The drop rate could be higher as that from kills as to find a chest and open it up it takes longer then killing anything, and quite longer...
Just a thought.....
This is because the Paragons BROKE existing game mechanics that were meant to make it possible for players to hide and stealth, if they invested skills, race and Masteries into that.JackFlashUk said:you will get revealed by the spawn all the time, so its not viable, just yet another moaning post. Don't you EVER get tired? you did the same for deceit and you were ignored then as well
These dynamic events are fantastic. Thank you.Kyronix said:“an ELF, with 100 Hiding, 120 Stealthing and 120 Ninjitsu and running a Ninjitsu Shadow Mastery would still get revealed by Paragons no matter what.”
Superman is always gonna have his kryptonite 🙂
That being said, obviously the schedule is pretty tight, but the top of my list for future enhancements to Dynamic ToTs is adding support stealing.Thanks for the feedback!
popps's persistence finally paid off! Now you said stealing but not thief in general or lockpicking, so what you're adding is the ability to steal drops from mobs?Kyronix said:“an ELF, with 100 Hiding, 120 Stealthing and 120 Ninjitsu and running a Ninjitsu Shadow Mastery would still get revealed by Paragons no matter what.”
Superman is always gonna have his kryptonite 🙂
That being said, obviously the schedule is pretty tight, but the top of my list for future enhancements to Dynamic ToTs is adding support stealing.Thanks for the feedback!
@KyronixKyronix said:“an ELF, with 100 Hiding, 120 Stealthing and 120 Ninjitsu and running a Ninjitsu Shadow Mastery would still get revealed by Paragons no matter what.”
Superman is always gonna have his kryptonite 🙂
That being said, obviously the schedule is pretty tight, but the top of my list for future enhancements to Dynamic ToTs is adding support stealing.Thanks for the feedback!
Well, apparently....Valis said:Say it with me class.___________________________________Not. Every. Template. Is. For. Every. Event.___________________________________Stop whining about every event that happens and just play the damn game like literally every other player. I have a thief and you don't hear me complaining I can't use the character here.
popps said:Well, apparently...._______________________________________Every. Event. Is. For. Sampires/Dexers/Fighters._______________________________________
They seem to always be the ones that shine, no matter what the Event might be. Just check Dungeon Ice, it is as it was with Dungeon Deceit, Fighters all over the place.
You need not to worry, I am about half way towards the Ice Spellbook after 2 days it started and so far got about 40 Ilshenar Statues...Valis said:popps said:Well, apparently...._______________________________________Every. Event. Is. For. Sampires/Dexers/Fighters._______________________________________
They seem to always be the ones that shine, no matter what the Event might be. Just check Dungeon Ice, it is as it was with Dungeon Deceit, Fighters all over the place.I was waiting for your reply and as I suspected it would be, its simply moronic.Not every event is for just that one style of gameplay. Look at the artisan festival, thats for crafters. Khaldun had things for thieves and such. So I am going to offer you some advice...Get off the forums. Get on your tamer (which I see every single day in general chat just waiting for people to tell you when Krampus is up, etc) and GO. DO. THE EVENT.Whine less. Play more. It's the same with you on every event.(and this time don't yell at people in general chat for attacking monsters)
Are they REALLY using their "favorite" Template or are they perhaps, "just" perhaps, using the one template that brings them the most drops which happens to be, once again, a Sampire or a variation of ?Pawain said:@ popps let others complain for themselves. Then we would actually see if anyone feels the same as you do.
You are the only one that is complaining about this stuff. Everyone else is using their favorite template and having fun. None of your proposed changes would benefit the game.
That's the way I see it.
Obviously you do not read replies to you. I already told you that players on LS are using tamer, archers, mages and whatever else they want to play. You just do not look around or have any idea about the topics you make.popps said:Are they REALLY using their "favorite" Template or are they perhaps, "just" perhaps, using the one template that brings them the most drops which happens to be, once again, a Sampire or a variation of ?Pawain said:@ popps let others complain for themselves. Then we would actually see if anyone feels the same as you do.
