Bring Back Static Resources
Right now there is a random chance to get a resource type in any given harvesting attempt based on your skill. That chance is augmented by a few items,
- Using an item, like a gargoyle pickaxe to "bump the level"
- Using a resource map to guarantee the resource quality
Now consider what it was like prior to this change (which goes back to 2007). Resources of any given quality could be found in static locations. This resulted in a situation where "the early bird would catch the worm" as the highest end resources were dominated by those who could devote the most time to harvesting them at that location. This would effectively exhaust the supply without anyone else being able to get those locations. Given the ease at which a player can move around to each of these locations the likelihood of a store being exhausted is only increased.
Now consider - is this a situation that would make it easier or harder to acquire the higher level resources you are targeting?
I'll be interested to see what perspectives are shared here!
Make resources static, make resource checks character specific and increase the replenish timer.Kyronix said:There is an item in our backlog to revisit this - I can say that while we don't have the bandwidth to make this change in the coming publish it is a change worth having a conversation about.
Right now there is a random chance to get a resource type in any given harvesting attempt based on your skill. That chance is augmented by a few items,Beyond that - it's random.
- Using an item, like a gargoyle pickaxe to "bump the level"
- Using a resource map to guarantee the resource quality
Now consider what it was like prior to this change (which goes back to 2007). Resources of any given quality could be found in static locations. This resulted in a situation where "the early bird would catch the worm" as the highest end resources were dominated by those who could devote the most time to harvesting them at that location. This would effectively exhaust the supply without anyone else being able to get those locations. Given the ease at which a player can move around to each of these locations the likelihood of a store being exhausted is only increased.
Now consider - is this a situation that would make it easier or harder to acquire the higher level resources you are targeting?
I'll be interested to see what perspectives are shared here!
Each character will be able to harvest from a special tree or vein, but will have to wait longer (perhaps once per day) to reuse the spot. How much an individual can harvest would be tied to how many locations they are willing to look for.
Resources would be fairly reliable to harvest without scripters or other players being able to hog them. Players who wish to mass BODs could stockpile, but the occasional crafter could harvest as needed or buy from another player.
Right now scripters rely on the randomness, but also the short replenish timer, to harvest mass amounts of resources. It would be much more time consuming for them to mark enough locations to support a script that would run for a full day.
At the end of the day this would put the average player on more equal footing with a scripter by increasing the availability to players.
Kyronix said:There is an item in our backlog to revisit this - I can say that while we don't have the bandwidth to make this change in the coming publish it is a change worth having a conversation about.
Right now there is a random chance to get a resource type in any given harvesting attempt based on your skill. That chance is augmented by a few items,Beyond that - it's random.
- Using an item, like a gargoyle pickaxe to "bump the level"
- Using a resource map to guarantee the resource quality
Now consider what it was like prior to this change (which goes back to 2007). Resources of any given quality could be found in static locations. This resulted in a situation where "the early bird would catch the worm" as the highest end resources were dominated by those who could devote the most time to harvesting them at that location. This would effectively exhaust the supply without anyone else being able to get those locations. Given the ease at which a player can move around to each of these locations the likelihood of a store being exhausted is only increased.
Now consider - is this a situation that would make it easier or harder to acquire the higher level resources you are targeting?
I'll be interested to see what perspectives are shared here!
I gathered then, and I gather now.
I agree with the sentiment, give the honest gatherer a better chance, but I completely disagree with Static Resources.
They were changed for a reason. The current system, whilst it surely has its flaws, seems to never give high end, and seems to benefit scripters, is still way better than Static Resources - for the reasons Kyronix mentions. It was a bit like the current IDOC situation, where one scripter took every node per day, and that was it, no-one else could get anything.
Kyronix said:
Now consider - is this a situation that would make it easier or harder to acquire the higher level resources you are targeting?
I'll be interested to see what perspectives are shared here!
When that change was made you couldn't go anywhere without seeing some form of resource bot. The population just isn't there anymore and even with a complete crafting overhaul I think there should be a decent supply. Bots may increase some but I don't see it being an issue like it was.
