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no names

Started by hunter11 · 2020-06-01 · 60 posts · General Discussions
#0
you should consider bringing back no names, they allowed more template diversity,
all around not just in pvp... But it would be awesome if that's possible, I know it probably isn't and this will probably get closed so im done wasting my time writing it hopefully someone else will
#1
I have no idea what this is about.   WTF is no names?
#2
MissE said:
I have no idea what this is about.   WTF is no names?
Loot that doesn't have an artifact name. it'll be "a Leather cap"  instead of "An Arcane Leather Cap of Defense" and have all the different properties.
#3
So the op wants items with less add-ons while everybody is screaming for more add-ons and more high end items per drop.  I see a lot of no name items on a lot of the lower spawn but if I am killing a boss or high end MOB I expect high end items.  I an surprised at a lot of the loot from the invasion because it is all over the place put no LEET items yet.
#4
The OP means no name stuff with 12 to 15 mods instead of 8....
#5
Pawain said:
The OP means no name stuff with 12 to 15 mods instead of 8....
I'd be for even no names with 8 Mods. 
#6
So he wants the same mods on it but without the name on it, why?
#7
So he wants the same mods on it but without the name on it, why?
I would imagine its because the name determines what mods it has on it so no name would be without the naming parameters tying it to a particular set of mods and combinations. I think he is implying you would get greater variety of gear.
#8
@Loriel I think you have it backwards with the naming.  MODs are placed on the item and then depending on the #,type and intensity then the piece may or may not get a name.  I sure would hate to have all my crafted items get a name and then the system apply mods to that name and not what I picked to have apply.
#9
Loriel is correct. They created naming packages whereby a particular named item will get a package of mods.  Like wizardry adds Lrc lmc int mana etc.  The idea was twofold - first make items more useful so that it has all casting or all fighting mods instead of the warrior jewel with lrc.  Second was that if the system were somewhat consistent then you could find a similar item to replace or mimic someone’s build. It the old days before this a 3/1 ring with lrc and lmc was near impossible to duplicate.  Now it’s easier.  The problem and complaint here is due to these naming packages you have limited combinations.  And some of the packages don’t fit templates.  Like warriors are almost all sampires so you need str dex ssi dci Hci di lmc. Those are two diff packages. Hard to find that combo. When things didnt drop with package names it was true random and you could find high end loot with any variety of mods.  There still are no name items that drop but only on low end loot. Everything middle of road to high end is package named.  

If they would just fix a few of the package names this wouldn’t be an issue.  I don’t think I favor going to no name. Way more pure junk loot. 
#10
,TY @Theo
#11
I'm guessing this has something to do with the earlier threads about loot nerfs and closing accounts? Can't say I'm overly fussed about switching up 8 mod items for 10+ items just to fit more skills on your template, unless it's for PvP, and there's probably better things to work on instead.
Power creep through items is a dangerous precedent, but then again, it's been going on since AoS...
#12
Maybe solve all the bugs first, still lots of them flying around... but I did vote to revamp the loot too.
#13
Melchiah said:

Power creep through items is a dangerous precedent, but then again, it's been going on since AoS...

That ship sailed a very long time ago. 
#14
I agree with the original poster on this one.
Armor and weapon drops from loot should be completely random and i feel it was a mistake to tie them to named properties.  It's just to limiting.  Especially since they reduced the total property weight to only allow for 8 mods.

Named properties should have only been for crafted items when reforging for particular named properties.
#15
In favor of slowly removing all the crazy modded pieces and make the only high end mods come as rare artifact drops. At what point does it stop? next a single piece of armor will have more mods than a current set does now. I spoke to a few old time players that left to private servers because of that very one thing. 
#16
Am I the only one who remembers that one of the biggest complaints before the loot re-vamp was that it was next to impossible to get a piece where the mods went together in any way at all?
#17
Am I the only one who remembers that one of the biggest complaints before the loot re-vamp was that it was next to impossible to get a piece where the mods went together in any way at all?

Nope.  Now they want mixed up pieces like we had before.
#18
Am I the only one who remembers that one of the biggest complaints before the loot re-vamp was that it was next to impossible to get a piece where the mods went together in any way at all?