You are the only one that is complaining about this stuff. Everyone else is using their favorite template and having fun. None of your proposed changes would benefit the game.
That's the way I see it.
My argument is in favour of mechanics which would actually bring as many as possible templates on an equal footing.... THEN, truly, players could use the Template that they most enjoy to play and not the one that "works the best" for that given Event....
One thing is being efficient, an entire other is enjoying playing a given Template.
I do not see why players who enjoy playing a Sampire or variations of should also benefit with getting the highest efficiency while other players who enjoy playing other Templates, Tamers, Bards, Rogues, Spellcasters and so forth, should instead have to make a choice on whether to play the Template which they really enjoy playing OR the Template that "works the best" and is most efficient in getting drops.
That is totally unfair and detrimental towards the enjoyment of the game for those players, me thinks.
I would like to see players be really able to play the Template that they actualy do enjoy playing AND be also efficient in getting their drops when using that Template,
And not have to play other Templates even though they do not enjoy playing them as well only because they "work better"....
do you read the replies?I see all kinds of templates except cools and crafters out there... Why you play a game that puzzles and frustrates you so much? I believe it was @Bilbo that said @popps was Mervyn undercover. It seems to me that this is not Mervyn undercover. Mervyn knows how to play sampires/dexers/fighters. And he even has the knowledge to test if something is working as it is intended to. Instead of asking about a quest, he would test it himself first.Pawain said:To tie threads together:
The devs gave an unknown thief some love and allowed them to steal our holiday presents. 🙁
Thief's have always been about riskvreward. Up until tram. Still gotta do the risk somehow. Including being revealed and dying.Seth said:This is so unfair... my million dollar sampire is destroyed by Paragons White Wrym and Ice Fiend. I cannot fight them without running off several times to heal. Died, lost insurance, worn off gear, and got nothing.It is extremely unfair for thief or non-attack templates to get any rewards by hiding and stealing without losing anything. They don't even need any imbued gear to work.
RockStaR said:Thief's have always been about riskvreward. Up until tram. Still gotta do the risk somehow. Including being revealed and dying.Seth said:This is so unfair... my million dollar sampire is destroyed by Paragons White Wrym and Ice Fiend. I cannot fight them without running off several times to heal. Died, lost insurance, worn off gear, and got nothing.It is extremely unfair for thief or non-attack templates to get any rewards by hiding and stealing without losing anything. They don't even need any imbued gear to work.
The present winter…
Each night, the thief dreamt of losing all his ill-gotten wealth. Sometimes, a great chasm would open to swallow his treasure horde. Other nights, he was running through the snow, arms filled with coins, jewelry, and magic weapons, only to have the wind snatch all of them away. Purlonio could not allow this to happen.
The thief had burgled a mage with a reputation for collecting powerful artifacts, hoping one of them could protect his treasure. Purlonio moved his stash to the frozen caves north of Wrong prison. It was far from the city’s bustle and avoided by people like him.
The thief decided to start with the smallest of the stolen baubles and work his way up. Picking up a silver locket, Purlonio waved it in the air. When nothing happened, the thief pried it open with a knife.
There came a great cold and terrifying roar from the locket, and the thief threw it across the cavern. Frost and snow billowed from the silver trinket, and Purlonio could see monstrous forms in the chaos. The terrified thief fled.
The locket was open, and the winter was free.
Seth said:Maybe someone should try the chests in Ice. After say 100 chests maybe can find some drops in there too.
From the news, something about thieves:The present winter…
Each night, the thief dreamt of losing all his ill-gotten wealth. Sometimes, a great chasm would open to swallow his treasure horde. Other nights, he was running through the snow, arms filled with coins, jewelry, and magic weapons, only to have the wind snatch all of them away. Purlonio could not allow this to happen.