PS: Please fix my character. It's bugged. It's listed under the bug section. Here. Please. Thank you. It's annoying. Ticket#: 9226173
While I respect your opinion I don't agree. Regular miners and lumberjacks should not be able to compete with the amounts of resources that should be on merchant ships. I was one of the ones that pitched this idea early on before High Seas 2.0. It only makes sense that more goods would be floating on vessels bound for ports for delivery/selling. You and I should absolutely be able to gather more resources by plunder than by sweat of the brow. /end RPVictim_Of_Siege said:I get that the scripters have the best opportunity to get the node, but i always got enough of the higher level wood/ore to suit me before the change, i would harvest plenty of the stuff to do bods or make suits. after the change i had to buy from the scripters to do my business. of course now i can get more high end wood/metal killing merchants/pirates versus mining/lumber jacking, which doesn't seem right to me. I feel we should get at least the same from normal harvesting as fighting on the high seas. so i would like to see something done to make it better, but i am not sure what that would be other than reverting to what it was before. I'll drin, err think on it a while.
Amen
Tyrath summed it all up quite nicely.
I went to the same same locations I used to mine. All around Delucia and all around Covetous mountain. Both in Felucca. I couldn’t find higher end colors to save my soul.
Perhaps my memory is off but the way I remembered things working was the locations for any given color were static for a day. Then locations changed at server up.
Back then Delucia was packed with miners, lumberjacks, blacksmiths, etc. And there was plenty of everything for everyone. The population of course is nothing like that now. And neither is the mining. Mining now is terrible.
Scripters aside, I think it should go back to how it used to be. I’m happy to stick a crate on the ground to block a scripter when I see one. They’re getting what they want one way or another. Why make it tough on the rest of us while you unsuccessfully keep them from using their bots?
LilyGrace said:I went to the same same locations I used to mine. All around Delucia and all around Covetous mountain. Both in Felucca. I couldn’t find higher end colors to save my soul.
Perhaps my memory is off but the way I remembered things working was the locations for any given color were static for a day. Then locations changed at server up.
Once the spots are mined dry the respawn is completely random. There is no pattern at all.
If you're interested in mining, boat mining above Cove (i think it is?) with a fire beetle will net you a ton more than walking around. Unless you just like wasting time doing it?
I don’t understand your post. I’m talking about how the spawn used to work.Urge said:LilyGrace said:I went to the same same locations I used to mine. All around Delucia and all around Covetous mountain. Both in Felucca. I couldn’t find higher end colors to save my soul.
Perhaps my memory is off but the way I remembered things working was the locations for any given color were static for a day. Then locations changed at server up.Once the spots are mined dry the respawn is completely random. There is no pattern at all.
If you're interested in mining, boat mining above Cove (i think it is?) with a fire beetle will net you a ton more than walking around. Unless you just like wasting time doing it?
I thought you were talking about how it works now.
Before the change, if a spot was a certain special it stayed that way forever. Most rune libraries had runebooks of what spot was what.
But like I said, if anyone is interested in mining now, there's a wall above cove that is only available via boat to mine that will yield a lot more ore than walking.
QFTTyrath said:Again the biggest complaint was the devs and gms allowed the blatant script bots to run 23/7 without consequence. You know the same complaints players have now in other more lucrative areas of the game that are bot dominated.
Couldn't say it better.
And really, yes, I miss mining. Minerva (my real favorite toon) was the first to GM her primary skills (mining, smithing, and tinkering) while still on Atlantic where overcrowding and rampant PKing of resource gatherers was a sport before Trammel and oh so many other changes. Minerva (now Tandy) is no longer the dirty-sooty crafter she used to be. RP aside, the way-too-randomness of resource gathering was the nail in the coffin for that toon. I used to play her more than Kirthag - mining was therapeutic for me. Now it is such a hassle. I even remarked all the runes I had (37+ rune books) of mining spots because it made no sense to have them - it was just a teasing reminder of the past.
The nodes were never the issue.