We have no issue with named legendaries dropping, but we feel some % of them should spawn without names for more variety than the 7-8 main types we currently get

When they shut down the few monsters in the game that dropped decent loot, they should of looked at their loot table and applied it to every single boss in the game, just with more items. That sweet spot had the perfect blend of clean jewels, named and no name legendaries. 
#19
Torn on this. I do like the idea of having the no name arties come back (at random based on luck) but I feel like by doing this we essentially put the final nail in the coffin of crafting. Crafting armor has already taken a beating (not imbuing) over the years; the top end runic kits are garbage these days and pointless to get. If anything I'd like to see them do some kind of revival of high end runics by allowing them to craft no name legendary type stuff (1 charge). That way crafters actually have a reason to fill high end bods and actually select high end runics and people looking for no name type pieces would be able to get their fill too.
#20
I'll take all your worthless Barbed kits Kevin.  Thanks
#21

these are no names still only 7 mods but you arent going to get a haste item with dci dmg hit point regen and mana regen 
#22
crafting is good but to compete at the highest level you'd want items such as the last item archers are really squishy adding hit point regen to that is very helpful i dont even care if they capped it at 8 mods like the rest of the armor 8 mods is fine by me some of my best no names only have eight mods you get into the 13 mod items and you get a lot of random junk like this
#23
hunter11 said:
crafting is good but to compete at the highest level you'd want items such as the last item archers are really squishy adding hit point regen to that is very helpful i dont even care if they capped it at 8 mods like the rest of the armor 8 mods is fine by me some of my best no names only have eight mods you get into the 13 mod items and you get a lot of random junk like this
resist are also 1 mod so there are 17 mods
#24
Resists don't count as mods.
#25
hunter11 said:

these are no names still only 7 mods but you arent going to get a haste item with dci dmg hit point regen and mana regen 
There are 12 modifications on that piece
#26
KHAN said:
Resists don't count as mods.
Those are not normal resists so they must be modified no matter what you say
#27



Perhaps this pic explains better, as you can see they are mods
#28
Aragorn said:



Perhaps this pic explains better, as you can see they are mods
Thank you
#29
When you loot jewels there is a 8 cap mod you cannot get 10 mod items weather it be resist night site or anything else same with armor you will not get armor over idk what it is now 8 mods? they do no count the resist as mods thanks... however no names do need to be brought back its the only way to keep archers viable with all of the nerfs they've taken unless you want to run less than 210 stam because you'd have to wear the slither/crimson combo and wouldnt be able to reach the 210 for max ssi with a comp bow... taking out no names was a huge mistake and clearly its cost the game a lot of pvpers and people who farmed them to sell.. agree or disagree doesn't matter the proof is in the lack of pvpers now and many quitting 
#30
it has also driven prices through the rough for any items that are old no names talking about multiple plat per item depending on mods 
#31
Malok said:
In favor of slowly removing all the crazy modded pieces and make the only high end mods come as rare artifact drops. At what point does it stop? next a single piece of armor will have more mods than a current set does now. I spoke to a few old time players that left to private servers because of that very one thing. 
Problem is those guys werent getting those items if they kept them around everyone could have and it would be no different then when they brought item properties in to begin with... started with silly stuff but still you had silver weps and yada yada then you had aos with doom stuff which is garbage now unless you're making cuffs or grips... but honestly if you're going to have allowed them in the game you cannot just stop having them now shoot they're 3+plat for some items and thats if you're even fortunate enough to find them when in reality if they just kept them around it would be like hey cool ill pay vendor max for that like people do already for named good of Haste items and so on.....

#32
Bilbo said:
hunter11 said:

these are no names still only 7 mods but you arent going to get a haste item with dci dmg hit point regen and mana regen 
There are 12 modifications on that piece
negative they count mods or most anyone who deals in such things as anything before the resists.. weather its got 30 fire on it or not.... otherwise the 8 mod cap would leave us with all the resists on a good legendary named haste item but only 3 mods left so lets say 3 mana regen 10 stamina and 4 dex.... it would be capped right there!!! resist is not a mod
#33
Theo said:
Loriel is correct. They created naming packages whereby a particular named item will get a package of mods.  Like wizardry adds Lrc lmc int mana etc.  The idea was twofold - first make items more useful so that it has all casting or all fighting mods instead of the warrior jewel with lrc.  Second was that if the system were somewhat consistent then you could find a similar item to replace or mimic someone’s build. It the old days before this a 3/1 ring with lrc and lmc was near impossible to duplicate.  Now it’s easier.  The problem and complaint here is due to these naming packages you have limited combinations.  And some of the packages don’t fit templates.  Like warriors are almost all sampires so you need str dex ssi dci Hci di lmc. Those are two diff packages. Hard to find that combo. When things didnt drop with package names it was true random and you could find high end loot with any variety of mods.  There still are no name items that drop but only on low end loot. Everything middle of road to high end is package named.  