The thief had burgled a mage with a reputation for collecting powerful artifacts, hoping one of them could protect his treasure. Purlonio moved his stash to the frozen caves north of Wrong prison. It was far from the city’s bustle and avoided by people like him.
The thief decided to start with the smallest of the stolen baubles and work his way up. Picking up a silver locket, Purlonio waved it in the air. When nothing happened, the thief pried it open with a knife.
There came a great cold and terrifying roar from the locket, and the thief threw it across the cavern. Frost and snow billowed from the silver trinket, and Purlonio could see monstrous forms in the chaos. The terrified thief fled.
The locket was open, and the winter was free.
Maybe someone should try the chests in Ice. After say 100 chests maybe can find some drops in there too.Do you know how long it would take for a Rogue to go to 100 dungeon chests, pick the locks, remove the traps, and how many deaths and investment of time would be necessary for all that ?
popps said:@ KyronixKyronix said:“an ELF, with 100 Hiding, 120 Stealthing and 120 Ninjitsu and running a Ninjitsu Shadow Mastery would still get revealed by Paragons no matter what.”
Superman is always gonna have his kryptonite 🙂
That being said, obviously the schedule is pretty tight, but the top of my list for future enhancements to Dynamic ToTs is adding support stealing.Thanks for the feedback!
Well, thanks for the heads up....
If you are planning to add support to Rogues in Dynamic ToT (picking Locks, Removing Traps, and looting Dungeon Chests, I would not personally call it stealing, more Treasure Hunting or a Rogue thing.... but I can see how to others, taking from a Dungeon chest which is not theirs could be very well seen as stealing....) which is truly a great thing, but PLEASE, do consider then some way to find mechanics to support Thieves/Rogues need to stay hidden and be able to stealth since, given the heavy load of skills that they need to carry for their Profession, they simply cannot be fighters and fight spawn, especially the Paragons.... their only defense is to STAY hidden and do their Chests' picking, traps removing and looting while staying in the hide....
Check it out....
- 120 Stealing
- 100 Snooping
- 100 Lockpicking
- 100 Detect Hidden
- 100 Remove Trap
- 100 Hiding
- 120 Stealthing
That's already 740 skil points there.... no room whatsoever to have any fighting abilities for a seriously invested Thief/Rogue. Hell, there is not even any room for Magery for a recall !!
If it needs be, make it necessary to have them all be REAL skill points by finally introducing Thieves' Masteries (can this be a suggestion ? https://forum.uo.com/discussion/comment/45491/#Comment_45491 ) so that it won't be possible to create hybrid Templates using skill items and, if necessary, make it also that such a Mastery to help keep a Thief/Rogue STAY hidden, will have to have ALL those skills in real points on their Templaye (yes, 720 skill points all REAL in Stealing, Snooping, Lockpicking, Detect Hidden, Remove Trap, Hiding and Stealthing) but please, permit to Thieves/Rogue to remain hidden and stealthing while doing their profession or, at the very least, if not from stealing, at least allow the staying hidden from picking Dungeon Chests, Removing their Traps and looting the chests with all related skills being maxed out and leaving the getting revealed, sometimes (not a 100% guaranteed reveal... the thief would still be totally defenseless if caught into fighting....) when stealing from someone is involved...
But please, do not force fighing on a Template which has hardly any chance to self defend, given how heavily the Template needs many Rogue related skills in order to fully function for that profession.... a thief's or Rogue's best defense is staying in the Shadow, unseen, and not in the plain out sun light....
Thanks.
Better get started then.popps said:Seth said:Maybe someone should try the chests in Ice. After say 100 chests maybe can find some drops in there too.
From the news, something about thieves:The present winter…
Each night, the thief dreamt of losing all his ill-gotten wealth. Sometimes, a great chasm would open to swallow his treasure horde. Other nights, he was running through the snow, arms filled with coins, jewelry, and magic weapons, only to have the wind snatch all of them away. Purlonio could not allow this to happen.
