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High Seas Update: Treasure Chests & MIB Treasures

Started by Kyronix · 2019-02-20 · 339 posts · General Discussions
#0
As put the finishing touches on Rising Tide we are already in the process of scoping out Forgotten Treasures.

Two major areas we hope to focus on in Forgotten Treasures are Treasure Chests & MIB/SoS treasures.

Treasure chests are one of the core experiences in UO, and finding a treasure map has gotten many improvements over the years to making the process of acquiring and finding treasure chests more enjoyable

We want to build on that and make improvements to the overall systems to make them even more enjoyable.  

At this stage we looking to get feedback from the community about changes/additions to these systems so that we can begin to appropriately scope everything for the next publish.

Some of our high-level goals include, 
  1. Providing new loot in both systems, leveraging player requests for items that we've collected in recent feedback.
  2. Streamlining the systems to cut down on any mechanics that feel clunky or overly complex (sort of how we did with cannons, but not as robust since these systems aren't as complex as Cannons).
The best feedback we can get at this stage is that feedback which identifies specific and pragmatic goals that you'd like us to reach for.  Simple assertions like, "Give us perfectly clean legendary artifacts!" doesn't help us whereas "A chance at acquiring the highest level loot in the highest level treasure map would be great when combined with existing pirate mechanics (Dread pirate maps!) is something we can definitely work with! 

It's also great if you provide some perspective of where you are coming from as a player.  Are you the  treasure hunting character type, or someone who tags along and likes to clomp the spawn!  Are you the fisherman who enjoys endless hours dipping your line in hopes for a MIB or are you a treasure hound after only the loot at the end?  These details help us to tailor the experience even more!

Let's also try to stay on the topic of Treasure Hunting & MIB/SoS loot - keep it germane!

Thanks in advance and we look forward to the conversation!
#1
You hit the nail on the head with the Dread Pirate type maps, that excites me more than some of the other stuff. Some of us don't like the simple Do A and get B scenarios, a little RP in it adds so much flavor that's missed out on too often.
#2
Thanks.  Looking forward to getting some better loot.  

Is there any way to make it so your bags do not close when you cross server lines?

Can the zippy quest sos be raised to a higher level?  If there are levels.  I never get anything of value from the items in those chests. (including turn in value)
#3
OMG Alls I can say is
#4
You really need to give the folks in CC a decent map -- and not just for Thunting, for finding anywhere instead of guessing from that tiny round map thing.
#5
I would like to streamline the multiple types of consumables in the loot. For MIB's anyway as I have never made a Thunter.

Instead of several stacks of varying amounts of either gems/scrolls/reagents that equal, say 100, just do one stack of say blood moss of 100  Gems that were a total of 25 in various types, the loot would now be say 25 citrine. Same with magic scrolls and any other consumable I am missing.

So after looting, you only had to pick up and sort one stack of a single type of gem, one stack of a single type of reagent, and one type magic scroll per chest.
#6
I'd like less items to weigh 50 stones... 
its kinda crazy that a giant beetle holds 1600 stones & if you loot everything, that you have to make 2 trips... (some tend to want to unravel everything)

===============================

my guild does some tmap nights, where I will fight along side of them... But I do have a couple treasure hunters that I will sometimes get out with, by myself... I always switch to the EC to do both tmaps & sos cause of the grid view (when looting).... in CC you can't see the regs or the good loot cause its under everything... And with EC its easier to see what to loot...
#7
I'd like less items to weigh 50 stones... 
its kinda crazy that a giant beetle holds 1600 stones & if you loot everything, that you have to make 2 trips... (some tend to want to unravel everything)

This is what I mean.  After looking a few times and finding nothing useful. You just open the chest right before you unravel or trash it.

The stacks of items would be nice as said. 5 individual gems is not a treasure.

Add some new deco item art to the MiB chests.  Put the new artist to work.

#8
where is the Yellow Polkadot Bikini Bottom?

#9

6 different types. 

#10
I love how the SOS alway give you coors when you open it, any way you could do that with T maps?
#11
where is the Yellow Polkadot Bikini Bottom?

Yep another good request ;)

#12
Pirate Flags!  For ships and houses!
#13
Off the top of my head... one of the main things I can think of in terms of streamlining... can it possibly be fixed so that we stop getting the "something is preventing the chest from being dug up" thing that happens? Having that happen 5+ times in a row for one chest gets really irritating. Especially if I'm in an already potentially dangerous area.
#14
I love the idea of finding treasure maps, (high level), on Dread Pirate Ships. And pirate flags on ships, yes a very good idea. BTW, I make my own pirate flags on my houses already, and they work just fine. Check out Red Skull Bay, United Pirates.[UP] Catskills. Blind Tom, [UP]

#15
It would be nice to have a reason to do a Tmap other then a 6-7!!  Only thing are good for right now are popping corgul or toss points.
#16

Let a legendary mage unlock all levels of chests with the unlock spell so we do not need to recall home and use a soul stone to swap in 100 lockpicking. Could require some lock picking skill to boost the effectiveness of the unlock spell similar to how the poison skill gives a boost to the poison and poison field spells.  For example 120 magery + 90 lockpicking should be able to unlock a lvl 7 chest with the unlock spell.

Add zoom in and out to the treasure maps.

Add the Eodon potion recipes to the treasure chests.

Add slayer spell books to the treasure chests.

Add spell scrolls to the treasure chests. The higher the level of the chest the higher level of the spell scroll.

Add dyes to the treasure chests.

Add the other imbuing ingredients to the treasure chests.

For SoS's keep them sufficiently away from the edge of the world. I've had a few that were touching the edge.

Let us keep the completed SoS's instead of them disappearing when the chest is fished up.


#17
@TimSt why would you want to keep completed SOSs, I like the fact that they disappear so I know how many I have left to do.
#18
@Bilbo They would be keepsakes like the completed t-maps.  You only need so many t-maps to make the wall map.  After that you either throw them or keep them around as keepsakes.
#19
- Let us keep the completed SoS's instead of them disappearing when the chest is fished up. -

I like this idea if .... After so many completed SoS's you could have a Cartographer make a New Painting, say of Scalis or Corgul etc and you could use X amount for this Painting and X amount to get that painting. It would definitely add a use for even going out and doing them. About time we got some possible New Paintings and this would be a great way of doing it.
#20
I love doing treasure chests, and most I enjoy the 'what will be in this one?' part. The special things that might/might not be there.

Arms and armour, I'm less interested in. Yes, it's nice to find a good part that might fit my suit, but I'm less keen on the dizzying number of items that are in the higher levels. Less but better would be my thought.  Same number of items in all levels of chests, but gradually increasing intensity, with some overlap.  Say 10 - 15 'lesser magic - greater magic' in level 1s, greater depending on a luck boost, but in 6s you wouldn't get anything less than 'lesser artifact' with a possibility of a 'legendary' with luck. - still only 10 - 15. Level 7s would have at least one guaranteed legendary. 

Maybe re-vamp, or add to the "chest only" minor arties in 6s and 7s?

Treasure chests in movies often feature gold and silver plate items, chalices etc (a gold version of the silver tray that was a holiday gift a while ago maybe?) Could something like that be a rare drop?  Likewise these are the kind of things movies pull from sunken wrecks. How about a 'pile of dubloons' - single graphic, not able to be split into individual coins. Would look great in my treasure room 😂

Alacrity scrolls spawn in all levels currently. Maybe drop them out of the higher levels, giving people more reason to do the lower ones?

 A more controversial idea might be 105 - 110  power scrolls in top level Felucca maps. *ducks*

more thoughts - a slight quest aspect, possibly to mib, pre loot?  An ancestral crown of [city] which can be turned in to one of the officials of that town (not sure which one) for a reward, or maybe boosted honesty points (like compassion sage:escorts) or maybe you'd sell it to Slim the fence?

A map of a different kind?  to a hidden cache of Valorite, Frostwood, something else? Guarded by something that only appears if you get within x number of tiles with the map in your pack?
#21
@Petra_Fyde some nice ideas there!  🙂 I use the EC (with Pinco's) and I don't even look at the green and red items, I do take the blue ones but they are usually just trashed for a few points.
#22
There is a definite advantage to doing maps on EC over CC, currently spawn appears each time you move items or take something out of the chest. CC players can’t see all the items as some are buried under others. But EC players have a grid view container so don’t need to move items about so no spawn appears. 
#23
Here are a few thoughts:

1. Streamline the skills needed for treasure maps.  Fishing is the only skill needed for a MiB.  Rename Cartography to Archaeology and make that skill replace the need for Mining, Cartography, Lockpicking, and Detect Hidden.

2. Provide reliable creatures in each facet to drop high level maps (6+).

3. Add level 8 maps that spawn peerless guardians which have the same powers and drops as their originals.  For example, you might pop a Medusa, Lady M, Stygian Dragon and a Slasher.  This would open the door to treasure maps becoming a group activity.

4. For level 8 maps also add in a small chance to spawn a legacy tamable (dreadmare, bane dragon, silver steed, etc)

5. Make chests instanced loot for members of the party.

6. Reduce the number of magical items in a chest and increase the minimum property weight budget for items, scaled based on map level.  Level 8 maps should be equivalent to top tier encounters when it comes to property weights.

7. Sort out the “something is standing in the way” nonsense when the guardians have been defeated.

8. Increase the distance before guardians rebound on level 7+ maps to allow a little more isolation of mobs.
#24
Hey, super stoked that you guys are working on tmaps. First, I would love for my classic client tmapping experience to be as easy/simple as enhanced. IE. the tmap red dot in classic is fricken complicated and to add, it is so much easier to dig up in enhanced opposed to classic. Would love for you guys to make classic a bit easier too. Also, have you considered doing tmap binding? ie 8 devious maps = ingenious or something of the like. It would make hunting lower level monsters relative for newbs etc. Lastly.... we could really do with out all those old artifacts like nights kiss etc... they are worthless and invoke no excitement. You know what would be awesome?! If one of the higher rated artifacts (greatly, legendary) was in the bag. Then you would be excited to look in the bag to find whether you got a legendary or not and what kind. That would make the hunt 10x better. 
#25
My husband just asked me to convey his wish... he wants a new special color  net to appear in SOS chests that when fished up, contains a random interactive statuette of sea serpent, kraken, dolphin, mermaid/mermen, coral (has sound & has wave movement), whales, fish, hydra, paralithode…


He suggests it being a blue color... I think it would be awesome if it was void color
also I would like to add, have a water tile in them...
#26
I would love recipes in the chests. Either treasure chests or mib chests of both. There are a lot of recipes I don't have, both older ones and definitely the new ones.
#27
Really great thread with great ideas!

Grace
 
"I would like to streamline the multiple types of consumables in the loot....Instead of several stacks of varying amounts of either gems/scrolls/reagents that equal, say 100, just do one stack of say blood moss of 100  Gems"

Yes! Truth is I wouldn't care if scroll, small gems and reagent drops went away. They're a pain to keep moving around until I bring them home to finally stack in a container that I never do anything with. Then again I don't do imbuing or much by way of scribing, so I don't know if that would be a hardship for others to see this loot go away. 

I don't think anyone is going fishing or t'hunting for small gems and reagents. I think we're going shopping for those items. Larger stacks of one or two small gems / reagents, and small stacks of pearl and large gems and small stacks of only higher circle scrolls makes a lot more sense to me.
"I'd like less items to weigh 50 stones...its kinda crazy that a giant beetle holds 1600 stones & if you loot everything, that you have to make 2 trips... (some tend to want to unravel everything)"

Yep! I'd love to see gold dropped into the hold go straight to bank (That may be impossible if more than one player is dropping gold in there but maybe it could work like a Chest of Sending with security set to Anyone.) Combine that with Petra's idea of "Less but better" when it comes to Arms and Armor and you've gotten rid of some of the clumsiness of handling loot right there! And love the idea of finding those Yellow Polka Dot bikini bottoms!

"Water Tiles"

Oh! Yes, please! Drops of some new artwork that can be added to the water features that players create in their houses would be wonderful! I'd love to see some tiles that offer a bit of animation that can be added to water features as well. For example: We already have artwork for buffs we fish up as small schools of fish. Put a little wiggle in'em!

TimSt
"Let a legendary mage unlock all levels of chests with the unlock spell so we do not need to recall home and use a soul stone to swap in 100 lockpicking."

With all do respect, I'm not a fan of this. I think HS content and T'Hunting go hand in hand with a rogue persona. I'd like to see more need for rogue skills not less. 

"Add the Eodon potion recipes to the treasure chests. Add dyes to the treasure chests." Recipes and dyes would be great!

*****

In addition to the great ideas already mentioned...My off the top of my head wish list:

Do players use the Gloss of Fortification, etc. items? I love the artwork for decorating but I can't speak to if they're actually useful to crafters. If they are useful I'd love to see them stack.

Any drops mentioned below, to be found through Fishing / Pirate, Merchant ships, PlunderBeacon / MIB's / T'hunting loot:

Rare drop décor items: Rare like yellow polka dot bikini rare perhaps? And maybe even some really uber rare drops. Keep it a goal for fishers and T'hunters to want to keep looking for these items and other players to keep hoping they find them for sale.

Rare imbuable, armor, weapons, jewelry sets. I'd like to see clothing items that can be imbued (perhaps need tailoring and imbuing to imbue and repair?) New artwork always fun.

New sea monsters: Rare spawn of a new sea monster that challenges a solo or two person team that has a chance of offering rare drops. As few new creatures mixed in with serpents, krakens and ellies would be fun too!

Rare drop, chest found inside a chest: New art for container found only inside T'hunt or Mib Chest. Chest should be Locked, Cursed?, Trapped? Rare items inside might include Special T'Map, MIBs, Resources. The list of what might be found inside could get really long so I'll leave it there.

Thanks!






#28
I'm just going to post a list of the suggestions I like, plus one of my own.
  • I'd like less items to weigh 50 stones
  • Water tiles - purely deco
  • Pirate flags or banners
  • Dyes with 5+ charges
  • Level 7's guaranteed at least one legendary
  • Map to hidden caches containing bulk (250+) materials
  • Reduce the number of magical items in a chest and increase the minimum property weight budget for items, scaled based on map level
  • Rare chance for a Doom artifact (from the equal table) to be in level 7 chests

#29
I am sure as we get better goods, and more rewards, the team will feel the overwhelming need to up the difficulty of the mobs spawned.  

Please, however, keep in mind that not all of us play on atlantic, so either scale the spawn reasonably by how many are there, or something.   Cause we cant always get 6 people together...
#30
What I'd like to see in a Treasure Maps revamp is :

1) - Overall better loot quality;

2) - All Peerless ingredients be made able to spawn as loot and in good quantities (Blight, Corruption, Muculent, Putrefaction, Scourge, Taint, Captured Essence, Diseased Bark, Dread Horn Mane, Eye of the Travesty, Grizzled Bones, Lard of Paroxysmus) so that a crafter could gather them in good quantity for crafting needs;

3) - Absolutely provide more options to get Level 7 Treasure maps (more Monsters on which they spawn);

4) - More Monsters on which to find level 6 and 7 "Felucca" facet Treasure Maps;

5) - More variety for "Special" items to spawn including items which spawned at older Events and are no longer spawning;

6) - What is the point to get Forged Pardons ? Does anyone still use these or are they totally worhtless to find ?

7) - There currently is a HUGE disadvantage of locating a Treasure Chest with no mining with the Enhanced Client vs. the Classic Client. Due to the MUCH better quality of the Enhanced Client Maps, it is WAAAAY easier to locate a Treasure Chest without mining with the Enhanced Client as compared to using the Classic Client instead. This should be fixed and the 2 client should be brought to an equal ground. That is, the Classic Client should somehow be given SAME quality of Maps as the Ehnaced Client OR be given some default Mining as a bonus to bring the Classic Client on par with the Enhanced Client when it comes to having to locate a treasure Chest with zero Mining ;

8) - Please, fix the Khaldun Treasure Chest room !

9) - The actual investing of Skill points in Detect Hidden, Remove Trap, Lockpicking (300 skill points!!!) should absolutely be rewarded one way or the other....
Perhaps by adding a "secret" pouch inside of the Treasure Chest that is Hidden, Trapped and Locked and, thus, would REQUIRE the investment of these 3 Skills in order to access it and benefit from its contents which should be valuable and rewarding to compensate such a large investment in skill points ?

10) - How about adding the possibility to get a drop of a "Valiant Scroll of Commendation [Replica] in the higher levels Chests (perhaps in the hidden, trapped and locked inside pouch which would require the investment in expensive 300 skill points in order to access it ?) to offer an alternative to the Exodus in order to get this particular item ;

11) - How about then permitting in some way to "Bind" lower level Treasure Maps into Higher Level Treasure Maps?



#31
6) - What is the point to get Forged Pardons ? Does anyone still use these or are they totally worhtless to find ?


They killed the pardons with the VvV pardon.   Used to sell like crazy, but not anymore

#32
Water tiles is on my wishlist for looong! Just one thing, we need to be able to walk on them and place things on them when we decorate!
#33
6) - What is the point to get Forged Pardons ? Does anyone still use these or are they totally worhtless to find ?


They killed the pardons with the VvV pardon.   Used to sell like crazy, but not anymore

Actually the royal forged pardon compliments the market for forged pardons:
Murderers who would typically have 1k counts eat a pardon to go blue to get city buff, then continue murdering and eat normal pardons. There’s no way someone will eat a 16 mill royal forged pardon for say 10 counts..

They don’t sell for so much anymore just because fell is now generally fairly dead, complex issues such as shard shields destroying powerscroll market, (each month more and more accounts get them) instadress on both clients ruining pvp. 


#34
  • Lockpicking should not destroy items randomly on a fail with GM lockpicking - spawn a monster instead? (If you keep the item destruction - there is a bug where multiple items get destroyed on one pick attempt.)
  • Level 8 maps out of level 7 chests. Spawns a boss type mob with same frequency as ancient nets - or more often since you have to relocate to dig up the next chest. Give the boss a new unique similar to small soul forge.
  • ability to sort davie's locker by facet and level.
  • for the sadists - ensure the character has the required catrography to attempt to dig the chest. spawn the chest on the last dig motion so that a character cannot start the fight invisible... muahaha





#35
As a lifetime T-Hunter I mostly do just level 4 fel maps and worldwide 6&7, I don't bother looking at magic items under level 6 so those maps are fast.

For my wish I would like in the EC in the mini map the "YOU" to be able to be toggled off, The green dot is sufficient for me to see my location.
#36
Heck ya!  I love doing t-maps so big thanks for giving this some love!

How about adding treasure maps to the Valley of Eodon and the lost lands (t2a) in Tram and Fel?
#37
There are a lot of OUTSTANDING ideas here.
#38
I've done some treasure hunting, both as just a guard for the actual digger, and the digger myself. So I do have some feedback, mostly from a gameplay balance angle. I'm hoping it all sounds reasonable.

  • With the advent of soulstones, mining has become redundant and doesn't actually affect the digging process. Meanwhile, Cartography can just be stored forever until maps need decoding, then stored again. The solution to both simplify the process and keep Cartography as an active part of the Treasure Hunter Skill Template would be for the Cartography skill to give the increased dig radius. This makes sense, as having the map knowledge at the dig site should make it easier to locate the treasure spot.

  • With new loot being added and reviewed, it's time to penalize the "Telekinesis" Loophole on opening chests. I'm not saying don't make it work at all, but much like a Lockpicking Failure will result in broken loot, have a trap detonation also do so. Make the top tier loot require the rogue set (Detect Hidden/Remove Trap/Lockpicking) for picking the chest as a result.

  • Also include as part of this revamp a review of static and above ground spawning chest loot. Apply the same effects for destroyed items on failed Lockpick and Trapping failures as listed above, and add in perils like guardian spawns on failure or such, to justify the increased reward. Perhaps have some items be stealable from the chests. This would make the "Thief" archetype an interesting run, Hide/Stealth/Lockpick/Detect Hidden/Remove Trap/Stealing, with a splash on a skill to shore up a hole.

  • It's probably shooting way too far, but with the focus on chests, it might be a window to add some more use to the Remove Trap skill. There's already quests that allow people with Remove Trap to place traps, so perhaps some new Tinker Recipes for placeable traps that run off the Remove Trap skill. (I'd say rename it to "Trapping" and have it be for disarming and arming traps, but I feel like that is just way too much a hassle and likely to break things.

  • The Detect Hidden mechanic from the Exodus dungeon needs to have it's love spread around to several other dungeons, to help add value to the skill. This could be part of locating the improved above ground spawn chests, in fact.
#39
Okami said:
I've done some treasure hunting, both as just a guard for the actual digger, and the digger myself. So I do have some feedback, mostly from a gameplay balance angle. I'm hoping it all sounds reasonable.

  • With the advent of soulstones, mining has become redundant and doesn't actually affect the digging process. Meanwhile, Cartography can just be stored forever until maps need decoding, then stored again. The solution to both simplify the process and keep Cartography as an active part of the Treasure Hunter Skill Template would be for the Cartography skill to give the increased dig radius. This makes sense, as having the map knowledge at the dig site should make it easier to locate the treasure spot.
How about, making Cartography a Skill that can go over 100 Skill and up to 120 Skill points and the "Dig Radius" be determined then by the Cartography skill with, of course, being a 120 Legendary cartographer make it able to dig the Chest up within a radius of, say, 10 tiles or so ?

And the Powerscrolls for Cartography, would, of course, come from the Treasure chests being digged up ! Perhaps, well hidden in an inside pouch (a secret compartment within the Treasure Chest ?) that would require Detect Hidden to be uncovered, Remove Trap to be cleared of dangerous trapping protection, and of Lockpicking to be opened "clean" because using telekinesis on this hidden pouch would destroy its contents and make it therefore pointless to want to open the secret, hidden inside pouch with the telekinesis spell ?


#40
Okami said:
  • With new loot being added and reviewed, it's time to penalize the "Telekinesis" Loophole on opening chests. I'm not saying don't make it work at all, but much like a Lockpicking Failure will result in broken loot, have a trap detonation also do so. Make the top tier loot require the rogue set (Detect Hidden/Remove Trap/Lockpicking) for picking the chest as a result.
Templates are already tight. Requiring Detect Hidden and Remove Trap would mean we would either have to recall home to stone back on fighting skills after disarming the chest, or force t-maps to require a group to do. It would be very difficult to kill the high level spawn solo.

Not everyone likes playing in groups all the time. I have always been a solo t-hunter. It's one of my most favorite things to do in game.

I'm definitely not a fan of this idea!
#41
As I like to fill sbods with the footwear I fish up, I would like to catch exceptional footwear  items also.
#42
TimSt said:

Let a legendary mage unlock all levels of chests with the unlock spell so we do not need to recall home and use a soul stone to swap in 100 lockpicking.


No to this.
#43
The "gas hissing" destruction of loot is annoying.  Please remove it.

I'm ok with the grubber, he makes things interesting.  But just destroying loot without a reasonable way to avoid the destruction is just mean.
#44
Dramora said:
Okami said:
  • With new loot being added and reviewed, it's time to penalize the "Telekinesis" Loophole on opening chests. I'm not saying don't make it work at all, but much like a Lockpicking Failure will result in broken loot, have a trap detonation also do so. Make the top tier loot require the rogue set (Detect Hidden/Remove Trap/Lockpicking) for picking the chest as a result.
Templates are already tight. Requiring Detect Hidden and Remove Trap would mean we would either have to recall home to stone back on fighting skills after disarming the chest, or force t-maps to require a group to do. It would be very difficult to kill the high level spawn solo.

Not everyone likes playing in groups all the time. I have always been a solo t-hunter. It's one of my most favorite things to do in game.

I'm definitely not a fan of this idea!
This. Most definitely this!  Like I have said, not everyone plays on Atlantic and has a 'posse' at their beck and call...

I can already tell, the loot is gonna get bumped, but the overall experience is gonna end up a disaster.  I'm already sorry I was part of the clamor for better...
#45
Many people have spent time and energy making a t-hunt template that works for them, it's generally a solo pass-time and that's how it should be. SOS and T-hunts are what I enjoy most and they are the only reason I'm still here content-wise, please don't make changes that require extra skills, soul-stones or groups, some of us actually like having something we can do alone with a dedicated template. 
#46
jaytin said:
Many people have spent time and energy making a t-hunt template that works for them, it's generally a solo pass-time and that's how it should be. SOS and T-hunts are what I enjoy most and they are the only reason I'm still here content-wise, please don't make changes that require extra skills, soul-stones or groups, some of us actually like having something we can do alone with a dedicated template. 
Amen.

I find it somewhat sad, that no matter what shard im visiting, even atlantic, it isnt uncommon to see general chat pleading for people to come for a focus....for 10-15 mins sometimes.  And yet people think we can put together a group with all the old semi-dead skills to do a tmap.  *shakes head*

If adding more skills and grind is what is involved, just leave em alone

Didn't intend for a complete system overhaul, just wanted a bump to the loot enough to get something usable out of it.  

But I must say, letting Carto determine dig radius makes sense- then we can put mining back on with the smith/tinker where it makes more sense
#47
Okami said:
  • "...The solution to both simplify the process and keep Cartography as an active part of the Treasure Hunter Skill Template would be for the Cartography skill to give the increased dig radius..."                                                                                                                                                                             Nice stuff in your post, Okami! I think changing the skill check here is a great idea. Personally I'd like to see mining go away and, as you say, have Cartography help hone in on the exact digging spot. Perhaps "You're getting warmer/colder" type prompts can pop up. One for when you're inside the 4x4 radius. Another for 3x3. Inside 2x2 the chest pops.

  • "...Perhaps have some items be stealable from the chests. This would make the "Thief" archetype an interesting run, Hide/Stealth/Lockpick/Detect Hidden/Remove Trap/Stealing, with a splash on a skill to shore up a hole..."                                                                                                                                          I love the idea that the Stealing skill play a valuable part with our TH characters. Give us a reason to use Smuggler's Edge by giving us a chance to steal rares from the monsters that spawn with the chest. Drop mining pick up stealing!  I see room for a craftable in here as well. I know the Smuggler's Edge daggers are sold at the store, but I think it would be nice for crafters to be able to create something that helps the Treasure Hunter.

  • "It's probably shooting way too far, but with the focus on chests, it might be a window to add some more use to the Remove Trap skill. There's already quests that allow people with Remove Trap to place traps, so perhaps some new Tinker Recipes for placeable traps that run off the Remove Trap skill. (I'd say rename it to "Trapping" and have it be for disarming and arming traps, but I feel like that is just way too much a hassle and likely to break things."                                                                                                                                                                                                                                                                                I also like your idea that additional rogue skills play a part in loot plundered from the High Seas Adventures and Treasure Hunting! That's what I'm thinking when talking about finding a chest inside a chest. Let the chest you may find inside the main chest be something you're excited to bring home and open with another specialized rogue that needs to remove the trap. Or perhaps you need a magic user to remove a curse from the chest before it can be opened. An unopened treasure chest that might offer a great prize could also be a great item to sell on your vendors.                                                                                                                                         Besides the fun factor of bringing home treasure that still offers another surprise, I'd like to be able to still fight with my rogue while treasure hunting. I don't see being able to do that very well I have to cram all the rogue skills on my digger.


#48
I should clarify a detail:

I do not feel Treasure Hunters without Remove Trap should get less reward than they already get with the telekinetic use. I just feel Treasure Hunters that do invest the extra 200 skill points should get a greater reward. This is most suitably done by items that do not survive detonated traps.

I don't want anything changed for the existing T-Hunter process, I just think those that invest in the extra "treasure chest" skills should be suitably rewarded.
#49
My 2 cents....

1. Minor Artifacts - currently useless. I just throw them away for turn in points. However, if recipes were added as t-map loot (similar to the doom ones) that could be used with minor artifacts to create better versions, that would be awesome!

2. Detect Hidden - Implement an optional Detect Hidden active skill check on an emptied t-chest. At 50 DH you have a 20 % chance to reveal a false bottom, and at 100 DH you have a 100 % chance to find additional treasure (Lvl 7 t-map / guaranteed Legendary item / etc). If the initial attempt is unsuccessful the chest is destroyed.

3. Remove Trap - Once a t-chest is unlocked, the player can OPTIONALLY use remove trap on it. If all three traps are removed this way (devs will need to improve the Remove Trap success table) then the chest loot gets a 20% - 40% (random) bump in intensity (similar to having high luck). This bump can stack with the luck bonus.

4. Item Identification - Lvl 5 through Lvl 7 chests now ALL spawn with at least one 'Unidentifiable Relic' item with no stats. Players successfully using an Item Identification check on the relic will cause the graphic and stats of the item to revert to its normal type. Possible items range from pieces of rare armor sets (Marksman, Paladin, etc), Champ Spawn artifacts (Leaf cloak, etc), to even turn-in items from the annual Halloween events (the actual items can be rotated through the year). Relics can be taken home and identified independent of looting the chest.

5. Stealing - Lvl 5 through Lvl 7 chests may also contain a Forgotten Note from Slim the Fence. Taking it to Slim will prompt the player to steal an item from a store in a Fel town (herbs, ingots, wire, etc). When the item is marked as a quest item and returned to Slim, the player receives a reward. NOTE: Stealing target item does not spawn until the Note is given to Slim to prevent players from stealing it at server up. Possible rewards include a Legendary item, a 105 powerscroll, or Abyss imbue ingredients from the Cavern of the Discarded.

6. Chest Guardians - for Lvl 6 and Lvl 7 maps, change the chest guardian table so that there is a 10% chance to spawn a 'Dire' beast instead of the normal guardian. Dire versions have 20% stats (str, dex, int, hp, mana, stam) as well as 10% higher resists. 'Dire' beasts may spawn IN THE FORM OF ANY TAMEABLE PET and when this happens they can be tamed as well. So 1 in 10 lvl 7 chests may spawn a tameable 'Dire' version of a pet, and then a percentage table determines what that pet is. Maybe 5% it is a Cu Sidhe. MAYBE 1% OF THE TIME IT IS A BANE DRAGON!

7. Halve the number of items in all chests, but double the intensity.

8. Halve the number of stacks of reagents, but add the same number of stacks of gems.

9. Add a message to the opening of the chest that reveals how much luck affected the loot, such as "Opening the chest you realize today is an especially fortunate / auspicious / lucky / etc day!" where 'fortunate / auspicious / lucky / etc' corresponds to luck ranges.

@Kyronix @Bleak @Mesanna @all of you awesome players, Thanks for reading folks!





#50
I was looking forward to the treasure map revamp, but now I'm anxious.

Treasure hunting is my favorite pastime and I do it solo.  I've done thousands of maps.  Not sure what I'd do if I lost that ability.
#51
As a treasure hunter:

This is both a solo and group activity, so there should be a balance between difficulty/loot of running it solo VS running higher levels as a group. Treasure chests from levels 1 - 6 should be something that can be done solo. Anything higher could involve a group, but the rewards would need to reflect the increase in difficulty and the necessity of needing additional players. 

I liked the idea of using the cartography skill to determine the radius you can dig for the chest instead of mining. This gives an additional bonus to the skill outside of needing it for digging up maps. 1 additional tile for every 20/25 skill points for example. 

I also liked the idea of bringing the thief into play as a different way to treasure hunt:

- a treasure hunter would find a chest, kill the guardians and claim their loot as a reward. Templates would revolve around using cartography on maps and skills for killing the guardians in order to claim the chest goods as the reward.

- a thief would attempt to steal/disarm the chest without setting off any traps or disturbing the chest guardians. Templates would revolve around detecting hidden/tracking, remove trap/lockpicking, and stealing goods from the chests. Something similar to how the hidden chests were done for the Khaldun Halloween event, but with more risk and reward. Clues to where pirates hid their chests could be obtained by eavesdropping pirates or other rogues in pubs or ships while the player is hidden/stealthed or using tracking. 

My wish list for classic client would be to have the grid system for looting the chest, similar to how this is done in the enhanced client. Right now, enhanced client has the advantage over classic because you don't need to drag stuff in the chest in order to see what's under it.

