
What i always do when alone on the Tomb guarding quest (or any guarding quest for that matter.) Is attack them all and get as many of them attacking and following me as possible and drag them in circles while killing anything still attacking what i am guarding. You can usually run out the clock with a train of Mobs and complete the quest on the first try.
I did this as well but new players are not going to know this and get frustrated trying to complete this quest once the initial rush has moved on. I think there needs to be a solution for those who join the server later on. They also will run into the same issue at the end when they need to fight the Orc Champ which can not be done without others. However, it will be easier for the player to recruit people to help them complete it. I don't think it is even possible for someone to get help if no other players are starting at the same time. This will not be as hard for rangers and warriors, but mages will struggle. Perhaps when they get this quest they could be advised in the quest text that killing the attackers isn't required.
Agreed, another good solution would be to adjust the spawn based on the amount of players present. 
#17
I don't think it will be impossible for newer people to find someone to help with orc champ, it does do other things than complete the quest line. The lure for snarltooth for one.
#18
I don't think it will be impossible for newer people to find someone to help with orc champ, it does do other things than complete the quest line. The lure for snarltooth for one.

I am sorry I wasn't clear. That was my point by the time you get to the orc champ you can get people to help or wait until you find people doing it like I did but the Occlo quest is going to be harder for a mage. I tried it a couple of times beta week 7 before I just kited all the mobs until the timer ran out. My point is that a new player that starts after the initial launch may become frustrated thinking they have to kill everything. Not everyone will think outside the box so to speak.
#19
Kalsey said:
A couple of thoughts.  

Starting town of Ocllo.  First character created, a mage, did fine with the quests.  However, the second time I created a mage there were less players in Ocllo.  She was actually the only player in Occlo most of the time.  Unable to finish the quest where she was to guard the tomb, never had enough mana to complete.  

This was not a problem at first because there were several other players to help with the spawn.  Once players left Ocllo it is very hard for a new character to complete alone.  

Then, would it be possible to add locations using the sexton for the job board quests?  A few places are hard to find, and I see in chat many others are having the same problem.  

Thanks
I too started a new mage and was alone when doing that encounter. I didn't kill every attacker, but I did complete the task. I used the lowest level spell I could so that my mana didn't run out so fast. 
The newer changes to skill gain meant that I was gaining med as I trained, which helped a lot. 

That was mentioned in Dev Diaries, week 6
Skill Progression
We have made an update to skill progression as it relates to the Narrative path for Warriors, Mages, and Rangers. Previously, you were required to increase your skills by doing Town Objectives and applying those skill points with a Skill Trainer NPC. While that path hasn’t changed and is still an option for those who wish to progress in that manner, you will now have your base skills unlocked when you reach your first narrative transition point. This means you will be able to progress through that transition point by using your skills in combat to raise them, in addition (or in lieu of) doing Town Objectives

 I also got a book which gave info on locations, something else that was added more recently. I remember reading about that, but I can't find where that was!

 So some of the concerns here have already been addressed. 
What i always do when alone on the Tomb guarding quest (or any guarding quest for that matter.) Is attack them all and get as many of them attacking and following me as possible and drag them in circles while killing anything still attacking what i am guarding. You can usually run out the clock with a train of Mobs and complete the quest on the first try.
I did this as well but new players are not going to know this and get frustrated trying to complete this quest once the initial rush has moved on. I think there needs to be a solution for those who join the server later on. They also will run into the same issue at the end when they need to fight the Orc Champ which can not be done without others. However, it will be easier for the player to recruit people to help them complete it. I don't think it is even possible for someone to get help if no other players are starting at the same time. This will not be as hard for rangers and warriors, but mages will struggle. Perhaps when they get this quest they could be advised in the quest text that killing the attackers isn't required.
Agreed, another good solution would be to adjust the spawn based on the amount of players present. 
That would be the best solution to have it scale to the amount of players present but I am not sure if that is something they can do easily. Especially this close to the launch.

#20
Ocllo Mage quest, guarding the tomb.