LilyGrace said:Perhaps my memory is off but the way I remembered things working was the locations for any given color were static for a day. Then locations changed at server up.
inb4 "all my val turned into normal iron"
Didn't you recently "tie up" the amount of purchasable Ethereal Sand to an account ?Kyronix said:There is an item in our backlog to revisit this - I can say that while we don't have the bandwidth to make this change in the coming publish it is a change worth having a conversation about.
Right now there is a random chance to get a resource type in any given harvesting attempt based on your skill. That chance is augmented by a few items,Beyond that - it's random.
- Using an item, like a gargoyle pickaxe to "bump the level"
- Using a resource map to guarantee the resource quality
Now consider what it was like prior to this change (which goes back to 2007). Resources of any given quality could be found in static locations. This resulted in a situation where "the early bird would catch the worm" as the highest end resources were dominated by those who could devote the most time to harvesting them at that location. This would effectively exhaust the supply without anyone else being able to get those locations. Given the ease at which a player can move around to each of these locations the likelihood of a store being exhausted is only increased.
Now consider - is this a situation that would make it easier or harder to acquire the higher level resources you are targeting?
I'll be interested to see what perspectives are shared here!
If you make Resources static BUT, you make their availability "stick" to accounts, those "early birds" would only be able to eat "their account's worm", not other players' accounts worms....
Just an idea tossed around......
Absolutely, Mining and Lumberjacking back in the days, where skills I enjoyed wholeheartedly , it was fun to meet fellow miners and Lumberjackers while collecting resources and chat with them during days when there was no Global Chat and no Vendor Search....Kirthag said:
And really, yes, I miss mining. Minerva (my real favorite toon) was the first to GM her primary skills (mining, smithing, and tinkering) while still on Atlantic where overcrowding and rampant PKing of resource gatherers was a sport before Trammel and oh so many other changes.
Meeting a fellow player interested in the same game content was a great occasion for exchanging stories, hints, directions to good vendors....
That was good and fun gaming............
Garth_Grey said:While I respect your opinion I don't agree. Regular miners and lumberjacks should not be able to compete with the amounts of resources that should be on merchant ships. I was one of the ones that pitched this idea early on before High Seas 2.0. It only makes sense that more goods would be floating on vessels bound for ports for delivery/selling. You and I should absolutely be able to gather more resources by plunder than by sweat of the brow. /end RPVictim_Of_Siege said:I get that the scripters have the best opportunity to get the node, but i always got enough of the higher level wood/ore to suit me before the change, i would harvest plenty of the stuff to do bods or make suits. after the change i had to buy from the scripters to do my business. of course now i can get more high end wood/metal killing merchants/pirates versus mining/lumber jacking, which doesn't seem right to me. I feel we should get at least the same from normal harvesting as fighting on the high seas. so i would like to see something done to make it better, but i am not sure what that would be other than reverting to what it was before. I'll drin, err think on it a while.
I like the maps - but have often wished they were available for lower ores, especially shadow. I know shadow can be obtained by using a prospector tool and gargoyle pick together - but my miner can't fight ore eles.
When I do bods it's usually just the singles to get things like PoF or a rock hammer. I don't have the patience for mixing and matching to fill large bods and attempts to do so usually just leave me confused and bemused. For this reason Agapite is the highest map I've ever used, though I have also claimed maps from Vela.
I'd also like to see the rock hammer added to the possible tools for 'target by resource'.
I'd like there to be a way of selecting which ore or logs you gather - after all you wouldn't look for silver in a copper mine or oak in a pine forest would you? On the other hand no one should be able to mine or chop the same ore or logs continuously, so there'd need to be some kind of 'quota' system, maybe a bit like the current restriction on buying ethereal sand in Minoc?
The maps would still be desirable, since they exceed the usual volume of an ore pocket, speeding up the process of reaching your target amount.
Ah ok. Thanks for the clarification. Like I said it's been a long time. I guess I was remembering how it was supposed to work. @Urge jogged my memory too when he mentioned the rune libraries having mining spots marked.Tyrath said:LilyGrace said:Perhaps my memory is off but the way I remembered things working was the locations for any given color were static for a day. Then locations changed at server up.The way the old system was supposed to work was that at server up there was supposed to be a chance of ore spots changing type. It never did work and they never did change. SO you are right in that is how it was intended to work, but it never actually worked as intended.