Loot wise, treasure chests in general need consumables and other items that are unique to treasure hunting that will provide incentive to keep doing them. Some ideas: 

Standard Loot:
- Reagents from all spell classes
- Stacks of normal gemstones
- Stacks of imbuing ingredients from all pools (not just essences)
- Scrolls from all systems (including spellweaving)
- Magical weapons/armor, intensity and chance related to level of chest and player luck. Should be a guaranteed legendary for higher maps

Uncommon Loot:
- Keep all the existing uncommon loot (mibs, treasure maps, alacrity scrolls, etc)
- Chance at a scroll of transcendence. Higher skill points for Felucca maps. Chest level and luck would affect drop rate
- Talismans with new protection/killer attributes that are not currently available. Talismans with unique activated bonuses.
- Peerless reagents. Mostly the 6 types but with a chance of getting peerless specific drops such as dread horn mane or grizzled bones. 
- Pieces of armor sets, including some new ones
- Recipes. Rare chance to get gauntlet/Eodon recipes (or have Eodon recipes have a chance of appearing in treasure chests found in Eodon).
- Chance at an artifact from other systems (gauntlet, despise, covetous, etc) or guaranteed drop for higher level chests (if these require a group to complete). This would mostly depend on how rare it would be to find a high level map as well as the difficulty involved with completing the chests.
- Scrolls or special recipes that would allow you to upgrade artifacts into a higher tier as somebody else suggested (similar to how gauntlet artifacts have an upgrade recipe to turn midnight bracers into cuffs of the archmage). This would help breathe new life into older artifacts, such as the wildfire bow or windsong bow.
- Provided it will not cause backlash in the community, chests (as well as MIBS) could carry a rare chance of receiving unique rubble. The chance would increase based on the difficulty of the chest and player luck.
- In a similar concept to the cavern of the discarded, some trashed items could end up in the treasure chests. Sometimes junk, sometimes treasure depending on the usefulness to the individual. 
- Tasty treats, irresistible tasty treats, vial of armor essence. These should also stack
- Other useful consumables, such as the ones obtained via monster stealing
 
#52
I would like to see an ultra rare deco/vanity type item added with a very low drop rate of 1 in 25000 or so
.  
So rare in fact that getting one would be in line with a slims shadow veil or a blaze cu.

Of course the artwork would have to be so impressive that it would be highly valued not just for the rarity,  but also for it's appeal and aesthetics when displayed. 

Coffins are cool but the spawn rate was way too frequent.
#53
Right now we have refinements from t-maps that allow us to overcap our Defense Chance Increase or Resists.

Can you add a new refinement that allows us to overcap our Hit Chance Increase?

This would go a long way in balancing the PvP woes that dexxers are facing.
Current situations involves warrior type templates capped at 45 HCI that are trying to compete with mage type templates with overcapped DCI of up to 70.
#54
Thanks everyone for the great feedback so far!

Couple of things I'd like to mention as we continue the conversation, also disclaimer that none of this is set in stone so if things change down the line - take nothing I say here as firm!

From a user experience point of view, it's clear there is a discrepancy between doing T-maps in the CC vs the EC.  Trying to provide some balance for CC users is something we would have to further investigate to find what solutions we can offer within the context of that client. 

The "blocking the chest" issue is certainly annoying, and something I had a chance to try and dig into when we did the Elemental Titan arc - cleaning up the chest digging process is high on the list.  

As for skills - I'm not keen to start consolidating skills or forcing redevelopment of T-Hunter templates.  Using telekinesis to set of traps has been something that's been done forever - changing that in favor of forcing remove trap isn't likely going to be met with open arms.  That being said providing some extra reward for investing in that skill is more along the lines of how we could address telekinesis.  Someone mentioned secret compartments with special rewards that would get "destroyed" by telekinetic powers - that could work.  I'm not a fan of allowing mages to unlock higher level chests.  Allowing lock picks to craft a lock pick set to allow others to though? That would be a better solution I think.

Someone mentioned swapping mining out in favor of cartography for finding the chest - would have to investigate but it's an interesting idea.

I think we have a situation where some folks like to do treasure maps solo, while others enjoy doing them as a group.  The goal is to preserve this.  It was mentioned here that treasure maps 1-6 should be solo activities while 7+ should be group activities.  I agree with the premise, but that leads me to my next point...

We have too many levels of treasure maps with not enough ability to vary what's inside between each level - sure we can bump intensity and add specialty items, but ultimately we are pretty hamstrung.  I think a situation where we have 5 overall levels of maps would streamline things a bit.  Say 1-3 are solo activities, with 4 and 5 lending themselves to more of a group activity.  Where the current lineup of maps would fall into this new scheme remains TBD, but it illustrates a broader point.  Part of this is having Dread Pirates drop a more flavorful map experience that I teased in my first post.  Looking forward to hearing feedback here.

As far as what's in the chests - it's pretty clear there is a preference for quality over quantity.  One way we could accomplish removing some of the clutter is keeping some of the resource based loot to the lower level chests while preserving the item/equipment based loot for higher level.  This keeps incentive on the lower end maps while keeping the higher end maps free of excess clutter.  This way you could then decide what type of loot you want and do the map accordingly.  This would of course require a balance pass for which creatures drop maps, which has been asked for as well.

As far as T-Map loot (and SoS loot as well) for items - this is complicated.  Deco, recipes, resources, gold, gems etc - that's easy.  For equipment and artifacts it's another story.  We are in a really tough spot when it comes to artifacts, whether they be randomly generated or pre-made.  We constantly run into a situation where the majority of the player base is incredibly well equipped.  This leads to encounters having to balance for the increase player power.  Rinse and repeat, and we get the debilitating power creep we have today.  When it comes to artifacts, unless something has 100% mana leech, a swing speed that can drop down to 1.25 with maxed stamina, and AI it's pretty much "crap".  The same premise applies to a handful of desirable properties for most all templates.  Of course this is a multi-faceted problem that is the result of nearly two decades worth of itemization, but it's arguably the biggest hurdle with keeping player engagement high.  We aren't keen to open the flood gates and start loading treasure chests with clean legendaries but we also recognize that opening a chest to "crap" isn't fun either.  

This is part of a much larger conversation on how to rebalance crafted items vs randomly generated loot vs pre-made artifacts - but in this context it is relevant so I wanted to bring it up.

So at this point - what does that mean for equipment in T-Maps & MiBs?  Well at this point we aren't trying to do a complete redesign of the entire itemization, so don't expect anything too groundbreaking.  We should, however, at least be able to sweeten the chest.

As for SoS chests - adding more deco to the pre-fish is an easy thing to do.  I've got over 100 SCUBA dives on shipwrecks IRL, so I'm sitting on a laundry list of stuff to fish up from the deep.  As for the stuff in the chest, I don't think SoS chests compare really to T-maps in terms of the difficulty of the encounter.  Beyond the acquisition of the MIB itself, getting the chest is pretty easy.  In order to bump the loot in the SoS chest to be on par with treasure chests the encounters would have to bump to compensate - something I don't think many fishers (including myself) are keen on.  Will have to think about some novel ways to make naval treasure more interesting.

I think that's it for now - look forward to your comments!
#55
Thanks for listening again!!!

I like fewer map levels.

The thing that would fix the difference between CC and EC for T Maps is Davey Jones Locker.  If the Coords given would be within 4 tiles of the chest the CC would be just fine.

The SoS Coords work every time for me in CC when I use the locker.

I also would like Carto to replace Mining in T Hunting.

Dont forget to keep the pets spawning.  Can you change Dragon Wolfs to get all the magics?

More quality in chests sounds great.  

Looking forward to a modification to crafted items.

Sweeter Chests sound good to me!

Good Luck on getting your deco ideas into the game!  We could find something that fell from the sky.That would fit our EM Lore on LS.
#56
Kyronix said:
Thanks everyone for the great feedback so far!

".....while 7+ should be group activities...."
Thank you got the good points and for listening to players' feedback !!

If possible, I'd just like a comment on that "7+" you wrote there....

Since I am not aware of a Level 8 Treasure Map, is that a hint that with the current ongoing High Seas Update Development we might be getting Treasure Maps "beyond" the current "max" Level 7 ?

Thanks !

#57
As someone else said here is my 2 cents.

I'm not sure about replacing Mining with Cartography. Maybe a better way would be you need Carto to read map even after deciphering it? Or reducing the range for Mining and making it up with Carto. so 100 of both would match what you get with 100 mining?

If we only had to think about EC I would say 100 Cartography should give you the mark on you map like the SOSs do now but I gather that won't work on CC.

As for the loot I think the weapon/armor power level doesn't need to be changed but I would like to see the number of items reduced. Maybe drop the number of items and rase the bottom end of the RNG range?
 
Adding rare items, ingredients, and recipes sound great as long as they are rare. A 1 in 10,000 chance of a power scroll or a Hawkwind's Robe would add a lot of spice to the hunt without upsetting anyone unduly. On the other hand I don't think any loot of this type should be guaranteed no mater what level the map is.

I don't think you should be thinking about this level map is for solo that for groups. Just make the next level a reasonable amount harder than the last. Leave it to the players to decide what they can do by them selves and what they need help with. Unless you're thinking of preventing the digger from leaving the aria (maybe something to think about) he/she will just pop home switch to a full combat character and come back. So to grantee they need a group you would need a real big jump from a solo map to the group maps. The present system works even on low population shards. A level 7 can be done even if you are the only person on the shard. It's not some thing to be considered lightly but you can chose to try.

As others have said thanks for listening 
#58
Kyronix said:
Thanks everyone for the great feedback so far!

Couple of things I'd like to mention as we continue the conversation, also disclaimer that none of this is set in stone so if things change down the line - take nothing I say here as firm!

From a user experience point of view, it's clear there is a discrepancy between doing T-maps in the CC vs the EC.  Trying to provide some balance for CC users is something we would have to further investigate to find what solutions we can offer within the context of that client. 

The "blocking the chest" issue is certainly annoying, and something I had a chance to try and dig into when we did the Elemental Titan arc - cleaning up the chest digging process is high on the list.  

As for skills - I'm not keen to start consolidating skills or forcing redevelopment of T-Hunter templates.  Using telekinesis to set of traps has been something that's been done forever - changing that in favor of forcing remove trap isn't likely going to be met with open arms.  That being said providing some extra reward for investing in that skill is more along the lines of how we could address telekinesis.  Someone mentioned secret compartments with special rewards that would get "destroyed" by telekinetic powers - that could work.  I'm not a fan of allowing mages to unlock higher level chests.  Allowing lock picks to craft a lock pick set to allow others to though? That would be a better solution I think.

Someone mentioned swapping mining out in favor of cartography for finding the chest - would have to investigate but it's an interesting idea.

I think we have a situation where some folks like to do treasure maps solo, while others enjoy doing them as a group.  The goal is to preserve this.  It was mentioned here that treasure maps 1-6 should be solo activities while 7+ should be group activities.  I agree with the premise, but that leads me to my next point...

We have too many levels of treasure maps with not enough ability to vary what's inside between each level - sure we can bump intensity and add specialty items, but ultimately we are pretty hamstrung.  I think a situation where we have 5 overall levels of maps would streamline things a bit.  Say 1-3 are solo activities, with 4 and 5 lending themselves to more of a group activity.  Where the current lineup of maps would fall into this new scheme remains TBD, but it illustrates a broader point.  Part of this is having Dread Pirates drop a more flavorful map experience that I teased in my first post.  Looking forward to hearing feedback here.

As far as what's in the chests - it's pretty clear there is a preference for quality over quantity.  One way we could accomplish removing some of the clutter is keeping some of the resource based loot to the lower level chests while preserving the item/equipment based loot for higher level.  This keeps incentive on the lower end maps while keeping the higher end maps free of excess clutter.  This way you could then decide what type of loot you want and do the map accordingly.  This would of course require a balance pass for which creatures drop maps, which has been asked for as well.

As far as T-Map loot (and SoS loot as well) for items - this is complicated.  Deco, recipes, resources, gold, gems etc - that's easy.  For equipment and artifacts it's another story.  We are in a really tough spot when it comes to artifacts, whether they be randomly generated or pre-made.  We constantly run into a situation where the majority of the player base is incredibly well equipped.  This leads to encounters having to balance for the increase player power.  Rinse and repeat, and we get the debilitating power creep we have today.  When it comes to artifacts, unless something has 100% mana leech, a swing speed that can drop down to 1.25 with maxed stamina, and AI it's pretty much "crap".  The same premise applies to a handful of desirable properties for most all templates.  Of course this is a multi-faceted problem that is the result of nearly two decades worth of itemization, but it's arguably the biggest hurdle with keeping player engagement high.  We aren't keen to open the flood gates and start loading treasure chests with clean legendaries but we also recognize that opening a chest to "crap" isn't fun either.  

This is part of a much larger conversation on how to rebalance crafted items vs randomly generated loot vs pre-made artifacts - but in this context it is relevant so I wanted to bring it up.

So at this point - what does that mean for equipment in T-Maps & MiBs?  Well at this point we aren't trying to do a complete redesign of the entire itemization, so don't expect anything too groundbreaking.  We should, however, at least be able to sweeten the chest.

As for SoS chests - adding more deco to the pre-fish is an easy thing to do.  I've got over 100 SCUBA dives on shipwrecks IRL, so I'm sitting on a laundry list of stuff to fish up from the deep.  As for the stuff in the chest, I don't think SoS chests compare really to T-maps in terms of the difficulty of the encounter.  Beyond the acquisition of the MIB itself, getting the chest is pretty easy.  In order to bump the loot in the SoS chest to be on par with treasure chests the encounters would have to bump to compensate - something I don't think many fishers (including myself) are keen on.  Will have to think about some novel ways to make naval treasure more interesting.

I think that's it for now - look forward to your comments!
Glad to hear that there is some work going into the mechanics (client/digging) of treasure maps.

Liked the idea of rebalancing map levels into a small set.  1-5 definitely sounds better than 1-8.

As far as loot, I know not everyone agrees, but I think the premise of some items really only being available in certain places is still ok for Ultima.  I don't think T-maps need to have the best armor or weapon drops in the game.  I think the highest level maps should have a chance at dropping comparable loot to some of the highest level encounters IF the guardians difficulty warrants it.  IMO, killing a few frost dragons does not.  I would like to see a level of map where the guardians DO warrant that kind of loot in the chest.  That said... I would like to see a small chance at something unique and desirable for T-map loot.  My idea was for a small chance (like maybe the rarity of a white Cu) to spawn one of the legacy tamable creatures from UOs past.  A bane dragon, a dreadmare, a silver steed, etc.  Just an idea, but I think it illustrates the idea that it is does not have to be armor but would perhaps be more valuable in todays UO economy than a alacrity scroll or a forged pardon.

While I know there is some focus right now on High Seas content, please do not limit the availability of the new highest level map (perhaps what you refer to as a Dread Pirate Map) to just high seas content.  Sure it can be added there, but please consider adding them to other high level content as well... perhaps a way to make the somewhat lackluster ML Peerless bosses interesting again would be if they had a chance to drop them.  Same for the two boss encounters in Eodon, Doom in Malas, Slasher/Medussa/Stygian in the Abyss... 


Lastly, I realize that a lot of content in UO is or can be done solo.  That's fine.  People are soloing the roof with multiple accounts.  I am fine with it.  Please make the highest level maps hard enough that a group could do them and have fun.  Multiple peerless level guardians would be appropriate I think.  Some players will still likely run multiple accounts and solo the maps.  But others will gather a group to do them.  I remember the days when a level 5 map was a guild activity.  It would be nice for there to be an option for a group of players to do maps together and it not be a waste of time.  To that end, and to revisit point number 1, please consider a way for there to be instanced loot for a group in T-hunts.
#59
The aquarium fish have some lovely artwork that I feel is rarely appreciated. This is a small sample of some of them, and is great (not-dying versions) deco loot I would love to see added to SOS. Or, even better, add an item to SOS that allows aquarium fish to be preserved without fishbowl so that we can use them outside of the aquarium. You cannot see them inside the fishbowl. This would have a side effect of boosting the Aquarium hobby (High Seas theme related!) That is prolly outside the scope of this update, but adding the static deco seems doable.


#60
Merus said:

Glad to hear that there is some work going into the mechanics (client/digging) of treasure maps.

Liked the idea of rebalancing map levels into a small set.  1-5 definitely sounds better than 1-8.

As far as loot, I know not everyone agrees, but I think the premise of some items really only being available in certain places is still ok for Ultima.  I don't think T-maps need to have the best armor or weapon drops in the game.  I think the highest level maps should have a chance at dropping comparable loot to some of the highest level encounters IF the guardians difficulty warrants it.  IMO, killing a few frost dragons does not.  I would like to see a level of map where the guardians DO warrant that kind of loot in the chest.  That said... I would like to see a small chance at something unique and desirable for T-map loot.  My idea was for a small chance (like maybe the rarity of a white Cu) to spawn one of the legacy tamable creatures from UOs past.  A bane dragon, a dreadmare, a silver steed, etc.  Just an idea, but I think it illustrates the idea that it is does not have to be armor but would perhaps be more valuable in todays UO economy than a alacrity scroll or a forged pardon.

While I know there is some focus right now on High Seas content, please do not limit the availability of the new highest level map (perhaps what you refer to as a Dread Pirate Map) to just high seas content.  Sure it can be added there, but please consider adding them to other high level content as well... perhaps a way to make the somewhat lackluster ML Peerless bosses interesting again would be if they had a chance to drop them.  Same for the two boss encounters in Eodon, Doom in Malas, Slasher/Medussa/Stygian in the Abyss... 


Lastly, I realize that a lot of content in UO is or can be done solo.  That's fine.  People are soloing the roof with multiple accounts.  I am fine with it.  Please make the highest level maps hard enough that a group could do them and have fun.  Multiple peerless level guardians would be appropriate I think.  Some players will still likely run multiple accounts and solo the maps.  But others will gather a group to do them.  I remember the days when a level 5 map was a guild activity.  It would be nice for there to be an option for a group of players to do maps together and it not be a waste of time.  To that end, and to revisit point number 1, please consider a way for there to be instanced loot for a group in T-hunts.
"Liked the idea of rebalancing map levels into a small set.  1-5 definitely sounds better than 1-8."

Did I miss anything ? Are there Treasure Maps of Level 8 currently available ?
I thought that Level 7 was currently the highest level T-Map...

I don't think T-maps need to have the best armor or weapon drops in the game."

I think differently....

Let's look at it, what are "actually" Treasure Maps or MIBs/SoSes ?

They are, to my viewing, treasure troves that someone, in the past, hid in some location with their goodies, rares, niceties and drew a Map to find it back....

So, what the player is digging or fishing up is the treasure of someone else and this means that, according to the wealth and belongings of that someone else who hid it (or lost it at sea), the chest can very well contain the best armor or weapons that drop in the game.....

I mean, why would someone hide "junk" ? A Treasure, usually, is made out of "good" stuff, VERY good and valuable stuff not really of useless stuff..... right ?
#61
popps said:
Merus said:

Glad to hear that there is some work going into the mechanics (client/digging) of treasure maps.

Liked the idea of rebalancing map levels into a small set.  1-5 definitely sounds better than 1-8.

As far as loot, I know not everyone agrees, but I think the premise of some items really only being available in certain places is still ok for Ultima.  I don't think T-maps need to have the best armor or weapon drops in the game.  I think the highest level maps should have a chance at dropping comparable loot to some of the highest level encounters IF the guardians difficulty warrants it.  IMO, killing a few frost dragons does not.  I would like to see a level of map where the guardians DO warrant that kind of loot in the chest.  That said... I would like to see a small chance at something unique and desirable for T-map loot.  My idea was for a small chance (like maybe the rarity of a white Cu) to spawn one of the legacy tamable creatures from UOs past.  A bane dragon, a dreadmare, a silver steed, etc.  Just an idea, but I think it illustrates the idea that it is does not have to be armor but would perhaps be more valuable in todays UO economy than a alacrity scroll or a forged pardon.

While I know there is some focus right now on High Seas content, please do not limit the availability of the new highest level map (perhaps what you refer to as a Dread Pirate Map) to just high seas content.  Sure it can be added there, but please consider adding them to other high level content as well... perhaps a way to make the somewhat lackluster ML Peerless bosses interesting again would be if they had a chance to drop them.  Same for the two boss encounters in Eodon, Doom in Malas, Slasher/Medussa/Stygian in the Abyss... 


Lastly, I realize that a lot of content in UO is or can be done solo.  That's fine.  People are soloing the roof with multiple accounts.  I am fine with it.  Please make the highest level maps hard enough that a group could do them and have fun.  Multiple peerless level guardians would be appropriate I think.  Some players will still likely run multiple accounts and solo the maps.  But others will gather a group to do them.  I remember the days when a level 5 map was a guild activity.  It would be nice for there to be an option for a group of players to do maps together and it not be a waste of time.  To that end, and to revisit point number 1, please consider a way for there to be instanced loot for a group in T-hunts.
"Liked the idea of rebalancing map levels into a small set.  1-5 definitely sounds better than 1-8."

Did I miss anything ? Are there Treasure Maps of Level 8 currently available ?
I thought that Level 7 was currently the highest level T-Map...

I don't think T-maps need to have the best armor or weapon drops in the game."

I think differently....

Let's look at it, what are "actually" Treasure Maps or MIBs/SoSes ?

They are, to my viewing, treasure troves that someone, in the past, hid in some location with their goodies, rares, niceties and drew a Map to find it back....

So, what the player is digging or fishing up is the treasure of someone else and this means that, according to the wealth and belongings of that someone else who hid it (or lost it at sea), the chest can very well contain the best armor or weapons that drop in the game.....

I mean, why would someone hide "junk" ? A Treasure, usually, is made out of "good" stuff, VERY good and valuable stuff not really of useless stuff..... right ?
Currently there are only 1 - 7.  Kyronix mentioned a new level of map referred to as a dread pirate map.  I would think this would be a new level, therefore level 8.  Just my own assumption, sorry if it led anyone to think there was already a level 8 map.

If you read my post, I actually said I would like there to be chests with the highest level of loot in them, but that the encounter needed to warrant that level of loot through its level of difficulty.  At present, killing a couple Frost Dragons (and the like) does not, IMO, justify that level of loot in a map.  I have done lots of maps solo and right now I think the only thing that is even close to challenging to kill for my solo T-hunter is a renegade changling, and that is just because they don't hold still.
#62
I believe the "7+ treasure map level" was just throwing it out as a possibility that the level of maps could exceed 7 if it continues along the same route. There was also discussion of bringing the map levels down to a 1-5 level.

I like the idea Kyronix had for reducing the levels to 1-5 where 1-3 is more solo level and 4-5 is more meant for a group (but possibly can be done solo but would be challenging or more time consuming). I also like the idea where the loot in the chests would be reflective of level so that each map level would have some sort of incentive to specifically target that level. Looking for resources? You could do numerous low level maps. Looking for high end weapons and armor? Try your luck at the higher levels. Each level should still provide a chance of getting something out of the ordinary that's a lucky find. 
#63
I was thinking about the idea of introducing detect hidden  and maybe other skill into T-hunting and am now against the idea. Unless the treasure hunter is restricted to the aria the skill will just sit on a soul stone and he will pop home get it for the minute he needs it for then put it back on the stone. Unless that is the objective it would just cause more "power creep"

Tying the treasure hunter to the location has some big implications and should not be done lightly. I myself haven't decided if it would be a good thing or a really bad idea.

But it would be fun for a thief to be able to stealth up to the chest, unlock it and disarm the trap then loot it without the guardians noticing. That would take some real skill and worth an extra reward. At least more than he could have gotten off their bodies.

As for the proposed new top level map how about in Fel making it equivalent to the champ spawns there including the power scroll drop. It would at least make the people who want power scroll but don't want to engage in PVP a moving target and make the PKs work for it. It would also reenergize the dead arias of Fel (my poor miner) as the PKs pardon me PvPs would have to cover all arias rather than just pop in and out of the spawn arias.

I run my t hunter with 3k luck so find no reason to do a Fel map and just sell them. An extra 1k luck at that point really doesn't make a noticeable difference.
#64
Kyronix said:
Thanks everyone for the great feedback so far!

"...As far as T-Map loot (and SoS loot as well) for items - this is complicated.  Deco, recipes, resources, gold, gems etc - that's easy.  For equipment and artifacts it's another story.  We are in a really tough spot when it comes to artifacts, whether they be randomly generated or pre-made.  We constantly run into a situation where the majority of the player base is incredibly well equipped.  This leads to encounters having to balance for the increase player power.  Rinse and repeat, and we get the debilitating power creep we have today.  When it comes to artifacts, unless something has 100% mana leech, a swing speed that can drop down to 1.25 with maxed stamina, and AI it's pretty much "crap".  The same premise applies to a handful of desirable properties for most all templates.  Of course this is a multi-faceted problem that is the result of nearly two decades worth of itemization, but it's arguably the biggest hurdle with keeping player engagement high.  We aren't keen to open the flood gates and start loading treasure chests with clean legendaries but we also recognize that opening a chest to "crap" isn't fun either.  

ways to make naval treasure more interesting.

I think that's it for now - look forward to your comments!"

This brings up a "hot topic" on both this forum, and the "other" one. It is being said that, at the last meet and greet, @Mesanna stated that an 8 mod cap on all items was implemented. Obviously without any warning/reasoning. My questions are: 1) Is that indeed the case? 2) Why was it done? 3) Why were players not told? and, most importantly (and why it is being asked here, instead of in a separate thread) 4) Is that something that will change in the up coming "revamp" of treasure chest loot? 

I along with many other players, would really like some clarification please. 

That being said, I also think that new recipes (like the Doom ones using existing items plus something similar to Dark Father Blood, but only found in treasure chests) would be a nice addition to the higher level chests. 

@Kyronix @Bleak @Mesanna Please clarify in regard to the supposed (?) 8 mod cap on items because, honestly, if that cap is real, and permanent, a disservice was done to a lot of players, and a BIG reason to do  a lot of the content in the game has been taken away. Let's face it, who wants to spend time doing level 7 treasure maps, or grind away at the rooms for the roof, or wherever, and NOT to be able to get items of similar quality that WERE available. 

#65
Add power scrolls to both MIB's and T-Maps. The higher the level T-map, the higher level the scroll.
Reduce the number of items in the chests as has been well explained in many posts.

I like Petra's idea:
Quote:
a slight quest aspect, possibly to mib, pre loot?  An ancestral crown of [city] which can be turned in to one of the officials of that town (not sure which one) for a reward, or maybe boosted honesty points (like compassion sage:escorts) or maybe you'd sell it to Slim the fence?

A map of a different kind?  to a hidden cache of Valorite, Frostwood, something else? Guarded by something that only appears if you get within x number of tiles with the map in your pack?
End of quote

MIBS:
Completed maps turn in reward... something like get a really nice title that you can only get by turning in 250 completed maps, 500 completed maps a painting, 1000 completed maps a 4 masted schooner that is faster ;).

T-Maps:
Make level 1 - 4 T-maps easier to locate by increasing the range when digging. I love doing T-maps but find it exasperating to have to spend so much time trying to locate the spot even with 95 mining skill. I am a patient person and often I give up even while using cartographer and the map coords. For low level maps it just doesn't seem to be worth the effort.

I know it's minor but when I click on the map to dig often I'll hit open map by mistake. I find that particularly frustrating as often I have to dig(click) 50 times just to try to find the location of the chest.


#66
As an MIB/SOS Hunter:

I typically fish these up in bulk (70+ at a time). MIBs themselves are easy enough to obtain through fishing/hunting Kraken. Fishing MIBs typically serves three purposes for me personally:

- Quick gold
- Cleanup points
- Getting nets for more MIBs/ancient nets for leviathan/Scalis

That being said, the majority of the chest loot gets junked for points, including the artifacts. It would be helpful to have some kind of garbage can on boats in order to clean up the clutter as the hold quickly gets filled up with nets and gold and the ship becomes crowded with chests holding all the leftover junk. 

I think we should keep the distinct difference between treasure hunting and SOS hunting. I like how you obtain the MIBs from fishing and how it's unique that you can fish up other shipwrecked items before the chest. That being said, perhaps we can have some kind of indicator on the waterstained SOS to indicate the level. Similar to the idea for treasure maps, perhaps we can change this into 1-5 levels. Lower levels would hold mostly resources where higher levels would have caches of weapons and armor. The chance of higher level MIBs would come from fishing up serpents with higher fishing skill (now that we can reach legendary levels). Perhaps at legendary fishing skill, you could fish up ancient sea serpents that can drop the highest level of MIBs. Higher level MIBs would result in more exotic shipwrecked items being fished up as well as the quality of the chest loot.   

As an additional idea, the chests you fish up could have a unique look to their container, like be barnacle covered or have a rustic look to them. Unlike treasure hunting, you get to keep the SOS chests so there could be a chance that the chest you pull up has a weathered look to it.

I would like to see more randomized decorative items that can be pulled up while fishing up SOS messages. Going off my previous post, there could be a rare chance of pulling up unique rubble when you fish for the chest. 

As for unique loot for MIBs/SOS, I can't think of anything specific outside of unique shipwreck decorations. I think there should be an occasional item that pops up in the chests that would make them highly sought after, similar to how MIBs still have value because of the potential to get ancient nets. 
#67
Kyronix said:
Thanks everyone for the great feedback so far!


Wow @Kyronix you were really burning the midnight oil last night!  Thank you and I'm glad to see you share our enthusiasm which makes me really look forward to this release!

In regards to the new maps that only drop from dread pirates.  Will these be land based maps?  I assumed they would because that's where pirates typical bury treasure but i just wanted confirmation.

I also view the loot intensity being scaled not just by the difficulty of the guardians for that map but also in the difficulty in obtaining the map itself.  Currently the only way to get a level 7 map is from a level 6 treasure chest which is far more time consuming when compared to gathering keys for other end game content.  Which brings me back to pirate maps.  If they are going to be the top tier treasure map in the game would i be correct in assuming the drop rate would be a small percentage on each dread pirate killed?  A guaranteed drop for every dread pirate would make them to common in my opinion. 
#68
Kyronix said:

"As for skills - I'm not keen to start consolidating skills or forcing redevelopment of T-Hunter templates.  Using telekinesis to set of traps has been something that's been done forever - changing that in favor of forcing remove trap isn't likely going to be met with open arms.  That being said providing some extra reward for investing in that skill is more along the lines of how we could address telekinesis. 

Someone mentioned secret compartments with special rewards that would get "destroyed" by telekinetic powers - that could work.  I'm not a fan of allowing mages to unlock higher level chests.  Allowing lock picks to craft a lock pick set to allow others to though? That would be a better solution I think."

I'm confused. I don't understand what you're saying about lockpicks above (tried to underline it but struck through it instead). If you mean a crafter could create special lockpicks that could get you to the hidden treasure in the chest, without using Detect and Remove, I could live with that.

I'm also confused that I hear you saying telekinesis has been used forever but at the same time it needs to be addressed. That reads to me like we'll be penalized for using telekinesis and not be able to reach the special compartments or we'll lose special loot if we use the spell instead of Detect and Remove. 

So folks are either going to get left out, not able to reach this new content. Or we rebuild our template to get to it. In which case I don't even know how I'd locate, dig, unlock, remove trap, be stealthy and fight spawn. Or we're making sure we're working with a combination of characters that have the right balance of complimentary skills to be able to get it all done. Which, for a lot of players, won't be as easy as it sounds. 

Rather than leave long time THunter builds out of the loop, making it more complicated if we want to reach all content, I'd like to push again for the idea that additional rogue skills be used after digging up the chest and killing off the spawn. 

We have trapped containers that spawn that we can pick up and fly away with. Those little barrels at Vesper Mint, for instance, that one finds when working up lockpicking. Rather than feel left out or rebuild my rogue I'd much rather go back to the rogue's den to look over treasure that hasn't fully been investigated yet. I'd be happy to use Detect, Remove Traps, perhaps even Item ID to reach the prize. As I mentioned before, having another not yet fully realized piece of treasure, that can be sold on vendors for others to discover the contents, brings a whole other layer of game content in. 
 
"...but it illustrates a broader point.  Part of this is having Dread Pirates drop a more flavorful map experience that I teased in my first post.  Looking forward to hearing feedback here....

"
As for SoS chests - adding more deco to the pre-fish is an easy thing .to do.  I've got over 100 SCUBA dives on shipwrecks IRL, so I'm sitting on a laundry list of stuff to fish up from the deep.  As for the stuff in the chest, I don't think SoS chests compare really to T-maps in terms of the difficulty of the encounter.  Beyond the acquisition of the MIB itself, getting the chest is pretty easy.  In order to bump the loot in the SoS chest to be on par with treasure chests the encounters would have to bump to compensate - something I don't think many fishers (including myself) are keen on.  Will have to think about some novel ways to make naval treasure more interesting."

Well, now I want to be you. Because SCUBA diving for shipwreck booty has for my whole life sounded like one of the best adventures anyone could ever go on.

The dread pirate map idea sounds exciting to me! But I'd like to see this feature set apart from regular Treasure Chest Digs. Perhaps the maps could lead to little chain quests. When opened you're looking at a note, like you find when you open a MIB to look at coordinates. The note tells you where to go and who to see. Or what items you'd have to acquire, like a little scavenger hunt. I don't mind fighting with my rogue. So I don't mind seeing new content bring more risk to get the rewards. Maybe the Pirate Map could send you on a dungeon crawl, x number of monsters to be killed to get a drop. The loot can drop into your pack when you've finished your quest rather than digging or fishing up a chest. It seems like this could go a number of different ways to set it apart, make it different and new!

Loot wish lists can go on forever and vary widely, I think. New items I'd like to see for Dread Pirate loot would be new fishing gear, hooks, bait, recipes for swashbuckler clothing, décor items. Those aquarium fish someone posted are very nice. I agree it would be nice to see items like that outside the aquarium. Someone mentioned pirate flags. That's fun! There's no end...this could go on and on.

This got long, sorry! My thanks to anyone who slogs through it!


#69
I'm not trying to be disrespectful, but why work on this when there are so many other issues that plague this game? 