Maybe another suggestion.  I did not know or think about these work arounds, what happened to me each time I tried to give up and just leave, but there is no way out.  I ended up deleting the character and creating a crafter instead.

On one of the mage quests you are thrown out of the building when you die.  Maybe that can be added to this particular quest?  Or give the suggestion, like Victim described.  Attack and drag the spawn in circles.  

Now I am not concerned for me, I will do as Victim of Siege suggested and described, however I'm thinking more about any new player.  A player can find themselves in Ocllo alone and no way to call for assistance.
#21
The two things I'd like to see is a way to gain skill in Healing, many times my crafter had to enter into a fight or flight and nearing death I'd have to make a run for it and try to finish the quest at a later time.
when killing monsters ( not just a boss) instead of them droping high end armor or wepons the monsters drop something that requires you to collect several of then a crafter could use that material to make high end armor and wepons.  PS. if a crafter should repair your armor or wepon at no charge be sure to give the crafter a nice TIP....Uffda
#22
Uffda said:
The two things I'd like to see is a way to gain skill in Healing, many times my crafter had to enter into a fight or flight and nearing death I'd have to make a run for it and try to finish the quest at a later time.
when killing monsters ( not just a boss) instead of them droping high end armor or wepons the monsters drop something that requires you to collect several of then a crafter could use that material to make high end armor and wepons.  PS. if a crafter should repair your armor or wepon at no charge be sure to give the crafter a nice TIP....Uffda
Yeah, I agree, if you don't have kinda decent armor and a good weapon, which I didn’t, it’s a struggle to stay alive when you’re dump picking for salvageable items in the swamp. And when your health gets low it takes forever for hit points to crawl back up again. It wasn’t so bad once I gm’d swords and got better gear that I found lying around. And potions would have made a big dif too I’m sure. But I had so little time to play I never did find a source for potions. Just would have been easier if I’d been able to use bandages. 
#23
I would prefer Magery on my crafter than Swords (in fact all my Production shard crafters have it).  You can heal,, cure, invis, recall, gate, res, mind blast, summon:  Blade Spirits, EV's, Demons and elementals to help you defend yourself or kill mobs to skin.
#24
ZekeTerra said:
I would prefer Magery on my crafter than Swords (in fact all my Production shard crafters have it).  You can heal,, cure, invis, recall, gate, res, mind blast, summon:  Blade Spirits, EV's, Demons and elementals to help you defend yourself or kill mobs to skin.
Well, now that you mention it, so would I. My crafters on prodo shards have magery as well. I asked around a bit as to why we had to have swords instead. I did get one reply but I’ve forgotten now what the explanation was. Probably because it made no sense to me and still doesn’t. 

Why can’t crafters have magery?
#25
If the divergent path was working correctly this wouldn't be an issue 
#26
LilyGrace said:
ZekeTerra said:
I would prefer Magery on my crafter than Swords (in fact all my Production shard crafters have it).  You can heal,, cure, invis, recall, gate, res, mind blast, summon:  Blade Spirits, EV's, Demons and elementals to help you defend yourself or kill mobs to skin.
Well, now that you mention it, so would I. My crafters on prodo shards have magery as well. I asked around a bit as to why we had to have swords instead. I did get one reply but I’ve forgotten now what the explanation was. Probably because it made no sense to me and still doesn’t. 

Why can’t crafters have magery?
If I had to guess I would say that it would make crafters too independent. If given magery then they will only need the other classes as customers. It seems like they want each class to need at least one other class for something.

#27
I think they excluded Crafters from having Magery, so that they couldn't easily recall around for harvesting resources (not without blowing through Recall charges in a runebook). I normally have Magery skill on my crafters/gatherers on regular shards too.