If they would just fix a few of the package names this wouldn’t be an issue.  I don’t think I favor going to no name. Way more pure junk loot. 
common theo thats crap... you cant even find a good arcane of vitality item which pvp mages tend to use worth a damn now since the loot nerf... you can get str, int, hpi, mana, hpr, mr, lmc, lrc... thats it no casting focus which is a touchy subject but you'll never ever again get what i just posted with casting focus or an eater or some kind doesnt that seem a little harsh?? it is when they could have just left it cooled down the farmers which didnt seem to stop anything at all gold all over this game with its age... and everyone could have 9 useable mods or a 10 mod item that you only use 8 of but needed it to be able to have 9-14 just to get the 8 you need/wanted.... then you got the queen Mesanna letting people keep these rare gargoyle mark of travestys that were made and instead of fixing it coming by peoples houses asking whatever skill they want on it... WHAT! lol i told her please make it human again I don't want this rare item that is a bug and you're halfway fixing... games a joke they need to get rid of her and get some real thinkers in here plus okay so the people who dont play production anymore because of "insurance" or item based... well guess what they have hmm idk 20 dead or nearly dead shard they could make all kinds of different time frames in uo and leave them at that instead of reverting i think this new shard/server they're making is going to be a massive turd too 

#34
keven2002 said:
Torn on this. I do like the idea of having the no name arties come back (at random based on luck) but I feel like by doing this we essentially put the final nail in the coffin of crafting. Crafting armor has already taken a beating (not imbuing) over the years; the top end runic kits are garbage these days and pointless to get. If anything I'd like to see them do some kind of revival of high end runics by allowing them to craft no name legendary type stuff (1 charge). That way crafters actually have a reason to fill high end bods and actually select high end runics and people looking for no name type pieces would be able to get their fill too.
crafting already crap unless you're reforging or enhancing something then you need to buy a tool from the game to ensure that goes off smoothly lol oh my what did they do to this game @Kyronix Bring back no names or drop the stupid eight mod cap or for the love of god at least turn up the loot its crappppppppp thanks.. I know my big crap in there made it real professionally done and my lack of punctuating probably because im super worked up about this!!! 


edited to conform to rule 1 by Mariah
#35
hunter11 said:
you should consider bringing back no names, they allowed more template diversity,
all around not just in pvp... But it would be awesome if that's possible, I know it probably isn't and this will probably get closed so im done wasting my time writing it hopefully someone else will
I vote yes. I remember days gone by where that was why Item Identification was a useful skill, or you needed a tool to identify something if you did not have the skill. I think you should have to haul a lot of worthless crap out of your dungeon crawls and spend time sorting through it at your hovel to see what is worth anything.
#36
hunter11 said:
Bilbo said:
hunter11 said:

these are no names still only 7 mods but you arent going to get a haste item with dci dmg hit point regen and mana regen 
There are 12 modifications on that piece
negative they count mods or most anyone who deals in such things as anything before the resists.. weather its got 30 fire on it or not.... otherwise the 8 mod cap would leave us with all the resists on a good legendary named haste item but only 3 mods left so lets say 3 mana regen 10 stamina and 4 dex.... it would be capped right there!!! resist is not a mod
Wrong, resists are MODs ask any imbuer.
#37
“I built a bok mage suit using all 8 mod cap pieces and one reforged/imbued piece, 
no problem competing with anyone with old no name mod pieces”
#38
I'm not for adding 9+ mod items back to the game, and it does suck (a lot) that these items dropped & still exist)  but I do feel it's important to allow completely random items to spawn, by that i mean "No-Name" items to drop again.   

the way the random magic item generation is setup, you can't find a legendary item with HP, Mana, Stamina & LMC on the same item.   -T-maps are pretty much the only exception because those items seem to only spawn with one prefix or suffix, but not both. so 50% of their mods will be randomly chosen, and paired with the other 50% that came from the affix, but T-map items almost never have more than 7 mods.