Just seems out of left field kinda. I mean, am I the only one who doesn't care for boats, cannonballs and pirate stuff?

I digress.
#70
High Seas has been out for a long time and they are just now getting around to fixing it, please do not stop.
#71
Too late to edit...I meant to say above that I don't mind fighting with my fisher, not my rogue. Tho my fisher is a little rogue-y sometimes too. And I'll fight with either character. :-)
#72
amit said:
I'm not trying to be disrespectful, but why work on this when there are so many other issues that plague this game? 

Just seems out of left field kinda. I mean, am I the only one who doesn't care for boats, cannonballs and pirate stuff?

I digress. 
As far as player requests go, "fixing High Seas" tops the list almost every time.  Also keep in mind that we are using High Seas as a theme for this year, doesn't mean everything is going to have to do with pirates.  It's just the fictional framework we are attacking the items in our backlog from.  

If there are specific areas of the game you would like to see addressed, feel free to send us some feedback to uo@broadsword.com and/or start a thread here on the forums. 
#73
By the way, @Kyronix , will it be possible to have more then 1 Ship in the Sea per account ?

I am asking, because I am currently heavily doing fishing trying to "catch up" after having been away for long.... and my ship's Hold is filled with fish and anything I need for fishing Quests, of course...

Which it means, that I could not use it for Ship combat as I do not want to risk losing all the work so far done fishing....

Sure, I could empty the Hold when I need to engage into Ship combat but it would be a pain having to switch back and forth with the Ship from fishing to going into Ship combat....

Therefore, my question about the need to be able to have more then 1 Ship at Sea per account.... so that I can have 1 for my Fishing quests and another to enjoy Ship combat content that will be provided by the High Seas Update.....

Thanks !
#74
Does Broadsword pay you to argue or sometthing Bilbo? Every post I make you're the first to respond. Usually with a bad idea.

No offense, but I've looked over some threads with your input and your ideas, along with Tim''s removing powerscrolls and ikeelu''s non PvP server idea -WHAT?! These kinds of ideas would be monumentously hazardous to UO. Especially during these times and the state of the game in 2019.

I fail to grasp and understand why so many of you want to take risk vs reward out of this game. "Give me everything for doing nothing"
How is that enjoyable? 

I think I've finally realized something: this game is like a twenty- something year old dog that's suffering from arthritis, riddled with cancer and old age. Maybe it is best to just put her down once and for all instead of letting the poor animal continue to go on suffering. I've tried and tried to find a competent veterinarian to fix the poor old dog's problems, but lo and behold none of them have a clue to what ails the poor beast.

Sorry for ranting. I just wonder if the development team actually even reads these posts.
#75
To answer some of the questions -

The lock pick kit would be something non-lockpick skilled characters could use to get into chests in place of magic unlock.  The item would be crafted via tinkering (sans the actual tinkering skill) by GM lock picks.  I almost think using magic unlock to unlock a chest is pointless - ya there aren't really a lot of uses for magic unlock, but Mages have a huge buffet of very useful spells to choose from, lock picks on the other hand...not so much.  This also brings into question the skeleton keys which kind of make the entire point moot anyway.  Would have to take a look and make a balance pass were we to do something like this.  It's also worth noting - how many T-Hunters are either running without lock picking or stone it off once the chest is unlocked?

As far the telekinesis/special compartment stuff - the initial idea would be that telekinesis would prevent access to the specialty loot, providing a reward for the investment in the skill.  I think it's a good idea to talk about T-Hunter templates in general.  The absolute minimum skill requirements would be, 

Cartography
Lockpicking
Remove Trap
Detecting Hidden (see how later posts go on to look at how Detecting Hidden wouldn't be a requirement)

We've established that between the EC features and Davies' Locker mining is moot.  If we swap mining functionality to cartography, which in theory makes sense (better at reading maps) you get the same bonus from a skill you already have.  

That leaves you 300+ (assuming all GM) skill points to customize out the remainder depending on what role you are taking as the T-Hunter.  

Another way to approach this would a box that could be removed from the chest that would have to be picked off site.  I've played just about every lock picking mini-game every game has come up with and none of them make you really go - ooooo! lock picking mini-game!  So I'm not sure that we need to go down that rabbit hole, but something that satiates that "rogue" sensation wouldn't be unwelcome I don't think.

I think for SoS treasure bringing it down to two levels (regular, special) of SoS makes sense, with some unique rewards available to just SoS treasure would reinvigorate that content.  On my fisher I usually have some low level fighting skills to handle sea serpents, and I don't see a ton of mileage out of making a "group" SoS spawn since we already have net tosses and the like.
#76
amit said:
Sorry for ranting. I just wonder if the development team actually even reads these posts.
Uhm - yes?
#77
@Kyronix Understand about not working in new skills as part of this effort, and please keep in mind the suggestions I made towards that would be optional for players. I agree with the others and you that t-maps are a big part of gameplay for a lot of folks, so definitely don't rock the boat too hard.

That said, I just finished my 18th t-map in the last 24 hours. These were all lvl 5 and lvl 6 (mostly 5) in Fel, Ilsh, Malas, and Termur. I was doing them to find a Mana Orb for a pvp suit I'm building on Siege. Guess how many of those chests had orbs? (I'm wearing a 2000 Luck suit, and the account is 5? years old, so add on that luck bonus from statue for some of those):

1 Mana Orb. And of course since there are many varieties, it wasn't the one I needed.

This isn't an argument in favor of the 'just gimme what I want on the first try' mindset, but I DO believe that the pot could be sweetened for t-chests, to use your own words. After 18 digs with only 1 success it kinda takes one's enthusiasm down a few notches.

So anything you can do to even out the digs would be great!
#78
No more skills please.  Also many grumblings about needing a group to T hunt the higher chests.  

Some mob difficulty increase is ok.

Many T hunters, fishers, Pirate hunters are the quiet ones that log on and play for a couple of hours without interacting with others.  We have plenty of groups activities. Spellweaving Focus, Peerless, Turtle spawn, Zippy and more. 
#79
popps said:
By the way, @ Kyronix , will it be possible to have more then 1 Ship in the Sea per account ?

I am asking, because I am currently heavily doing fishing trying to "catch up" after having been away for long.... and my ship's Hold is filled with fish and anything I need for fishing Quests, of course...

Which it means, that I could not use it for Ship combat as I do not want to risk losing all the work so far done fishing....

Sure, I could empty the Hold when I need to engage into Ship combat but it would be a pain having to switch back and forth with the Ship from fishing to going into Ship combat....

Therefore, my question about the need to be able to have more then 1 Ship at Sea per account.... so that I can have 1 for my Fishing quests and another to enjoy Ship combat content that will be provided by the High Seas Update.....

Thanks !
Deed the fish and take them to your bank or house.
#80
In regards to the basic skill requirements for treasure hunting, I agree with the following skills provided that cartography has a bonus to the tile range in lieu of mining and that there are extra incentives or rewards for adding detecting hidden and remove trap skill points to the treasure hunting template:

Cartography
Lockpicking
Remove Trap
Detecting Hidden

This also has me still thinking about magery's potential in all of this. Why not still allow the spells to work but be unreliable/risky to use or have less of a payout?

We have the following magery spell equivalents that currently have little to no use in treasure hunting. Sure, magery is a versatile skill, but there's no denying that the following spells need some use in modern day UO:

Lockpicking -> Magic Unlock Spell
Remove Trap -> Magic Untrap Spell/Telekinesis
Detect Hidden -> Reveal Spell

Maybe swap out telekinesis' current use on treasure chests in favor of magic untrap (sets off trap or removes it entirely based on player's magery skill and chest level) and give telekinesis a chance to 'take' items out of the chest without setting off traps/guardians. You can add in the gas effect for failures, or explosions could damage the loot inside to either destroy it, or to harm the item's durability. Having high skill in lockpicking, remove trap and detect hidden would always provide the best rewards, but using magery can still allow you to walk away with some loot.

In regards to the lock picking kit, I am mostly against this idea as we already have skeleton keys which could serve this purpose. Lockpicking doesn't have much application outside paragon chests and treasure chests so there should be incentive to keep it on your template instead of soul stoning the skill or relying on items that are easy to come by.  






#81
I don't agree that Detect Hidden nor Remove Trap would be any benefit to t-hunting.  I have a very crowded template as it is and I don't leave the chest to go switch skills on Soulstones.  Why invest 100 Points (and there isn't any equipment for them) to Detect Hidden when we already know the chest is trapped.  Detect Hidden is fine for thieves and others to find hidden players or the VvV cities to find the Sigils to turn in.  If you add additional skills you won't be able to kill anything that guards the chests.  I have Mining, Cartography, Lockpicking, Magery, Animal Taming, Animal Lore and Vet on my T-Hunter and I'm fine with it as is.  Adding 100 points in Remove Trap is ridiculous since it rarely works at GM and I've had it on a soulstone for over 15 years. 
#82
A Tamer/T Hunter is a VERY crowded template already!
#83
KHAN said:
A Tamer/T Hunter is a VERY crowded template already!

Agree.  I don't recall anyone saying we want to have to use more skills for same results before this began.
#84
ZekeTerra said:
I don't agree that Detect Hidden nor Remove Trap would be any benefit to t-hunting.  I have a very crowded template as it is and I don't leave the chest to go switch skills on Soulstones.  Why invest 100 Points (and there isn't any equipment for them) to Detect Hidden when we already know the chest is trapped.  Detect Hidden is fine for thieves and others to find hidden players or the VvV cities to find the Sigils to turn in.  If you add additional skills you won't be able to kill anything that guards the chests.  I have Mining, Cartography, Lockpicking, Magery, Animal Taming, Animal Lore and Vet on my T-Hunter and I'm fine with it as is.  Adding 100 points in Remove Trap is ridiculous since it rarely works at GM and I've had it on a soulstone for over 15 years. 
If you could drop mining and utilize Remove Trap to the point where it’s not broken and offers loot for investing the skill wouldn’t that be a better proposition?  To me 100 points in mining is a waste since we can accomplish the same benefit with cartography.  The goal would be to give some value to the skills you have sitting on a stone to make them worthwhile again.  

Changing the DH requirement isn’t out of the question either. 
#85
@Kyronix What about the supposed 8 mod loot cap on items? Is that actually the case?If so, why, and is that something that will be changed/addressed in the Treasure Cheat loot "revamp?
#86
KHAN said:
@ Kyronix What about the supposed 8 mod loot cap on items? Is that actually the case?If so, why, and is that something that will be changed/addressed in the Treasure Cheat loot "revamp?
No.
#87
Kyronix said:
KHAN said:
@ Kyronix What about the supposed 8 mod loot cap on items? Is that actually the case?If so, why, and is that something that will be changed/addressed in the Treasure Cheat loot "revamp?
No.
Thanks for the reply, but, I'm confused now. It it, "no" there is no 8 mod cap? Or "no" this will not be addressed? 
#88
KHAN said:
Kyronix said:
KHAN said:
@ Kyronix What about the supposed 8 mod loot cap on items? Is that actually the case?If so, why, and is that something that will be changed/addressed in the Treasure Cheat loot "revamp?
No.
Thanks for the reply, but, I'm confused now. It it, "no" there is no 8 mod cap? Or "no" this will not be addressed? 

No, I confirmed with Bleak there is no 8 mod cap.  This thread is about T-Hunting & MIBs though, if you want to start a discussion on loot properties, which goes far beyond the scope of the topic here, please start a new thread.  Thanks!
#89
Kyronix said:
KHAN said:
Kyronix said:
KHAN said:
@ Kyronix What about the supposed 8 mod loot cap on items? Is that actually the case?If so, why, and is that something that will be changed/addressed in the Treasure Cheat loot "revamp?
No.
Thanks for the reply, but, I'm confused now. It it, "no" there is no 8 mod cap? Or "no" this will not be addressed? 

No, I confirmed with Bleak there is no 8 mod cap.  This thread is about T-Hunting & MIBs though, if you want to start a discussion on loot properties, which goes far beyond the scope of the topic here, please start a new thread.  Thanks!
Thanks for the reply! That there is NO 8 mod cap is AWESOME to know. I included it in this thread because I thought if there were, it might be something to reconsider for the update. Thanks again!
#90
My Thunter has Cartography, Lockpicking, Hiding, Stealth, Magery, Evaluate Intelligence, Mining. I swap out mining for stealing when needed. I used to be more of a swashbuckler with fencing but that was a long time ago. Before Chivalry, Bushido and such was needed to really be effective with melee. No room to be swashbuckler-y anymore. 

The only thing on my current rogue build that I'd want to lose (if I can't go back to being an effective swashbuckling, lockpicking, stealther) is mining. I'd rather have more content that lends reason to lockpicking than to put it on a stone and use some other means for opening chests. I've had locks, hiding and stealth on every rogue I've ever built over the years. 

My first rogue bought my first house in Felucca by picking open chests in the Trinsic guard towers, stealing all that crappy armor and selling it to NPCs. Lots of memories. It would break my heart to have a rogue that didn't need lockpicking to open chests.

I have 100 skill points to work with if I can drop mining. If getting into a hidden compartment means I need both Detect Hidden and Remove Trap on the dig site, I'm having to make a new build.

I'd love to see Stealing skill play a part in new HS content that's up and coming but I don't hear that skill being mentioned at all. So I don't have a lot of hope so far.

Edit: If I can drop mining and use Remove Trap to get to the hidden compartment, great! If I can drop mining and use Detect Hidden to find the hidden compartment and then use lockpicking again to open it, great! But having to use two skills to get to the goodies in the hidden compartment would be a bummer.

Thanks for listening and using up some of your Sunday night to read our posts, Kyronix! It's appreciated.


#91
Stealing is a tough nut to crack as it were - while anything major is definitely not in scope for at least the next two publishes it's something I think about often to see where we can do minor hooks like we've done in the past.  Anything PvP thief related though, well that's another bar of chocolate entirely.

I think the overall goal with the trapped compartment is that it gives a reason to have Remove Trap.  We've got plenty of uses for DH, but remove trap not so much.  We would likely explore removing the DH requirement for Remove Trap and take a good look at traps completely.  Would have to dig into it more to nail down some details, but at the onset it would be 100 skill points invested in an otherwise mostly useless skill to get some new loot.  Once its worthwhile to have we can expand it further to trapped areas in encounters and such - but I'm getting ahead of myself.  At least that's the current thinking with remove trap - free up the mining slot on T-Hunter templates and make Remove Trap worthwhile to a better extent.
#92
Not to derail the topic, but Thieves were a lot of fun to play during the Halloween Event.  I wish you had left the hidden chests after it was over.
#93
That sounds totally doable. I'm relieved at the idea we won't have to free up 200 points, using both DH and Remove.

Yeah, stealing has always been problematic. Even if you're not a problem child when looking to use the skill. 

Enjoying exploring the possibilities in all of this. Thanks again, Kyronix.
#94
Thanks for the replies so far @Kyronix !

I agree that detect hidden being a requirement for removing trap is not really necessary. I would suggest "maybe" having a skill success increase on Remove Trap for having DH, but that might be overkill. I feel like Remove Trap at GM should do the job for all Traps, considering the side effects of failure.

I'm curious, I wasn't aware DH was used much aside from Exodus Dungeon and seasonal content. Without spoilers, is there broad examples of where this is the case?


#95
Okami said:
Thanks for the replies so far @ Kyronix !

I agree that detect hidden being a requirement for removing trap is not really necessary. I would suggest "maybe" having a skill success increase on Remove Trap for having DH, but that might be overkill. I feel like Remove Trap at GM should do the job for all Traps, considering the side effects of failure.

I'm curious, I wasn't aware DH was used much aside from Exodus Dungeon and seasonal content. Without spoilers, is there broad examples of where this is the case?


The hidden chests are the most evident use of DH, and some other stuff, that's well hidden :P
#96
I like some of the ideas to help t-mapping.  My question I why is loot soo much better on roof, exodus and shadowlord vs everything else in game?  The global loot change that happened back what 5 years ago now, did quite of bit of damage to the game.  It jumped over what could have been like 10 patches worth of upgrades over the years.   I also think the legendary loot has been bugged this whole time with high resists.  I see the prefix and suffix on loot and it doesn't match up with the loot.  Only of defense is suppose to raise resist yet all loot over major it seems gets 3-5 resists over cap.   I would love to see a balance of loot across many bosses versus just the same few.  I would also like to see a huge increase in new content, this is what the game needs as its incredibly boring as it is now.  give people a reason to run in groups and fight something different that is permanent and good for the game in both pvm and pvp.
#97
popps said:
By the way, @ Kyronix , will it be possible to have more then 1 Ship in the Sea per account ?

I am asking, because I am currently heavily doing fishing trying to "catch up" after having been away for long.... and my ship's Hold is filled with fish and anything I need for fishing Quests, of course...

Which it means, that I could not use it for Ship combat as I do not want to risk losing all the work so far done fishing....

I feel you
#98
More than 1 ship per account is not likely to happen. Sorry.
#99
I am sure as we get better goods, and more rewards, the team will feel the overwhelming need to up the difficulty of the mobs spawned.  

Please, however, keep in mind that not all of us play on atlantic, so either scale the spawn reasonably by how many are there, or something.   Cause we cant always get 6 people together...
There's actually no plan to change any of the mobs that currently spawn - making new creatures is a fairly work intensive process so re-using what we have spawning in chests is much easier.

The mobs will continue to spawn with regard to the quality of the loot inside.  Of course this is going to take some balancing and I encourage everyone to check it out when it comes on TC1.  

Right now we are collecting feedback on what expectations are for this particular batch of content, so we can effectively scope it out.  If you'd like to contribute, by all means, let us know what you'd like to see out of an update.

Just remember - be as specific as you can.  I can't really work with "make the loot better and don't make it a grind." 🙂
#100
Look how well you can organize fish in a barrel!

I bet that barrel could be put in a ship's hold. Maybe it wouldn't even weigh that much if you wanted to take it out and stow it, then go hunt pirates!
😂
#101
@Kyronix ; I think that new recipes (similar to the Doom ones using existing items plus something similar to Dark Father Blood, but only found in treasure chests) would be a nice addition to the higher level chests. 
#102
amit said:
Does Broadsword pay you to argue or sometthing Bilbo? Every post I make you're the first to respond. Usually with a bad idea.

No offense, but I've looked over some threads with your input and your ideas, along with Tim''s removing powerscrolls and ikeelu''s non PvP server idea -WHAT?! These kinds of ideas would be monumentously hazardous to UO. Especially during these times and the state of the game in 2019.

I fail to grasp and understand why so many of you want to take risk vs reward out of this game. "Give me everything for doing nothing"
How is that enjoyable? 

I think I've finally realized something: this game is like a twenty- something year old dog that's suffering from arthritis, riddled with cancer and old age. Maybe it is best to just put her down once and for all instead of letting the poor animal continue to go on suffering. I've tried and tried to find a competent veterinarian to fix the poor old dog's problems, but lo and behold none of them have a clue to what ails the poor beast.

Sorry for ranting. I just wonder if the development team actually even reads these posts.
In your opinion, which you are entitled to of course, but it is not one I share. I know I am not alone when I say" There are problems and issues with UO, but I enjoy most of the content and there is still much I have not done in the game and I have been playing for more than 17 years". In my opinion UO has a lot of life in it and many years of enjoyment to give. 
#103
Arron said:
amit said:
Does Broadsword pay you to argue or sometthing Bilbo? Every post I make you're the first to respond. Usually with a bad idea.

No offense, but I've looked over some threads with your input and your ideas, along with Tim''s removing powerscrolls and ikeelu''s non PvP server idea -WHAT?! These kinds of ideas would be monumentously hazardous to UO. Especially during these times and the state of the game in 2019.

I fail to grasp and understand why so many of you want to take risk vs reward out of this game. "Give me everything for doing nothing"
How is that enjoyable? 

I think I've finally realized something: this game is like a twenty- something year old dog that's suffering from arthritis, riddled with cancer and old age. Maybe it is best to just put her down once and for all instead of letting the poor animal continue to go on suffering. I've tried and tried to find a competent veterinarian to fix the poor old dog's problems, but lo and behold none of them have a clue to what ails the poor beast.

Sorry for ranting. I just wonder if the development team actually even reads these posts.
In your opinion, which you are entitled to of course, but it is not one I share. I know I am not alone when I say" There are problems and issues with UO, but I enjoy most of the content and there is still much I have not done in the game and I have been playing for more than 17 years". In my opinion UO has a lot of life in it and many years of enjoyment to give. 
I agree with Arron and in my opinion doing nothing about the issues is even more of a hazard to the game then doing nothing. But that is just my opinion and I've been playing for 19 year and hope to be for many more.

Since you made this personal amit a hint. If every respond you get is "Usually with a bad idea" maybe you'r the one who is wrong.

Just saying  o:)
#104
Kyronix said:
The absolute minimum skill requirements would be, 

Cartography
Lockpicking
Remove Trap
Detecting Hidden
My current template is cartography, lockpick, mining (GM), magery, mysticism, focus, spellweaving. That allows me to do up to level 7, excluding Ilshenar - and the guild don't want to help me with those. Paragon changelings are a pain. 😂 I try to get at least one of the tamers to join me when doing 7s for Fel or Tram so they can tame a frost dragon.
I don't do soul stones.  I keep those solely for a complete character change when I decide the template I'm using doesn't work, but want the option to change back if I find I've made a mistake. I've never used them for casually switching a character back and forth between skill sets. 
My thief has detect hidden, but that's a whole other playstyle. Neither have remove trap, even on Siege remove trap is rarely trained, players preferring to have high fire resist and hp instead and take the hit. The skill would need to give some significant advantage to make it desirable in the template.
#105
My template is similar to Petra, I don't want to be forced to change it, I really don't see the need for thief skills on a t-hunter. I don't have a thief and I don't want one. I agree with Petra regarding swapping skills, I really don't want to be forced to swap skills in and out when I already made a template that worked, I don't use soulstones that way. I also don't want to be forced to use two chars to t-hunt. Why can't we just have the loot revamp that people actually wanted?  🙁

#106
Kyronix said:

Treasure chests are one of the core experiences in UO, and finding a treasure map has gotten many improvements over the years to making the process of acquiring and finding treasure chests more enjoyable

We want to build on that and make improvements to the overall systems to make them even more enjoyable.  


Streamlining the systems to cut down on any mechanics that feel clunky or overly complex

Please don't forget how it'll effect the Davie Locker for those die hard thunters.

I would like to suggest the addition similar to the current VvV system of an active alter. Once a map is decoded, a leader arrow could point to the general area within a couple screens. Provided one is on the correct facet of course.

#107
A more controversial idea might be 105 - 110  power scrolls in top level Felucca maps. from Petra Fyde.

Since returning to the game I spend a great deal of my time helping the new/young and returning players out with info and also helping supply gear they will need to get in the game and make it fun for them, rather than they get discouraged and just leave the game again.

One thing that we would all benefit from is a thriving game everyone enjoys and to increase the fan/player gamebase.

The matter that always crops up is the cost of powerscrolls is well out of the reach of new and returning players due to the millions/billions of gold non leavers have managed to gather over the years and the way this has pushed the economics of the game to be so high.  Also the use Of PS's now being used on Pets has made the lower end PS's vertually unavailabe/obtainable.

A lot of the players i have met and helped over the past 14 months would be happy to have just some way of getting the lower scrolls for them to boost their characters.so they may one day be able to attemt getting the higher scrolls from the Champ spawns and risking getting mobbed by PKs in the process (not having a go at them its part of gameplay) .

The suggerstion of getting them from T Chest in Fel seems a sensible idea that would help these players out and the whole game in the long run as these players would not get disheartened and a higher percentage would end up staying/subscribing to the game.

I know this is sort of off topic but not when you take into account it would be a change to the Treasure Chest and rewards part.


#108
@Kyronix

A suggestion regarding adding remove trap as a bonus for loot:

The fun of a treasure maps is not about how many steps it takes to dig up and open a chest... if there is something to be learned from the plant growing process or the cannon firing process it is that simplicity is desired.  Please consider just making a skill check for remove trap when the lock is picked...  

“You fail to pick the lock”
“You pick the lock but fail to disarm the traps”
”You pick the lock and successfully disarm the traps”

If you pick the lock but fail on the trap you could then use the remove trap skill on the chest to try again.

#109
I like the idea of removing mining... but the other two skills... not liking that part... I prefer to use telekinesis 
#110
This is a bit of a stretch but it's been mentioned numerous times in other threads.

Add IDOC loot to treasure chests.

The reasoning behind this crazy idea is because IDOCs are so heavily scripted that honest players quit doing them because they can't compete with the cheaters.  I don't mean to derail your thread with discussion on idocs but this was one of the ideas people had to help curb the scripting.

Adding all of the items from an idoc house to treasure chests doesn't really seem feasible but perhaps a comprehensive list of top tier items that players would have displayed in a house could be made.  When the house falls those items would go into a queue status waiting to be added to a treasure chest. 
#111
This is a bit of a stretch but it's been mentioned numerous times in other threads.

Add IDOC loot to treasure chests.

The reasoning behind this crazy idea is because IDOCs are so heavily scripted that honest players quit doing them because they can't compete with the cheaters.  I don't mean to derail your thread with discussion on idocs but this was one of the ideas people had to help curb the scripting.

Adding all of the items from an idoc house to treasure chests doesn't really seem feasible but perhaps a comprehensive list of top tier items that players would have displayed in a house could be made.  When the house falls those items would go into a queue status waiting to be added to a treasure chest. 

I love this idea, always have

#112
if you change tmaps to 1-5, what happens to the maps already in the game?
will they be worthless or would the levels on them automatically change?
#113
if you change tmaps to 1-5, what happens to the maps already in the game?
will they be worthless or would the levels on them automatically change?
They would convert to the new scheme.
#114
Calavera said:
@ Kyronix Understand about not working in new skills as part of this effort, and please keep in mind the suggestions I made towards that would be optional for players. I agree with the others and you that t-maps are a big part of gameplay for a lot of folks, so definitely don't rock the boat too hard.

That said, I just finished my 18th t-map in the last 24 hours. These were all lvl 5 and lvl 6 (mostly 5) in Fel, Ilsh, Malas, and Termur. I was doing them to find a Mana Orb for a pvp suit I'm building on Siege. Guess how many of those chests had orbs? (I'm wearing a 2000 Luck suit, and the account is 5? years old, so add on that luck bonus from statue for some of those):

1 Mana Orb. And of course since there are many varieties, it wasn't the one I needed.

This isn't an argument in favor of the 'just gimme what I want on the first try' mindset, but I DO believe that the pot could be sweetened for t-chests, to use your own words. After 18 digs with only 1 success it kinda takes one's enthusiasm down a few notches.

So anything you can do to even out the digs would be great!
"1 Mana Orb. And of course since there are many varieties, it wasn't the one I needed."

This would not be an issue "if" a Shard was to be sufficiently populated that one could trade that 1 Orb of a variety one does not need, with someone else who may instead have the Orb we need and want the one we have....

Unfortunately, as we know, scarcity of players often means not being able to find fellow players on our Shard to "trade" the whatever scarce "rare" items we may get with the ones we actually want/need.

Perhaps @Kyronix (?) the developers could come forward and set up some NPCs where players could go to and trade the rare items they find but not need with other rare items of comparable value/rarity but which they actually need and could make good use of ?

This could help, I think, quite a lot players to alleviate the difficulties of finding fellow players on their shard to trade items with....
#115
Bilbo said:
popps said:
By the way, @ Kyronix , will it be possible to have more then 1 Ship in the Sea per account ?

I am asking, because I am currently heavily doing fishing trying to "catch up" after having been away for long.... and my ship's Hold is filled with fish and anything I need for fishing Quests, of course...

Which it means, that I could not use it for Ship combat as I do not want to risk losing all the work so far done fishing....

Sure, I could empty the Hold when I need to engage into Ship combat but it would be a pain having to switch back and forth with the Ship from fishing to going into Ship combat....

Therefore, my question about the need to be able to have more then 1 Ship at Sea per account.... so that I can have 1 for my Fishing quests and another to enjoy Ship combat content that will be provided by the High Seas Update.....

Thanks !
Deed the fish and take them to your bank or house.
As I said, I know it "can" be done but it still would be a pain if one needs to switch from fishing to Ship Combat all the time....

Fill up hold for fishing, empty hold when going Ship combat, rinse and repeat any time over and over one needs to change type of playing...

A pain....

Being able, instead, to have a second boat, would solve this with no pain....
#116
Kyronix said:
To answer some of the questions -

The lock pick kit would be something non-lockpick skilled characters could use to get into chests in place of magic unlock.  The item would be crafted via tinkering (sans the actual tinkering skill) by GM lock picks.  I almost think using magic unlock to unlock a chest is pointless - ya there aren't really a lot of uses for magic unlock, but Mages have a huge buffet of very useful spells to choose from, lock picks on the other hand...not so much.  This also brings into question the skeleton keys which kind of make the entire point moot anyway.  Would have to take a look and make a balance pass were we to do something like this.  It's also worth noting - how many T-Hunters are either running without lock picking or stone it off once the chest is unlocked?

As far the telekinesis/special compartment stuff - the initial idea would be that telekinesis would prevent access to the specialty loot, providing a reward for the investment in the skill.  I think it's a good idea to talk about T-Hunter templates in general.  The absolute minimum skill requirements would be, 

Cartography
Lockpicking
Remove Trap
Detecting Hidden

We've established that between the EC features and Davies' Locker mining is moot.  If we swap mining functionality to cartography, which in theory makes sense (better at reading maps) you get the same bonus from a skill you already have.  

That leaves you 300+ (assuming all GM) skill points to customize out the remainder depending on what role you are taking as the T-Hunter.  

Another way to approach this would a box that could be removed from the chest that would have to be picked off site.  I've played just about every lock picking mini-game every game has come up with and none of them make you really go - ooooo! lock picking mini-game!  So I'm not sure that we need to go down that rabbit hole, but something that satiates that "rogue" sensation wouldn't be unwelcome I don't think.

I think for SoS treasure bringing it down to two levels (regular, special) of SoS makes sense, with some unique rewards available to just SoS treasure would reinvigorate that content.  On my fisher I usually have some low level fighting skills to handle sea serpents, and I don't see a ton of mileage out of making a "group" SoS spawn since we already have net tosses and the like.
Another important thing is, that if Treasure Hunters were to invest 300 Skill points in 

Lockpicking
Remove Trap
Detecting Hidden

Then the "bonus" that such investment of skill points (some 45% of the overall pool of 720 points available) was to award (quality of items obtainable thanking to having these 300 extra skill points) should be commensurable to such a large investment of skill points on the template....

#117
For those who are thinking DH would be required should we do anything with Remove Trap as it relates to treasure chests...the DH requirement for Remote Trap would no longer apply - so you'd be switching out Mining (which would be covered by Cartography) with Remove Trap.  So we are talking about a 1:1 skill switch, not a 1:2.



#118
Kyronix said:
For those who are thinking DH would be required should we do anything with Remove Trap as it relates to treasure chests...the DH requirement for Remote Trap would no longer apply - so you'd be switching out Mining (which would be covered by Cartography) with Remove Trap.  So we are talking about a 1:1 skill switch, not a 1:2.



Well, if a "hidden", "secret" additional compartment/pouch was to be added to the Treasure Chest in order to consent additional gameplay for a rogue character, I imagine that Detect Hidden would then be a "must have" in order to find such an additional secret/hidden compartment/pouch with additional goodies in it....

As well as to have Remove Trap and Lockpicking in order to clear it of traps and open it up to loot the special, additional content...

Sure, this would be "additional" content which Treasure Hunters lacking those 3 additional skills could very well disregard but chances are, that if Treasure Chests will come with additional secret compartments/pouches most players might want to actually loot them too....

So, one way or the other, it is necessary to have to deal with the need to "squeeze" into a Treasure Hunting Template also Detect Hidden, Remove Trap and Lockpicking whereas many Treasure Hunter templates just use telekinesis and even do without Remove Trap and just suffer the loss of items for the trap to go off....

So, I expect, quite many Treasure Hunting templates might get into heavy difficulties to have to accomodate also Detect Hidden, Remove Trap and Lockpicking....
#119
Kyronix said:
To answer some of the questions -

The lock pick kit would be something non-lockpick skilled characters could use to get into chests in place of magic unlock.  The item would be crafted via tinkering (sans the actual tinkering skill) by GM lock picks.  I almost think using magic unlock to unlock a chest is pointless - ya there aren't really a lot of uses for magic unlock, but Mages have a huge buffet of very useful spells to choose from, lock picks on the other hand...not so much.  This also brings into question the skeleton keys which kind of make the entire point moot anyway.  Would have to take a look and make a balance pass were we to do something like this.  It's also worth noting - how many T-Hunters are either running without lock picking or stone it off once the chest is unlocked?

As far the telekinesis/special compartment stuff - the initial idea would be that telekinesis would prevent access to the specialty loot, providing a reward for the investment in the skill.  I think it's a good idea to talk about T-Hunter templates in general.  The absolute minimum skill requirements would be, 

Cartography
Lockpicking
Remove Trap
Detecting Hidden

We've established that between the EC features and Davies' Locker mining is moot.  If we swap mining functionality to cartography, which in theory makes sense (better at reading maps) you get the same bonus from a skill you already have.  