I'm sticking by what I'm saying about it being a bummer to mine now tho. I'm not interested in gargoyle picks, maps, rock hammers, whatever. Just let me craft my shovels and go mining. Why does it have to get so convoluted?
With all due, @Garth_Grey , I don't agree that you should be able to get more resources out at sea than if you're mining or chopping. Are there more rocks at the rock quarry or at the shipping docks? Is there more wood floating around on cargo ships than there is in the timberlands? But if cargo ships is how it's going to go? Please put granite out there!
@Petra_Fyde 's idea of letting us be more selective with what we're looking to harvest makes a lot of sense to me.
@JollyJade , do you ever actually post anything constructive? Your "devs are gonna eff it up 😂 " comments are stale af.
Yet they are on point "af".LilyGrace said:@ JollyJade , do you ever actually post anything constructive? Your "devs are gonna eff it up 😂 " comments are stale af.
*yawn*Yet they are on point "af".
Once upon a time I used to "thwart" the script botters when we had static resource locations... it was easy because mostly they used EasyUO with UOAssist... and all you had to do was drop 1 ore or 1 log next to the area that was being scripted of the intended resource and then come back an hour later... when you did you would be rewarded with a nice fat stack of whatever it was because UOAssist had that lovely thing that would stack things... if the "stack" was on the ground then that's where it would go...
Not many folk knew about that little gimmick... and it worked really well... I had the bots gathering for me sometimes that way... it was fun to steal their ill-gotten gains.
It makes perfect sense for a GM miner/LJ to be completely selective in what resource they are going for - is why we had those mining/LJ libraries back-in-the-day. Mayhaps a tool that raises the percentage for the desired resource, or create "veins" that do checks against skill (minoc mountains would be the place for this) and if skilled enough, the miner could pick the resource.
Or, if like, raise mining and lj to the 120 cap and put in "masteries" that allow said legendary miners and lumberjacks to pick their resource.
Lots of different ways to do this, but being selective would be the key without having to change the entire randomness-code for those who haven't invested in the higher skill level.
Kirthag said:Now @ Petra_Fyde got the ideas!
It makes perfect sense for a GM miner/LJ to be completely selective in what resource they are going for - is why we had those mining/LJ libraries back-in-the-day. Mayhaps a tool that raises the percentage for the desired resource, or create "veins" that do checks against skill (minoc mountains would be the place for this) and if skilled enough, the miner could pick the resource.
Or, if like, raise mining and lj to the 120 cap and put in "masteries" that allow said legendary miners and lumberjacks to pick their resource.
Lots of different ways to do this, but being selective would be the key without having to change the entire randomness-code for those who haven't invested in the higher skill level.
To "turn off code" isn't as easy as it many people think. It may be easier (and more feasible) for the devs to keep it as is, but to expand resource gathering skills by adding masteries to them - particularly since they made the masteries systems themselves and (hopefully) used OOP. Duplicating and adjusting an object to work within another system is easier than to find all the code to "turn off".Tyrath said:Or just turn the random code off and let us go out prospect, mark and mine 🙂
I'm all for static nodes, believe me! But if it isn't feasible, adding masteries would be a viable option that just might make some (never all) of the people happier.
If that's the case, leave it alone and we can keep buying from the scripters.
Quit suggesting to make it more complicated and convoluted than is necessary. We don't need more masteries or power scrolls. We don't even need static resources.
A good start would be to simply increase the chances of each ore across the board.
Here is an average of my last five mining sessions results. I tally, record then empty the ore in the crate to track the totals for each mining session.
Iron 53-68% w / prospector's tool; 58-72% w/o
DC 14-23% w/ prospector's tool; 4-9% w/o
Shadow 3-5%
Copper 4.5-4.7%
Bronze 2.6-3.1%
Gold 2.3-5.3%
Agapite 1-2%
Verite 1-2%
Valorite .5-2%
Every vein was hit with a prospector's tool too. I don't use Gargoyle picks.
