At this point what I want from BODs...
1. Tailor: A COMPLETE REVAMP of point values, to line up with the other 7 skills.
a. Tailor BODs need to be 50% Exceptional, instead of the 33% that was apparently instituted when the BODs went live, but no one told the players about. Until 2008, all the different forums for UO were filled with "Tailor BODs are broken" posts, with Devs responding "they are working as intended", with the devs in question not realizing that the ONLY information the players had EVER been given on the normal/exceptional ratio was from a Design Document dating from when the system was internal alpha, that stated the BODs would work "exactly" like Smith BODs. Lacking any other info, people were left to assume that the ratio would be the same as well. It wasn't until late 2007 or early 2008 that extensive testing on Stratics showed the 33% (or more accurately, 1 in 3) split, and got it confirmed by Wilki - who was surprised to find out that NO ONE AT EA had ever told the players about the change between the DD and the Tailor BODs going live (after both he and I went through ALL the available publish notes we could find at the time from the Tailor BOD inception to that current time).
b. Tailor BODs are currently +100 points for exceptional, when ALL OTHER SKILLS that have exceptional BODs follow the Smith pattern of +200 points for exceptional.
c. Tailor BODs are +50 points for Spined, +100 for Horned, +150 for Barbed, when Metals start at +200 for Smith & Tailor, and Woods start at +300 for Oak.
d. The end result of b&c currently is that MOST points in Tailor are focused into the value of LARGE BODs, where the three categories are 300/400/500 points - all other skills have LBOD point values starting at 200. The end result is that small tailor BODs are almost worthless for banking points (or, for that matter, the Artisan Festival).
e. Furthermore, all Tailor BODs are currently CAPPED at 700 points (regardless of what the point value should be - 20 Ex Barbed 6-part should be 50+100+150+500 or 800 points), and rewards are currently capped at 700 points as well. It has led to a situation where far too many of the existing small BODs can be used for getting the TOP Tailor reward, when combined with a large.
The math: There are four 5-part & 6 part types; all 6 Barbed exceptional 6 part larges, the 2 Barbed Normal 20-count 6-part larges, the 2 Barbed exceptional 5-part larges, all 6 HORNED exceptional 6-part larges, and both SPINED Exceptional 20-count 6-part larges, give the Barbed Sewing kit. That's 18 DIFFERENT larges for the best Tailor reward (compared to ONE LBOD for EVERY OTHER SKILL), and 36+12+10+36+12 = 106 of the possible 528 armor BODs (leather through Barbed) BEFORE Bribing comes into play, or in excess of 20% of armor BODs. Even if you factor in the footwear (96) and cloth (29x6 = 174) BODs, that's still 106/798 possible tailor smalls, or better than 1 in 8. Compare this to Blacksmith's SIX smalls for a Valorite hammer, out of (150 weapons smalls (25x6), + 702 Combinable Armor BODs (13x6x9) + 594 Non-combinable armor/shield/helm smalls) = 1,446 SMITH SMALLS.
106/798 vs. 6/1446; One of these things is NOT like the other. And the ratios for the other skills' BODs aren't much better. And, not only do ALL Tailor smalls fit at least 1 large category, the footwear smalls fit THREE (2 different cloth outfit larges, plus the footwear large)
The Fixes indicated would be to me -
* Reconfigure point values for Exceptional Tailor bonuses to be in agreement with the other skills, and adjust the LBOD values accordingly (200 for 4-part, 300 for 5-part, 400 for 6-part), including removing the artificial point cap that no other BOD system has.
* Change the reward chart for existing Tailor rewards to the new point totals (so that the rewards would still be at the same equivalent points; as a 20 Ex Spined 6-part would be 700 points with the current color values retained, that would be the benchmark for the Barbed kit; raising the colored leather bonus values to start at higher numbers would increase this number by the same), and add some new rewards. Good choices for new rewards would be Cauldrons like the ones for wood and metal, to upgrade leather, more useful deco, something that allows recycling of Bone armor pieces, and a Tailor's Apron that works like the Master Chef's Apron as the new top reward.
*Add BOD capabilities (collecting, turn-in, and bribe) to Tailor Grandmasters and/or Cobblers.