That leaves you 300+ (assuming all GM) skill points to customize out the remainder depending on what role you are taking as the T-Hunter.  

Another way to approach this would a box that could be removed from the chest that would have to be picked off site.  I've played just about every lock picking mini-game every game has come up with and none of them make you really go - ooooo! lock picking mini-game!  So I'm not sure that we need to go down that rabbit hole, but something that satiates that "rogue" sensation wouldn't be unwelcome I don't think.

I think for SoS treasure bringing it down to two levels (regular, special) of SoS makes sense, with some unique rewards available to just SoS treasure would reinvigorate that content.  On my fisher I usually have some low level fighting skills to handle sea serpents, and I don't see a ton of mileage out of making a "group" SoS spawn since we already have net tosses and the like.
You killed one temp plate ages ago, she was a mage thief stealth t hunter then, I stone off Cart and went straight thief when you took standard locations of maps to random locations and had to have mining to dig it up.   Now you going to kill my tamer mage t hunter, what are you thinking of?  where am I going to put Remove Trap and Detecting Hidden on a tamer/mage temp plate?  I have to stone off cart for mining to dig the chest up, now you going to force me to change everything again?  I can see using Remove Trap and Detecting Hidden in dungeons, I have a character for that as well.  Mage/myst/stealth/ninja.  I had to stone off Myst when I put Remove Trap and Detecting Hidden on that one.  There no room for a tamer t hunter using your four require skills, a tamer needs magery along with taming/lore and Vet that four skill and at GM level 400pts.  So you just killed my favor character by saying you have to have  
Cartography, Lockpicking   &   Remove Trap Detecting Hidden

#120
You wouldn't need Detecting Hidden.  I'm saying that outright - if we were to incorporate Remove Trap in any meaningful way, you wouldn't need Detecting Hidden.  DH has a well versed use in finding hidden things in quest chains, and in dungeon chests.  We don't need it here.  

@popps - if you aren't running lockpicking on your TH, how are you opening chests?  Magic Unlock? Skeleton keys?  Please also remember we are talking about removing mining as a requirement, and moving the search radius bonus to cartography - which frees up a skill.
#121
@Drakelord check out how the conversation related to Mining, Remove Trap, and Detecting Hidden has evolved. I also updated the previous post to prevent further confusion. If you could remove the need for mining - how would you change your template, how you do T-maps?
#122




#123
Kyronix said:
For those who are thinking DH would be required should we do anything with Remove Trap as it relates to treasure chests...the DH requirement for Remote Trap would no longer apply - so you'd be switching out Mining (which would be covered by Cartography) with Remove Trap.  So we are talking about a 1:1 skill switch, not a 1:2.



Thank you, that sounds much more doable - But will you be divorcing detect from remove trap so that we can train it?  Currently you can't begin to train remove trap till you have 50 detect, and if you then drop detect, remove trap stops working.
#124
During the halloween event I took my Myst mage remove myst and med off and put on Remove Trap and Detecting Hidden along with lock picking that I stole off my thief, this is where those skills need to be in a dungeon not in the woods digging up chest.  Unless you going to bump the total skills points a character can have here there is no way a tamer can be a t hunter if you did this.

#125
popps said:
Bilbo said:
popps said:
By the way, @ Kyronix , will it be possible to have more then 1 Ship in the Sea per account ?

I am asking, because I am currently heavily doing fishing trying to "catch up" after having been away for long.... and my ship's Hold is filled with fish and anything I need for fishing Quests, of course...

Which it means, that I could not use it for Ship combat as I do not want to risk losing all the work so far done fishing....

Sure, I could empty the Hold when I need to engage into Ship combat but it would be a pain having to switch back and forth with the Ship from fishing to going into Ship combat....

Therefore, my question about the need to be able to have more then 1 Ship at Sea per account.... so that I can have 1 for my Fishing quests and another to enjoy Ship combat content that will be provided by the High Seas Update.....

Thanks !
Deed the fish and take them to your bank or house.
As I said, I know it "can" be done but it still would be a pain if one needs to switch from fishing to Ship Combat all the time....

Fill up hold for fishing, empty hold when going Ship combat, rinse and repeat any time over and over one needs to change type of playing...

A pain....

Being able, instead, to have a second boat, would solve this with no pain....
And people have been doing just that for years without a problem.  Try using one of the larger ships as they hold more weight.  My fish/crab chest weighs 248,437 stones so even running any of the large ships wouldn't help one bit.  You really do need to put your fish/crab collection in your bank/house and stop trying to play your fisherman out of your ship.  And if you are switching from fishing to combat all the time may I suggest you fish in another spot not near the pirates.
#126
Kyronix said:
You wouldn't need Detecting Hidden.  I'm saying that outright - if we were to incorporate Remove Trap in any meaningful way, you wouldn't need Detecting Hidden.  DH has a well versed use in finding hidden things in quest chains, and in dungeon chests.  We don't need it here.  

@ popps - if you aren't running lockpicking on your TH, how are you opening chests?  Magic Unlock? Skeleton keys?  Please also remember we are talking about removing mining as a requirement, and moving the search radius bonus to cartography - which frees up a skill.
If I am understanding it right, basically the need to have Remove Trap might be connected with the fact that not having Remove Trap and using it on the Chest would have the Trap go off and, thus, destroy the additional secret compartment/pouch special bonus content ?

As in regards to Lockpicking needs, perhaps some additional items with high +Lockpicking skill such as Talismans, Cloaks, Hats, shoes, etc. could be released which, in addition with Skeleton Keys (regular, not necessarily the Master Skeleton keys which are too scarce), might free up "real" skill points on the Template by having Lockpicking skill points on items rather then real ?

This way, Treasure Hunter templates could still find ways to have their Treasure Hunter one way or the other be able to have Lockpicking skill albeit not hurting too much the necessity to also have other skills for combat and the likes...
#127
Kyronix said:
You wouldn't need Detecting Hidden.  I'm saying that outright - if we were to incorporate Remove Trap in any meaningful way, you wouldn't need Detecting Hidden.  DH has a well versed use in finding hidden things in quest chains, and in dungeon chests.  We don't need it here.  

@ popps - if you aren't running lockpicking on your TH, how are you opening chests?  Magic Unlock? Skeleton keys?  Please also remember we are talking about removing mining as a requirement, and moving the search radius bonus to cartography - which frees up a skill.
Personally, and for what I would assume for most treasure hunters, we have already adapted to leaving mining off of our templates since we have the locker.  Adding in RT as the only means to get the new bonus will not be a trade between mining and RT, it will be a trade between another skill (most likely combat related) in order to fit it in.

I am personally not of fan of adding more skill requirements for the sake of mechanics (Cartography, mining, DH, RT, and lock picking) that serve only to find and open a chest.  I just don’t feel like those “mechanics” add to the fun of a map, they just add complexity and some tedium.
#128
Kyronix said:
@ Drakelord check out how the conversation related to Mining, Remove Trap, and Detecting Hidden has evolved. I also updated the previous post to prevent further confusion. If you could remove the need for mining - how would you change your template, how you do T-maps?
Cartography should be enough to determined the location of the t map, just as Fishing is enough to determined the location of the SOS "Travelling to the location the message specifies gives you the chance to attempt to fish a chest up from the ocean floor, though at least 65.0 skill points in Fishing are required for a chance of succeeding."  When we open a SOS there is a full set of Coors there, why not have the same for the map with GM Cartography.  However still going to play tipps with skills for a tamer/mage that has to have taming/lore/vet/magery/med/lockpicking/Cartography by throwing Remove Trap, and Detecting Hidden on an already stress out t hunter.
#129
@Petra_Fyde - if we were to make a meaningful change to Remove Trap in this regard, yes - the requirement for Detecting Hidden would be removed.  There really is no point to having the skills linked together anymore.

@Drakelord - you need to provide some context if you could to what you are trying to say with the skill screenshots you posted.  What level chests are you doing?  Are you doing them all by yourself with a single character?

The broader concern over Remove Trap is that it serves little, if any, purpose anywhere in game.  The same impact for investing in a skill can be obtained with a scroll purchasable from an NPC (save for Siege).  This results in an often asked for request - "Make the useless skills worthwhile again".  That's what we are talking about at this point in the thread.

Let me reiterate and summarize some of what is on the table for those joining the conversation later in the thread...
  • Condensing the number of treasure map levels from 7 to 5, existing maps would convert to the new scheme.
  • Rebalancing the levels so 1-3 could be done solo, and 4-5 would be more geared towards group efforts.
  • Moving the mass quantities of resources out of higher level chests into lower level chests, so should you wish to acquire resources you could target lower level maps for that purpose.
  • Reducing the quantity of equipment but increasing the quality.  This would be subject to very fine and hardline balancing.  Not every item you pull out of a 4 or 5 is going to be an uber-item despite the reduction in quantity, or the desire for the to be.
  • Mining would no longer be required to gain a bonus to chest detection distance.  The effect would be migrated to Cartography.
  • Magic Unlock would continue to work on lower level maps, lockpicking would be required for higher end.
  • Remove Trap would become more useful in some context of Treasure Chests.  The exact nature is TBD, but some thoughts are to untrap chests in leiu of telekensis and/or accessing additional loot in the chest, removing traps that are protecting the treasure chest itself (Think of a blend between Champ Spawns, The Curse of Oak Island, and the final scene of Indiana Jones and the Last Crusade).  This would mean you do not need Detecting Hidden in any context to train/use Remove Trap.
  • Reducing SoS to "regular" and "ancient' and providing additional salvage items to be fished up before the chest is recovered and re-balancing the loot in those chests to distinguish them from Treasure Chests.
Thanks again for everyone's participation - look forward to the continued conversation!

Again let me reiterate - nothing is final, this is all subject to change.
#130
Merus said:
Personally, and for what I would assume for most treasure hunters, we have already adapted to leaving mining off of our templates since we have the locker.  Adding in RT as the only means to get the new bonus will not be a trade between mining and RT, it will be a trade between another skill (most likely combat related) in order to fit it in.

I am personally not of fan of adding more skill requirements for the sake of mechanics (Cartography, mining, DH, RT, and lock picking) that serve only to find and open a chest.  I just don’t feel like those “mechanics” add to the fun of a map, they just add complexity and some tedium.
In reality what you are saying is that the entire T-Map process has been reduced to an exercise in killing the guardians and snagging the loot.  If we remove the "hunt" part of it, all that's left is the treasure.  Half the fun of opening a treasure is the hunt of finding it, somewhere along the way we lost that.  Getting some of that back shouldn't be viewed as a bad thing.
#131
Cartography should be required to find the spot, why would you need to have detect hidden to find the chest if you know where to dig? Is it invisible? I actually do have mining on my t-hunter, I just don't see the point of swapping mining for detect hidden, change for the sake of change is not always a good idea. We have quite a few viable t-hunter templates just now, why force people who are happy to all swap to something else?  🙁
#132
I think you've missed some posts Jaytin. Detect hidden will not be needed. Read back a bit.
#133
I hate playing catch up! *goes off to read*
#134
Just don't make t-hunting more grindy.  The more grindy things get in this game the less likely people will do them.  We don't live in Britannia we just play here when we have time.
#135
@Kyronix

I have a question regarding the potential change from 1-7 levels down to 1-5, and the 1-3 being solo and 4-5 requiring groups...

Currently SoTs can be recovered from level 4+ maps in Felucca. Would those be moved to the soloable 1-3 levels, or left in the 4-5 level group maps?
#136
Kyronix said:
Merus said:
Personally, and for what I would assume for most treasure hunters, we have already adapted to leaving mining off of our templates since we have the locker.  Adding in RT as the only means to get the new bonus will not be a trade between mining and RT, it will be a trade between another skill (most likely combat related) in order to fit it in.

I am personally not of fan of adding more skill requirements for the sake of mechanics (Cartography, mining, DH, RT, and lock picking) that serve only to find and open a chest.  I just don’t feel like those “mechanics” add to the fun of a map, they just add complexity and some tedium.
In reality what you are saying is that the entire T-Map process has been reduced to an exercise in killing the guardians and snagging the loot.  If we remove the "hunt" part of it, all that's left is the treasure.  Half the fun of opening a treasure is the hunt of finding it, somewhere along the way we lost that.  Getting some of that back shouldn't be viewed as a bad thing.
I’m just not seeing how training up another skill whose only purpose in the entire process (or game) is to add another layer of complexity for a single character to open a chest adds to the “hunt”.

For solo maps all that you’ve added changed is using remove trap instead of telekinesis... at the cost of 100 skill points.  I don’t see any additional “fun” in that for the solo maps.

For the more difficult group maps, you’ve relegated what was already a tight template (to be both able to dig up the chest, open it, and participate in the fighting) into another mule character that will be brought in on an extra account and hidden off screen while the battle with the guardians takes place.

I do understand that you want treasure hunts to feel like a more immersive experience, I just don’t think adding another skill that will be trained up far from a treasure map and translates into a few more mouse clicks in a context menu accomplishs that.

Perhaps instead of requiring the RT skill, a trap removal kit could drop on one of the guardians corpses.  Like the feather in the belfry.  Just an idea that would mirror the effect you’re talking about to remove the trap without the skill investment?
#137
100 remove trap
100 lockpicking
100 cartography
110 taming
110 lore
100 magery
100 vet or eval...

Honestly... even with remove trap a half decent tamer/mage/treasure hunter is still viable
#138
I hope you rethink the levels. I would be happier if levels one through four are more geared towards solo and only five is more geared towards group. If you choose to do your maps solo, like a lot of us, and the higher level gear, etc is more in the level four and five chests (that would require a group), that would mean us solo treasure hunters would not get a chance for the higher level stuff.

I know some treasure hunters will most likely figure out how to do all of the maps solo. But some of us don't have the time to perfect the craft to that degree.
#139
@Faeryl and @Dramora - assume everything about where different loot spawns in the levels is going to be rebalanced to the new levels - so you won't ever be in a situation where you are "cut off" from higher level loot.
#140
Kyronix said:


@ Drakelord - you need to provide some context if you could to what you are trying to say with the skill screenshots you posted.  What level chests are you doing?  Are you doing them all by yourself with a single character?


My t hunter can do level 1-5 by herself, levels 6-7 is a group effort.  She use a fully trained up myst/mare for 1-4 and a frost dragon for levels 5-7.  Level 5 is a hit and run hunt, where as 1-4 I stand my ground and fight.  6-7 is also a hit and run with friends 🙂
#141
@Kyronix Hmm... Alright. I'm mostly just curious because that's one of my main targets when I treasure hunt.  🙂
#142
popps said:
By the way, @ Kyronix , will it be possible to have more then 1 Ship in the Sea per account ?

I am asking, because I am currently heavily doing fishing trying to "catch up" after having been away for long.... and my ship's Hold is filled with fish and anything I need for fishing Quests, of course...

Which it means, that I could not use it for Ship combat as I do not want to risk losing all the work so far done fishing....

Sure, I could empty the Hold when I need to engage into Ship combat but it would be a pain having to switch back and forth with the Ship from fishing to going into Ship combat....

Therefore, my question about the need to be able to have more then 1 Ship at Sea per account.... so that I can have 1 for my Fishing quests and another to enjoy Ship combat content that will be provided by the High Seas Update.....

Thanks !
Ships are one per character, not one per account and all characters on the same account are treated as highest level security without having to set it, you can even drydock a ship from another character on that same account.
#143
Faeryl said:
100 remove trap
100 lockpicking
100 cartography
110 taming
110 lore
100 magery
100 vet or eval...

Honestly... even with remove trap a half decent tamer/mage/treasure hunter is still viable
you have no Med
#144
Drakelord said:
Faeryl said:
100 remove trap
100 lockpicking
100 cartography
110 taming
110 lore
100 magery
100 vet or eval...

Honestly... even with remove trap a half decent tamer/mage/treasure hunter is still viable
you have no Med
I get by with no med fairly easily if I do it right. Focus on the mobs with area effects (liches, etc) first, then just vet as needed. It's generally not that difficult. I solo 1-6 mostly, and occasionally 7s
#145
Merus said:
Kyronix said:
Merus said:
Personally, and for what I would assume for most treasure hunters, we have already adapted to leaving mining off of our templates since we have the locker.  Adding in RT as the only means to get the new bonus will not be a trade between mining and RT, it will be a trade between another skill (most likely combat related) in order to fit it in.

I am personally not of fan of adding more skill requirements for the sake of mechanics (Cartography, mining, DH, RT, and lock picking) that serve only to find and open a chest.  I just don’t feel like those “mechanics” add to the fun of a map, they just add complexity and some tedium.
In reality what you are saying is that the entire T-Map process has been reduced to an exercise in killing the guardians and snagging the loot.  If we remove the "hunt" part of it, all that's left is the treasure.  Half the fun of opening a treasure is the hunt of finding it, somewhere along the way we lost that.  Getting some of that back shouldn't be viewed as a bad thing.
I’m just not seeing how training up another skill whose only purpose in the entire process (or game) is to add another layer of complexity for a single character to open a chest adds to the “hunt”.

For solo maps all that you’ve added changed is using remove trap instead of telekinesis... at the cost of 100 skill points.  I don’t see any additional “fun” in that for the solo maps.

For the more difficult group maps, you’ve relegated what was already a tight template (to be both able to dig up the chest, open it, and participate in the fighting) into another mule character that will be brought in on an extra account and hidden off screen while the battle with the guardians takes place.

I do understand that you want treasure hunts to feel like a more immersive experience, I just don’t think adding another skill that will be trained up far from a treasure map and translates into a few more mouse clicks in a context menu accomplishs that.

Perhaps instead of requiring the RT skill, a trap removal kit could drop on one of the guardians corpses.  Like the feather in the belfry.  Just an idea that would mirror the effect you’re talking about to remove the trap without the skill investment?
Right now the skill has no purpose, which offers a unique opportunity to explore some novel applications for it to become useful in a system that makes thematic sense.  I'm not talking about adding a "few clicks to the context menu" I'm looking at something more immersive and robust than that.  Think along the lines of plague beasts and power generators.  That's where we can add to the hunt.  I'm not saying every chest has it - but think about it?  If I'm a Dread Pirate burying my very best loot, I'm going to make sure that the booty is protected and being a trap expert is going to give you the skills to overcome that protection. 

"Fun" is a subjective perspective.  If there's a trapped compartment inside the chest and I have to figure out a mechanic to gain access to a reward, and my Remove Trap skill is going to offer me a leg up on that mechanic - that's fun to me, may be fun for others, may not be fun for you.  So it's kind of a hard to use "make it fun" as a true barometer.  

I'm confused about your statement here, 

"For the more difficult group maps, you’ve relegated what was already a tight template (to be both able to dig up the chest, open it, and participate in the fighting) into another mule character that will be brought in on an extra account and hidden off screen while the battle with the guardians takes place."

By the very definition of a group map, you are doing the chest with multiple people.  At that point a utility template for participating in the hunt makes sense, but that's not what the encounter is.  Let's break it down...

-You need to decode the map with Cartography.
-You already know exactly where to go to get the chest via Davies locker, or just looking at the map depending on the client you are using.  No real need for mining to help find it.
-You need lockpicking to unlock the chest.
-You don't need anything except telekinesis and 4 tiles to avoid the traps - which means the traps are pointless at this point.
 
So really the only "treasure hunting" is decoding a map you'll know the exact location of, unlocking a locked chest and dry looting it in what is really not very treasure-hunty but rather a combat encounter.  You are 100% right - the T-Hunter is a mule character, moving the needle in the other way to make it a viable and engaging profession is a goal.

The goal should always be to reward skill investment - that's one of the core principles of the game world.  We've gotten too far away from that and moving the needle in the other direction should be welcome.
#146
Faeryl said:
100 remove trap
100 lockpicking
100 cartography
110 taming
110 lore
100 magery
100 vet or eval...

Honestly... even with remove trap a half decent tamer/mage/treasure hunter is still viable
The problem I see is the masteries needing to work off of real skill, not of items with +skill points...
#147
popps said:
Faeryl said:
100 remove trap
100 lockpicking
100 cartography
110 taming
110 lore
100 magery
100 vet or eval...

Honestly... even with remove trap a half decent tamer/mage/treasure hunter is still viable
The problem I see is the masteries needing to work off of real skill, not of items with +skill points...
I'm not sure where you're getting that problem... do the math. What I have listed adds up to 720. Perfectly reasonable. You can add other things like med or some vet or eval with jewelry, or tweak the numbers a bit per what you need, but generally, this is a perfectly viable template, and is basically the one I currently already use, with the exception of remove trap, where I currently have mining. 
#148
Kyronix not to jump off topic but while you're doing this, could you revamp dungeon chests. Maybe detect to find them and make it a little worthwhile to open. Thank you. 
#149
@Kyronix Whatever happens, I would LOVE to be able to see the location coordinates ON THE MAP, in CC. Instead of having to write them all down when I take them from the Davies Locker. It is a MESS if you die trying to remember which map belongs with which set of coordinates. But if I am wishing, how about a "grid view" for CC. I hate having to switch to EC just to sort the loot. 🙂
#150
popps said:

"Liked the idea of rebalancing map levels into a small set.  1-5 definitely sounds better than 1-8."

Did I miss anything ? Are there Treasure Maps of Level 8 currently available ?
I thought that Level 7 was currently the highest level T-Map...


Popps, I'll step in as interpreter here 🙂 Kyronix was saying he didn't like the idea of adding another map level that would create a Level 8 map, and even the current seven levels is too much - so he would favor reducing the number of levels rather than adding another one 
#151
@Kyronix

Reducing SoS to "regular" and "ancient' and providing additional salvage items to be fished up before the chest is recovered and re-balancing the loot in those chests to distinguish them from Treasure Chests.

So you are talking about nerfing SOSs, WHY.  1 regular chest and if we get lucky an Ancient SOS.  How about doing the same with SOSs that you are doing with T-Maps and less junk before we get the chest.
#152
As it is, miasmas are often a bottleneck getting L6 maps. Once the new thunter system is revised, a lot of people are going to want to jump on it and try it out. I hope there are some revisions to how we can get the higher level maps so we don't have to fight among ourselves just for a chance to get them. T hunting is fun - competing with other players to kill miasmas is not. Thank you.
#153
Bilbo said:
@ Kyronix

Reducing SoS to "regular" and "ancient' and providing additional salvage items to be fished up before the chest is recovered and re-balancing the loot in those chests to distinguish them from Treasure Chests.

So you are talking about nerfing SOSs, WHY.  1 regular chest and if we get lucky an Ancient SOS.  How about doing the same with SOSs that you are doing with T-Maps and less junk before we get the chest.
Who said anything about nerfing SOSs?

Regular chests currently exist as levels 1-3, and pretty much everything that comes out of them isn't worth the time to fish them up - there just isn't that much variation between 1 -3, so why have them?  An ancient offers a little bump, but not much.  I'm talking about boosting the loot in both - but not to the level of what you might find in a newly-revamped T-Map.  The encounters are too different in terms of difficulty to warrant such.

Also - I'm talking about an entirely new list of stuff to fish up before you get the chest.  May be junk to you, but for others its going to be highly coveted decorations and collectibles.  

What is your expectation for SOS loot?
#154
IMO, all named creatures (and possibly renowned) should give a chance to drop a level 4 - 6 treasure map so that there's not one single mob being camped repeatedly. As you've said, people will either need to stockpile maps or there will be major farming going on. 

Similar to my previous thoughts of the garbage you can find at the cavern of the discarded, I liked the idea of finding a way to salvage items from IDOCs into some sort of garbage collection system, where some items unclaimed from IDOCs can possibly end up bring recycled and found as loot in treasure chests and SOS.

 


#155
For what it's worth, here's my build:
120 Mysticism
120 Focus
100 Hiding
100 Mining
100 Lockpicking
80 Magery (+20 Jewelry)
100 Cartography
+ Level 3 Mysticism mastery

That build can do levels 1-6 without too much difficulty.  It's done level 7s alone, although painstakingly (rising colossus, hide, rising colossus, hide).  It does require high mana regen equipment; and the +20 magery is to ensure invis does not fizzle.

It would be interesting to see remove trap added in some fashion.  Were the change to be made, I would simply drop mining in favor of it.  What to do with mining is a harder question.  No free characters to take it.

I'm all for seeing useless skills get some treatment.  They don't hurt the game experience for veteran players who know to avoid them, but for new players, junk skills are detrimental to the experience.  Imagine investing time into working up item identification (which, based on its name, sounds like a very useful thing to have), only to find a few weeks later it's trash.  Not a great introduction to UO.

Feedback:
- Proceed with care on switching mining for remove trap.  Mining is dangerously close itself to becoming useless (Ingots from vendors, merchant ship loot, alchemy conversion). Sorry if I'm repeating someone else - but some quests and naturally occurring containers with traps will make the skill easier to build up.  You'll have some objections from dedicated treasure hunters who invested in mining.
- I like the low level vs. high level maps having different purposes.  You might even think about them being drastically different.  Make one have puzzles, harder to dig up/find, fewer creatures, give more utility items.  Perhaps one requires remove trap and one doesn't (and keep mining?).  Create two kinds of treasure hunters.
#156
I have both a fisher and a t-hunter and really enjoy doing both activities. I also really enjoy doing dread pirate quests. Here are a few of my thoughts on the matter. I've taken ideas from others and in some cases added my spin on the matter.
1. Rare deco items in higher level maps or mibs. I LOVE the idea of getting water tiles!! New deco paintings, barnacle covered ship's cannons (deco only), or barnacle covered anchors could also be added without having to do a lot to graphics that are already in game. It would be fun to fish some of these things up as "recovered from a shipwreck" items. I love the idea of the rare chance of getting small fish with added movement which would greatly enhance water features we build into our houses. Treasures could include high gem count earrings, necklaces and bracelets for the ladies to wear with our gowns to special events instead of a lot of small piles of gemstones. Perhaps these could be found in the ship's strong boxes.   
New paintings would be wonderful and I love the idea of being able to combine a number of mibs to create a new wall map or larger painting. 
2 On the issue of Dread Pirate maps. I would prefer that those be found either in the ship's hold or a strong box as I prefer to turn in my pirates for the rewards. The dread pirate maps could yield chances at getting rares listed above such as pirate flags for houses or ships, single item piles of doubloons, gold plated or gem encrusted items using graphics that are already in game like the silver tray mentioned above, pirate swords or weapons with useful mods that our pirates could use, (revamp the dread pirate hat to give it added worth), special fishing poles so we could go fishing for rare fish without having to enhance them each time we dip our fishing pole into the water.
3. I agree with the idea of streamlining consumables. I do use t-hunting to get imbuing ingredients and gems but really hate having to collect all the single gems found in mibs. Would it be possible to give higher level mage scrolls in the higher level mibs? I love the idea of finding a map to hidden caches where we could get large amounts of the more rare resources. 
4. We can currently bring home the chests we fish up from mibs. Would it be possible to get to bring home some of the chests we dig up from treasure maps? Perhaps some of the chests from Dread Pirate maps could have pirate names on them? These would be great as deco items in our pirate dens or treasure rooms.  
5. By all means, please, please, please fix the mapping system in the CC to more closely reflect the mapping system found in the EC client. At the very least, having the map give the coordinates would be a tremendous boost and the idea of having a square map we could zoom in and out in would be extremely helpful. 
6. I like the idea of having the archaeology skill though I don't think it should replace quite as many skills as suggested above. It would be helpful to streamline the skills necessary for t-hunting since that template is really tight. Perhaps combining detect hidden and/or mining to the cartography skill with a bonus to lock picking to reduce the failure rate in unlocking higher level t-maps. 
Thank you so much for allowing us to share our thought, hopes, and wishes with you. It would be fun to have a greater incentive to do t-maps and mibs. 


#157
If the higher maps require a group, How is the loot divided?  

The T hunter gets what they want and tosses the scraps out?  

This will just lead to more players doing this with multiple accounts and its back to where it was.

I still believe there are many players that want to do T Hunts alone. 

Maybe the hidden compartment in the chest could spawn a Mob like Krampus without minions that requires a group and the group gets to loot.
#158
Pawain said:
If the higher maps require a group, How is the loot divided?  
However you want to split it among your chosen group - that's entirely up to you now as it would be after the update.
#159
Kyronix said:
Bilbo said:
@ Kyronix

Reducing SoS to "regular" and "ancient' and providing additional salvage items to be fished up before the chest is recovered and re-balancing the loot in those chests to distinguish them from Treasure Chests.

So you are talking about nerfing SOSs, WHY.  1 regular chest and if we get lucky an Ancient SOS.  How about doing the same with SOSs that you are doing with T-Maps and less junk before we get the chest.
Who said anything about nerfing SOSs?

Regular chests currently exist as levels 1-3, and pretty much everything that comes out of them isn't worth the time to fish them up - there just isn't that much variation between 1 -3, so why have them?  An ancient offers a little bump, but not much.  I'm talking about boosting the loot in both - but not to the level of what you might find in a newly-revamped T-Map.  The encounters are too different in terms of difficulty to warrant such.

Also - I'm talking about an entirely new list of stuff to fish up before you get the chest.  May be junk to you, but for others its going to be highly coveted decorations and collectibles.  

What is your expectation for SOS loot?
IMHO lvl 1-3 SOSs should be on a par with lvl 1-3 T-Maps (I am referring to current T_Maps).  Reduce the quantity of junk equipment and up the quality just like T-Maps and there is a difference in the lvl 1-3 SOSs as far as # of items and gold.  Unravel SOSs chests and look at the amount/level you get with the 3 main imbuing ingredients.  Yes to NEW stuff to fish up, i will agree to that.  Please DO NOT get rid of the special chests that we sometime fish up, now those are great deco items.
#160
Could we please make it so that when you recall to your ship it refreshes it?  At present recalling to a ship does not reset the decay time and I have lost ships that I used for fishing because I only recalled to and from order docks and never used the mooring rope nor clicked the pilot.
#161
Bilbo said:
Kyronix said:
Bilbo said:
@ Kyronix

Reducing SoS to "regular" and "ancient' and providing additional salvage items to be fished up before the chest is recovered and re-balancing the loot in those chests to distinguish them from Treasure Chests.

So you are talking about nerfing SOSs, WHY.  1 regular chest and if we get lucky an Ancient SOS.  How about doing the same with SOSs that you are doing with T-Maps and less junk before we get the chest.
Who said anything about nerfing SOSs?

Regular chests currently exist as levels 1-3, and pretty much everything that comes out of them isn't worth the time to fish them up - there just isn't that much variation between 1 -3, so why have them?  An ancient offers a little bump, but not much.  I'm talking about boosting the loot in both - but not to the level of what you might find in a newly-revamped T-Map.  The encounters are too different in terms of difficulty to warrant such.

Also - I'm talking about an entirely new list of stuff to fish up before you get the chest.  May be junk to you, but for others its going to be highly coveted decorations and collectibles.  

What is your expectation for SOS loot?
IMHO lvl 1-3 SOSs should be on a par with lvl 1-3 T-Maps (I am referring to current T_Maps).  Reduce the quantity of junk equipment and up the quality just like T-Maps and there is a difference in the lvl 1-3 SOSs as far as # of items and gold.  Unravel SOSs chests and look at the amount/level you get with the 3 main imbuing ingredients.  Yes to NEW stuff to fish up, i will agree to that.  Please DO NOT get rid of the special chests that we sometime fish up, now those are great deco items.
I have to disagree with you on the idea that T-Maps and SoS's should be equal - the experience can't really be compared, there's no fighting with SoSs (except the sea serp) and I'm not keen to add any.  I'm not saying it should be completely unattainable to get good loot, that's not the case at all.  What I'm saying is that SoS loot will have a lot less junk with a more cohesive theme for what you pull up - some may be an arcane theme with reagents and mage focused items items while others may be more a blacksmith's haul with some ingots and a metal weapon.  Sure you'll still come away with standard items of value like gold and such, but the variation between 1-3 SoS chests as it is now is so minimal that there's no justification for having levels.  Instead I'd rather see better loot across the board with regard to the SoS chests. 

As for containers, If anything, we would add additional containers to fish up that would look like they've come from the briney deep!
#162
Sounds good @Kyronix Please include the smaller sized chests with this also a chance to get a pure white small chest might be a nice item too.

So now the next question is how long before I can start using all my stored SOSs, LOL.
#163

Treasure hunting is long overdue for a meaningful update, though I’d like to see it go a few steps further (more on that later…)

I have no problem with condensing map levels down to something easier to manage, as long as the system is left extensible enough for future updates.

I’m also in favor of a quality v quantity boost to the loot. At this point, I only loot the special items, resources and items the EC tells me will unravel into a relic frag. The rest gets trashed with the chest.  While I don’t think everything in the chest needs to be godly, it’d be nice to open a high-end chest and not go “Meh.” What that means exactly is still open to debate…

I’d suggest greatly increasing the quantity of gems and reagents (from every school) and ditching the scrolls (as they hinder the relevance of scribes). I’d also remove the sash of warding and surge shields (does anyone even use those?), then consider pairing down the mana phasing orbs based on what people are actually using (most are considered worthless).