 Scalis is the only thing I've seen "no-name" legendaries drop within the last ~year or so. but, they always seem to be shields.   I don't kill scalis often though, so someone who does and pays attention to the loot could probably tell you if other no-name legendaries drop from it too.
#39
“Reflect physical damage and luck doesn’t seem to drop on legendaries, but this gives some value left to crafting”
#40
a 9 mod item isnt a problem or a 10 mod item... its the people like Legendary Rick who thinks he can make this game a job.... thats the problem the items wouldn't be you wouldnt want a great 9 mod jewel then you could get a 30 skill jewel with ep hci dci fast cast, fast cast recovery, swing speed, damage increase... now you cannot enjoy letting devs break this game more gosh i hate it anymore but lets allow shield bash and glenda to hit at same time for 70+dmg can literally kill someone in 3 seconds two glenda hits two shield bashes even worse if you cast plaque first
#41
Bilbo said:
hunter11 said:
Bilbo said:
hunter11 said:

these are no names still only 7 mods but you arent going to get a haste item with dci dmg hit point regen and mana regen 
There are 12 modifications on that piece
negative they count mods or most anyone who deals in such things as anything before the resists.. weather its got 30 fire on it or not.... otherwise the 8 mod cap would leave us with all the resists on a good legendary named haste item but only 3 mods left so lets say 3 mana regen 10 stamina and 4 dex.... it would be capped right there!!! resist is not a mod
Wrong, resists are MODs ask any imbuer.
no one who talks about armor cares about resists as a mod ask anyone who buys and sells high end gear not crafted garbage 
#42
hunter11 said:
Bilbo said:
hunter11 said:
Bilbo said:
hunter11 said:

these are no names still only 7 mods but you arent going to get a haste item with dci dmg hit point regen and mana regen 
There are 12 modifications on that piece
negative they count mods or most anyone who deals in such things as anything before the resists.. weather its got 30 fire on it or not.... otherwise the 8 mod cap would leave us with all the resists on a good legendary named haste item but only 3 mods left so lets say 3 mana regen 10 stamina and 4 dex.... it would be capped right there!!! resist is not a mod
Wrong, resists are MODs ask any imbuer.
no one who talks about armor cares about resists as a mod ask anyone who buys and sells high end gear not crafted garbage 
You mean that crafted Garbage that 99% of everyone still wears at least one piece of, and that everyone wears when starting out?  That crafted garbage?
#43
hunter11 said:
Bilbo said:
hunter11 said:
Bilbo said:
hunter11 said:

these are no names still only 7 mods but you arent going to get a haste item with dci dmg hit point regen and mana regen 
There are 12 modifications on that piece
negative they count mods or most anyone who deals in such things as anything before the resists.. weather its got 30 fire on it or not.... otherwise the 8 mod cap would leave us with all the resists on a good legendary named haste item but only 3 mods left so lets say 3 mana regen 10 stamina and 4 dex.... it would be capped right there!!! resist is not a mod
Wrong, resists are MODs ask any imbuer.
no one who talks about armor cares about resists as a mod ask anyone who buys and sells high end gear not crafted garbage 
Regardless of whether you consider resists to be a mod, the game engine creating the items does. 
#44
"Petra is incorrect, the documented 8 mod cap on mods for loot which is the topic of discussion in this thread does not include resists on armor. (however resists do count as a mod for imbuing/reforging purposes which she may be confused with)"
#45
Yoshi said:
"Petra is incorrect, the documented 8 mod cap on mods for loot which is the topic of discussion in this thread does not include resists on armor. (however resists do count as a mod for imbuing/reforging purposes which she may be confused with)"
Really, so now you have access to the UO Code, how amazing.  Total BS
#46
I really think names should remain, but there should be a chance that an item can roll without names also. Or if that can't be done, then just add a name that allows for any property to be rolled. It's nice mostly that certain properties come together, but it really hurts the ability of certain builds to get good armor for their build. 
#47
Bilbo said:
Yoshi said:
"Petra is incorrect, the documented 8 mod cap on mods for loot which is the topic of discussion in this thread does not include resists on armor. (however resists do count as a mod for imbuing/reforging purposes which she may be confused with)"
Really, so now you have access to the UO Code, how amazing.  Total BS
“I could source the documentation, or what may be more demonstrable is for you to open the corpse of underwater when it goes public, and count the number of mods on each item, you will find a maximum of 8 on armor not including resists”
#48
8 mods is enough, stop crying about it.

Rather you could add a few new propeties into the mix,  either new ones or propeties on items that currently dont have it. Dont need to turn it around completely with a redesign etc, just a few small changes to loot after a decade is nice.