The simplest fix would be to double, triple or quadruple the colored ore spawn rates.
=================================================================
Another fix would be when it's a certain ore color that it's ALL that color ore. Not half or even more than half, iron. I've seen spots where, even after you've used a prospector's tool and get the message that a certain color can be mined there. You can still get 8 or more strikes and get NOTHING BUT IRON ORE.
=================================================================
I also agree that a Grandmaster Miner and Grandmaster or higher Blacksmith should never fail smelting ore. Regardless of fail or not failing, you surely wouldn't lose half your material. Totally stupid.
I will say that since the Smelter's Talismans were introduced I haven't lost a single ingot. They're easy enough to acquire thankfully.
Tyrath said:Now consider what it was like prior to this change (which goes back to 2007). Resources of any given quality could be found in static locations. This resulted in a situation where "the early bird would catch the worm" as the highest end resources were dominated by those who could devote the most time to harvesting them at that location.Prior to the change myself and a whole lot of other people actually spent a considerable amount of time mining and lumber jacking. It did not take long after the change for most of us to just say to heck with this ain't worth the headache. We by the way had zero problem under the old system. If you were around back during the change then you know most legit miners and LJs were strongly against the change. What we were asking for was that the scripters be dealt with not our primary job in the game to be wrecked.As far as the early bird getting the worm, that is as it should be. It is how it is in almost every other aspect of the game.Those who spend more time working at achieving something tend to be much better and consistent at obtaining the things they are after.I think we are all aware of Garg Picks and Prospector tools and how to use them. They like the mining and LJ skill are about useless in the current system.The Stated reason for changing mining and LJ back in the day was to deter scripting of resources. That was an epic fail that actually catered to resource scripters and effectively gave them a monopoly on wood and ore. Again static locations were not the problem, the tolerance and lack of consequences for cheating was the problem.After so many years of having free run of the market the RMTs have more resources stock piled than they will sell in two lifetimes. You actually see very VERY few resource bots anymore. Why? Because there is little to no market for what they already have mountains of.A good number of people quit UO over the change, Considering the dev flavor of the day broke both of my main things in game back then Resource Gathering and Bags of Sending. The only reason I didn't walk away back then was they returned bags of sending back to functioning as they had due to the massive outrage of how the new BOS worked. Mining and LJ should have been reverted back at that time. There just were not enough of us that used LJ and Mining as our primary playstyle to make as much noise as there were people angry about the BOS Farce.You don't need to over think this one or make it more complex than it has to be! No one wants to use those ignorant maps or waste their game time obtaining the ignorant maps. Sure they are novel for the occasional miner but overall not worth the time or effort to use them. Wha tthose of us who actually want to be miners and Lumber Jacks want is what we had before the entire system was wrecked into a scripter only activity. It really is that simple.NO ONE had trouble obtaining resources under the old static system. I don't think I ever heard anyone complain in that regard. Again the biggest complaint was the devs and gms allowed the blatant script bots to run 23/7 without consequence. You know the same complaints players have now in other more lucrative areas of the game that are bot dominated.
I could get down with a Blacksmithing Mastery fix of sorts.Kirthag said:To "turn off code" isn't as easy as it many people think. It may be easier (and more feasible) for the devs to keep it as is, but to expand resource gathering skills by adding masteries to them - particularly since they made the masteries systems themselves and (hopefully) used OOP. Duplicating and adjusting an object to work within another system is easier than to find all the code to "turn off".Tyrath said:Or just turn the random code off and let us go out prospect, mark and mine 🙂
I'm all for static nodes, believe me! But if it isn't feasible, adding masteries would be a viable option that just might make some (never all) of the people happier.
Maximus_Neximus said:Count me in the group for wanting static resources to return. The change only helped scripters and even then, resources aren't being sold like they use to be.Along with this change, please consider updating the library/museum turn in rewards. I'd also like for NPC vendors to begin selling at 999 and not have to be bought up over time.