I also second the suggestion of a small chance of older global event rewards showing up, as if the chest were buried during that time period. These could even rotate based on the month, so in Dec. there was a chance to get old holiday deco or a Krampus recipe, in Feb. it could be old V-Day deco, etc. There could be special themed chests as quest or event rewards, the content possibilities here are endless. (think the pagan obelisk spawning maps)

As far as the skills go, I’m fine with moving the functionality associated with mining and rolling it into cartography. Makes way more sense than mining. I’m also fine with giving a use to Remove Trap, as long as the success chance is greatly improved (right now, you fail way too often at GM). Though some consideration should be given to making training the skill less of a grind (read: nightmare) as finding enough chests to untrap is a pain.

The issue with Telekinesis v RT will be a bit trickier to overcome, mainly because its been the norm for two decades. Change is hard, especially for UO players. However, if the end result is means something new and fun, people can learn to cope. Just don’t create a penalty situation for those who still want to cast telekinesis. Let RT bring a layer that people can skip if they wish to remain in the past.

Regarding solo v group *facepalm emoji* This is an MMO. One of those Ms stands for multiplayer. This isn’t a standalone game you dink around in by yourself. Higher-end content shouldn’t be designed with lone players in mind. I have no problem with a L5 or 6 requiring multiple active participants. We should be encouraging group play and the associated community spirit. I think this goes for all facets of the game. Group play should always be the most advantageous.

Personally, I’d like to see a more National Treasure/Carmen Sandiego/questy-type treasure hunt. Say one of the things in the hidden chest compartments is a piece of a map with a clue on it. Something like: “Mu. 15 south.”  This might require people to do a little bit of research to figure out it means 15 tiles south of the Shrine of Spirituality – where they find another clue in a small cache. Add the map pieces together and they create a high-level map. Caches could even be in towns, though probably not a good idea to spawn guardians there, and dungeons. Heck, open the system to the EMs and they could tailor some to shard-specific lore as events.

#164

Regarding solo v group *facepalm emoji* This is an MMO. One of those Ms stands for multiplayer. This isn’t a standalone game you dink around in by yourself. Higher-end content shouldn’t be designed with lone players in mind. I have no problem with a L5 or 6 requiring multiple active participants. We should be encouraging group play and the associated community spirit. I think this goes for all facets of the game. Group play should always be the most advantageous.


Ya tell me that when I stand in a circle for 45 mins to get 3 others.  I'm sure it is worse on smaller shards. Unless all 5 are the same person.

At the end of Krampus we couldn't get others to come kill him.


#165
Pawain said:
Ya tell me that when I stand in a circle for 45 mins to get 3 others.  I'm sure it is worse on smaller shards. Unless all 5 are the same person.

At the end of Krampus we couldn't get others to come kill him.
Get a Spellweaving III  :p 

Krampus just went on for too long. I stopped a few days before he'd been scheduled to end. *shrug*

UO is still an MMO, some content needs to be geared for groups - especially higher-end with the most sought-after loot. While I'd prefer it'd be multiple live players, I have multicliented to do an L7 by myself. It was lonely though.  

There is no good solution to the problem of an evaporating player base without actual advertising. 
#166
I have spell weaving III.  But the focus drops to 3 when I turn on another mastery.

I think the top chests should be 2 player.  2 players can do everything else.  The chests wont drop 120 scrolls.


#167
I am not trying to start any crap but why should a top T-Map/chest require more than one person when basically nothing else does.  If they are going to do this with T-Maps then they should consider doing it with all champ spawns or put PSs (all lvls) in FEL T-Maps.  Anything that requires more than 1 person to do needs to have the top tier rewards.
#168
Bilbo said:
I am not trying to start any crap but why should a top T-Map/chest require more than one person when basically nothing else does.  If they are going to do this with T-Maps then they should consider doing it with all champ spawns or put PSs (all lvls) in FEL T-Maps.  Anything that requires more than 1 person to do needs to have the top tier rewards.

I think they should be able to be done like they are now.  But if a group must be used.  A group of two is doable.  

There are many T hunters that play solo and have for many years. Many of those do not want to use chat to get help.
#169

With the following template I can solo level 6 with a couple of deaths.

Magery: 120
Eval Intel: 120
Meditation: 100
Resist Spells: 100
Inscription: 100
Cartography with Mining swap then with Lock Pick swap: 100
Focus: 80

With some of the purposed changes "Cartography with Mining swap then with Lock Pick swap" would become "Cartography with Lock Pick swap then with Remove Trap swap then with Detect Hidden Swap"?  Am I reading the thread right?

#170
I think the devs should not feel in any way obliged to make content accessible to lone players. If they’re playing on their own, they’re doing very little to encourage other people to play. 

Make stuff tricky enough to require 5 plus active players (not dual clients), give it a good reward. If people can’t find enough people, they don’t get the reward. It’s called tough..love

And hell yeah @Bilbo champs should totally also not be able to be solod. 

They could do anything even have NPC vendors that only sell certain necessary items to people in a guild with X amount of active non EJ players online. People will soon be encouraging their friends and family to play. 
#171
TimSt said:

With the following template I can solo level 6 with a couple of deaths.

Magery: 120
Eval Intel: 120
Meditation: 100
Resist Spells: 100
Inscription: 100
Cartography with Mining swap then with Lock Pick swap: 100
Focus: 80

With some of the purposed changes "Cartography with Mining swap then with Lock Pick swap" would become "Cartography with Lock Pick swap then with Remove Trap swap then with Detect Hidden Swap"?  Am I reading the thread right?

This illustrates pretty clearly how far off the rails treasure hunting has become.  This isn’t a treasure hunter template.  What I’m suggesting is that while you still will be able to complete some treasure maps with this template, you won’t be able to complete all - at least not with a little help from some friends who utilize the traditional treasure hunting skills as something other than some stone-off skills to go through arbitrary motions.
#172
TimSt said:

With the following template I can solo level 6 with a couple of deaths.

Magery: 120
Eval Intel: 120
Meditation: 100
Resist Spells: 100
Inscription: 100
Cartography with Mining swap then with Lock Pick swap: 100
Focus: 80

With some of the purposed changes "Cartography with Mining swap then with Lock Pick swap" would become "Cartography with Lock Pick swap then with Remove Trap swap then with Detect Hidden Swap"?  Am I reading the thread right?

You aren't reading the thread right, as it's been stated several times now that detecting hidden would be separated from remove trap and not required for treasure maps.

Kyronix said:

This illustrates pretty clearly how far off the rails treasure hunting has become.  This isn’t a treasure hunter template.  What I’m suggesting is that while you still will be able to complete some treasure maps with this template, you won’t be able to complete all - at least not with a little help from some friends who utilize the traditional treasure hunting skills as something other than some stone-off skills to go through arbitrary motions.
Regardless, I agree with Kyronix. This should not be the norm for a treasure hunter. Like anything else, the skills should be a required investment. If you want to accomplish something, you should have to make sacrifices in your template to accomplish that task.

To be fair, a treasure hunter, due to the nature of treasure hunting and the guardians, should be able to have some ability to defend themselves, yes, and that's where the other 400-420 points come in. You want an effective treasure hunter, that should be what you have to work with. It can be done, at the cost of not being all powerful. Swapping out skills relating to completing a skill dependant task like treasure hunting in favour of power should be penalized, and the investment rewarded.
#173
Faeryl said:
You aren't reading the thread right, as it's been stated several times now that detecting hidden would be separated from remove trap and not required for treasure maps.

The detect hidden would be for the proposed hidden compartment.
#174
I was opposed to reducing the 24 hour cooldown on soulstones 
#175
Just a miner point but I use "Jacob's Pickaxe" and Mining Gloves for the digging. It's just 15 points to mining but 15 points is 15 points. As far as I know there is nothing that can give points in Cartography or Remove Traps. 

So if your going to change out mining Pretty Please .............

(pun unattended)
#176
Mervyn said:
I think the devs should not feel in any way obliged to make content accessible to lone players. If they’re playing on their own, they’re doing very little to encourage other people to play. 

Make stuff tricky enough to require 5 plus active players (not dual clients), give it a good reward. If people can’t find enough people, they don’t get the reward. It’s called tough..love

And hell yeah @ Bilbo champs should totally also not be able to be solod. 

They could do anything even have NPC vendors that only sell certain necessary items to people in a guild with X amount of active non EJ players online. People will soon be encouraging their friends and family to play. 
Do you really think anyone who enjoys the game isn't already nagging friends and family to play?
Crippling solo play will only make more people quit and encourage multi client/boxing.

PS after almost 20 years of begging I finally got the wife to try and she now spends more time online than me. And it had nothing to do with my needing help.
#177
TimSt said:
Faeryl said:
You aren't reading the thread right, as it's been stated several times now that detecting hidden would be separated from remove trap and not required for treasure maps.

The detect hidden would be for the proposed hidden compartment.
Per Kyronix in one of several posts since that was brought up:

"You wouldn't need Detecting Hidden.  I'm saying that outright - if we were to incorporate Remove Trap in any meaningful way, you wouldn't need Detecting Hidden.  DH has a well versed use in finding hidden things in quest chains, and in dungeon chests.  We don't need it here."

DH won't be required.
#178
Mervyn said:
I was opposed to reducing the 24 hour cooldown on soulstones 
I am in no way suggesting something like that. I will use and reuse my soulstones multiple times in a day to juggle skills and templates for RP and PVM purposes.

What I'm stating is that if one intends to juggle skills for something skill intensive like treasure hunting, instead of having invested in all the skills on the template, they should in some way be penalized for that, as that really defeats the entire concept of a "treasure hunter".
#179
Kyronix said:
You wouldn't need Detecting Hidden.  I'm saying that outright - if we were to incorporate Remove Trap in any meaningful way, you wouldn't need Detecting Hidden.  DH has a well versed use in finding hidden things in quest chains, and in dungeon chests.  We don't need it here.  

@ popps - if you aren't running lockpicking on your TH, how are you opening chests?  Magic Unlock? Skeleton keys?  Please also remember we are talking about removing mining as a requirement, and moving the search radius bonus to cartography - which frees up a skill.
I do some Treasure Hunting from time to time, mostly lvl 5,6 and 7's when I aquire them. I think the idea of replacing mining and replacing with carto is a good one. Plus if you increase the radius you can dig in to find the chest  would be even better. I have spent some time trying to find chest in the Classic Client and many time turn to the Enhanced Client to find the location of the chest. The Enhanced Client map makes it a bit easier to locate the chest spot. At times as stated by other t-Hunters the actual location of the chest is sometimes 2 or 3 screens off from the mark on the map. One thing I would love is if the t maps were larger and showed more detail so spots can be located with greater ease. 
#180
Kyronix said:
TimSt said:

With the following template I can solo level 6 with a couple of deaths.

Magery: 120
Eval Intel: 120
Meditation: 100
Resist Spells: 100
Inscription: 100
Cartography with Mining swap then with Lock Pick swap: 100
Focus: 80

With some of the purposed changes "Cartography with Mining swap then with Lock Pick swap" would become "Cartography with Lock Pick swap then with Remove Trap swap then with Detect Hidden Swap"?  Am I reading the thread right?

This illustrates pretty clearly how far off the rails treasure hunting has become.  This isn’t a treasure hunter template.  What I’m suggesting is that while you still will be able to complete some treasure maps with this template, you won’t be able to complete all - at least not with a little help from some friends who utilize the traditional treasure hunting skills as something other than some stone-off skills to go through arbitrary motions.

@Kyronix,  Fair enough.  With some of the purposed changes what would my mage template morph into to become a mage treasure hunter?  Feel free to rip my template to shreds.
#181

Regarding solo v group *facepalm emoji* This is an MMO. One of those Ms stands for multiplayer. This isn’t a standalone game you dink around in by yourself. Higher-end content shouldn’t be designed with lone players in mind. I have no problem with a L5 or 6 requiring multiple active participants. We should be encouraging group play and the associated community spirit.

Get a Spellweaving III  :p 
Oh the irony ;) Maybe you see it yourself.

Reality though is, a lot of "groups" are just multiple accounts run by the same player.

The main problem is that UO has no matchmaking queue, so if you don't have a group on hand in UO, you are locked out of the content.

Also the other M in MMOs stands for massive. Massive like in "10 players tops" (party).

In the end it will make the content more exclusive to those people with multiple accounts and just lock those with a single account out of the content.
#182
@Kyronix Please don't add Remove Trap.  Please let me continue to do treasure hunts like I've been doing them for 19 years.  I enjoy them.  I solo them because I can't get a group together in the 20 minutes a day I play.  So I do a treasure map.  I've never done the roof or Exodus or any of the dungeon encounters because I don't have a group.  Treasure hunting is my own personal dungeon.

I'm all in favor of making skills useful, including Remove Trap.  But if it becomes a part of treasure hunting - even to access some sort of secret compartment - then I'll be forced to add Remove Trap and change my template which is already cramped.  I don't want to "miss out" on this secret loot.  Even if you think it's an optional skill, it becomes mandatory, else the treasure map isn't fully enjoyed.

Use Remove Trap on dungeon chest and any place else.  But please don't add it to treasure chests.

Sphyr
Guildmaster of Treasure Hunters of Britannia (THB)
Lake Superior
#183
@Kyronix In short, I welcome improvements to the treasure hunting experience.

But please don't make changes to the treasure hunter.
#184
Kyronix said:
Merus said:
Kyronix said:
Merus said:
Personally, and for what I would assume for most treasure hunters, we have already adapted to leaving mining off of our templates since we have the locker.  Adding in RT as the only means to get the new bonus will not be a trade between mining and RT, it will be a trade between another skill (most likely combat related) in order to fit it in.

I am personally not of fan of adding more skill requirements for the sake of mechanics (Cartography, mining, DH, RT, and lock picking) that serve only to find and open a chest.  I just don’t feel like those “mechanics” add to the fun of a map, they just add complexity and some tedium.
In reality what you are saying is that the entire T-Map process has been reduced to an exercise in killing the guardians and snagging the loot.  If we remove the "hunt" part of it, all that's left is the treasure.  Half the fun of opening a treasure is the hunt of finding it, somewhere along the way we lost that.  Getting some of that back shouldn't be viewed as a bad thing.
I’m just not seeing how training up another skill whose only purpose in the entire process (or game) is to add another layer of complexity for a single character to open a chest adds to the “hunt”.

For solo maps all that you’ve added changed is using remove trap instead of telekinesis... at the cost of 100 skill points.  I don’t see any additional “fun” in that for the solo maps.

For the more difficult group maps, you’ve relegated what was already a tight template (to be both able to dig up the chest, open it, and participate in the fighting) into another mule character that will be brought in on an extra account and hidden off screen while the battle with the guardians takes place.

I do understand that you want treasure hunts to feel like a more immersive experience, I just don’t think adding another skill that will be trained up far from a treasure map and translates into a few more mouse clicks in a context menu accomplishs that.

Perhaps instead of requiring the RT skill, a trap removal kit could drop on one of the guardians corpses.  Like the feather in the belfry.  Just an idea that would mirror the effect you’re talking about to remove the trap without the skill investment?
Right now the skill has no purpose, which offers a unique opportunity to explore some novel applications for it to become useful in a system that makes thematic sense.  I'm not talking about adding a "few clicks to the context menu" I'm looking at something more immersive and robust than that.  Think along the lines of plague beasts and power generators.  That's where we can add to the hunt.  I'm not saying every chest has it - but think about it?  If I'm a Dread Pirate burying my very best loot, I'm going to make sure that the booty is protected and being a trap expert is going to give you the skills to overcome that protection. 

"Fun" is a subjective perspective.  If there's a trapped compartment inside the chest and I have to figure out a mechanic to gain access to a reward, and my Remove Trap skill is going to offer me a leg up on that mechanic - that's fun to me, may be fun for others, may not be fun for you.  So it's kind of a hard to use "make it fun" as a true barometer.  

I'm confused about your statement here, 

"For the more difficult group maps, you’ve relegated what was already a tight template (to be both able to dig up the chest, open it, and participate in the fighting) into another mule character that will be brought in on an extra account and hidden off screen while the battle with the guardians takes place."

By the very definition of a group map, you are doing the chest with multiple people.  At that point a utility template for participating in the hunt makes sense, but that's not what the encounter is.  Let's break it down...

-You need to decode the map with Cartography.
-You already know exactly where to go to get the chest via Davies locker, or just looking at the map depending on the client you are using.  No real need for mining to help find it.
-You need lockpicking to unlock the chest.
-You don't need anything except telekinesis and 4 tiles to avoid the traps - which means the traps are pointless at this point.
 
So really the only "treasure hunting" is decoding a map you'll know the exact location of, unlocking a locked chest and dry looting it in what is really not very treasure-hunty but rather a combat encounter.  You are 100% right - the T-Hunter is a mule character, moving the needle in the other way to make it a viable and engaging profession is a goal.

The goal should always be to reward skill investment - that's one of the core principles of the game world.  We've gotten too far away from that and moving the needle in the other direction should be welcome.
Just a couple responses:

I’ve been playing since 1998.  I have a treasure hunter and have done thousands of maps, both solo and with a group.  I can tell you without a doubt that the most fun I’ve ever had doing maps was back when a L5 map took a group of players to complete.  But let’s look at how maps have actually been done:

Cartography:  use a soulstone to add Cartography, decode the map, put Cartography back on the stone.  Some have adapted a powerful enough template that they can leave Cartography on and still defeat the guardians.

Mining:  completely circumvented by players either through run ebook libraries or the Davies Locker.  Using mining to “hunt” for the map has always been an option, however the vast majority have worked around this because it wasn’t “fun”.

Lockpicking: much like Cartography.  Swap with soulstones.

Remove Trap:  like mining this step has been completely circumvented by players by telekinesis or simply taking the damage.  Using RT skill has always been an option, but players went another route because it wasn’t “fun”.

To my point earlier, the group level 5 maps weren’t fun because we all sat there watching someone pick the lock.  It wasn’t a fun group activity because we all stood there while the traps were disarmed.  It was fun because the guardians were hard and we had to play together to defeat them.

As far as the group with a utility player... yes, having a group does make it easier for there to be one player in the group with all the skills related to just the chest.  However, IMO, that player ends up being mostly left out of the fighting, which is the biggest part of doing the map.  From thousands and thousands of hours of playing my experience says that most people want to participate in that part... so someone brings multiple accounts to have the utility player and someone to fight if they can’t do both with the same account.

I get that you’re looking for a way to make RT relevant again in terms of treasure hunting.  Thinking outside the box here... what if rather than needing the skill on the character present at the chest, a trap removal kit was something that was a craftable by someone with the RT skill?  Then any player could bring one (or several) along if they wanted to try and remove the traps.  This would give the skill a use specific to maps, but would leave the vast majority of map hunter templates alone.
#185
@Faeryl

100 remove trap
100 lockpicking
100 cartography
110 taming
110 lore
100 magery
100 vet or eval...

Little confused here are you running vet or eval?  Stoning off vet for eval?? 
#186
Pawain said:
Bilbo said:
I am not trying to start any crap but why should a top T-Map/chest require more than one person when basically nothing else does.  If they are going to do this with T-Maps then they should consider doing it with all champ spawns or put PSs (all lvls) in FEL T-Maps.  Anything that requires more than 1 person to do needs to have the top tier rewards.

I think they should be able to be done like they are now.  But if a group must be used.  A group of two is doable.  

There are many T hunters that play solo and have for many years. Many of those do not want to use chat to get help.
@Kyronix was just throwing out what ifs and said having the high end T-Maps needing a group effort and I still think that if this is done than they should have the top tier loot as everything in UO currently is solo able.
#187
Kyronix said:
TimSt said:

With the following template I can solo level 6 with a couple of deaths.

Magery: 120
Eval Intel: 120
Meditation: 100
Resist Spells: 100
Inscription: 100
Cartography with Mining swap then with Lock Pick swap: 100
Focus: 80

With some of the purposed changes "Cartography with Mining swap then with Lock Pick swap" would become "Cartography with Lock Pick swap then with Remove Trap swap then with Detect Hidden Swap"?  Am I reading the thread right?

This illustrates pretty clearly how far off the rails treasure hunting has become.  This isn’t a treasure hunter template.  What I’m suggesting is that while you still will be able to complete some treasure maps with this template, you won’t be able to complete all - at least not with a little help from some friends who utilize the traditional treasure hunting skills as something other than some stone-off skills to go through arbitrary motions.
Please post what you consider a "traditional treasure hunting skills" template and do you think your template would be able to solo lower lvl T-Maps with the proposed changes.
#188
@Kyronix , Do you plan to put in any fixes for the locations that treasure chests spawn?  I consistently do them and its annoying when the circle of transparency doesn't reveal the location of the chest due to multiple stacking trees.

Could you also look into putting in a fix or adjustment for when you can't pull loot from the chest due to something being in the way (usually a corpse)?  It's very frustrating doing circles around the chest because of where the enemies die and trying to find another spot to loot the chest.

Lastly, could you add in a fix for the large chest gump in the Classic Client?  Since some of the chests have over 50 items, it would be easier to sort through.

Thank you!
#189
UO fishing and SOS hunting was my first love... Landing that chest of unidentified items, looking at each item and hoping for silver weapons, back in '99 that was pretty thrilling. But for the last 10 years or so... There is no magic.... It was always the excitement of what is inside, and now you know exactly what's inside...so grab the gold and trash the chests  So now, SOS, for me is an easy way to get turnin points for some item I want from the cleanup....
1.  I love wearing shipwreck boots... Can we get that moniker on items in the chest... Maybe even clean imbueable armor pieces or other usablle items inithe game.
2. How about replica type drops in legendary SOS's... I.e. Barnacle Encrusted Slither... 150 durability...no repair....that's just an example... I would prefer only artifacts that are no longer attainable... And I don't think there will be a market flood, at 1 in 25 SOS's being lenendary, and the evil uo rng... The chance would be some really small math number. 
3. Christ, do something about scalis...that is just a painful grind... Again the math of 1 in 25 SOS's to have a 1 in 4 chance.... He could use a bump down on his resists ... Bump up his drop rate.... something...
4. Dump regs and gems... Replace with more imbuing ingredients... 
5. Generally I would like to wear stuff only being a fisherman would get me... 


#190
I'm going back to loot. ;-) I'm always a little afraid to make loot wish lists because I know my propensity for, at least in my head, making very long lists. Then I'll start adding items that require new game mechanics. Pretty soon I'm creating Lily's World. No good can come of it!

That said...
 I know we have footwear! We've all fished up plenty of it. So far there's very little footwear that players seek, or that offer much variety for filling that slot. I know we have the 2% resist to poison with the snakeskin boots. There's 2% to cold. Crafters can make cu sidhe pads. I know I'm missing some but overall there's not much out there.

Might be fun to have a chance at finding more variety and more desirable properties added to footwear. I've always thought 2% was chintzy. I'm sure there's a way to offer better variety and greater impact in a way that's balanced. 

Why not a better boost than 2% for all resists? Pick your resist footwear based on what you're going to go fight. Why not boosts to skills as well? Rogue's Slippers give a boost to Hiding and Stealth. Archer's Sandals. Fishing Boots. Cook's Clogs. Spiked this...Bladed that...

They could be delivered as drops or recipes, found in MIB / Thunter Chests. Or they could be fished up like Scales and Pearls as you're moving along fishing (with a system message and perhaps a different color assigned to them, setting them apart from shoes you'd feed a goat). Fished up pre-treasure and drop on monsters that spawn with chests.

  
#191
Drakelord said:
@ Faeryl

100 remove trap
100 lockpicking
100 cartography
110 taming
110 lore
100 magery
100 vet or eval...

Little confused here are you running vet or eval?  Stoning off vet for eval?? 
Generally eval for lower end chests where I can pick stuff off with my pets help, or vet for higher end chests where the guardians take longer to kill, and without med, vet becomes the more reliable source of healing.

That however doesn't mean that I don't still use magic in tandem with vet for an extra boost when needed.
#192
With the following template I solo level 6 maps on a regular basis with few deaths. 
Cartography 100
Lockpicking 100
Mining 90
Magery 100
Evaluating Intelligence 100
Mysticism 120
Focus 110
I have jewelry that helps bring up magery to 115 (yet to cough out the money for a 120 magery). I separate out the tougher guardians and use an RC to take them out one at a time. I use magery to invis a LOT and to cast spells or cast EVs against some of the guardians. 
i thoroughly enjoy doing level 7 maps with groups especially when there is a tamer to lore and tame nice pets
#193
One thing I would really like to see in the "new" treasure chests is a recipe for the Krampus Whips! If not that, then how about the actual whip added to the "possible" loot in higher end maps? I think the ability to make/loot enough to reforge some elemental damage ones would be a big hit! How about it @Kyronix ?
#194
Faeryl said:
popps said:
Faeryl said:
100 remove trap
100 lockpicking
100 cartography
110 taming
110 lore
100 magery
100 vet or eval...

Honestly... even with remove trap a half decent tamer/mage/treasure hunter is still viable
The problem I see is the masteries needing to work off of real skill, not of items with +skill points...
I'm not sure where you're getting that problem... do the math. What I have listed adds up to 720. Perfectly reasonable. You can add other things like med or some vet or eval with jewelry, or tweak the numbers a bit per what you need, but generally, this is a perfectly viable template, and is basically the one I currently already use, with the exception of remove trap, where I currently have mining. 
As I understand it, you are using

110 taming
110 lore
100 magery
100 vet or eval...

That is, below 120 skill points.... since Masteries, I understand, are strictly linked to "real" skill points, by having skill points in a given Mastery below 120, that Mastery will not be usable to its fullest potential....
#195
Urge said:
Kyronix not to jump off topic but while you're doing this, could you revamp dungeon chests. Maybe detect to find them and make it a little worthwhile to open. Thank you. 
And since the Developers are at it, perhaps also bring back to work the Khaldun Puzzle Chests which, I seem to understand, are no longer working ?
#196
KHAN said:
@ Kyronix Whatever happens, I would LOVE to be able to see the location coordinates ON THE MAP, in CC. Instead of having to write them all down when I take them from the Davies Locker. It is a MESS if you die trying to remember which map belongs with which set of coordinates. But if I am wishing, how about a "grid view" for CC. I hate having to switch to EC just to sort the loot. 🙂
Don't we have already a similar system working with the Global Vendors Search Maps ?

Once we get a Map to a vendor, doesn't it already show the coordinates to that vendor ?
#197
popps said:
Faeryl said:
popps said:
Faeryl said:
100 remove trap
100 lockpicking
100 cartography
110 taming
110 lore
100 magery
100 vet or eval...

Honestly... even with remove trap a half decent tamer/mage/treasure hunter is still viable
The problem I see is the masteries needing to work off of real skill, not of items with +skill points...
I'm not sure where you're getting that problem... do the math. What I have listed adds up to 720. Perfectly reasonable. You can add other things like med or some vet or eval with jewelry, or tweak the numbers a bit per what you need, but generally, this is a perfectly viable template, and is basically the one I currently already use, with the exception of remove trap, where I currently have mining. 
As I understand it, you are using

110 taming
110 lore
100 magery
100 vet or eval...

That is, below 120 skill points.... since Masteries, I understand, are strictly linked to "real" skill points, by having skill points in a given Mastery below 120, that Mastery will not be usable to its fullest potential....
I have seen nothing regarding the masteries where you require 120 to use them to "full potential". 

They're linked to real points in terms of you need 90+ real skill to be able to use them at all. Their power depends on the level of the primer you have.
#198
Faeryl said:
popps said:
Faeryl said:
popps said:
Faeryl said:
100 remove trap
100 lockpicking
100 cartography
110 taming
110 lore
100 magery
100 vet or eval...

Honestly... even with remove trap a half decent tamer/mage/treasure hunter is still viable
The problem I see is the masteries needing to work off of real skill, not of items with +skill points...
I'm not sure where you're getting that problem... do the math. What I have listed adds up to 720. Perfectly reasonable. You can add other things like med or some vet or eval with jewelry, or tweak the numbers a bit per what you need, but generally, this is a perfectly viable template, and is basically the one I currently already use, with the exception of remove trap, where I currently have mining. 
As I understand it, you are using

110 taming
110 lore
100 magery
100 vet or eval...

That is, below 120 skill points.... since Masteries, I understand, are strictly linked to "real" skill points, by having skill points in a given Mastery below 120, that Mastery will not be usable to its fullest potential....
I have seen nothing regarding the masteries where you require 120 to use them to "full potential". 

They're linked to real points in terms of you need 90+ real skill to be able to use them at all. Their power depends on the level of the primer you have.
I THINK what he is referring to, is the fact that some of the masteries use less mana, etc at 120 real skill as opposed to skill with jewels. One that comes to mind is the taming mastery when using consume damage. The mana upkeep to keep it "running" is much less at 120 with REAL skill in Taming/Lore, as opposed to,say, 90 or 100 real skill, with jewels to get to 120.
#199
KHAN said:
Faeryl said:
popps said:
Faeryl said:
popps said:
Faeryl said:
100 remove trap
100 lockpicking
100 cartography
110 taming
110 lore
100 magery
100 vet or eval...

Honestly... even with remove trap a half decent tamer/mage/treasure hunter is still viable
The problem I see is the masteries needing to work off of real skill, not of items with +skill points...
I'm not sure where you're getting that problem... do the math. What I have listed adds up to 720. Perfectly reasonable. You can add other things like med or some vet or eval with jewelry, or tweak the numbers a bit per what you need, but generally, this is a perfectly viable template, and is basically the one I currently already use, with the exception of remove trap, where I currently have mining. 
As I understand it, you are using

110 taming
110 lore
100 magery
100 vet or eval...

That is, below 120 skill points.... since Masteries, I understand, are strictly linked to "real" skill points, by having skill points in a given Mastery below 120, that Mastery will not be usable to its fullest potential....
I have seen nothing regarding the masteries where you require 120 to use them to "full potential". 

They're linked to real points in terms of you need 90+ real skill to be able to use them at all. Their power depends on the level of the primer you have.
I THINK what he is referring to, is the fact that some of the masteries use less mana, etc at 120 real skill as opposed to skill with jewels. One that comes to mind is the taming mastery when using consume damage. The mana upkeep to keep it "running" is much less at 120 with REAL skill in Taming/Lore, as opposed to,say, 90 or 100 real skill, with jewels to get to 120.
If that's the case... go with say 120 taming and lore and use jewelry to boost another skill up a bit.

There are logical and effective options.
#200
Faeryl said:
KHAN said:
Faeryl said:
popps said:
Faeryl said:
popps said:
Faeryl said:
100 remove trap
100 lockpicking
100 cartography
110 taming
110 lore
100 magery
100 vet or eval...

Honestly... even with remove trap a half decent tamer/mage/treasure hunter is still viable
The problem I see is the masteries needing to work off of real skill, not of items with +skill points...
I'm not sure where you're getting that problem... do the math. What I have listed adds up to 720. Perfectly reasonable. You can add other things like med or some vet or eval with jewelry, or tweak the numbers a bit per what you need, but generally, this is a perfectly viable template, and is basically the one I currently already use, with the exception of remove trap, where I currently have mining. 
As I understand it, you are using

110 taming
110 lore
100 magery
100 vet or eval...

That is, below 120 skill points.... since Masteries, I understand, are strictly linked to "real" skill points, by having skill points in a given Mastery below 120, that Mastery will not be usable to its fullest potential....
I have seen nothing regarding the masteries where you require 120 to use them to "full potential". 

They're linked to real points in terms of you need 90+ real skill to be able to use them at all. Their power depends on the level of the primer you have.
I THINK what he is referring to, is the fact that some of the masteries use less mana, etc at 120 real skill as opposed to skill with jewels. One that comes to mind is the taming mastery when using consume damage. The mana upkeep to keep it "running" is much less at 120 with REAL skill in Taming/Lore, as opposed to,say, 90 or 100 real skill, with jewels to get to 120.
If that's the case... go with say 120 taming and lore and use jewelry to boost another skill up a bit.

There are logical and effective options.
That is exactly what I do. I was just pointing out, that, for once, he was correct. 🙂 You DON'T use their "full potential" at less than 120 real skill.
#201
KHAN said:
Faeryl said:
KHAN said:
Faeryl said:
popps said:
Faeryl said:
popps said:
Faeryl said:
100 remove trap
100 lockpicking
100 cartography
110 taming
110 lore
100 magery
100 vet or eval...

Honestly... even with remove trap a half decent tamer/mage/treasure hunter is still viable
The problem I see is the masteries needing to work off of real skill, not of items with +skill points...
I'm not sure where you're getting that problem... do the math. What I have listed adds up to 720. Perfectly reasonable. You can add other things like med or some vet or eval with jewelry, or tweak the numbers a bit per what you need, but generally, this is a perfectly viable template, and is basically the one I currently already use, with the exception of remove trap, where I currently have mining. 
As I understand it, you are using

110 taming
110 lore
100 magery
100 vet or eval...

