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Dev Team Recommendations : Low Hanging Fruit

Started by Theo · 2021-02-25 · 111 posts · General Discussions
#0
Our dev team has limited time.  They need to continue to make an impact on the game to keep people engaged.   

The lowest hanging fruit is to 'update' existing systems.  There are any number of things people just don't do because the rewards are not worth it.  

  • Doom (Rewards are weak)
  • Collections (Scripters paradise with 800k rewards and turns at like 8-15pts each requiring 60,000 shields to get a mace and shields glasses)
  • Peerless (rewards are generally junk besides crimson)
  • Marties (old and junk - armor sets aren't worth collecting)
  • Bods (rewards in some areas tired and runics have decreased value)
  • Imbuing (intensity limit keeps armor from rivaling loot)
  • Quests (Low reward quests not worth the effort)
  • Heartwood quests (way too grindy only good for recipes and tali's)
  • Void Pool (rewards weak for effort required)
  • Clean up program (some rewards are old and tired and bad point values like 10k for 'random' SOA)
By simply putting a little bit of attention to these systems - you could get people doing all of these areas of content again breathing interest in the game.    All it would require is changing the mods on some items and artifacts and changing some of the point systems for these.  No new art.  No new dungeons. No new systems - just fix the systems we have. 

Lets take a quick example.  Doom.  

Here is a reward from doom :

Axe of the Heavens
axe_of_the_heavens
Artifact Rarity 11
Hit Lightning 50%
Hit Chance Increase 15%
Defense Chance Increase 15%
Damage Increase 50%
Physical Damage 100%
Weapon Damage 15-18
Weapon Speed 3.25
Strength Requirement 45
Two-Handed Weapon
Weapon Skill: Swordsmanship
Durability 255

This can literally be crafted and imbued.  Its only 4 mods and none are over cap. In fact I can make one better because I could craft it with 100% damage type.  

If you change this axe to look like this <:

Axe of the Heavens
axe_of_the_heavens
Artifact Rarity 11
Hit Lightning 50%
<Random Slayer>
Hit Mana Leech 50%
Hit Stamina Leech 50%
SSI 20%
Damage Increase 50%
(Random Dmg Type) 100%
Weapon Damage 15-18
Weapon Speed 3.25
Strength Requirement 45
Two-Handed Weapon
Weapon Skill: Swordsmanship
Durability 255

People will come back to doom to try to get one.    THis can't be that hard of an effort to make some simple mods to the item.  Its got to be nothing but a couple of fields in a table.  

There are hundreds of rewards that have fallen behind in today's loot that are near total wothlessness.  Just update these and people will be back doing doom, back doing collections, back hunting marties. You name it.    

The loot change put in a few years back basically killed 80% of the content and thus 80% of the people doing PvM.  IT all gravitated to the roof.  

I'd be more than happy to provide advice on these items and objects one by one if I knew the dev team would take the effort up to enhance.   They don't need to be godly weapons - just something someone might use.   The current axe of the heavens is pure junk. 

Feel free to look at the list of doom arties.  Which one would you ever use?  Brace of health?  Kights Breastplate?
https://uo.com/wiki/ultima-online-wiki/items/artifact-collections/artifacts-doom-gauntlet/
#1
I dont think you play the same game...peerless have very good stuff paroxymous crimson hair dye travesty mask....yeah doom need a revamp on many stuff but for the rest you are wrong clean up points there so many dyes and stuff to get...it s clean up point free stuff for junk so what do you want from it
#2
Thanks for the feedback, however two points I want to point out...

1. The word "just" does not ever mean that.
2.  Updating some of these systems would require an effort putting it closer to high-hanging fruit.

That being said, we do have have greater ability to create dynamic rewards on the fly thanks to last year's updates.  Feel free to post suggestions.  I'm not guaranteeing that we will implement them, but it's a nice starting point.  

To give an idea, from the Dynamic Event/ToT Reward thread we had a while back around half of the ~30 equipment suggestions were a no-go.  That's still pretty good!
#3
Thank you for the reply.  I am surprised that changing the mods on some of the doom items would be difficult. Is that the case?  I think that would be one of the best places to start because honestly almost all of those rewards are useless.  

Example :  This is completely worthless by any player at any level so its a non reward.  

Bracelet of Health
bracelet_of_health
Artifact Rarity 11
Hit Point Increase 5
Hit Point Regeneration 10

So can you not easily change the mods that drop on it or is it because ones already exist with these mods it cant change?     