Once the static system went away, I stopped mining and lumberjacking completely. The other day, I had to re-teach myself how to make a mining macro so I could mine sand, because it's been years since I mined anything.
I have to figure that my couple dozen mining spots were a drop in the bucket compared to how many spots actually existed, and that's why I was not running into empty veins. It was never a problem for me.
I'd love to see static resources return.
If they do this, then the price keeps increasing and is rarely if ever reset. I would hate to see that happen for resources you need for training something like inscription, alchemy, or cartography. I'd rather see it take less time for the vendors to restock and the price stays stable.Maximus_Neximus said:I'd also like for NPC vendors to begin selling at 999 and not have to be bought up over time.
Make the locations change occasionally so we don't go back to the days of everyone just buying a rune book of locations. You should have to move around and explore at least a little. Maybe like it was suppose to work originally and a 50/50 chance of changing at server restart.
Or
Make the locations of at least the high end resources character linked. If character A finds frost wood on this tree character B can't seem to find the right spot. This seem a little complicated but might be doable.
Bringing back the "good old days" of this tree will provide frost wood and here is a rune was mind numbing boring. It was the only situation that made me look into setting up away from keyboard macros in 20 years of play.
Yes please and thanks again for suggesting this again. Seems like a particular presence that seemed vehemently against this suggestion has not shown to voice their "concern" if you could call it that.Drowy said:I would like to request for static resources once again.@ Kyronix @ Mesanna @ Bleak
Please add the nameless journey's voice to this plea for mining and lumberjacking to be great again. Please.
NamelessJourney said:Yes please and thanks again for suggesting this again. Seems like a particular presence that seemed vehemently against this suggestion has not shown to voice their "concern" if you could call it that.Drowy said:I would like to request for static resources once again.@ Kyronix @ Mesanna @ Bleak
Please add the nameless journey's voice to this plea for mining and lumberjacking to be great again. Please.
I have found that I get more high end resources from sinking merchant ships than I was getting either mining or lumberjacking. For example I went from 800 valerite to over 16K. Same type of thing with Frost wood.
make each character have their own spawns, the amount of what they get is based on their skill and the greater the resource the more difficul tarea they have to get to to get it.
or randommize the spawns and give a tool that allows a miner to fidn the general area of the vein then they have to start mining to find it.
The system now is lame and the previous version is lame.
after selecting these it will bring up a secondary menu in which you can select the type. You could also apply a percentage or chance rating in this menu based off of skill.
the system/environment
so why am I getting frost wood on yew trees? I mean aren’t those big ole unique trees yews?
@MissEMissE said:You answered your own question BODS. Just because you don't craft and rely on legendary loot doesn't mean the rest of us do. I fill tons of bods, and require tons of high end ores.Bring back static resources so I am NOT forced to buy the bloody things off the scripters. There is NO way you can mine enough to fill bods, especially since they made changes to the bod system.
The Bulk Order Deeds mechanics is soooooooooo much time consuming that it is disheartening...
I would like, for example for next Year's 25th Ultima Online Anniversary, that a new Veteran Rewards "Crafting Bench" was Designed and released for Accounts of an active age of 25 Years to claim (but all accounts can use) and this "Crafting Bench" was to work so that, one could put into it, if locked down in a House, unlimited amounts of all resources needed to make BODs.
Then, one would click the BOD needed to be filled, while having the crafting tool and skill for that item needed to be crafted, in the amount needed by the BOD, automatically, that is, no need to enter anything, no 10, 15 or 20 quantity, no what item would it be, just click a button on the BOD and the "Crafting Bench" would make all of the items needed by that BOD and fill it too.
One click, one BOD done.
So, if one had, say, 50 BODs to fill, one would just have them in the backpack, click on them, and they would "auto-fill" using this "Crafing Bench".
A whole lot of time saved up, a lot less carpal tunnel risks for having to click, drag resources from a container to one's own backpack a lot less....
It would be a blessing come true, and a great enhacement to the BODs gameplay, to my opinion.