That is, below 120 skill points.... since Masteries, I understand, are strictly linked to "real" skill points, by having skill points in a given Mastery below 120, that Mastery will not be usable to its fullest potential....
I have seen nothing regarding the masteries where you require 120 to use them to "full potential". 

They're linked to real points in terms of you need 90+ real skill to be able to use them at all. Their power depends on the level of the primer you have.
I THINK what he is referring to, is the fact that some of the masteries use less mana, etc at 120 real skill as opposed to skill with jewels. One that comes to mind is the taming mastery when using consume damage. The mana upkeep to keep it "running" is much less at 120 with REAL skill in Taming/Lore, as opposed to,say, 90 or 100 real skill, with jewels to get to 120.
If that's the case... go with say 120 taming and lore and use jewelry to boost another skill up a bit.

There are logical and effective options.
That is exactly what I do. I was just pointing out, that, for once, he was correct. 🙂 You DON'T use their "full potential" at less than 120 real skill.
Yeah, my comment was more directed towards him as a response. 

Though to be fair, not even UO.com states that fact. I'm looking at it now and the most it has to say is certain skills like combat training allow tamer to "add combat abilities to their pet based on animal taming skill, animal lore skill, and mastery level"

No where is mana requirements being lowered based on skill mentioned.
#202
a
#203
@Faeryl For consume damage, at 120 real skill in Taming AND Lore, the mana upkeep is 3 mana per "tick". Without digging out a tamer that is less than 120'd, I remember the upkeep being either 6 or 12, per tick, at 90 real skill in both. 

If you play in CC, pull up the "buff bar" and start running consume damage on a pet. Mouse over the consume damage "icon". It will tell you the mana upkeep cost. If you are 120 in Taming AND Lore, it will be 3 per tick. If your tamer isn't real 120's it WILL be higher. 

Trust me on this. 🙂
#204
At the risk of getting back on topic

Rather than increasing the loot for using remove trap why not change the trap damage penalty? If the trap is triggered more damage to all players and pets in the aria with a chance the commotion summoning more guardians over time. Also maybe a chance the trap has armor ignore or one shot kill built in to the top levels.

I can see myself in a group of ghosts with dead pets and more guardians showing up trying to decide if I'm should be cursing or laughing. 🙂

Under this idea you could still work solo without remove trap but would avoid having loot creep. Just check for the nearest healer before casting telekinesis.
#205
@Kyronix

I speak as a guildmaster for a THB chapter.

Adding Remove Trap as a REQUIREMENT for T-Maps is a deal-killer. 99.999% of T-hunter templates are too cramped as it is. There's probably less people with it on their characters outside SP & Mugen than you WORK WITH (and if you count people with it on a soulstone, it still probably won't come up to the BS employees + EMs). 

Making Telekinesis not work is perfectly fine, but if someone wants to risk death by popping the chest without removing the trap, they should still be allowed to do so.

As it is, level 2 chests STILL do more damage than any other level (that bug was never fixed - I've seen a level 2 chest (both paragon and map) do 120+ to someone with 70s resists - and have NEVER died to any other level of chest from the trap), and if you could isolate what causes it, perhaps applying that level of damage for all maps level 3-7 would encourage some people to use remove trap. 

Adding the skill as a REQUIREMENT, though (at least for maps level 6 and under), would be as short-sighted as the original High Seas Cannon Supplies coding for making the powder charges from scratch - if not more so. It's a sure-fire way to KILL the profession. It would delay actual USE of the changes to the maps for MONTHS, off the "hard-mode" shards, as NO ONE HAS THE SKILL on those shards, except as a curiosity kept on a display soulstone (often one that they found on an IDOC, not one they can use).
#206
Faeryl said:100 vet or eval...

That is, below 120 skill points.... since Masteries, I understand, are strictly linked to "real" skill points, by having skill points in a given Mastery below 120, that Mastery will not be usable to its fullest potential....
I have seen nothing regarding the masteries where you require 120 to use them to "full potential". 

They're linked to real points in terms of you need 90+ real skill to be able to use them at all. Their power depends on the level of the primer you have.
Completely incorrect. Only some passives are primer based. The mastery cost to run and benefit increase are real skill.  

People like you giving wrong info in this thread are going to make it so casual players that have done maps for 18 plus years are not going to be able to do them.

Please get your facts straight.

It takes all four Bard skills at 120 to get the least mana cost and most benefit.

Here is a calculator for taming masteries. https://www.uo-cah.com/in-depth/mana-regen-masteries

#207
@Basara

I tend to agree with your assessment regarding making the skill a present requirement to get the best loot out of a map... both in terms of messing up templates and, if history is to be taken into account, a bit of a grind/clickfest like cannon firing is.

I’m not sure there is going to be much we can do about the mechanics of how they implement the trap removal process, but I am hoping we might get them to move off the requirement to have the skill present on the character at the actual chest (as to save the constant back and forth for soulstone swapping).  My suggestion was a trap removal kit that someone with remove trap skill could create... add it to the tinker menu with 0 tinker skill requirement and scalable success rate based on the remove trap skill... think repair contract... once it’s created, anyone can use it on a chest.  This gives remove trap skill a use, leaves treasure hunter templates alone, and gives the developers a chance to add their “immersive” trap removal process.  Heck, you could even add the “parts” to craft the kit to the treasure maps to create a little product lifecycle.

I am certainly open to other ideas, but I think to move them off the skill requirement we are going to need a little consensus on an alternative idea.
#208
Pawain said:
Faeryl said:100 vet or eval...

That is, below 120 skill points.... since Masteries, I understand, are strictly linked to "real" skill points, by having skill points in a given Mastery below 120, that Mastery will not be usable to its fullest potential....
I have seen nothing regarding the masteries where you require 120 to use them to "full potential". 

They're linked to real points in terms of you need 90+ real skill to be able to use them at all. Their power depends on the level of the primer you have.
Completely incorrect. Only some passives are primer based. The mastery cost to run and benefit increase are real skill.  

People like you giving wrong info in this thread are going to make it so casual players that have done maps for 18 plus years are not going to be able to do them.

Please get your facts straight.

It takes all four Bard skills at 120 to get the least mana cost and most benefit.

Here is a calculator for taming masteries. https://www.uo-cah.com/in-depth/mana-regen-masteries


I'm not intentionally giving wrong info. From what I read in terms of the taming masteries I saw nothing that stated that fact. Read the later comments where I had further discussion with Khan before making statements as such.

Plus, people have been doing treasure maps since long before masteries were even around. They don't make or break the ability to do treasure maps.
#209
So why do you want to add difficulty and more things to the template?  The loot is not going to increase much.  I asked how the loot would be divided. He said the T hunter will dole it out.  That means the loot is still going to be lesser in value than other encounters.
#210
Basara said:
@ Kyronix

I speak as a guildmaster for a THB chapter.

Adding Remove Trap as a REQUIREMENT for T-Maps is a deal-killer. 99.999% of T-hunter templates are too cramped as it is. There's probably less people with it on their characters outside SP & Mugen than you WORK WITH (and if you count people with it on a soulstone, it still probably won't come up to the BS employees + EMs). 

Making Telekinesis not work is perfectly fine, but if someone wants to risk death by popping the chest without removing the trap, they should still be allowed to do so.

As it is, level 2 chests STILL do more damage than any other level (that bug was never fixed - I've seen a level 2 chest (both paragon and map) do 120+ to someone with 70s resists - and have NEVER died to any other level of chest from the trap), and if you could isolate what causes it, perhaps applying that level of damage for all maps level 3-7 would encourage some people to use remove trap. 

Adding the skill as a REQUIREMENT, though (at least for maps level 6 and under), would be as short-sighted as the original High Seas Cannon Supplies coding for making the powder charges from scratch - if not more so. It's a sure-fire way to KILL the profession. It would delay actual USE of the changes to the maps for MONTHS, off the "hard-mode" shards, as NO ONE HAS THE SKILL on those shards, except as a curiosity kept on a display soulstone (often one that they found on an IDOC, not one they can use).
The lack of use for Remove Trap doesn't suprise me - it's been a dead skill almost since its arrival due to the lack of anything of consequence related to traps.

I'd have to disagree with your point of "risking" death.  The amount of "risk" in death is very small, if at all, given the staying power of your loot on a corpse.  Sure there are minor exceptions but in whole death isn't a risk should someone wish to blow themselves up.  The hilarity of the thought is not lost however!

As I've mentioned before were we to make any meaningful changes to Remove Trap the entire skill would be up for balance from top to bottom - this includes removing the requirement for Detecting Hidden in any context, the training path, the success rates, and how the skill behaves within the context of the game world.  This would result in whatever issues currently exist with traps to be resolved in the effort.

I will disagree with your assertion regarding any change as "killing the profession."

Consider this,

Cartography is not required beyond initial decoding. 
Mining is not required due to advances in UI/Davie's Locker.
Remove Trap is not required because of Telekenesis.  
Lockpicking (in some instances) isn't required.

What we are left with then?  Where's the actual "Treasure Hunter" profession in this scenario?  What distinguishes this particular template from one you can use to fight any other encounter in the game world?

Couple of questions I've posed elsewhere and am curious to see your (and anyone's) response...

What is the skill breakdown of your Treasure Hunter before, during, and after the entire Treasure Chest encounter?

Do you participate in Treasure Chest Encounters as a solo activity or in a group?

What items are you most after when it comes to Treasure Chest loot?

Were you to train Remove Trap, regardless of context, what do you feel the training time should feel close to - Cartography? Alchemy? Animal Taming (eep!)

Thanks for the replies!


#211
How about you just fix the traps instead?  Make them more dangerous and have it deal damage to someone regardless of range which would still hit the telekensis character.   There was a shard I played where their traps were vicious.  One would spam lightning down on you like 20+ times for well over 300 total damage and you needed someone there to heal you to survive it.  Another one was poisonous darts that shot constantly and did similar damage to previous one.  Of course these had different damage amounts per level and were easier to survive on lower levels but the high levels required help to live through. @Kyronix
#212
Kyronix said:

Couple of questions I've posed elsewhere and am curious to see your (and anyone's) response...

What is the skill breakdown of your Treasure Hunter before, during, and after the entire Treasure Chest encounter?

Do you participate in Treasure Chest Encounters as a solo activity or in a group?

What items are you most after when it comes to Treasure Chest loot?

Were you to train Remove Trap, regardless of context, what do you feel the training time should feel close to - Cartography? Alchemy? Animal Taming (eep!)

Thanks for the replies!

I'll preface by saying I used a tamer/treasure hunter on Atlantic for years before moving to Cats. And when I moved shards, I made a new one who was a mystic/mage for a long time.

Recently I changed her to my old tamer template, with a few tweaks to accommodate that I'm still training up taming and training new pets.

Taming, lore, vet, mining, magery, eval and  swapping carto/lockpicking so allow for the eval to help pets in training. When the pet is sufficiently trained and her skill is enough to control it, I can drop off eval and stop swapping.

Generally I solo, but I sometimes take a guildmate or two if they're bored, or a group of guildmates if it's required as part of an RP storyline.

SoTs, alacrities, skeleton keys, mana phasing orbs, maps, forged pardons (sort of, less now than before since the market nose dived), I appreciate the reagents for my scribe and alchemist, and a couple of the recipes.

Definitely not taming level training. I feel cartography or alchemy is a good baseline for training time. Though with some preparation, alacrities and some other tricks, it wouldn't be too hard to train.
#213
If I am forced to use Remove Trap to Treasure Hunt, I'm done with TMaps.  For a lone player, as so many of us are these days, some Level 6 TMaps are right on the brink of being too hard to be fun now and with a change such as needing Remove Trap and losing some other skill, that'd do it for me.
#214
Forrest Taft has:

120 Magery
120 Eval
120 Med
100 Carto
100 P:icking
100 Mining
balance goes into resist

Since AWs dispel on sight, anything over a 5 has an archer acct in attendance as well.  

5  and below are solo.

Usually look for an occasional legendary, essences, regs, .gems.
Cant give runed sashes away
I guess VvV killed the pardons, a month after it came out with its own pardon, sales bottomed out and never came back.
SDame with Tasty treats, the timing of sales decline would seem to indicate the pet training did away with the need for them.
No idea what happened with the orbs, used to sell, now...bleh

Please dont make remove trap anything like training taming lol.  

Would love to see Idoc stuff in a chest, more and different regs, more gems (all kinds, even the specials).  Add PS to fel chests,  and put pinks in trammel ruleset chests along with blues.  Always nice to get a higher level, or same level map out of a chest.

As a side note, seems to me that Tok and Malas chests quality of loot isn't on par with the old world.  I'm not talking legendary, per se, seems they lack a lot in the major magics and lesser artis as well.  Might just be my luck tho.

In chests, champs, and trade riuns, code the useless stuff (taste ID, item ID, camping, blah blah blah) to quit spawning.
Please

#215
I know this turned into a thread mostly about tmaps, which I do not do, but lets not overlook MIBS and fishing in general.

Since you are talking about bring back real skill to the mix, how about some sort of bonus to a Legendary Fisher?  Besides getting a rare fish to mount at your home, which has no worth to anyone but the person who caught it, and the title on your char, there is no reward to attaining that goal.

Getting a 120 from the fishmonger quests is insanely difficult and time consuming

Lets show some legendary fisher love!  How about a bump, and a decent one at that, in getting an Ancient SOS when fishing them up via serpents or throwing in green nets and anchors, and in a chest you pull up from a regular MIB. 

Also, when you reach 120 fishing you should never ever fish up plain footwear nor get an unnamed crab/lobster.  For the crab/lobsters use a sliding scale from 100 to 120 skill so that even at GM fishing you see a lot less of the no names.

The first things that came to my head.


#216
Ok Kyronix since you asked

My treasure hunter is only 5-6 months old. I sacrificed a mule to split my thief off. So he is still a work in progress but I don't think I'll be changing him much until you change things. I do take him out at least once a week.

lock picking 100
cartography 100
mining           85
Magery          90

still working on (not all that hard)
Archery      96 
Tactics       96

toying with but haven't decided if I'll keep
Chivalry       63 
Bushido       57

The only change I make during the hunt is mining gloves (+5) and jacob's pickaxe +10 for the actual mining. Gives me 100 mining as I usually just eyeball the maps in EC.

I solo up to level 5 maps and the odd 6. For most level 6 and all 7s the wife brings her tamer along as well as anyone else who is around. 

What loot items I'm after? Well at one time or another just about everything so I can't say I'd like anything dropped. Though I would like to see the number of different types of items go down. A possible 100 different items to check is way to many. If pushed I'd have to say my favourites are legendary, scrolls, recipes  and of course the gold. I really like the idea of this level map for this type of loot.

As for how hard it should be to train Remove Trap that depends on what rewards you decide on. If it's just a couple of more items of the same "power" as the rest of the chest, Cartography. If it gives access to more powerful or special item then like taming.

For new loot items how about a bomb removal suit? I'm thinking of something similar to a "Sorcerer's" set but aimed at opening Treasure chests and only that. A full set giving + 40 or 50 to Remove Traps and high resits for those opps moments. The pieces only available in chests as an uncommon if not rare item.

#217
Kyronix said:
Couple of questions I've posed elsewhere and am curious to see your (and anyone's) response...

What is the skill breakdown of your Treasure Hunter before, during, and after the entire Treasure Chest encounter?

Do you participate in Treasure Chest Encounters as a solo activity or in a group?

What items are you most after when it comes to Treasure Chest loot?

Were you to train Remove Trap, regardless of context, what do you feel the training time should feel close to - Cartography? Alchemy? Animal Taming (eep!)

Thanks for the replies!


You already know and commented about my template. Thanks by the way.


Remove Trap was the grindiest skill to train my thief on.  I gave up after 72 points and used scrolls of transcendence to reach 100. If I had to add Remove Trap to another character I would skip the training and use a Mythic Character token and some scrolls to get to GM Remove Trap.

To make Remove Trap training easier how about having NPCs sell automatically self trapping training boxes for each skill level and thus remove the need to have carpentry and tinker skills to build, trap, and retrap the box.  You can put a charge on the training box so that the player needs to buy new ones after say 100 attempts. On failure some non-lethal damage is done.

#218
@Kyronix ;

My Treasure hunter template is as follows:
Cartography-                                  100
Focus-                                              20
Mining-                                             75
Magery- 90 real+25 jewels            115  
Meditation- 30 real+15 jewels         45
Lockpicking-                                  100
Animal Taming-                             120
Animal Lore-                                 120 
Vet- 85 real+15 jewels                  100
                                                    -------
Total skill                                      795  While wearing a 2,000 +/- luck suit

Note: I have an "extra" +10 Magery skill I can "move around". 

I can solo (1 character) all of the maps 1-7 except Ilsh. My pets won't attack some of the stuff, and I am too lazy to use the "all guard me", attack, and invis method of doing so.
#219
Kyronix said:
Couple of questions I've posed elsewhere and am curious to see your (and anyone's) response...
What is the skill breakdown of your Treasure Hunter before, during, and after the entire Treasure Chest encounter?
Do you participate in Treasure Chest Encounters as a solo activity or in a group?
What items are you most after when it comes to Treasure Chest loot?
Were you to train Remove Trap, regardless of context, what do you feel the training time should feel close to - Cartography? Alchemy? Animal Taming (eep!)
Thanks for the replies!
@Kyronix , I have two separate treasure hunters:

Name: Sphyr
100 Cartography
120 Focus
100 Lockpicking
120 Magery
40 Meditation
120 Mysticism
120 Spellweaving

This one used to have GM Provocation back when that was a powerful skill.  When the Great Bard Nerf hit around AoS, I gave up UO completely for 9 years because I couldn't treasure hunt.  THB on Lake Superior, once 75 members strong, now consists almost entirely of me.  The biggest problem was that I had neither the bard abilities nor the mana to dispatch an ancient wyrm.  Treasure Hunting was no longer possible, so I left.  Hence my concern the introduction of Remove Trap will again eliminate me from my favorite treasure hunting.

I retooled 2 years ago and came back.  I don't soulstone, my skills constant throughout the hunt.  I almost entirely solo treasure hunts because at 6:00am when I play for 20 minutes, groups are not possible so I can't do roof encounter or any major dungeon.  Once I used to t-hunt for hire, but that was 11 years ago.  

I'm not actually after anything in particular in the chest anymore.  Forged pardons were already losing their luster when I came back.  I look for any legendaries that maybe will sell on my vendor, and take the rest home to unravel for fragments.  I completely clean loot the chest, I like fighting the MOBs.  I wish there was something in the chest worth keeping, but 99% gets unraveled or tossed for points.  I still like treasure hunting.

Training Remove Trap sounds daunting.  I'm much older now, approaching 60, and don't feel like a grind like when I did lockpicking or cartography.  Alchemy wasn't too bad to train.  But I don't know where I'd put it.  Probably I'd give up Spellweaving I suppose, except that Gift of Life is so darned handy if you die on a remote island.  Can't give up Mysticism (or the related Focus) since it's now the RC that does the killing.  I happily solo L7's with this.

I have another treasure hunter:

Name: Thraso
120 Animal Lore
120 Animal Taming
100 Cartography
100 Lockpicking
100 Magery
100 Meditation
80 Veterinary

Again, no swapping of skills.  Since I completely loot chests, I ended up marking the location and recalling back and forth to drop off the loot, but that's not possible in Ilshenar.  When the Taming changes came last year, I was able to train a beetle to a 5-slot and loot the chest into the beetle.  This one isn't as proficient as the Spellweaver, but he's used almost exclusively in Ilshenar.  L6 and L7's are a challenge since the beetle can only handle 1 MOB at a time, but I can still solo until that renegade changeling eats my lunch.  If I had to pick up Remove Trap... I suppose I'd drop vet maybe, and bring in a 2nd account to res my beetle.  Or maybe not t-hunt at all with this character anymore.  Or maybe finally resort to using soulstones which I detest using in the middle of a treasure hunt.  Feel like cheating.

I'm all in favor of making Remove Trap viable, just not on treasure chests.  The trapped chest isn't even the interesting part of treasure hunting.  I like timing the initial spawn, chasing the grubber, dry looting the chest, defeating the spawn.  I don't even think the chest needs to be trapped, I'd still enjoy treasure hunting.  I like the suggestion of making a Remove Trap kit with the skill as long as it isn't too time-consuming, something I can bring with me and remove the trap.

Sphyr
Treasure Hunters of Britannia
Lake Superior
#220
Kyronix said:

What is the skill breakdown of your Treasure Hunter before, during, and after the entire Treasure Chest encounter?

Do you participate in Treasure Chest Encounters as a solo activity or in a group?

What items are you most after when it comes to Treasure Chest loot?

Were you to train Remove Trap, regardless of context, what do you feel the training time should feel close to - Cartography? Alchemy? Animal Taming (eep!)

Thanks for the replies!


I haven't done treasure maps in quite a while because the loot wasn't worth my time. But I had: 110 Mysticism, Focus, Magery + GM Cartography, Lockpick, Mining + 90 Med. I only had mining because I use CC and am terrible at finding the exact location even using Davie's Locker. I kept that template all throughout the hunt. I was going to become a tamer instead of mystic after the taming update, but again why do it if the loot isn't worth it?

I did this solo mostly but we did group hunts for the frost drakes. Again, the loot in the chest isn't worth a group hunt.

I was doing it for items that can't be acquired any other way; mana phasing orbs and scrolls of alacrity. With the low drop rate and the wide variety of each drop, 18 different orbs and 58 different scrolls, it was a grind that I gave up on. I'm not saying it should be quick/easy drops. But it is discouraging.

Training remove trap should be quick. It can't really be trained in the field in an exciting way like eval int, anatomy, or tactics. Maybe it should raise with the speed of hiding or detect hidden. Both of those are similar skills that require more of a repetitive use to be useful. It isn't and I don't think will be an overpowered skill. So ideally, it will be a quick-ish skill to train.
#221
Kyronix said:

Were you to train Remove Trap, regardless of context, what do you feel the training time should feel close to - Cartography? Alchemy? Animal Taming (eep!)

Thanks for the replies!


If it were a requirement for maps and the loot was bumped to Shadowguard quality, I would expect it to become extremely difficult.

As stands now, it should take no longer than focus.

#222
Kyronix said:

Consider this,

Cartography is not required beyond initial decoding. 
Mining is not required due to advances in UI/Davie's Locker.
Remove Trap is not required because of Telekenesis.  
Lockpicking (in some instances) isn't required.

What we are left with then?  Where's the actual "Treasure Hunter" profession in this scenario?  What distinguishes this particular template from one you can use to fight any other encounter in the game world?

Couple of questions I've posed elsewhere and am curious to see your (and anyone's) response...

What is the skill breakdown of your Treasure Hunter before, during, and after the entire Treasure Chest encounter?

Do you participate in Treasure Chest Encounters as a solo activity or in a group?

What items are you most after when it comes to Treasure Chest loot?

Were you to train Remove Trap, regardless of context, what do you feel the training time should feel close to - Cartography? Alchemy? Animal Taming (eep!)

Thanks for the replies!


@Kyronix

So here is mine:

120 Taming *
120 Lore
120 Vet
120 Magery
120 Eval
20 Hiding (elf character and I like to be able to get a hide off now and then)
100 Swapped between Cartography and Lockpicking

*At one point I did have mystic/focus in place of taming, but with the pet revamp having taming made more sense.

My maps are stored in a locker and I use Cartography to open them and put the coordinates into a spreadsheet.  Then I stone Cartography and put on lockpicking for digging up the maps.  

With this set up I can solo all the current level maps through use of a well trained pet and good slayer spell books.  When I am in a hurry I put a second account on my second monitor and bring a 4x legendary bard to discord and provoke while running the bard mastery songs.

I have built my setup this way because getting other people to come along for the current map content is not much fun for anyone else.  The monsters are not really challenging and the loot isn't up to par.

Now... you say what kind of "treasure hunter" is that?  Its basically a mage/tamer who moves a couple other skills around.  I say... EXACTLY!  My treasure hunter isn't a lumberjack or a miner, he isn't a tailor or a cook, he is a monster bashing, guardian defeating, luck suit wearing adventurer who likes to dig up buried treasure and kill whatever was guarding it.  I'm not in it for the 3 clicks it takes to use the cartography skill to decode a map.  I'm not in it for the 2 times it takes to click to unlock the map with my skeleton key.  I am in it for the fight and the treasure.  Requiring more skills and more steps just to get to the fighting and treasure is just like one more step to actually fire a cannon or one more step to harvest a seed.  Realistically, requiring more skills on my template just means more trips back and forth to a soulstone.  This isn't fun.  I'm not the only one either.

We have had so many examples of these types of things in UO development history.  Some get fixed down the road, some don't.  We have repair deeds now so that its easier to repair armor without the need for a craftsman to be present.  We are re-doing the cannon firing process.  We have garden beds to take care of growing plants.  See the pattern in those things?  Extra steps just for the sake of extra steps often ends up with just frustration and players asking for something to be simplified.

What I want from a T-map revamp is pretty simple:

1. A reliable way to get the level of map I want to hunt on the facet I want to hunt it.  As others have said, the Miasma grind is SO boring, but its really the only good, reliable place to collect level 6 maps.

2. A loot table that properly matches the difficulty of the map, with a rare chance for something unique and valuable in today's UO economy.

3. At least 1 level of map that a group of UO players would find challenging and have a chance for desirable loot for everyone.  Dividing up loot manually through dice rolling, etc. is rather a pain.  Instanced loot is so very much easier.  I realize this might not be doable for the chest itself, which is why I would really like to see some kind of drops from the guardians themselves.

- Ideally I would like to see 2 levels of high end maps... the first would be very difficult for a seasoned veteran like myself to be able to complete solo, but might be a challenge for a group of newer players. (don't laugh, they do exist I'm told)  Comparable to what a level 7 maps is now.  I would like for this level of map to have some of the "treasure" (including special items like mana orbs) to drop on the instanced corpses of the guardians.  The second, and higher level, map I think should be comparable to the roof.  A fairly difficult map to get, but would spawn guardians from the peerless level mobs... and at least 6 of them to start.  This would be very, very difficult for a single player with a single account to complete, but would be a great group level activity.  Let the peerless level guardians have the same chance to drop their normal special drops (i.e. if a Navrey spawns, it might drop a tangle, if a Lady M spawns she might have a hair dye or crimmy).  This would make the treasure hunt not only a lot of fun, but people would actually want to come fight (and die) for a chance at the drops.
#223
@Kyronix so would Cart 100 / Lockpick 100 / Remove Trap 100 be what you would consider a start to a Treasure Hunter, that is only 300 skill points so far.  What would be the draw back if you left off one of these skills.

Should Cart be required to stay on the toon while you goto the spot and dig up the chest
Lockpick probably be required
Remove trap could be tied to the spawn kind of like an alarm system and if you remove the trap/traps then less/no spawn or if you set it off then norm/more spawn depending on the level of the alarm system installed type of idea.

Also what would be the possibility of allowing T-Hunters to take the chest with them after unlocking and disarming it and killing all spawn.
#224
Kyronix said:
Were you to train Remove Trap, regardless of context, what do you feel the training time should feel close to - Cartography? Alchemy? Animal Taming (eep!)
---
I've trained half a dozen thunters. I can GM carto in 2 or 3 evenings buying, making and reselling maps to the NPC - it's one of the easiest skills to train. I can get lockpicking to 77.8 - enough to open L6 chests with skeleton keys - in 2 or 3 evenings breaking picks on paragon ettin, cyclops and titan or miasma chests. So I'd hope for a way to train remove trap in about 2 days, same as the others
#225
Current treasure hunter that I play daily (solo)

Cart 100
Disco 120
Lockpick 100
Magery 120
Med 120
Music 120
Provo 120
Magery mastery 3, classic client, Davies Locker. Using these skills start to finish, no soulstones. I  do any maps lvl 6/7 tram and fel. Sell or trash the others. 

Love the idea of IDOC loot as treasure. Something different! No pirate in his right mind would bother hiding current treasure let alone wear most of it. I'm all for risk reward, but it needs to be a useful, long term reward. Old event items gets my +1 also.
#226

One of the IDOC loot items could be tokens for IDOC'd soul stones that got trashed for the cleanup points. Prior ownership wiped out so they can be used again.  if no soul stones got trashed then no tokens show up in the loot.

#227
My THunter

100 Focus
100 Mining
100 Cartography
100 Eval Int
100 Magery
120 Mysticism
100 Lockpicking

I solo Levels 1-6 regularly and the occasional 7 except Ilshenar and those nutso Renegade Changelings.  7's on the other facets are a tough encounter solo but offer a fun challenge for those days when I feel brave. 

For maps below level 7, I think it is not a very interesting task for other folks to tag along.  For the Level 6's and below, there's too much waiting for the THunter to find the chest, dig it up, unlock it, etc and then only the monsters to kill and deciding who gets to loot the chest.  Not a great team effort needed and it's boring for most folks.  Saying this, I really enjoy doing the 1-6 maps by myself as many of us THunters do, so please make this so we can continue to do those levels solo and save only the highest end levels for the groups to do.

Oh and please do not make us use the coordinates on the locker for finding the maps.  This is one of the most fun parts for me, decoding and opening the map, comparing the game map to it and figuring out where it is, then recalling to the nearest spot I can find and then finding the exact location.  You do need, however, to give the CC a decent map of the world, hint hint.

#228
There are so many diverse templates in T-Hunting. Tamers, Mystic mages, Stealth mages, Melee templates, etc.

They mostly are inch perfect planned in terms of skill points. Making a new skill a requirement will just kill those templates.

Yes, you will kill the profession as others pointed out!  Let's make T-Hunting another area where only one or two templates work :#
#229
Kyronix said:
Consider this,

Cartography is not required beyond initial decoding. 
Mining is not required due to advances in UI/Davie's Locker.
Remove Trap is not required because of Telekenesis.  
Lockpicking (in some instances) isn't required.

What we are left with then?  Where's the actual "Treasure Hunter" profession in this scenario?  What distinguishes this particular template from one you can use to fight any other encounter in the game world?
Have players expressed being unhappy with their current templates?

I have seen a lot discussion about loot, but little being unhappy not to carry say Lockpicking.

Go ahead, kill the T-Hunters for some highly cosmetical thoughts about dead skills. If I can't do them anymore without using a second account, I will put T-Hunting next to the Haven mines, Despise or everything Eodon except for Shadowguard.

Maybe I'm just playing this game wrong.
#230
Dead skills should either be removed or reworked in their own right, not foisted onto over-crowded templates that people worked hard on for years to fine tune them to their needs and play-style. Nobody asked for t-hunting to be revamped, but lots of people asked for the loot to be looked at.
UO in the last few years has seen the number of really viable templates shrink considerably, we used to have so much diversity and now only a few templates really work. I used to enjoy playing all my characters, now I play mostly a mystic/SW/mage, my t-hunter or a Fisher for MIBs, my paladin hasn't been hunting in years, I dropped taming when the pet revamp looked too complicated and I just don't have time to work on my bard. Please don't make t-hunting go the same way as all those other templates that ended with Sampire or find a group.
#231
Kyronix said:

What is the skill breakdown of your Treasure Hunter before, during, and after the entire Treasure Chest encounter?

Do you participate in Treasure Chest Encounters as a solo activity or in a group?

What items are you most after when it comes to Treasure Chest loot?

Were you to train Remove Trap, regardless of context, what do you feel the training time should feel close to - Cartography? Alchemy? Animal Taming (eep!)

Thanks for the replies!


My treasure hunter is always a treasure hunter, before during and after. 
I can, and have, done all levels solo with the exception of Ilshenar level 7s - my problem there is renegade changelings when they spawn as paragons (but then no one else wants to do those either 😂) I have also done them with others, but they tend to find standing around waiting for spawn a little boring after the initial guardians are dispatched.

I especially like the 'special' items, though I'm not enamoured of surge shields or sashes of warding. Mostly I like SoAs, SoTs, Mana phasing orbs, skeleton keys, imbuing essences. As regards armour and weapons I'll take anything that will enhance the suit of one of my characters or that will unravel into relic fragments for similar purpose. I am not sufficiently competent at working out what is valuable to sell, so I don't do that. 

Training - the only thing I hate about training any skill is the 'wait before you can do that again', especially if it's a long delay. I don't really see the purpose of that. I know where to find enough locked crates and barrels to train, but maybe you could lock and trap some of the boxes on other facets than tram & fel?  in Royal City and Zento maybe?