On NL, my crafter had GM Swords/GM LJ from starting as a Carpenter, and he could actually hit pretty hard with a Supremely Accurate Large Battle Axe of Vanquishing that i had put Dragon's Breath on. Between that and his GM skill trained Giant Beetle, he could kill just about anything that attacked him while out harvesting.
#28
Oh, and the AoE options that you could put on weapons from the Congiarium, were incredibly weak. Even fire weak foes like Frost Spiders, Polar Bears, Snow Leopards, White Wolves, etc, were only taking 6 damage from the Blazing procs...
#29
I think they excluded Crafters from having Magery, so that they couldn't easily recall around for harvesting resources (not without blowing through Recall charges in a runebook). I normally have Magery skill on my crafters/gatherers on regular shards too.

On NL, my crafter had GM Swords/GM LJ from starting as a Carpenter, and he could actually hit pretty hard with a Supremely Accurate Large Battle Axe of Vanquishing that i had put Dragon's Breath on. Between that and his GM skill trained Giant Beetle, he could kill just about anything that attacked him while out harvesting.
The problem is people play crafters because they don't want to kill stuff NL takes away the sandbox that makes UO great..
#30
McDougle said:

The problem is people play crafters because they don't want to kill stuff NL takes away the sandbox that makes UO great..

This is true, not just for me but for several others I associate with.  Several of us use our mage simply to supply our crafter.  Also noticed posters asking for the resource pack to be account bound, I believe this is so the mage and crafter can share.

I realize the DEVs can't please everyone, NL is a different flavor than prodo.  Crafters may find that prodo is more to their liking as to crafting.  Not a bad thing.

Being Beta, the DEVs ask for our feedback.  Eventually we, the UO players will have several choices to choose our play style.  Prodo, Siege, New Legacy.

Personally I like all three.
#31
LilyGrace said:
ZekeTerra said:
I would prefer Magery on my crafter than Swords (in fact all my Production shard crafters have it).  You can heal,, cure, invis, recall, gate, res, mind blast, summon:  Blade Spirits, EV's, Demons and elementals to help you defend yourself or kill mobs to skin.
Well, now that you mention it, so would I. My crafters on prodo shards have magery as well. I asked around a bit as to why we had to have swords instead. I did get one reply but I’ve forgotten now what the explanation was. Probably because it made no sense to me and still doesn’t. 

Why can’t crafters have magery?
If I had to guess I would say that it would make crafters too independent. If given magery then they will only need the other classes as customers. It seems like they want each class to need at least one other class for something.

That doesn't really make sense to me though because they've already made it so crafters can't depend on anyone but themselves to gather resources because we can't have another character gather resources to pass along to crafters.

If crafters had magery they'd still have to buy reagents, there's no LRC gear. Any crafter other than a scribe would have to depend on a scribe to get their spellbooks and recall scrolls to drop into books.

Why make crafters have to use melee to defend ourselves when gathering resources but give us healing skill? And if we want to mine in an area that's not safe from low level monsters you'll have to run there because you have to hop off your horse to mine. I'm not looking to go mining and have horses killed all the time.

I dunno, I think it's out of whack. I don't see a good reason not to have crafters be able to pick up magery right from jump.

#32
LilyGrace said:
LilyGrace said:
ZekeTerra said:
I would prefer Magery on my crafter than Swords (in fact all my Production shard crafters have it).  You can heal,, cure, invis, recall, gate, res, mind blast, summon:  Blade Spirits, EV's, Demons and elementals to help you defend yourself or kill mobs to skin.
Well, now that you mention it, so would I. My crafters on prodo shards have magery as well. I asked around a bit as to why we had to have swords instead. I did get one reply but I’ve forgotten now what the explanation was. Probably because it made no sense to me and still doesn’t. 

Why can’t crafters have magery?
If I had to guess I would say that it would make crafters too independent. If given magery then they will only need the other classes as customers. It seems like they want each class to need at least one other class for something.

That doesn't really make sense to me though because they've already made it so crafters can't depend on anyone but themselves to gather resources because we can't have another character gather resources to pass along to crafters.

If crafters had magery they'd still have to buy reagents, there's no LRC gear. Any crafter other than a scribe would have to depend on a scribe to get their spellbooks and recall scrolls to drop into books.