If Devs are concerned with scripting then I absolutely love this idea by @Pawain . Someone wants to bot around? Then they can be murdered 🙂Pawain said:Make the veins in Fel rulesets static.
@Kyronix - I agree with most others here. I really only gathered resources when I was bored or there wasn't much PvP going on but I don't ever remember having any issues. Sure a spot or 2 might be empty but overall out of 16 runes marked in my runebook maybe 2 were empty and the rest were good to go....and this was on ATL back when things were seemingly more populated.
Another thing to kind of add to what most others have said is that back in 2007 (my memory is a little hazy of timeline so I might be a little off on this so please don't kill me if I'm off) there wasn't imbuing / legendary artifacts available like we have now so crafted items (from runics) were viable. Now that just isn't the case...I can't see there being a huge draw to bot resources. Honestly aside from filling BODs... what do you need resources for? Nobody wears GM made stuff anymore. Even with BODs now... aside from let's say a handful of rewards (POF / select runics / CBD ) what is the draw to really use resources? Let the people that actually want to work BODs do so without a secondary grind of finding the resources.
My suggestion would be to return static spots and make the refresh timer pretty quick (maybe 20min?). One way to possibly reduce the number of scripters (and free loaders) is to limit EJ accounts from gathering resources; whether it be limited capacity (half the resources) or just prevent them all together. Keep the ships carrying resources like they do now though so absolute worst case scenario if for whatever reason every single spot if exhausted, people can still find resources.
Kyronix said:There is an item in our backlog...
^^^Merus said:
Make resources static, make resource checks character specific and increase the replenish timer.
Each character will be able to harvest from a special tree or vein, but will have to wait longer (perhaps once per day) to reuse the spot. How much an individual can harvest would be tied to how many locations they are willing to look for.
I think this is a better solution to solve the early bird question.
Add granite to the loot found on ships and call it a day.McDougle said:The loot from pirating easier...
Kyronix said:There is an item in our backlog to revisit this - I can say that while we don't have the bandwidth to make this change in the coming publish it is a change worth having a conversation about.
Right now there is a random chance to get a resource type in any given harvesting attempt based on your skill. That chance is augmented by a few items,Beyond that - it's random.
- Using an item, like a gargoyle pickaxe to "bump the level"
- Using a resource map to guarantee the resource quality
Now consider what it was like prior to this change (which goes back to 2007). Resources of any given quality could be found in static locations. This resulted in a situation where "the early bird would catch the worm" as the highest end resources were dominated by those who could devote the most time to harvesting them at that location. This would effectively exhaust the supply without anyone else being able to get those locations. Given the ease at which a player can move around to each of these locations the likelihood of a store being exhausted is only increased.
Now consider - is this a situation that would make it easier or harder to acquire the higher level resources you are targeting?
I'll be interested to see what perspectives are shared here!
Yep and please put granite on merchant ships. We can loot leather, ingots, ore, logs, boards, cotton, wool among others things. Why not granite?Lord_Frodo said:@ Kyronix with UOs current population there is no reason what so ever to continue this. Please revert all resources to static locations and please reconsider smelting failure as it is the only resource that has this. If I have the knowledge to mine it then I should have the knowledge on how to smelt it, even if you require 120 Smith with 105 Mining that alone should be 100%
I’ve never been a complainer about harvesting my own resources but granite is a totally no fun resource to search for and harvest. It’s a huge investment of time with little success at finding the colors I’m looking for or the the quantities I need. I seldom find it for sale. And when I do it’s at prices I can’t afford.