My current template, including bonuses, is:
Cartography - 100
Lockpick - 100
Mining - 100 (potentially RT)
Magery - 100 (not scrolled, 15% from mage book)
Mysticism - 120
Focus - 95 (10% Mystic's Memento) Also 40% LMC 28 MR on suit
Spellweaving 115 (mastery vol 3)


#232
Ouch.  I've never had a paragon renegade changeling.  I'd probably have to ask for help on that one. :/
#233
jaytin said:
Dead skills should either be removed or reworked in their own right, not foisted onto over-crowded templates that people worked hard on for years to fine tune them to their needs and play-style. Nobody asked for t-hunting to be revamped, but lots of people asked for the loot to be looked at.
Exactly this. I fear though the Devs have already decided to do "something".
#234
Please seriously consider 3 things...
1.  Forced group play - the M of massively does not exist anymore... Your player base is if an older nature. The few I play with are almost 50 and don't play hours and hours on end. On Cats, the biggest group I see is on Wednesday sitting at the bank, next biggest group is a pk raid on a soloist doing a champion spawn, and finally some folks doing the rooftop(the win here was more than one drop and everyone had and equal chance). The Majority of t-hunters are solo players and I believe there are more soloist hunters than groups..The reason being is that it doesn't require a significant time preparation investment like gathering keys, completing rooms... And it scratches an itch of successfully completing something. So make a level 7 chest with all the great stuff that requires 3-4 people.  Alot of excitement for 6 months.. interest wears off... and suddenly very little 7 maps being done... meanwhile all us soloists who have been doing chests for going on twenty years now, are locked out of some content... Which is ok I guess, but would just be disappointing, I know there will Granted there will be lower chests, but the highest should be challenging with a group ... Super difficult but at least doable as a soloist
2. Please do not get rid of the ability to hide at 
Guardian spawn.. the guardian spawn and getting away is a challenge... if you miss your timing you are dead... just forcing a rez at the beginning, is just a dick move... No reason other than screwing with a character set for something other than taking punches from 3 wyrms.
3. Don't force remove trap on the chest... keep in mind telekinesis is a legitiment skill point requirement as a remove trap option... Just like remove trap... You have to have magery... It just folds well with recall and invis... Traps are not worthless, they all require skill points to undo... Magery is just more efficient in a tight template.. if you want to dust off old skills include a  smaller takable chest that requires RT that you can take for working on later, or sell. 
Please consider these items when making the changes...

#235
One of my favourite templates for a chilled evening.. RIP if it needs any other skill as hard requirement. (poor girl is not scrolled to 120 obviously)
#236
Maybe someone could make a poll to see how many people have a t-hunter and that's all the char does, I don't use mine for anything else and I thought that was the norm...I also don't do any switching of skills on a daily basis to enable my chars to do extra stuff. I use soul stones to store skills that might be of use in the future on another char, or ones I don't need any more that took a long time to train. I don't really like using them as I always have a concern that I will mess up and lose something.
#237
I had begun using my t-hunter as my shard transfer character, just to use him lol.
#238
@kryonix ;
If you want to see a great high seas group event stop by this evening at the Catskills New Magencia docks for the weekly Wednesday whitenet Toss, 1930est.. quite a few participants... If in consideration for change, increasing the ancient scroll drop rate or increasing the scalis spawn from 25% would really help support this...
#239
Dizzy said:
Ouch.  I've never had a paragon renegade changeling.  I'd probably have to ask for help on that one. :/
I think most of us would ;)
#240
Swroberts said:
@ kryonix 
If you want to see a great high seas group event stop by this evening at the Catskills New Magencia docks for the weekly Wednesday whitenet Toss, 1930est.. quite a few participants... If in consideration for change, increasing the ancient scroll drop rate or increasing the scalis spawn from 25% would really help support this...
what time is this?

#241

After careful consideration I believe there are better substitutes for the addition of remove trap. As is, the t-hunter has to balance fighting and t-hunting skills. An increase to mobs along with adding another skill would create a disaster to the class and force a single template similar to how the samp became the only fighter template.

I will offer my thoughts of a remove trap rework.

1) the addition of a pirate treasure chest on board ships that could require the remove trap skill. One could use the revamped cannons to slay the pirates and have the needed skills to open the chest. This would perfectly fit into a High Seas theme. 

2) dungeon chests are in desperate need of a rework. Without truly needing fighting skills to open dungeon chests, a true dungeon crawler could indeed fit remove trap and if need be, item id to create a new class of players while making two unused skills worthy.

#242
JollyJade said:
Kyronix said:
Consider this,

Cartography is not required beyond initial decoding. 
Mining is not required due to advances in UI/Davie's Locker.
Remove Trap is not required because of Telekenesis.  
Lockpicking (in some instances) isn't required.

What we are left with then?  Where's the actual "Treasure Hunter" profession in this scenario?  What distinguishes this particular template from one you can use to fight any other encounter in the game world?
Have players expressed being unhappy with their current templates?

I have seen a lot discussion about loot, but little being unhappy not to carry say Lockpicking.

Go ahead, kill the T-Hunters for some highly cosmetical thoughts about dead skills. If I can't do them anymore without using a second account, I will put T-Hunting next to the Haven mines, Despise or everything Eodon except for Shadowguard.

Maybe I'm just playing this game wrong.
What is your template that you use?  Where are you getting the idea that he wants to add skills to the T-Hunter?  He is trying to condense the skills required like no longer requiring mining.  IMHO I get the idea that he is looking at Cart, Remove Trap and Lockpick as the 3 needed skills.  Stop slamming because Kyronix hasn't set nothing in stone and has been very open to ideas which is something we have not had in a long time.  A lot of the temps being shown could lose mining and put remove trap on with no loss.
#243
So, I don't think I've trained or used Detect Hidden and / or Remove Trap since Factions were first introduced long ago and I've long since left those skills behind. I don't have them stoned away so I'd be training them up again. I realize we're not needing DH to find the secret compartment content that may be added to chests. But since reading here that there is game content out there that requires DH to find, I thought I'd start training in it to see what it's like now. Additionally, DH and RT haven't been divorced so I can't train RT without DH.

I agree with Petra. The delay between tries on these skills is a bummer. I find myself sitting here with my eyes rolling up into the back of my head while waiting to hit DH again. If RT is the same then, UGH! I don't know for sure but I'm guessing losing the wait on DH might impact PvP? But I can't think of any need for a long wait between tries on RT.

It seems there's still a lot of pushback, even with getting rid of mining, on bringing RT in on treasure hunting. I hadn't considered that many "treasure hunter" builds aren't using mining. So bringing in RT has them dropping a skill their build can't do without. For the most part it looks like we're a bunch of magic users and tamers digging up chests. 

I think it's sad we're now so far away from using skills that have us portraying melee fighting, swashbuckling rogues out on high seas adventures. And if UO still offered healthy well populated shards I'd be fighting to make treasure hunting an activity geared toward character builds of that ilk. But it is what it is and I don't think anyone wants to unravel and make unhappy those who've been using their magic user / tamer builds for treasure hunting for quite some time.

As it stands, I believe the risk vs reward with treasure hunting is already deserving of a revamp that brings better, more interesting, fun prizes for the effort, even if no new hidden compartment type content is added. That said, I do think it would be fun to add new content beyond picking the lock, stepping back and casting telekinesis. I don't know how deep we can reasonably dig here. Pun intended. My inclination is to create a need for rogue skills in order to get to this additional content. 

If one of the goals is to successfully bring in additional game content that will utilize the Remove Trap skill, I'm hoping the effort will extend itself beyond this singular need with treasure chests. If more reasons to invest in this skill are on the horizon it might make changes to treasure hunting more palatable. As time has gone on, reading through what everyone has had to say in threads dedicated to new High Seas content, the idea that we might be able to create a whole new rogue character type has, in my mind, grown with it. I'd be happy to train up a Freddy the Fence...

I've been working on this post for so long, my husband tells me there have been additional posts made that are along the lines of what I'm talking about. I'll leave it here and go play catch up on reading before talking more about a new rogue build.
#244
Honestly, I'm amazed at how many are having a fit over the possibility of remove trap being a requirement and outright denouncing the idea.

Do any of you know how it would be revamped? No? Why not give it a chance on TC if and when it gets there, first?

There are still viable fighting templates that can be made. For the devs to make a skill viable, as so so many people complain about wanting, people have to learn to adapt to said skill becoming a requirement somewhere. "Make it useful but not affect how I have fun" doesn't work. You can't have it both ways. And how would remove trap for treasure hunting not be logical? 

I feel what I'm seeing is a lot of resistance because people want both the maximum reward, and maximum power and ability. But in this case, as it should be to make a certain template viable, a certain skill requirement is necessary. 

Frankly... if you want any "dead" skills revamped as I see people call for a lot, stop demanding that every skill not affect you or your play style. Adapt. Experiment. Stop being so bloody resistant to an idea that has yet to even be tested.
#245
^^^^^^^^^^BOOM^^^^^^^^^^
#246
Urge said:

...I will offer my thoughts of a remove trap rework.

1) the addition of a pirate treasure chest on board ships that could require the remove trap skill. One could use the revamped cannons to slay the pirates and have the needed skills to open the chest. This would perfectly fit into a High Seas theme. 

2) dungeon chests are in desperate need of a rework. Without truly needing fighting skills to open dungeon chests, a true dungeon crawler could indeed fit remove trap and if need be, item id to create a new class of players while making two unused skills worthy.


I like a lot of what Urge is saying here
 The quickest fix, not ruffling the feathers of treasure hunters who don't have treasure hunter builds, would be to revamp maps. Let players use cartography to decode maps before going on their dig. Have maps, after they've been decoded, offer the coordinates. Drop cartography and pick up Remove Trap. It's not the most interesting solution and it doesn't bring much High Seas flavor, but it would work.

As I've continued to read what others are saying regarding the ushering in of new High Seas content, the idea of buoying the need for rogues and their skills has continued to grow in my mind. 

I'm again going back to the idea of offering loot drops that would be fully realized off the dig site, or after you've captured the dread pirate, or after you've left your dungeon crawl. 

Remember back when items had handles that said things like, "A magic sword", "A magic wand", etc., etc.? And we had to have Item ID to make known exactly what we were looking at? 

I'm not at all saying we should go back to that in order to know what we're looking at with all the magic items we find in our loot. But I believe adding game content, that players would be happy to find, in treasure chests, on pirate ships, in dungeon chests, or on dispatched monsters found in those arenas, requiring Freddy the Fence' rogue skills could be great fun!

Why not, instead of dealing with the rancor of those worried about their builds, go ahead and revamp regular loot, without players having to make any change to their characters? But also let us create a new rogue build that helps the treasure hunter, high seas sailor, or dungeon crawler get to the mysterious loot they've found but can't quite understand without a little help? Who doesn't love the prize in the box of Cracker Jack? I'd be thrilled to make a rogue with Cartography Lockpicking, Detect Hidden, Remove Trap and Item ID that could help discover the prize.

Thanks for reading.


#247
Faeryl said:
Honestly, I'm amazed at how many are having a fit over the possibility of remove trap being a requirement and outright denouncing the idea.

Do any of you know how it would be revamped? No? Why not give it a chance on TC if and when it gets there, first?

There are still viable fighting templates that can be made. For the devs to make a skill viable, as so so many people complain about wanting, people have to learn to adapt to said skill becoming a requirement somewhere. "Make it useful but not affect how I have fun" doesn't work. You can't have it both ways. And how would remove trap for treasure hunting not be logical? 

I feel what I'm seeing is a lot of resistance because people want both the maximum reward, and maximum power and ability. But in this case, as it should be to make a certain template viable, a certain skill requirement is necessary. 

Frankly... if you want any "dead" skills revamped as I see people call for a lot, stop demanding that every skill not affect you or your play style. Adapt. Experiment. Stop being so bloody resistant to an idea that has yet to even be tested.
Truth
#248
Faeryl said:
Honestly, I'm amazed at how many are having a fit over the possibility of remove trap being a requirement and outright denouncing the idea.

Do any of you know how it would be revamped? No? Why not give it a chance on TC if and when it gets there, first?

There are still viable fighting templates that can be made. For the devs to make a skill viable, as so so many people complain about wanting, people have to learn to adapt to said skill becoming a requirement somewhere. "Make it useful but not affect how I have fun" doesn't work. You can't have it both ways. And how would remove trap for treasure hunting not be logical? 

I feel what I'm seeing is a lot of resistance because people want both the maximum reward, and maximum power and ability. But in this case, as it should be to make a certain template viable, a certain skill requirement is necessary. 

Frankly... if you want any "dead" skills revamped as I see people call for a lot, stop demanding that every skill not affect you or your play style. Adapt. Experiment. Stop being so bloody resistant to an idea that has yet to even be tested.
Treasure Hunting will not make you rich in this game and to just increase the level of grinding is unnecessary for something that is relaxing and cool, takes about 30 minutes from end to end... Maybe you get a blue scroll maybe a decent orb... But your financial place in the game remains the same.
I am not saying that remove trap doesn't have a place here. Just how, needs to be fully vetted out by those who care... If you have never been involved in a coding project, or any project.... the time to kill crap sandwiches is now...on paper. If you wait until testing, money has been spent planning, flow charting and deconfliction, intitial coding,debugging, testing, etc etc... (coding processes differ) ... All before it gets to the test center... So the inputs/complaints here are fully justified... If you wait until the test center it's too late... Yes there can be some adjustments here and there... But very close to the final project is what you are seeing... 
#249
(EDIT: I just noticed this post is not after the one I was responding to - somebody asked the time of the weekly Wednesday Catskills Scalis net toss)

7:30 pm EST - BTW, this kind of group activity, where anybody can just drop in and start fighting for a chance at a drop, should be a model for at least some future activities, in my opinion 
#250
Re @Kyronix asking for thunter templates:
120 mystic (with L3 mastery for tougher RCs)
120 focus
120 music
120 discord
110 magery
110 meditation
GM carto - then switch for locks after decoding
Note: With EC maps being so exact, I've never needed mining 
This one can easily solo all maps through L7, unless a whole lot of those crazy L7 changelings in Ilshenar spawn
As far as working with a group, as has been said, nowadays the loot isn't there to justify more people being there
Also has has been said, the mechanics of digging up and opening the chest is moot - the fun is finding the chest and beating the spawn - with a small hope of finding something worthwhile for your effort
#251
I don't want to quote the whole quote tree...

"The quickest fix, not ruffling the feathers of treasure hunters who don't have treasure hunter builds, would be to revamp maps. Let players use cartography to decode maps before going on their dig. Have maps, after they've been decoded, offer the coordinates. Drop cartography and pick up Remove Trap. It's not the most interesting solution and it doesn't bring much High Seas flavor, but it would work."

This assumes that everyone has two soulstones where they can freely swap skills, with one always having cartography or remove trap. While it works for a lot of vets, it probably doesn't work for newer players or those new to treasure hunting.
#252
Drakelord said:
Swroberts said:
@ kryonix 
If you want to see a great high seas group event stop by this evening at the Catskills New Magencia docks for the weekly Wednesday whitenet Toss, 1930est.. quite a few participants... If in consideration for change, increasing the ancient scroll drop rate or increasing the scalis spawn from 25% would really help support this...
what time is this?

730est
#253
I don't want to quote the whole quote tree...

"The quickest fix, not ruffling the feathers of treasure hunters who don't have treasure hunter builds, would be to revamp maps. Let players use cartography to decode maps before going on their dig. Have maps, after they've been decoded, offer the coordinates. Drop cartography and pick up Remove Trap. It's not the most interesting solution and it doesn't bring much High Seas flavor, but it would work."

This assumes that everyone has two soulstones where they can freely swap skills, with one always having cartography or remove trap. While it works for a lot of vets, it probably doesn't work for newer players or those new to treasure hunting.
Pretty sure it's vets that are taking issue with rebuilding established characters they use for treasure hunting. :-)  I think a new player would create the character / characters needed to get the job done. They wouldn't have to stone anything.
#254
LilyGrace said:
I don't want to quote the whole quote tree...

"The quickest fix, not ruffling the feathers of treasure hunters who don't have treasure hunter builds, would be to revamp maps. Let players use cartography to decode maps before going on their dig. Have maps, after they've been decoded, offer the coordinates. Drop cartography and pick up Remove Trap. It's not the most interesting solution and it doesn't bring much High Seas flavor, but it would work."

This assumes that everyone has two soulstones where they can freely swap skills, with one always having cartography or remove trap. While it works for a lot of vets, it probably doesn't work for newer players or those new to treasure hunting.
Pretty sure it's vets that are taking issue with rebuilding established characters they use for treasure hunting. :-)  I think a new player would create the character / characters needed to get the job done. They wouldn't have to stone anything.
Maybe, maybe not. In a game that has been around for so long, what is considered new players? One day? One years? Two years? If someone started playing two years ago, it wouldn't be impossible to have 7 characters already done or at least planned out with progress. They weren't around when soul stones were given out at AOS. After one year you get three vet rewards. If it were me, I'd go with commodity box, crystal portal, and corrupted crystal portal. Year two, maybe I take that first soul stone. Again, others could be different but we can't just think about vets who have been around for a decade or more.
#255
LilyGrace said:
:-)  I think a new player would create the character / characters needed to get the job done. They wouldn't have to stone anything.

A creature as mythical as Sasquatch...
#256
#257
My THunter never touches a soulstone, his skills are there and stay there!!

I have no idea how people that switch skills get it done, must take forever to dig just a few maps.

I have never seen a paragon Renegade Changeling..... really?  Would that even be possible to kill?
#258
Parnoc said:
My THunter never touches a soulstone, his skills are there and stay there!!

I have no idea how people that switch skills get it done, must take forever to dig just a few maps.

I have never seen a paragon Renegade Changeling..... really?  Would that even be possible to kill?
They can get extremely nasty if you happen to get two or three together. More so if one or more spawn paragon.

Last time I tried to solo a level 7 Ilsh map, I had to give up and bail, because my greater dragon could barely scratch it before dying.

Did one with a guildmate once... entire contents of the chest decayed in the time it took us to kill one.

With a larger group and a couple of them spawning initially... lots of death.
#259
Parnoc said:
My THunter never touches a soulstone, his skills are there and stay there!!

I have no idea how people that switch skills get it done, must take forever to dig just a few maps.

I have never seen a paragon Renegade Changeling..... really?  Would that even be possible to kill?
My mystic disco Thunter has killed 2-3 of those renegade changelings in a spawn with rising colossus (one at a time) after I discorded and poisoned them to stop them from healing themselves - but more than that, no, they run around too much and you run out of time
As far as switching carto for locks after you decode the maps, that doesn't take any extra time - decode several maps, stone carto, take locks off a stone and take off thunting. Obviously that would change if carto becomes necessary even to dig up the chest. 
#260
I wonder if you could add a sort of container within the chest... with an interactive type puzzle on it.

Maybe give it a time limit like the plague beast lord puzzle, that starts when you open it. And every wrong move cuts down your time. If you run out of time, it explodes, destroying the contents of the container.

Remove trap, while not required to complete the puzzle, might give hints, like lockpicking does for the puzzle boxes.

RT wouldn't be required to try, but having it on you would have the benefit of the hints to completion.
#261
Please correct me if I'm wrong, but I'm almost sure I remember a time when you couldn't find the map to dig it if you didn't have cartography on the character?  It's only over the past few years you've been able to stone it off and still find the location?
#262
Drakelord said:
Swroberts said:
@ kryonix 
If you want to see a great high seas group event stop by this evening at the Catskills New Magencia docks for the weekly Wednesday whitenet Toss, 1930est.. quite a few participants... If in consideration for change, increasing the ancient scroll drop rate or increasing the scalis spawn from 25% would really help support this...
what time is this?

*cough* I bolded it.
#263
I'm not 100% caught up on the thread, and all of this is probably pie in the sky ideas, but here it is anyways. My suggestions:

1. Introduce different chest categories (in addition to the standard chests). These different categories would have loot focused on their specific category, and perhaps items that are unique to that category. Some examples of what this could mean:
-an enchanted chest, would have a higher concentration of reagents, scrolls, spellbooks with properties (perhaps similar to the invasion spellbooks), potions, special chest-specific potions, armor/weapons that are oriented towards mage templates, etc.
-a nobleman's chest, would have higher quantities of gold, gems, special gems, jewelry, etc
-a craftsman's chest, the contents would primarily focused on resources, ingots, leather, wood, refinements, etc
-a ratman chest, bit of a wildcard chest - the ratman chest could feature odd items, random decorations that are given random, odd hues. "interesting junk" is how I would characterize it.
-an adventurer's chest, this would be the chest with a higher focus on magic armor / weapons
-a mimic, special breed of subterranean mimic that burrows into buried chests and consumes the contents - this could be something like a boss encounter that drops special loot

2. Introduce different qualities of chests. This concerns the contents mainly. I imagine there could be something like 3-5 different qualities, ranging from, for example, "rotten", "shabby", "unremarkable", "superior", "fabled". The appearance of the chest would vary depending on quality, from a crummy, broken down wooden chest to some kind of special-hued metal chest. The quality of the chest would be somewhat random - the level of the treasure map determines what sub-range you have a chance to dig up and the strength of the guardians. The quality of the magic gear would be more or less guaranteed by the quality of the chest, and the quality of the chest could also determine the quantities of stackables contained within it. If you combine this with the previous suggestion then there would be a larger variety of chests ("a superior nobleman's chest", "a shabby enchanted chest", etc). The quality of the chest would be based upon the map level and influenced by luck (RNG + luck). So if you were digging up a level 3 map for example, that might guarantee a quality of between 2-4, but the final quality is somewhat random, if that makes sense. All of this I feel would add some variety to treasure hunting.

3. This point was originally about traps and remove trap before I read the thread. Instead I'd like to offer an alternative approach to the whole skill situation. We know a chest must be found (cartography), it must be unlocked (lockpicking) and it is trapped (telekinesis, possibly remove trap). My approach to skills in this area is to give all skill levels more leeway to act, while making the high skill levels the most efficient at the task.

-Cartography: When a cartographer decodes a map, the map will show the main area where the treasure is located as it currently does, but instead of a pin, it shows a circle within which the treasure is located. The size of the circle depends on skill; the higher the skill, the smaller the area where the treasure can be found. Mining would also be rolled into cartography as has been discussed. What this means is that a lesser skilled cartographer could in theory go searching for higher level maps to some extent, but they would have to spend more time searching for it, while a skilled cartographer would be able to find it as fast as they normally would now.

-Lockpicking: Instead of the current method of lockpicking, which involves using a pick on a container and it either succeeding or failing, employ a time-based approach. A lockpicker initiates lockpicking by using the skill and targeting a container. The lockpicker then begins to work the lock - as this happens, the lockpicker uses and breaks picks, and the chance for success gradually rises the more he works the lock. Guardians will spawn throughout this process. Moving interrupts the work and getting hit has a chance of interrupting the work. If interrupted the lockpicker will be set back a bit in his work and have to use the skill on the container again but won't have to start all the way over. With this in mind, lockpickers of lower skill would be able to pick difficult locks especially if they had a group keeping guardians off of them. For a lockpicker of sufficient skill, it would only take a few seconds. For a lockpicker attempting a lock way above his skill level, maybe a few minutes and a lot of lockpicks. Kyronix, you stated earlier you've played many games with many lockpick mini-games; I'm sure among them you recall Skyrim's lockpicking game, and you might recall that any skill level can take on any lock - it's just a matter of how many lockpicks are you willing to burn through. A similar principle could apply here.

-Remove Trap: This skill should unquestionably be a part of the treasure hunting experience, but not required. It should be possible to trip the trap to access the chest's regular loot, and disarming the trap should yield a bonus to the loot. On that note, I think some chests should not have traps. Whether a chest is locked/unlocked, or has a set trap could be properties of the chest that anyone could see. As for how remove trap could possibly work, I don't really have a particularly grand idea in mind, but I think at a minimum using the skill on a trapped container should initiate a gump that shows the player the chance of success, the kind of trap it is, and a button for executing a trap removal. That way, a player would have a good idea of the risk they are about to undertake before rolling the dice with one click.

An alternative to that could be some kind of mini-game sort of like the plague beast lord surgery. I don't have a very specific way it could work in mind, but it would be timed, would require a few different tools for different parts of the mechanism, and every action taken would disturb the trap a little bit more increasing chance of failure, relative to skill level and trap difficulty. Ideally a person of the appropriate skill level should be able to remove a trap in ~10 seconds with minimal risk, while for someone of insufficient skill it would take longer and have more risk, but they could still have a chance if they understand how to navigate the puzzles. By making it a puzzle we reduce the role of pure chance in the equation but still have trap difficulty and skill being a factor in how much of a handicap the player has when navigating the trap.

4. Taking the chest with you. I think it should be possible to take a buried chest with you if you've killed all of the guardians that spawn at the beginning and the guardians that spawn during looting. Alternatively, it could also be possible to take the chest without unlocking it, however at that point it would behave much the same way as a trade quest container, where the guardian will continue to spawn at regular intervals wherever you take the chest, it cannot be recalled with, cannot go through gates, can't be put in the bank, can't be set down in a house, etc. The chest could then be unlocked/disarmed elsewhere, or it could be taken to some kind of pirate NPC at Buc's Den that buys locked treasure chests for a hefty price or a chance for a special item. At that point you wouldn't even need lockpicking or remove trap to be able to collect some kind of reward.

#264
Faeryl said:
Parnoc said:
My THunter never touches a soulstone, his skills are there and stay there!!

I have no idea how people that switch skills get it done, must take forever to dig just a few maps.

I have never seen a paragon Renegade Changeling..... really?  Would that even be possible to kill?
They can get extremely nasty if you happen to get two or three together. More so if one or more spawn paragon.

Last time I tried to solo a level 7 Ilsh map, I had to give up and bail, because my greater dragon could barely scratch it before dying.

Did one with a guildmate once... entire contents of the chest decayed in the time it took us to kill one.

With a larger group and a couple of them spawning initially... lots of death.
"Did one with a guildmate once... entire contents of the chest decayed in the time it took us to kill one."

By the way, another thing which should be taken care of is also increasing the time before a Chest decays so as to give "more time" to Treasure Hunters to deal with the MOBs spawning before losing the entire thing....

There is nothing that upsets as much as spending time and effort in dealing with the spawn only to then see the Treasure Chest vanish all of a sudden before one has been able to loot it....
#265
By reading many Treasure Hunters' posts, I gather the impression that many Treasure Hunting Templates are pretty "squeezed" with skills already and that many Treasure Hunters fear much that the addition of Remove Trap, even by swapping the Mining search bonus into Cartography, might still create trouble to many Treasure Hunters.

This, because many Treasure Hunters simply do not use Mining AT ALL, perhaps because they use the Enhanced Client, perhaps because they go with the Davies' Lockers coordinates, perhaps because they are just good at overlapping the Decoded Map with the area....

Whatever....

Point is, that for most Treasure Hunters, I understand, Mining is ALREADY not in their Template.

Therefore, having to pick up remove Trap would create them much trouble.

Could a solution then be if the Developers where to add "items" with+skills for Cartography, Lockpicking and Remove Trap skills which players could then use in place of having to give up other much needed (combat) skills in order to accomodate Cartography, Lockpicking and Remove Trap in their Template ?

They could go in shoes, hats, Cloaks, Aprons, Talismans with +30 or even more skill in Cartography, Lockpicking or Remove Trap and perhaps even combos of Skills like a Talisman with +30 Remove Trap AND + 30 Lockpicking or Cartography etc. etc.

This way, through wearable items adding +skill points in these skills players could STILL maintain their much needed combat skills but, at the same time, be able to have Cartography, Lockpicking and Remove Trap without messing up too much their Templates....
#266
Nobody is saying you have to run remove trap but if you do not than you take your chance of getting hit with a trap.
#267
Personally, I think it's ridiculous that mages can cast a spell to open trapped chests, it's right up there with being able to cast RC and then invis, ohhhh the uproar that would start if we got that little piece of sillyness changed while we're at it !!
#268
You don't even need to use telekinesis to trigger the trap,   the trap cannot kill you if you have 100/100+ HP & 70 physical/fire resistance.    Siege might be an exception to that, (I haven't done a t-map there since wands froze you in-place while using charges), but on production shards, you have a 100% survival rate if you meet those minimum stats, and it's Been this way since AoS.




#269
And Magic unlock doesn't work on the higher level maps.
#270
Personally, I think it's ridiculous that mages can cast a spell to open trapped chests, it's right up there with being able to cast RC and then invis, ohhhh the uproar that would start if we got that little piece of sillyness changed while we're at it !!
Maybe off topic, but got to ask, why is casting RC and then invisibility silly? Seems natural to me. I can go invisible to break aggro with any other spell, or as a tamer while a pet fights. What are you suggesting instead? 
#271
There are lots of different t-hunter templates and I wouldn't mock any of them, we all do things in our own way, t-hunting is the last bastion of diversity and I hope it stays that way. I don't have a thief, I don't want a thief and if t-hunting becomes a subset of the thief profession then it won't be something I will be doing any more. T-hunters are not thieves and they should be diverse. Please don't take away our templates and force us all to be the same.  :'(
#272
jaytin said:
There are lots of different t-hunter templates and I wouldn't mock any of them, we all do things in our own way, t-hunting is the last bastion of diversity and I hope it stays that way. I don't have a thief, I don't want a thief and if t-hunting becomes a subset of the thief profession then it won't be something I will be doing any more. T-hunters are not thieves and they should be diverse. Please don't take away our templates and force us all to be the same.  :'(
This is a good point... If you want to remain stealthy and steal the guardians loot than RT is necessary... If you want a scortched earth approach, then after you kill all the guardians... Magery should be just fine... At this point lockpicking should be unnessecary and you should be able to bludgeon your way in...
#273

@kyronix

Increased the likelihood of receiving maritime trade cargo from plunderbeacons, lighthouses will now drop cargo of “Mythical” quality, worth considerably more than any other loot (Note: This will show as a green CliLoc error until a new client is deployed in a future release).


Will the mythical armor also drop on lighthouses located in Blackthorn dungeon?

#274
Swroberts said:
jaytin said:
There are lots of different t-hunter templates and I wouldn't mock any of them, we all do things in our own way, t-hunting is the last bastion of diversity and I hope it stays that way. I don't have a thief, I don't want a thief and if t-hunting becomes a subset of the thief profession then it won't be something I will be doing any more. T-hunters are not thieves and they should be diverse. Please don't take away our templates and force us all to be the same.  :'(
This is a good point... If you want to remain stealthy and steal the guardians loot than RT is necessary... If you want a scortched earth approach, then after you kill all the guardians... Magery should be just fine... At this point lockpicking should be unnessecary and you should be able to bludgeon your way in...
I like this idea with the brute force approach, kind of like using TNT to open a safe, you know you will lose some of the loot but it is quicker than trying to pick it.
#275
Bilbo beat me to it.
Case in point. Butch and Sundance...


I'm all for not making players unhappy, making it a big chore, changing up current templates. But in what fantasy world does it make sense that the bludgeoning brute strength of magic users would be the go-to archetype for finding, digging up, unlocking, finding and removing the traps on treasure chests?  
#276
perhaps off topic but.... don't forget to add whips somewhere in the next publish.

It'd also be nice to see the multiple types of whips listed in the 'Special's book" instead of just the barbed whip listed 3 times under Whirlwind Attack, and the correct whips listed under the specials associated with them. (bugs)
#277
CovenantX said:
perhaps off topic but.... don't forget to add whips somewhere in the next publish.

It'd also be nice to see the multiple types of whips listed in the 'Special's book" instead of just the barbed whip listed 3 times under Whirlwind Attack, and the correct whips listed under the specials associated with them. (bugs)
Please post this in bugs section, or they’ll ignore it and it will never get fixed.
#278
Sorry didnt read every post here did I miss anything about new players that train a T-hunter and are happy for todays 1-3 maps ? Its their little income . We should have something left for them, and chest loot that they actually could use. Same for Fishers. A meaningful Mib chest to fish up during training. 
#279
Also adding to what Minerva just said, please remember not everyone has soulstones or a Davies Locker, we tend to see everything from a veteran viewpoint and not everyone has access to veteran items. Europa has a steady stream of new/returning players and many of them want to make a t-hunter as it's a fun profession. Some of the returners only played a year or less before they left so they don't have much in the way of rewards yet. 
#280
CovenantX said:
perhaps off topic but.... don't forget to add whips somewhere in the next publish.
🙂
#281
Sorry didnt read every post here did I miss anything about new players that train a T-hunter and are happy for todays 1-3 maps ? Its their little income . We should have something left for them, and chest loot that they actually could use. Same for Fishers. A meaningful Mib chest to fish up during training. 
Good point. I have tried to create alts on other shards in order take part in shard events instead of spending lots of money transferring things over. One of my biggest frustrations is not having the gold to buy even serviceable armor or jewelry. Not talking legendary items here but serviceable things with low levels of mods to help train while playing. Finding clean, low weighted but relevant pieces of armor or jewelry on training level mobs or in low level chests or sos fishing chests would be really helpful for young players. Not everyone coming to the game has connections and prices on vendors are often beyond their means to acquire. And as you say, low level chests are a great means of income for them. Perhaps we could even increase the likelihood of having another low-level map spawn in the chest?  
#282
Merus said:
@ Kyronix

A suggestion regarding adding remove trap as a bonus for loot:

The fun of a treasure maps is not about how many steps it takes to dig up and open a chest... if there is something to be learned from the plant growing process or the cannon firing process it is that simplicity is desired.  Please consider just making a skill check for remove trap when the lock is picked...  

“You fail to pick the lock”
“You pick the lock but fail to disarm the traps”
”You pick the lock and successfully disarm the traps”

If you pick the lock but fail on the trap you could then use the remove trap skill on the chest to try again.