2. Blacksmith BODs:
There needs to be only a few changes, as most of the issues were resolved back during the KR era (including fixing the typo that caused too few of some BODs to spawn, and too many of others)
a. The first change should be a means where the current bonuses for 110 and 120 real skill to BOD pulls ALSO reduces the chance for Weapon BODs. When announced over a decade ago, the bonuses promised 70% Color/30% iron at 110, and 90% color/10% iron at 120. BUT....
Because of the weapons BODs being iron only, these numbers were effectively 35% color/15% iron armor/50% weapons at 110, 45%/5%/50% at 120 (the numbers are actually slightly worse - there's only 24 armor smalls, combinable and non-, compared to 25 weapon smalls). This would require either altering the table for BODs so that there are separate subsections for color-possible and base-material-only, and having the color/iron selection force colored results to only use the valid side, OR having a color result that ends up with a "weapon" result trigger a reroll until a valid color-legal item was picked for the BOD.
Over the years, two different descriptions were giving for the BOD tables - one, common to pre-ML dev answers to BOD questions, indicated that there were such sub-sections already, but the weapon/armor split was higher than the color/iron choice. The other description is that smith & tailor had all the smalls in a common pool. This fix would, of course, be easier if the first description is true, than if the second is.
b. Another long-requested change would be to add a 4-part helmet LBOD and a 6-part Shield LBOD, reducing the number of non-combinables to ONE (the female plate).
3. Inscription: Only minor tweaks needed
a. Add more LBODs. Currently, there are several casting levels completely unrepresented (3rd & 6th level Mage). Without Ex and material bonuses, most scrolls without LBODs are not worth the effort, giving at best 1 bank point.
b. Add some Caster NPC types to the Scribe system. One of the issues I run into all the time trying to help new/returning crafters is that they claim they can't find BODs - because they logically think that MAGES (who sell most of the scribe supplies, some spellbooks, and scrolls up to circle 4) would be the NPC for the skill, not the Scribes in the libraries (that have pens and non-caster books, but NO scrolls or regs). Even if it was only the oddballs (Holy Mages of Luna, Umbra's Necromancer, and Moonglow's Illusionists), it would be an improvement over the limited pool of Scribe NPCs we have to use currently.
c. Add some rewards (possibly charged talismans) that give LMC that is for inscription-only, or at least reduce the scribing mana cost. Even at max mana regen, Int, and obscene amounts of +Mana, at most you can only scribe 4-5 8th Circle scrolls, before having to regen mana, and there's something about the scribing process that makes active med impossible to start for several seconds after the last scroll scribed. It currently takes a scribe longer to do 1 8th circle 20-count scroll small, than it takes a smith or tailor to fill all the smalls for one of their LBODs.
4. Alchemy: Works reasonably well
a. As with Inscription, 1 or 2 more larges would help.
b. Cheaper potion bottles would as well.
c. There's no need for the non-potion smalls, unless you want to increase their value to start at the LBOD levels AND have them bank like an LBOD (20% instead of 2%)
5. Cooking: Had a lot of teething pains, but works well now. The only thing I can think of would be having a box in some locations one could drop older broken BODs in (that won't bribe to Exceptional, that should if the BOD was a recent pull), to get a working replacement. And, the procedure to make Exceptional flour should be simplified (having to use a cooking tool to make it NEXT to a flour mill that can make normal-only flour is not intuitive at all, and I've seen people waste 100 or more wheat not knowing that you have to use that combo, and stick the wheat into the mill directly.
6. Tinkering: This system has a lot of issues, but is still better than Carpentry or Fletching.
a. All the smalls in the "Tools" LBOD can be exceptional, but the LBOD CANNOT BE. This should be an easy fix. (if it was supposed to be fixed already, none of my recent ones bribe up, just like the older ones)
b. There's not an LBOD for the non-gemmed jewelry (which are the only jewelry BODs currently that can be colored or exceptional). Adding this (and letting it go all the way to Valorite) would make a lot more sense.
c. The 9 different gemmed Jewelry LBODs are really only useful for banking points, being non-exceptional and iron-only. Even adding exceptional level BODs (and having the jewelry craftable that way, if not already) would also make the system more attractive.
d. There's an obscene number of non-combinables. Perhaps a few more LBODs could be added, since there are a number of items that can be crafted in colored metal, that have no larges.
e. Do we really need a "keg" small BOD that is for POTION KEGS, but not labeled as such?