Why make crafters have to use melee to defend ourselves when gathering resources but give us healing skill? And if we want to mine in an area that's not safe from low level monsters you'll have to run there because you have to hop off your horse to mine. I'm not looking to go mining and have horses killed all the time.

I dunno, I think it's out of whack. I don't see a good reason not to have crafters be able to pick up magery right from jump.

Again if the divergent path was working this wouldn't be an issue.  maybe ignoring the feedback and allowing trolling  isn't a great idea 
#33
And again, I'm saying I'd like to pick magery from the start with a crafter rather than diverting to it later.
#34
LilyGrace I do agree with you but they only seem to want mages to be able to recall around freely.
#35
I had my Tamer/Mage standing at the dig site location, and would send gates to the Billboard for my Crafter to go through when doing the quests where i had to dig up lost equipment. That helped a lot when doing my Crafter's initial Narrative Path questline.
#36
Yeah, Gyngersnap, I hear you. I didn't get that far in character development, PSFTW.   :P
#37
I guess I'll just keep skipping these defend quests. 4 red gates a few seconds apart, each with two trolls and a bear popping out and I'm at 70 fencing skill wearing noob gear that offers precious little protection and a noob weapon that swings slow as molasses?

Speaking of noob gear, why doesn't the armor that you're gifted get any better as you advance in skill? That seems silly.
#38
LilyGrace said:
<snip snip>
Speaking of noob gear, why doesn't the armor that you're gifted get any better as you advance in skill? That seems silly.

Yes, I have the same question concerning non-craft class leveling gear. There's no difference between all of these levels of gear from Initiate to GM. Granted, I may not be doing tougher content seeing as how I'm doing job board stuff over and over. I guess it's just free stuff, but if there is no difference, why have all of this stuff given out each time? It's just stuff people will just throw on the ground. It's not like someone will scrutinize your gear if they want to party with you to see what level you are.... will they?

Perhaps have stats added each level. Maybe HCI, SSI, DCI. I find it annoying missing all the time with my archer.
#39
Armor will not advance until players put filled bods on the thing in the lyceum.

Quest reward armor will be one level below the shards level.

We made it to GM with armor and weapons with no stats in week one beta.  
#40
Hope I can describe my situation clearly.

Played Beta the past 8 weeks and made two mages to GM.  This time what I think happened was my character died just as she finished the Secret Room quest, the one with the trap door.  She was in Deceit.  

Took some time to find a healer and go purchase more regs, couldn't get back to her dead body without healing for regs.  Had a couple different players assisting me.  Problem was, quest was 'incomplete' and telling me to go SE.  Thought maybe the quest line broke, couldn't figure out where SE was to be?    So I travel SE of Moonglow to previous quest where I used the "an quas fallax".  Nothing.  Back up to Deceit, however the quest kept telling me to go SE as I was going UP to Deceit.  By now was totally confused and frustrated.  But I did do it all a second and third time.

Previously I suggested a simply request to give us sexton directions, so we would know where we were suppose to be.  

I noticed the ant lion is now giving half the gold, so now it takes a new player twice as long to get regs, and yes they can be picked up from the ground, one at a time.

Crafters cannot have magery.  OK  Guess my solution is to create another mage and take her to 70, not going through that hell again.  Game is suppose to be enjoyable.  But then my crafter cannot share resources with the mage.  

A simple solution would have been to give more clear directions as to where a player should be when doing a quest.  Or let our crafters have mage, we need some way to make gold.
#41
Pawain said:
Armor will not advance until players put filled bods on the thing in the lyceum.

Quest reward armor will be one level below the shards level.

We made it to GM with armor and weapons with no stats in week one beta.  
I have no clue what the heck you’re talking about. 
#42
At the start, it is just your basic armor. Crafters can advance something at the Lyceum(sp) and it advanced the quality of loot drops. When they complete a stage loot will start dropping for the next stage. For example, guarding would go to Hardening. If I understand it right.
#43
At the start, it is just your basic armor. Crafters can advance something at the Lyceum(sp) and it advanced the quality of loot drops. When they complete a stage loot will start dropping for the next stage. For example, guarding would go to Hardening. If I understand it right.