Agreed!
#283
Kyronix said:
Bilbo said:
@ Kyronix

Reducing SoS to "regular" and "ancient' and providing additional salvage items to be fished up before the chest is recovered and re-balancing the loot in those chests to distinguish them from Treasure Chests.

So you are talking about nerfing SOSs, WHY.  1 regular chest and if we get lucky an Ancient SOS.  How about doing the same with SOSs that you are doing with T-Maps and less junk before we get the chest.
Who said anything about nerfing SOSs?

Regular chests currently exist as levels 1-3, and pretty much everything that comes out of them isn't worth the time to fish them up - there just isn't that much variation between 1 -3, so why have them?  An ancient offers a little bump, but not much.  I'm talking about boosting the loot in both - but not to the level of what you might find in a newly-revamped T-Map.  The encounters are too different in terms of difficulty to warrant such.

Also - I'm talking about an entirely new list of stuff to fish up before you get the chest.  May be junk to you, but for others its going to be highly coveted decorations and collectibles.  

What is your expectation for SOS loot?
Thank you Kyronix. I love being able to fish up deco items for my homes and the possibility of getting new things would be a great boost. I love the thought of being able to fish up some items in keeping with IRL scuba dive finds. Would it be possible to keep the gold level in the mid-range for the regular sos - say 20K to 25K?
#284
Kyronix said:
Basara said:
@ Kyronix

I speak as a guildmaster for a THB chapter.

Adding Remove Trap as a REQUIREMENT for T-Maps is a deal-killer. 99.999% of T-hunter templates are too cramped as it is. There's probably less people with it on their characters outside SP & Mugen than you WORK WITH (and if you count people with it on a soulstone, it still probably won't come up to the BS employees + EMs). 

Making Telekinesis not work is perfectly fine, but if someone wants to risk death by popping the chest without removing the trap, they should still be allowed to do so.

As it is, level 2 chests STILL do more damage than any other level (that bug was never fixed - I've seen a level 2 chest (both paragon and map) do 120+ to someone with 70s resists - and have NEVER died to any other level of chest from the trap), and if you could isolate what causes it, perhaps applying that level of damage for all maps level 3-7 would encourage some people to use remove trap. 

Adding the skill as a REQUIREMENT, though (at least for maps level 6 and under), would be as short-sighted as the original High Seas Cannon Supplies coding for making the powder charges from scratch - if not more so. It's a sure-fire way to KILL the profession. It would delay actual USE of the changes to the maps for MONTHS, off the "hard-mode" shards, as NO ONE HAS THE SKILL on those shards, except as a curiosity kept on a display soulstone (often one that they found on an IDOC, not one they can use).
The lack of use for Remove Trap doesn't suprise me - it's been a dead skill almost since its arrival due to the lack of anything of consequence related to traps.

I'd have to disagree with your point of "risking" death.  The amount of "risk" in death is very small, if at all, given the staying power of your loot on a corpse.  Sure there are minor exceptions but in whole death isn't a risk should someone wish to blow themselves up.  The hilarity of the thought is not lost however!

As I've mentioned before were we to make any meaningful changes to Remove Trap the entire skill would be up for balance from top to bottom - this includes removing the requirement for Detecting Hidden in any context, the training path, the success rates, and how the skill behaves within the context of the game world.  This would result in whatever issues currently exist with traps to be resolved in the effort.

I will disagree with your assertion regarding any change as "killing the profession."

Consider this,

Cartography is not required beyond initial decoding. 
Mining is not required due to advances in UI/Davie's Locker.
Remove Trap is not required because of Telekenesis.  
Lockpicking (in some instances) isn't required.

What we are left with then?  Where's the actual "Treasure Hunter" profession in this scenario?  What distinguishes this particular template from one you can use to fight any other encounter in the game world?

Couple of questions I've posed elsewhere and am curious to see your (and anyone's) response...

What is the skill breakdown of your Treasure Hunter before, during, and after the entire Treasure Chest encounter?

Do you participate in Treasure Chest Encounters as a solo activity or in a group?

What items are you most after when it comes to Treasure Chest loot?

Were you to train Remove Trap, regardless of context, what do you feel the training time should feel close to - Cartography? Alchemy? Animal Taming (eep!)

Thanks for the replies!


As stated above, here is my template on my t-hunter:
Cartography 100
Lockpicking 100
Magery 100 
Evaluating intel 100 for spells against spawn
Mystic 120
Focus 110
Mining 90
With this template I can solo 5 without dying and level 6 with an occasional death. I do this by luring things off a bit and taking them down one at a time. I often invite a tamer to join in on the level 6 as we have gotten some nice cold drakes in our stables this way. I do level 7 with two or three other people, again inviting a tamer along.
I do not swap skills at all during the process, in large part because I want to be able to decode any maps immediately after I take them out of the chest. This is particularly true when digging for treasure in Fel. I've used mining since my understanding that it would enable me to dig up the chest without being right on top of it though would not mind giving it up (particularly if the bonus is added to cartography) and learning to use remove trap especially if there's a chance of getting something special. 
As for division of loot in groups. On ATL my guild used to participate in a once weekly guild hunt of level 6 maps and an occasional night of level 7 maps. We had the t-hunter who dug up each treasure chest and was protected by the group. Upper level maps as well as master keys usually went to the t-hunter for future hunts. Each person in attendance that night would get to loot one of the chests and take whatever they wanted from it. The more veteran players would get the lasts chests (in case we ran out of time or maps) since we didn't necessarily need what was in the chest. It was a great way for newer players to get some decent stuff while being protected during the hunt. Newer players were assigned chests first and if they didn't know what to take a more veteran player would watch over the loot placed off to the side in bags. Imbuers could then take anything to be discarded to unravel. 
When digging up upper level chests I look for maps and scrolls (alacrity / transcendence) first, gold, keys, deco items, imbuing ingredients, and clean artifact items next. I take recipes I might need or be able to sell, tasty treats (could we make these stackable please??) and often take resources since I also have both a scribe and an alchemist. I like the idea of relegating resources to lower level maps since that would renew their purpose and help newer players collect resources as they are training skills. In SOS chests I rarely take the trouble to gather the gemstones and would prefer one pile with more gems like we find in the t-hunting chests. 
As far as the time for training remove trap I think it should be similar to cartography or lock picking. Oh please God, not taming or the bard skills! 
Currently the different facets offer differing levels of difficulty and rewards which means that we actually have far more than just the 7 levels of maps. It also means that Malas and Ter Mur maps are often discarded outright and special attention given to Trammel and Fel maps. Would it be possible to streamline the maps for consistency in difficulty and reward? That way people could be as excited about a Malas map as they are a Tram or Fel map.  
#285
@Toriana
As stated above, here is my template on my t-hunter:
  • Cartography 100
  • Lockpicking 100
  • Magery 100 
  • Evaluating intel 100 for spells against spawn
  • Mystic 120
  • Focus 110
  • Mining 90
So you could lose Mining which may not be required and pick up Remove Trap
You would still be able to do everything that you did before so I see no problem.
#286
Regarding the idea of adding Remove Trap. Most of the suggestions I've seen here will end up with there only being one way of doing T-maps. No body will choose to use a method that leaves gold or the best items on the table.

In stead I would suggest removing the requirement that all guardians be dead before you can unlock the chest. You could also add if the trap is set off all the guardians not dead return to defend the chest (think bank guards after the alarm goes off). Also a chance that they would reset the lock and trap the chest or even worse call for reinforcements. 

As I see it this would allow three main methods of doing T-maps even if the guardians were given a major bump.
  1. Smash and Grab the present method both solo and with groups. Small advantage to using Remove trap so as not to call for reinforcements (small % chance????)
  2. Lure away and sneak back. Remove Trap would help but not absolutely necessary and small groups would be an advantage.
  3. Full Thief  Solo play (dig, hide, stealth back, unlock, remove trap, loot )
This would really give Thieves something to do as well as making all the content available to people on low population shards or just prefer to play solo. But I can see it still being fun and worth the effort to get a group together.

All the other changes being discussed would not be affected either way with this idea.

Variety is the spice of life.
#287
Tim said:

Full Thief  Solo play (dig, hide, stealth back, unlock, remove trap, loot )

This would really give Thieves something to do as well as making all the content available to people on low population shards or just prefer to play solo. But I can see it still being fun and worth the effort to get a group together.
How would you incorporate map difficulty info full thief solo play?
#288
TimSt said:
Tim said:

Full Thief  Solo play (dig, hide, stealth back, unlock, remove trap, loot )

This would really give Thieves something to do as well as making all the content available to people on low population shards or just prefer to play solo. But I can see it still being fun and worth the effort to get a group together.
How would you incorporate map difficulty info full thief solo play?
Harder to hide, greater chance of being revealed and to fail on remove trap. For the average thief being revealed to level 6 map guardians would probably be like a guard swat.

I would like it to be steal from the box but at the moment that is an automatic reveal. If it could be changed to a chance of being revealed on each stealing attempt at a much higher fail rate the the steal it self would be good.

In other words the higher the chest/map level the higher the fail rate. 

Edit rereading I would also add a chance of being revealed if hidden on failed lock picking. And revealed would provoke the guardians just like triggering the trap.
#289
My template is:
120 Taming (with Jewelry)
120 Lore (with Jewelry)
120 Vet (with Jewelry)
110 Magery
100 Cartography
100 Lockpicking
100 Mining

I do not remove any skill and am at the site (or near it) from start to finish.  I solo Level 6's all the time looking to get some Level 7's that my friends and I can do together (although I have solo'd a 7 or 2 before).  I normally only do Fel & Tram Maps (because I'm lazy).  I find doing level 6's a lot of fun by myself, sort of relaxing when nothing else is happening in game.  I'll do 5 or 6 maps than stop.  While I do store my maps in Davey's Locker, I don't depend on the it to find the location of where to go.  I carry a 12 set  Rune Library of common Tram & Fel Locations to make  getting there easier.  I use a Level 5 Chiv/AI Cu most of the time but have used my Level 5 Fire Beetle, although it takes a bit longer to finish off the spawn, especially when there are a few AWs.  I use EC with Pincos which makes the maps a lot easier to work with since with Pinco's you can Zoom in on the small t-map and make it fill half your screen.   My guild will periodically do t-maps as a guild hunt, mostly 7's when we can get them since anything lower gets boring real quick.  I normally toss level 1-4's away for clean up points but do the Level 5's in hopes of Pinks (in Fel) and Mana Orbs and of course to get some 6's & 7's.  As far as loot goes, I'm looking for imbuing ingreds, gems, pinks, blues, recipes, Mana Orbs, skeleton keys (more so now that you can combine them), Pardons and if luck the occasional Legendary or Useful Major Artifact, or a clean SSI jewelry.
#290
Kyronix said:
CovenantX said:
perhaps off topic but.... don't forget to add whips somewhere in the next publish.
🙂
I hope this means what I think it does! 🙂
#291
ZekeTerra said:
My template is:
120 Taming (with Jewelry)
120 Lore (with Jewelry)
120 Vet (with Jewelry)
110 Magery
100 Cartography
100 Lockpicking
100 Mining
I think I may copy your template, replacing mining with remove trap. 

Tamer/T-Hunter seems to be the most versatile option

What does your suit look like with the +skills?
#292
If, because of causing some imbalance to pvp, you can't reduce the wait time between tries on Detect Hidden, perhaps you could allow gains on failed attempts the way you do with lockpicking.

I've been training up Locks and DH simultaneously for a couple of days, just to see what training is like now. It takes 11 lockpick attempts to 1 DH attempt. Picking locks and searching for traps at Trinsic docks, a couple of guard tower outposts, the Warrior's Guild storage room in its SW corner, and Vesper Mint, I've flown up to 74.2 locks.

I've been able to gain steadily on locks with both successful and failed attempts, on containers that range, according to Crystal Ball of Knowledge, from Too Easy to Challenging. Detect Hidden lags behind at 49.8, with no gains on failed attempts.

Edit: Just hit 50 on DH. Started RT. It's an 11 seconds delay between tries on RT too. 
Gaaaarrrrrgghhhaaaggghh! And now I'm dead.

2nd Edit: No gains on fails with RT either. Tedious af.
#293
@Dot_Warner ; the Jewelry each has +15 Taming & Lore, +10 Vet, +5 Magery and FCR2.  The suit is mostly Greater, Major or Legendary pieces I've gotten doing the roof.  It's all 70's (75 E) with 30 MR 
#294
LilyGrace said:
If, because of causing some imbalance to pvp, you can't 
God I was hoping we could get through this without seeing that phrase. 

Any change to the skills under discussion will have changes to PvP and they will whine about it but that is not a reason to not improve the game. The same applies to all other type of game play everybody will adapt and the game will be better.  :#
#295
Tim said:
LilyGrace said:
If, because of causing some imbalance to pvp, you can't 
God I was hoping we could get through this without seeing that phrase. 

Any change to the skills under discussion will have changes to PvP and they will whine about it but that is not a reason to not improve the game. The same applies to all other type of game play everybody will adapt and the game will be better.  :#
Relax, Tim. I don't pretend to know all the possible reasons for such a long wait time between DH & RT tries. I couldn't think of much of anything that would be effected if the wait time was shortened. I thought maybe PvP but I wasn't sure. 

My husband tells me he doesn't think pvpers would dedicate points to DH so much. He figures they'd use Reveal or Earthquake or some such. I don't have the first clue. What I know about pvp wouldn't fill a thimble. But I do try to put some thought into how to not disrupt play styles outside my own when offering ideas that I personally think would better the game. 

If it's no skin off anyone's noses for these two skills to work as lockpicking does, with little to no wait time and skill gain possible on failed tries, I'm all for it. I think they're tremendously tedious skills to train up. 


#296
No Problem LilyGrace 

Just the we can't do something because it will upset the PvPs is one of my hot button issues.

Must stop rant here must stop rant ..................................Be good no rant.
#297
Scale the DH delay based on real skill. GM = 5 secs
#298

Detect hidden is on the anti macro timer for a reason. It, like many of the other skills, were exploited in the past. Any such removal of the timer would cause it to be exploited again.

My namesake here is a thief in the Vice vs Virtue system. Detect is needed to locate the sigals. It can also be used by rival players to locate players like myself, that use hiding. To answer your question if detect hidden is used in Fel? Yes, the developers made it that way.

The timer should stay.

#299
Tim said:
No Problem LilyGrace 

Just the we can't do something because it will upset the PvPs is one of my hot button issues.

Must stop rant here must stop rant ..................................Be good no rant.

You need to be tolerant to different playstyles and how others enjoy this game.
#300
Unique artifacts for each type.  New craftable recipes.  Themed chests.  Unique color chests you can take home with you.  
#301
Keep the current timer for DH in Fel, allow Tram's to be quicker. 
#302
Urge said:
Tim said:
No Problem LilyGrace 

Just the we can't do something because it will upset the PvPs is one of my hot button issues.

Must stop rant here must stop rant ..................................Be good no rant.

You need to be tolerant to different playstyles and how others enjoy this game.
Sadly how many times have they done PvP Balance Pubs that affected PvM and when the PvMers bitched we were told to deal with it and ignored by the DEVs.  %1000 agree with @Tim
#303
Well, like I said, I wasn't sure what players and devs might think or feel about reducing wait time on using DH & RT. That's why I framed it as I did. I still can't think of any reason why training in those skills couldn't offer occasional gains on failed attempts. At least that would take some of the sting out of what a mind numbing bummer the wait is.

Edit: And I can't see why RT would need the same wait time as DH. 

"Keep the current timer for DH in Fel, allow Tram's to be quicker."
I don't know if that's even possible.

#304
Urge said:
Tim said:
No Problem LilyGrace 

Just the we can't do something because it will upset the PvPs is one of my hot button issues.

Must stop rant here must stop rant ..................................Be good no rant.

You need to be tolerant to different playstyles and how others enjoy this game.
If they were I would be. Yes it is just a minority of PvPs but aaaaggggg
#305
I have been a Treasure Hunter since day one of their introduction, cannot imagine how many I have done of all levels. Now I mostly do level 4 fel and level 6 with the occasional 7 if I am feeling sociable enough to find a tamer to take care of the spawn.

Loot for me is Sot's and Alacrity scrolls for my vendor.

With the loss of mining I could finally get to try discord, but if not remove trap is fine.

Am I the only Bard? I have no problem soloing any map with the exception of a last Greater Dragon or Ancient Wyrm as then I need to log on my archer to finish it off.

Peace 120
Mining 81.8
Music 120
Provo 120
Carto 100
Magery 120
Lock picking 100




#306
Faeryl said:
Parnoc said:
My THunter never touches a soulstone, his skills are there and stay there!!

I have no idea how people that switch skills get it done, must take forever to dig just a few maps.

I have never seen a paragon Renegade Changeling..... really?  Would that even be possible to kill?
They can get extremely nasty if you happen to get two or three together. More so if one or more spawn paragon.

Last time I tried to solo a level 7 Ilsh map, I had to give up and bail, because my greater dragon could barely scratch it before dying.

Did one with a guildmate once... entire contents of the chest decayed in the time it took us to kill one.

With a larger group and a couple of them spawning initially... lots of death.

I have a bag of roughly 45 level 7 Illshenar maps from doing so many level 6 there and I have never had a paragon pop, are they not colored differently or noted in their name? And because of the hassle of Renegade Changelings I only do them when they are close enough to that champ spawn near Spirituality so I have help from the pixies, or North of Sacrifice.
#307
Kyronix said:
Thanks everyone for the great feedback so far!

Couple of things I'd like to mention as we continue the conversation, also disclaimer that none of this is set in stone so if things change down the line - take nothing I say here as firm!

From a user experience point of view, it's clear there is a discrepancy between doing T-maps in the CC vs the EC.  Trying to provide some balance for CC users is something we would have to further investigate to find what solutions we can offer within the context of that client. 

The "blocking the chest" issue is certainly annoying, and something I had a chance to try and dig into when we did the Elemental Titan arc - cleaning up the chest digging process is high on the list.  

As for skills - I'm not keen to start consolidating skills or forcing redevelopment of T-Hunter templates.  Using telekinesis to set of traps has been something that's been done forever - changing that in favor of forcing remove trap isn't likely going to be met with open arms.  That being said providing some extra reward for investing in that skill is more along the lines of how we could address telekinesis.  Someone mentioned secret compartments with special rewards that would get "destroyed" by telekinetic powers - that could work.  I'm not a fan of allowing mages to unlock higher level chests.  Allowing lock picks to craft a lock pick set to allow others to though? That would be a better solution I think.

Someone mentioned swapping mining out in favor of cartography for finding the chest - would have to investigate but it's an interesting idea.

I think we have a situation where some folks like to do treasure maps solo, while others enjoy doing them as a group.  The goal is to preserve this.  It was mentioned here that treasure maps 1-6 should be solo activities while 7+ should be group activities.  I agree with the premise, but that leads me to my next point...

We have too many levels of treasure maps with not enough ability to vary what's inside between each level - sure we can bump intensity and add specialty items, but ultimately we are pretty hamstrung.  I think a situation where we have 5 overall levels of maps would streamline things a bit.  Say 1-3 are solo activities, with 4 and 5 lending themselves to more of a group activity.  Where the current lineup of maps would fall into this new scheme remains TBD, but it illustrates a broader point.  Part of this is having Dread Pirates drop a more flavorful map experience that I teased in my first post.  Looking forward to hearing feedback here.

As far as what's in the chests - it's pretty clear there is a preference for quality over quantity.  One way we could accomplish removing some of the clutter is keeping some of the resource based loot to the lower level chests while preserving the item/equipment based loot for higher level.  This keeps incentive on the lower end maps while keeping the higher end maps free of excess clutter.  This way you could then decide what type of loot you want and do the map accordingly.  This would of course require a balance pass for which creatures drop maps, which has been asked for as well.

As far as T-Map loot (and SoS loot as well) for items - this is complicated.  Deco, recipes, resources, gold, gems etc - that's easy.  For equipment and artifacts it's another story.  We are in a really tough spot when it comes to artifacts, whether they be randomly generated or pre-made.  We constantly run into a situation where the majority of the player base is incredibly well equipped.  This leads to encounters having to balance for the increase player power.  Rinse and repeat, and we get the debilitating power creep we have today.  When it comes to artifacts, unless something has 100% mana leech, a swing speed that can drop down to 1.25 with maxed stamina, and AI it's pretty much "crap".  The same premise applies to a handful of desirable properties for most all templates.  Of course this is a multi-faceted problem that is the result of nearly two decades worth of itemization, but it's arguably the biggest hurdle with keeping player engagement high.  We aren't keen to open the flood gates and start loading treasure chests with clean legendaries but we also recognize that opening a chest to "crap" isn't fun either.  

This is part of a much larger conversation on how to rebalance crafted items vs randomly generated loot vs pre-made artifacts - but in this context it is relevant so I wanted to bring it up.

So at this point - what does that mean for equipment in T-Maps & MiBs?  Well at this point we aren't trying to do a complete redesign of the entire itemization, so don't expect anything too groundbreaking.  We should, however, at least be able to sweeten the chest.

As for SoS chests - adding more deco to the pre-fish is an easy thing to do.  I've got over 100 SCUBA dives on shipwrecks IRL, so I'm sitting on a laundry list of stuff to fish up from the deep.  As for the stuff in the chest, I don't think SoS chests compare really to T-maps in terms of the difficulty of the encounter.  Beyond the acquisition of the MIB itself, getting the chest is pretty easy.  In order to bump the loot in the SoS chest to be on par with treasure chests the encounters would have to bump to compensate - something I don't think many fishers (including myself) are keen on.  Will have to think about some novel ways to make naval treasure more interesting.

I think that's it for now - look forward to your comments!
Please keep the option to solo higher level t maps alive as not all of us enjoy playing the game with a group. The idea of better loot is amazing and long overdue for sure.

#308
@Kyronix the power creep is soley your guys fault. I don’t know if was due to lack of testing, or lack of time looked at the system and noticing it was dropping 12 mod Max Intensity jewls. The problem now is like you say. Making things useful in that element becomes very tough as you’ve stated. There isn’t much you do other than revamp all the mobs and balance out hp/stam/int to higher values tbh, which would include a rebalance if damage outputs etc..not worth it. Resists are irrelevant, most mods are irrelevant, and what I mean is getting caps isn’t very difficult. Imbuing was a nice system, but it became stale once it was “beat” so you added reforging, also a semi ok system. A lot of RNG but kept crafters crafting. Then you introduced 10MOD legendaries. It killed crafting overnight. So with that being said. There isn’t much you could add to treasure loot that would give much incentive to revamp it other than a few 30-40 people who THunt and RP. The vast majority of us won’t ever roll a THunter. It’s not worth the investment when we can virtually stand afk at roof, abscess, underwater boss and get easy legos. I’ve tried to think of fun additions to add to make it worth doing. It always comes back to legendaries that’s what people seek. Or items of similar strength. 🙁
#309
Cazador said:
@ Kyronix the power creep is soley your guys fault. I don’t know if was due to lack of testing, or lack of time looked at the system and noticing it was dropping 12 mod Max Intensity jewls. The problem now is like you say. Making things useful in that element becomes very tough as you’ve stated. There isn’t much you do other than revamp all the mobs and balance out hp/stam/int to higher values tbh, which would include a rebalance if damage outputs etc..not worth it. Resists are irrelevant, most mods are irrelevant, and what I mean is getting caps isn’t very difficult. Imbuing was a nice system, but it became stale once it was “beat” so you added reforging, also a semi ok system. A lot of RNG but kept crafters crafting. Then you introduced 10MOD legendaries. It killed crafting overnight. So with that being said. There isn’t much you could add to treasure loot that would give much incentive to revamp it other than a few 30-40 people who THunt and RP. The vast majority of us won’t ever roll a THunter. It’s not worth the investment when we can virtually stand afk at roof, abscess, underwater boss and get easy legos. I’ve tried to think of fun additions to add to make it worth doing. It always comes back to legendaries that’s what people seek. Or items of similar strength. 🙁
"There isn’t much you do other than revamp all the mobs...."

Unfortunately, making existing mobs "tougher" simply hurts, and quite significantly, new and returning players who then have an impossible challenge to deal with, not having neither those 12 mods items nor the skills, often, to deal with such "beefed up" monsters...

Basically, it becomes a huge deterrant for new and returning players to want to play UO if they will then have to face monsters so much made tougher....
#310
They should reverse the pwer creep, lighten up items spawning by 5%, wait a month, lighten up mobs 5%, rinse and repeat.  Until it gets back to a liveable level.  And cut every gold drop by 25% while at it.\

#311
They should reverse the pwer creep, lighten up items spawning by 5%, wait a month, lighten up mobs 5%, rinse and repeat.  Until it gets back to a liveable level.  And cut every gold drop by 25% while at it.\


Mervyn has suggested this for a while and I think he may be correct. A limited durability and slight drop rate increase would keep both supply and demand coming smoothly.
#312
And make everything only repairable one time...no more lifetime goods lol

#313
@KHAN @Captain_Lucky @other guy asking.

We may get these as a reward but I cant find the notes of todays update.

  • Barbed Whip of Plundering
  • Bladed Whip of Plundering
  • Spiked Whip of Plundering
#314
Pawain said:
@ KHAN @ Captain_Lucky @ other guy asking.

We may get these as a reward but I cant find the notes of todays update.

  • Barbed Whip of Plundering
  • Bladed Whip of Plundering
  • Spiked Whip of Plundering
THANKS! *Looks for the "like" button*
#315
Pssst @Kyronix 3 words to sweeten chests and MIBS....... Pet Power Scrolls :p
#316
Pawain said:
@ KHAN @ Captain_Lucky @ other guy asking.

We may get these as a reward but I cant find the notes of todays update.

  • Barbed Whip of Plundering
  • Bladed Whip of Plundering
  • Spiked Whip of Plundering
So, that sounds to me like they might just be in the High Seas content. @Kyronix ,Any chance on having them in Treasure chests? Or am I missing something?
#317
Pawain said:
@ KHAN @ Captain_Lucky @ other guy asking.

We may get these as a reward but I cant find the notes of todays update.

  • Barbed Whip of Plundering
  • Bladed Whip of Plundering
  • Spiked Whip of Plundering

Wait. What? Did I even comment in this thread? lol
#318
Guess you'll have to wait and see - as I've mentioned we've got a deployment plan for whips, very exciting stuff! 😂
#319
Kyronix said:
Guess you'll have to wait and see - as I've mentioned we've got a deployment plan for whips, very exciting stuff! 😂
SWEET! 🙂
#320
Kyronix said:
Guess you'll have to wait and see - as I've mentioned we've got a deployment plan for whips, very exciting stuff! 😂
 
   Hopefully you factored in the failure rate of reforging for what you want (100% elemental damage / 70% hit area / both?) into the whole process of farming for the whips.  

  Perhaps the whips should spawn with a random 100% elemental damage type, at least they'd useful at the start.  that would be far better than grinding for 20mins for one whip, reforge it and it becomes useless as it's always fun to spend a lot of time and make absolutely no progress due to RNG.
#321
Pawain said:
@ KHAN @ Captain_Lucky @ other guy asking.

We may get these as a reward but I cant find the notes of todays update.

  • Barbed Whip of Plundering
  • Bladed Whip of Plundering
  • Spiked Whip of Plundering

Wait. What? Did I even comment in this thread? lol

I think I meant to tag CovenentX. I know more than one were interested in Whips.  >:)  You are the other guy.
#322
How do you open the Maritime Cargo chests?

#323
Parnoc said:
How do you open the Maritime Cargo chests?

@Kyronix This! How do you open them?
#324
That's not your cargo! You can't open it!
#325
Kyronix said:
That's not your cargo! You can't open it!
We figured out to go to Buc's! 🙂 Will there be any different/more "rewards" other than the 3?
#326
Wait and see!  The Rising Tides are-a rising!
#327
Kyronix said:
Wait and see!  The Rising Tides are-a rising!
GOTCHA! 🙂 Good. LOL
#328
KHAN said:
Kyronix said:
That's not your cargo! You can't open it!
We figured out to go to Buc's! 🙂 Will there be any different/more "rewards" other than the 3?


Has anyone tried the Captain of the Guards in any towns? Maybe we'll get prizes other than the town banners from them? 

Oh! Monty!

#329
They should reverse the pwer creep, lighten up items spawning by 5%, wait a month, lighten up mobs 5%, rinse and repeat.  Until it gets back to a liveable level.  And cut every gold drop by 25% while at it.\

That is pretty much a game equivalent of suicide. A controlled power creep is necessity to keep players interested. This is the reason pretty much every MMO has it. Nobody wants to spend hours/days/months farming that ring that is just as powerful as the one they already have.
If you start going in the opposite direction, i.e. decreasing loot quality, people will just stop logging in. 
What I am trying to say is power creep is just fine if it's done properly. 

#330
man every single thread i look at its people talking about 12 plus mod items and how new players need them and so on... look if everyone got them nothing would be special about them plus you dont need 12 mods ill kill anything anyone with 8 mod items its silly to think you need all that extra stuff you can do a lot with basic legendary items 
#331
or a tamer so sick of the crying this forum is a terrible idea and i feel sorry for the moderators 
#332
hunter11 said:
or a tamer so sick of the crying this forum is a terrible idea and i feel sorry for the moderators 
Not everyone proclaims Doom and Gloom for UO. I have actually found the Forum Quite helpful. It is players helping players which is what it was intended for. It is  also a good place for new and different ideas for game inovation. I am very pleased. And yes there will always be those that you cannot make happy no matter what you do. I think eveyone is doing a great job. Thanks everyone for all you do to make this game so popular and still fun for most after 20+ years.
#333
So, to sum up, we're all in agreement Remove Trap should be useful in dungeon chests but not treasure hunting.  There, fixed it.

🙂
#334
Yes exactly what I thought too...  🙂
#335
Bilbo said:
popps said:
By the way, @ Kyronix , will it be possible to have more then 1 Ship in the Sea per account ?

I am asking, because I am currently heavily doing fishing trying to "catch up" after having been away for long.... and my ship's Hold is filled with fish and anything I need for fishing Quests, of course...

Which it means, that I could not use it for Ship combat as I do not want to risk losing all the work so far done fishing....

Sure, I could empty the Hold when I need to engage into Ship combat but it would be a pain having to switch back and forth with the Ship from fishing to going into Ship combat....

Therefore, my question about the need to be able to have more then 1 Ship at Sea per account.... so that I can have 1 for my Fishing quests and another to enjoy Ship combat content that will be provided by the High Seas Update.....

Thanks !
Deed the fish and take them to your bank or house.
Bilboooo! Noooo! This is not fun to keep organized. It's a complete PITA...

These are just a few packs of fish we're trying to keep organized for fishing quests. When your ship's hold is full of quest crates that you can't move to organize, packs and packs of fish that you're trying to keep organized, more packs with lobster and crab, lobster traps and so on, it's a cumbersome mess to juggle!

Maybe it's a different kettle of fish in EC. I've no clue. But I don't use EC. And neither do a lot of other folks. IMO, trying to rearrange your hold and stow all this is one of the biggest obstacles to enjoying fishing quests. The weight it adds up to quickly is another PITA. It's a pain even if you've got plenty of time to swap out fishing quest items for pirate hunting items. If you're looking to do this in quick impromptu fashion, commodity deeds or not, forget it! 

You end up with packs and packs and more packs. Packs in the hold, in your house, in your bank. Bah! I hate it! Like, really hate it!

We've got all sorts of game items to help stay organized and reduce item count now. We've got Seed boxes, Jewelry boxes, Davy Jones Locker, etc. Why not use one of these types of items for fish? Seed Box mechanics would get my vote. Just drop the fish on it and it's named and counted when you look inside. Let us keep it in the hold and take it out and drop it in the house when we've a mind to.

I think it's nuts not to do something like this and clean up this cumbersome system. The immovable quest crates are another issue. I'd like to see us be able to move them within the hold, stacking them in one corner or the like.
#336
Well, I think most of us just wanted a bump to the loot to make them worthwhile.  Then it all went south with all these ideas of needing remove trap, detect hidden, hiding, blah blah blah.

Never could figure out to start with why we needed mining...Cart should take care of that as well.  And use that slot for more defense/offense.  

But I think I see how this will turn out,   *sigh*

And I'll stop here so I don't get stepped on
#337
I keep my fishes at home and only do one quest at a time. When I've done as many as I have time/inclination for I take my boat out of the water.  For those people who take multiple quests at once and fill their boat with fish - why?  
@Uriah_Heep Summing up Kyronix posts as far as I've understood them. You don't need detect hidden or hiding, having remove trap may give some kind of bonus, but it won't be essential. Those of us who currently having mining in our templates will no longer need it, as you have stated, Cart will take care of that, and so we can replace that skill with remove trap, or whatever else you choose to add. 
#338
At this point I want to thank everyone for their feedback with regard to Treasure Hunting - we've got a pretty solid high level plan that takes into account multiple points of criticism and perspectives on the Treasure Hunting experience, as well as a road map for how we'd like to revamp them.

Look for more details in our next newsletter - and thanks everyone for participating!  We look forward to additional feedback throughout the process!
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