The thief had burgled a mage with a reputation for collecting powerful artifacts, hoping one of them could protect his treasure. Purlonio moved his stash to the frozen caves north of Wrong prison. It was far from the city’s bustle and avoided by people like him.
The thief decided to start with the smallest of the stolen baubles and work his way up. Picking up a silver locket, Purlonio waved it in the air. When nothing happened, the thief pried it open with a knife.
There came a great cold and terrifying roar from the locket, and the thief threw it across the cavern. Frost and snow billowed from the silver trinket, and Purlonio could see monstrous forms in the chaos. The terrified thief fled.
The locket was open, and the winter was free.
Maybe someone should try the chests in Ice. After say 100 chests maybe can find some drops in there too.Do you know how long it would take for a Rogue to go to 100 dungeon chests, pick the locks, remove the traps, and how many deaths and investment of time would be necessary for all that ?
HOURS.....
Hmm, why didn't you ask for Power Scrolls, Mastery, and all the other 1000s of artifacts to be obtainable by ANY template we like to use? I would love my beggar to get a Cameo within one hour.popps said:
The KEY to have players be able to play WHATEVER Template that they would like, is by giving them "moreless" the same drop rate in the same amount of playing time.... anything different WOULD NOT WORK, to my opinion, since players, that I noticed, then to most always maximize their drop rate...
Then why are you trying to do this?popps said:
Who, I need to wonder, would EVER want to spent that much time for a single drop when, with another Template, they could get a LOT more drops ?
popps said:Do you know how long it would take for a Rogue to go to 100 dungeon chests, pick the locks, remove the traps, and how many deaths and investment of time would be necessary for all that ?
HOURS.....
In that same time, the same exact player with a Warrior, could get HUNDREDS of drops, not just 1....
No, I am talking about something different....Pawain said:Then why are you trying to do this?popps said:
Who, I need to wonder, would EVER want to spent that much time for a single drop when, with another Template, they could get a LOT more drops ?
I am just saying, take what the "average" Warrior drop rate is in X playing time and make the mechanics for "other" Templates, be them Bards, Tamers, Rogues, whatever which are enabled to play that given Event for drops, be given the same "average" drop rate considering the different time to kill that Bards or Tamers might have as compared to Warriors and for Rogues to open up Dungeon Chests....Seth said:popps said:Do you know how long it would take for a Rogue to go to 100 dungeon chests, pick the locks, remove the traps, and how many deaths and investment of time would be necessary for all that ?
HOURS.....
In that same time, the same exact player with a Warrior, could get HUNDREDS of drops, not just 1....What makes you think warriors are having a good time collecting the drops easily? Didn't we just feedback the paragons are really tough and sampires cannot leech life from them?100 chests is too tough... so you mean you want to have a drop in every chest, or several drops per chest. Do you think that is fair to warriors, tamers and mages who die fighting paragons and hundreds of monsters just to get less than 5 drops an hour?So you want an easier way for your preferred template to get the drops than other templates?
Ummm.. @poppspopps said:I am just saying, take what the "average" Warrior drop rate is in X playing time and make the mechanics for "other" Templates, be them Bards, Tamers, Rogues, whatever which are enabled to play that given Event for drops, be given the same "average" drop rate considering the different time to kill that Bards or Tamers might have as compared to Warriors and for Rogues to open up Dungeon Chests....Seth said:popps said:Do you know how long it would take for a Rogue to go to 100 dungeon chests, pick the locks, remove the traps, and how many deaths and investment of time would be necessary for all that ?
HOURS.....
In that same time, the same exact player with a Warrior, could get HUNDREDS of drops, not just 1....What makes you think warriors are having a good time collecting the drops easily? Didn't we just feedback the paragons are really tough and sampires cannot leech life from them?100 chests is too tough... so you mean you want to have a drop in every chest, or several drops per chest. Do you think that is fair to warriors, tamers and mages who die fighting paragons and hundreds of monsters just to get less than 5 drops an hour?So you want an easier way for your preferred template to get the drops than other templates?