#49
Yoshi said:
Bilbo said:
Yoshi said:
"Petra is incorrect, the documented 8 mod cap on mods for loot which is the topic of discussion in this thread does not include resists on armor. (however resists do count as a mod for imbuing/reforging purposes which she may be confused with)"
Really, so now you have access to the UO Code, how amazing.  Total BS
“I could source the documentation, or what may be more demonstrable is for you to open the corpse of underwater when it goes public, and count the number of mods on each item, you will find a maximum of 8 on armor not including resists”
Or they have 13...
#50
Pawain said:
Yoshi said:
Bilbo said:
Yoshi said:
"Petra is incorrect, the documented 8 mod cap on mods for loot which is the topic of discussion in this thread does not include resists on armor. (however resists do count as a mod for imbuing/reforging purposes which she may be confused with)"
Really, so now you have access to the UO Code, how amazing.  Total BS
“I could source the documentation, or what may be more demonstrable is for you to open the corpse of underwater when it goes public, and count the number of mods on each item, you will find a maximum of 8 on armor not including resists”
Or they have 13...
TY @Pawain.  I love people that think that resists are not a MOD
#51
“If you take a look at some legendaries, you will find they don’t all have 5 x high resist, quite often they have only 4, and when they have 4 in high resists, they will still only have a max of 8 mods in non resist stats, not 9. So the cap is on the non resist stats, similarly you’ll find major artefacts with no mods in resist and again 8 non resist stats, (never 13 non resist stats)

please try not to get upset with statistics”
#52
Or that one just has 12...
#53
@Yoshi and @popps need to make a guild and dream up their own rules.  A MOD is a MOD no matter what you think @Yoshi @Mervyn
#54
The cap is 8 extra mods to an item.  Armor (which has resists already) can also get bonus resists.  The loot system does not seem to count them as a “mod” because resists already exist on the piece and are just increasing in intensity.  That is why you can’t get more than 8 additional properties to armor even when none of the resists get a bonus.
#55
psycho said:
8 mods is enough, stop crying about it.

Rather you could add a few new propeties into the mix,  either new ones or propeties on items that currently dont have it. Dont need to turn it around completely with a redesign etc, just a few small changes to loot after a decade is nice.

it would be if they allowed things like this to spawn sure yeah then i agree 100% maybe up it to 9 on jewels tho... but 
#56
Resistances can be buffed by +15 on each, they will count via 'imbuing mods' but they won't count  towards the '8 mods cap', but if it exceed +15 , then it counts towards both.

Exemple, a base resist leather piece has 2/4/3/3/3
These resist can be bumped by +15 from loot (mostly on artifacts+) without counting toward the '8 mods cap' up to 17/19/18/18/18
But
if it exceeds the previous values 17/19/18/18/18, like for exemple 23/25/18/18/24 then in this exemple, the extra physical , fire and energy resistances would count as 3 mods on the '8 mods cap'. (I beleive these extra resistances can be buffed by +40% of +15 which result in approx. +6 on average.)

hope this clear some confusion on resistances and mods.

To return to the topic , I wish they turned all 9+ mods into a 'Antique' tag to wears them faster, and do not bring them back, but I agree on bringing back the 'No name'' category which allow completly random mods on a single piece and keeping the cap at 8 mods as it is.
#57
Yoshi said:
“I built a bok mage suit using all 8 mod cap pieces and one reforged/imbued piece, 
no problem competing with anyone with old no name mod pieces”
im talking about dexxers who need the Hit point increase stamina armor with hit point regen archers are squishy they need all the help they can get whys everyone in this game so opposed to diversity everyone want to play either a parry weaving caster or evasion caster coool im done w this thread cant help the helpless 

#58
hunter11 said:
Yoshi said:
“I built a bok mage suit using all 8 mod cap pieces and one reforged/imbued piece, 
no problem competing with anyone with old no name mod pieces”
im talking about dexxers who need the Hit point increase stamina armor with hit point regen archers are squishy they need all the help they can get whys everyone in this game so opposed to diversity everyone want to play either a parry weaving caster or evasion caster coool im done w this thread cant help the helpless 


There is no need to bring back no name gear. Loot is fine the way it is just get better at the game and stop using items as an excuse. The dev's have already done a lot to help dexers build suits with epaulettes hit chance earrings enchantress cameo's feudal grips.

It's better they continue to add preset items then random drops with no name property's.
#59
I support bringing back no-name legendary drops.   They should be relatively rare, but it would help bring some balance to the currently inflated prices that those currently holding older no-name legendaries are trying to sell them for.   

I understand there is concern about "power creep" but that ship has long sailed.  There is still a significant amount challenging content in UO where by having a few pieces of Uber gear will not save you if you don't know what you're doing.   Having a few of these powerful items will help to contribute to some more template diversity and that's a positive.   I hope the developers would give some consideration to adding this type of loot back into the game.  
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