I'm calling on all crafters to join a Union.
#44
Oooh, I had no idea @Gyngersnap. Thanks for explaining. 
#45
LilyGrace said:
Pawain said:
Armor will not advance until players put filled bods on the thing in the lyceum.

Quest reward armor will be one level below the shards level.

We made it to GM with armor and weapons with no stats in week one beta.  
I have no clue what the heck you’re talking about. 

There's a building at the Lycaeum called the "Congiarium". Global loot tier is tied to what level the Congiarium is at. Crafters can level up the Congiarium by donating filled BODs to it. Each time the Congiarium levels up, the three crafters that contributed the most for that level, each get to pick one Imbuing option to unlock. The imbuing options range from Super Slayers, to Hit Effects and Hit Area Effects that can be applied to weapons by a GM crafter using a resource called Congius (limit of 1 imbue per weapon).

At the base Congiarium level, the loot tier that can drop is Surpassingly Accurate/Might/Guarding. At Lvl 2 Congiarium, it's Eminently Accurate/Force/Hardening. At Lvl 3 Congiarium, it's Exceedingly Accurate/Power/Fortification. At Lvl 4 Congiarium, it's Supremely Accurate/Vanquishing/Invulnerability. Note: Only Boss Artifacts, items on Boss corpses, or the occasional crafted Spellbook can be of this last tier.
#46
More feedback I hope the DEVs will read.  I went into NL this time with no back up second accounts to supply gold, regs, armor, and other items to help my main.  

For new players I think this time around was much harder.  My feedback is related to mage and craters only.  Lowering the loot from spawn simply made it twice as hard for a noob.  They do not have the armor, mana, spells, or gold.    

This Mage did not go with quest line to gain.

Orge    Lightning  1 Mandrake Root  1 Sulfurous Ash           Cost 20g
            At that level it took an average of 12 cast to kill  12x20=  240.00                                                        Loot Average 73 gold
  Loss of (167) Avg 

At 50 Mage, Fizz app 6 times.

##############

Mage at 70 following the quest line in Ocllo

Orge   Lightning   1 Mandrake Root   1  sulfurous Ash      Cost 20g
            At this level it took an average of 6 cast to kill  6X20=  120.00
            Loot Average 73 gold
Loss of (47)  Avg
At 70 zero Fizz

I'm looking at this with the hope New Legacy will bring in new players.  Giving them an easier start to enjoy this game.  Being able to transfer a character off to prodo after the seasons end is good for bringing in new players.  Assuming they can keep their skills and a few items.

Hope feedback helps.

#47
Feedback on crafters.

Two changes I believe would help greatly.  

Resource pack account bound.
Allow some magery.

I don't know what is all planned for crafters,   Curious how a crafter is to support themselves.  They won't be out there in PVM, way too weak.  BODs do not give gold, and once most of the players have deco and crafted items there is no need to purchase more.  As for armor won't they be competing with spawn drops?

Note to anyone, check out the beautiful Yew area with the snow.  Some spots are simply very cozy looking, especially at night.  Look around for the camp sites, nice job with graphics. 




#48
My thought on crafters was we would buy ( or hunt on another character) items having 25/25 durability from hunter's vendors, 'restore' them to full durability and then sell for a higher price on our own vendors?
Or are you thinking that named drops from bosses will be the only items anyone wears or uses?
#49
My thought on crafters was we would buy ( or hunt on another character) items having 25/25 durability from hunter's vendors, 'restore' them to full durability and then sell for a higher price on our own vendors?
Or are you thinking that named drops from bosses will be the only items anyone wears or uses?

No, I am not thinking that drops from bosses will be the only items anyone wears!  Why did you feel the need to ask that question!

I simply gave feedback, which is what this thread is intended to do.  
#50
no, I wasn't attacking your post! Simply asking a question. If bosses drops are so common that everyone can get them, then my buy/upgrade/sell idea won't work
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