Average vs average.
Then, is a player is really good with their Warrior or with their Bard or Tamer or Rogue then can well get more drops in that X time, but on "average", all Templates intended to play a given Event should be given the same drop rate in the same X playing time, me thinks.
Ok fair enough, let’s compare average to average.I am just saying, take what the "average" Warrior drop rate is in X playing time and make the mechanics for "other" Templates, be them Bards, Tamers, Rogues, whatever which are enabled to play that given Event for drops, be given the same "average" drop rate considering the different time to kill that Bards or Tamers might have as compared to Warriors and for Rogues to open up Dungeon Chests....
Average vs average.
Then, is a player is really good with their Warrior or with their Bard or Tamer or Rogue then can well get more drops in that X time, but on "average", all Templates intended to play a given Event should be given the same drop rate in the same X playing time, me thinks.
Classic. What if I want to play my mindblast mage, I do not care if all the mobs have 80+ cold resists my mage is afraid of fire.popps said:The KEY to have players be able to play WHATEVER Template that they would like, is by giving them "moreless" the same drop rate in the same amount of playing time.... anything different WOULD NOT WORK, to my opinion, since players, that I noticed, then to most always maximize their drop rate...
you forgot Item ID, just sayin . . .Pawain said:Classic. What if I want to play my mindblast mage, I do not care if all the mobs have 80+ cold resists my mage is afraid of fire.popps said:The KEY to have players be able to play WHATEVER Template that they would like, is by giving them "moreless" the same drop rate in the same amount of playing time.... anything different WOULD NOT WORK, to my opinion, since players, that I noticed, then to most always maximize their drop rate...
Then I want to get the same amount of drops as everyone else does with my camping/taste id/Arms lore/ forensics/ begging/ animal herder.
This isn't fair if I I cant use what I want!
I must be unfortunate to explain myself well enough.... sorry about it...RockStaR said:Ummm.. @ poppspopps said:I am just saying, take what the "average" Warrior drop rate is in X playing time and make the mechanics for "other" Templates, be them Bards, Tamers, Rogues, whatever which are enabled to play that given Event for drops, be given the same "average" drop rate considering the different time to kill that Bards or Tamers might have as compared to Warriors and for Rogues to open up Dungeon Chests....Seth said:popps said:Do you know how long it would take for a Rogue to go to 100 dungeon chests, pick the locks, remove the traps, and how many deaths and investment of time would be necessary for all that ?
HOURS.....
In that same time, the same exact player with a Warrior, could get HUNDREDS of drops, not just 1....What makes you think warriors are having a good time collecting the drops easily? Didn't we just feedback the paragons are really tough and sampires cannot leech life from them?100 chests is too tough... so you mean you want to have a drop in every chest, or several drops per chest. Do you think that is fair to warriors, tamers and mages who die fighting paragons and hundreds of monsters just to get less than 5 drops an hour?So you want an easier way for your preferred template to get the drops than other templates?
Average vs average.
Then, is a player is really good with their Warrior or with their Bard or Tamer or Rogue then can well get more drops in that X time, but on "average", all Templates intended to play a given Event should be given the same drop rate in the same X playing time, me thinks.
Excuse me??
Pretty sure they all have the same drop rate, some just kill faster than others. Drop rate is a very small percentage chance poops. You're now mixing up drop rate and killing time. Which you are too busy on here to get any killing done. Trolling looks bad on you poops. All templates have the same drop rate in x playing time, you just have to kill as many. Have a good day poops.
for camping skill yes, i think this is what he’s referring to.Pawain said:So you want to stand in the entry for an hour and have your rewards drop into your backpack at a given average rate.
Does not take a novel to write that.
It depends on the environment and the mechanics involved.Seth said:Ok fair enough, let’s compare average to average.I am just saying, take what the "average" Warrior drop rate is in X playing time and make the mechanics for "other" Templates, be them Bards, Tamers, Rogues, whatever which are enabled to play that given Event for drops, be given the same "average" drop rate considering the different time to kill that Bards or Tamers might have as compared to Warriors and for Rogues to open up Dungeon Chests....