Tyrath said:Now consider what it was like prior to this change (which goes back to 2007). Resources of any given quality could be found in static locations. This resulted in a situation where "the early bird would catch the worm" as the highest end resources were dominated by those who could devote the most time to harvesting them at that location.Prior to the change myself and a whole lot of other people actually spent a considerable amount of time mining and lumber jacking. It did not take long after the change for most of us to just say to heck with this ain't worth the headache. We by the way had zero problem under the old system. If you were around back during the change then you know most legit miners and LJs were strongly against the change. What we were asking for was that the scripters be dealt with not our primary job in the game to be wrecked.As far as the early bird getting the worm, that is as it should be. It is how it is in almost every other aspect of the game.Those who spend more time working at achieving something tend to be much better and consistent at obtaining the things they are after.I think we are all aware of Garg Picks and Prospector tools and how to use them. They like the mining and LJ skill are about useless in the current system.The Stated reason for changing mining and LJ back in the day was to deter scripting of resources. That was an epic fail that actually catered to resource scripters and effectively gave them a monopoly on wood and ore. Again static locations were not the problem, the tolerance and lack of consequences for cheating was the problem.After so many years of having free run of the market the RMTs have more resources stock piled than they will sell in two lifetimes. You actually see very VERY few resource bots anymore. Why? Because there is little to no market for what they already have mountains of.A good number of people quit UO over the change, Considering the dev flavor of the day broke both of my main things in game back then Resource Gathering and Bags of Sending. The only reason I didn't walk away back then was they returned bags of sending back to functioning as they had due to the massive outrage of how the new BOS worked. Mining and LJ should have been reverted back at that time. There just were not enough of us that used LJ and Mining as our primary playstyle to make as much noise as there were people angry about the BOS Farce.You don't need to over think this one or make it more complex than it has to be! No one wants to use those ignorant maps or waste their game time obtaining the ignorant maps. Sure they are novel for the occasional miner but overall not worth the time or effort to use them. Wha tthose of us who actually want to be miners and Lumber Jacks want is what we had before the entire system was wrecked into a scripter only activity. It really is that simple.NO ONE had trouble obtaining resources under the old static system. I don't think I ever heard anyone complain in that regard. Again the biggest complaint was the devs and gms allowed the blatant script bots to run 23/7 without consequence. You know the same complaints players have now in other more lucrative areas of the game that are bot dominated.
And, @Kyronix , if you are going to add Granite on Merchant Ships, please, also add "small blackrock" which is needed and used for crafting a number of items....LilyGrace said:Yep and please put granite on merchant ships. We can loot leather, ingots, ore, logs, boards, cotton, wool among others things. Why not granite?Lord_Frodo said:@ Kyronix with UOs current population there is no reason what so ever to continue this. Please revert all resources to static locations and please reconsider smelting failure as it is the only resource that has this. If I have the knowledge to mine it then I should have the knowledge on how to smelt it, even if you require 120 Smith with 105 Mining that alone should be 100%
I’ve never been a complainer about harvesting my own resources but granite is a totally no fun resource to search for and harvest. It’s a huge investment of time with little success at finding the colors I’m looking for or the the quantities I need. I seldom find it for sale. And when I do it’s at prices I can’t afford.Let us make our mining runebooks again so we can find what we need. And if we find scripters we can stick a crate on their recall spot and call a GM.
small blackrock - take a wander around a few mining spots and pick it up off the ground, most miners, especially the less honest ones, leave it lying on the groundpopps said:And, @ Kyronix , if you are going to add Granite on Merchant Ships, please, also add "small blackrock" which is needed and used for crafting a number of items....LilyGrace said:Yep and please put granite on merchant ships. We can loot leather, ingots, ore, logs, boards, cotton, wool among others things. Why not granite?Lord_Frodo said:@ Kyronix with UOs current population there is no reason what so ever to continue this. Please revert all resources to static locations and please reconsider smelting failure as it is the only resource that has this. If I have the knowledge to mine it then I should have the knowledge on how to smelt it, even if you require 120 Smith with 105 Mining that alone should be 100%
I’ve never been a complainer about harvesting my own resources but granite is a totally no fun resource to search for and harvest. It’s a huge investment of time with little success at finding the colors I’m looking for or the the quantities I need. I seldom find it for sale. And when I do it’s at prices I can’t afford.Let us make our mining runebooks again so we can find what we need. And if we find scripters we can stick a crate on their recall spot and call a GM.
I received 142 gold granite yesterday from a trade quest. I expect to get quite a bit more running trades for Krampus. I also got a significant quantity of bloodwood and heartwood boards.