Average vs average.
Then, is a player is really good with their Warrior or with their Bard or Tamer or Rogue then can well get more drops in that X time, but on "average", all Templates intended to play a given Event should be given the same drop rate in the same X playing time, me thinks.As an average warrior, I think I can get about 5 to 8 drops an hour depending on luck. Sorry I lost count how many paragons or monsters I have to kill.
So for your Rogue, how many chests can you pick in an hour?
For that matter, one could also ask to use a character with Begging and want drops from begging from Monsters inside a Dungeon....Pawain said:Classic. What if I want to play my mindblast mage, I do not care if all the mobs have 80+ cold resists my mage is afraid of fire.popps said:The KEY to have players be able to play WHATEVER Template that they would like, is by giving them "moreless" the same drop rate in the same amount of playing time.... anything different WOULD NOT WORK, to my opinion, since players, that I noticed, then to most always maximize their drop rate...
Then I want to get the same amount of drops as everyone else does with my camping/taste id/Arms lore/ forensics/ begging/ animal herder.
This isn't fair if I I cant use what I want!
Reductio ad absurdum ?Aragorn said:We shouldn't let thief to get all the loves from devs!
Blacksmith / tailor / carpenter should have a chance to get a drop when they're salvaging loots from treasure of mobs.
Artificer should have a chance to get a drop when they are unraveling loots from treasure of mobs.
Detective should have a chance to get a drop when using forensic evaluation on treasure of mob's corpse.
Treasure hunter should have a chance to get a drop when doing the treasure maps dropping from treasure of mobs.
Fisher should have a chance to get a drop when fishing in the dungeon when the event is activated.
Miner should have a chance to get a drop when smelling the iron ore dropping from snow elemental when the event is activated.
I can understand that some players playing Warriors Templates enjoy the status quo and do not want it changed because their Template most always gets the best.... that does not mean though, that "other" Templates which "other" players happen to prefer and enjoy playing should not be made "equally" playeable (which, in my book means being capable of getting moreless the same number of drops in the same playing time as Warriors, "on average" do....).Pawain said:Warriors YES. This is a an event where you kill stuff to get drops!
Do the content for the skills you have, Beggers get a month of drops from begging. Crafters get BOD rewards year round.
Do the things your skills were made for.
And any warrior template can get drops if you can kill the easy mobs there. This is the 3rd time I have invited you to come to LS and look at all the templates having fun in Ice right now.
Ignorance is not a reason to ask for changes.
Tamers and mages are doing good if you are using the right area of damage pet / spells.popps said:Reductio ad absurdum ?Aragorn said:We shouldn't let thief to get all the loves from devs!
Blacksmith / tailor / carpenter should have a chance to get a drop when they're salvaging loots from treasure of mobs.
Artificer should have a chance to get a drop when they are unraveling loots from treasure of mobs.
Detective should have a chance to get a drop when using forensic evaluation on treasure of mob's corpse.
Treasure hunter should have a chance to get a drop when doing the treasure maps dropping from treasure of mobs.
Fisher should have a chance to get a drop when fishing in the dungeon when the event is activated.
Miner should have a chance to get a drop when smelling the iron ore dropping from snow elemental when the event is activated.
No thanks.
My point being, why should it always be Warriors when it can "also" be Tamers, Bards, Rogues, Spellcasters and some other Templates who could participate to these Dynamic ToT Events without necessarily wanting to bring into the argument also skills like Camping, Begging, Taste ID and what not to reduce the validity of the argument of wanting more Templates besides Warriors as viable at these Events ?
Aragorn said:We shouldn't let thief to get all the loves from devs!
Fisher should have a chance to get a drop when fishing in the dungeon when the event is activated.
Garr Grimbeard approves of this message in fact he demands a drop and a hummer lobster with every cast !!