Maybe Kyronix we could look at a system at a time and talk about a revitalization.  Maybe we start with Doom because so many on that list are not useable in todays game and half of them are less than what someone could imbue.  
#4

Thanks for the feedback @kyronix.

In general, I completely agree with Theo's thoughts, and I've probably said the same thing forever, and your feedback is interesting, because it's the first time I've seen that.

What would actually be interesting, would be to know some of your parameters?

For example, you say about half of the equipment ideas were a no-go, I'd be interested to know what makes them fail - so we can do better at suggestions. Often when I'm making suggestions, I know what I want, and I can honestly go on forever, but I'm never quite sure where your parameters are - so I don't know if I'm over-requesting or under-requesting, or why it would or would not work.

Thanks. 🙂


#5
Fortis said:
I dont think you play the same game...peerless have very good stuff paroxymous crimson hair dye travesty mask....yeah doom need a revamp on many stuff but for the rest you are wrong clean up points there so many dyes and stuff to get...it s clean up point free stuff for junk so what do you want from it
Well, Peerless "rare" drops could get some love but most importantly, Peerless "loot" on the Boss corpse needs a LOT of love, to my opinion....

Ever seen the kind of items that are on a Peerless Boss ? Hardly any artifact (most are magic items) and even if there happens to be one or 2 artifacts pieces, they are likely Lesser...

Not to mention the fact that pretty much most of the weapons found within Peerless loot are just junk, unusable, to my viewing... 

Another Boss with really underwhelming Loot quality (and quantity I should also say) on the corpse, especially considering the toughness of the fight as well as the time consuming that it is and the number of players it takes to kill it, is Charybdis....

While the rarer drops on Charybdis might be OK, the loot items on the corpse are really pretty much useless, and even low in quantity.... this loot could really get some love, to my opinion...

Another things that I would like to see more often as available, is "imbuable" items BUT, with 1 or 2 overcapped or expensive properties already present on them as they spawn as loot...

For example, I would love to see rings and bracelets with Faster Casting 1 and Faster Cast Recovery 3 (or even 4) and NOTHING ELSE, be a possible spawn as loot... or rings and bracelets with Swing Speed Increase 10 and another related property like Hit Chance Increase or Dfenze Chance Increase, maybe overcapped, but with nothing else so that players could imbue whatever they liked on them....

The reason for this ? To save up on the imbuing materials needed to imbue those properties thus reducing the overall cost of making these imbued items.....

@Kyronix , can we hope to see some love towards bettering the loot generated by these Bosses ?
Thanks !
#6
Here is another example - collections.  One of the m sought after collection reward is mace and sheild glasses.  

Warrior Collection
Buckler    9 points
Battle Axe 9 points
Book       3 points

Mace and Shield Glasses  800k points to claim

Breakdown : 
266,667 books
88,889 Buckler or Battle Axes

There is no one collection 1/4 million books to get this reward.  Yes you can donate gold as a shortcut but then its not really a 'collection' is it?  

Add some things that give way more points that can't be easily farmed.  Like champ spawn skulls at 5k points each. Or turn in loot like you do for clean up (1 point to 100 points depending on intensity).   Etc.   You still have to gather those things and can't necessarliy script them.    

As it stands today - the only people to get these without a script are paying gold.  The scripters turn in 89k shields from NPC's.  The rest of us have no hope of legitimately collecting 88k shields from monster loot.  It would take 5 lifetimes. 

There is no one at the library doing these turn ins.  An entire system abandoned besides a random gold dump.   Make it playable and give people something to do.  If I could hunt and obtain say ophid rations and get 5000 points each( need 160) - I might spend the next week trying to earn a new set.  It gives people something to do to gain a reward in a reasonable amount of time.  

The Paladin takes Chiv books at 12 points each.  67k books to get a top reward.  If you could get 80 books an hour - that's 833 hours to get the reward.  For reference a full year of working 2000 hours.  Thats almost a half a year working 8 hours  a day 5 days a week to get this reward. It is simply not worth the effort.  Just adding something else you can turn in for more points at a time or upping the points makes it useful.  

The other problem is most of the things you have for points can be bought from NPC's.  Whats the point of collecting then?  Have the turn ins be something you can't buy from NPC's but actually have to collect. 
#7
I agree 100% with Theo, and was talking about that with another player some days ago ... 
For Marties and Armor sets, that let's be honest, are basically useless for 99,9% of players it would be a nice touch to make them imbuable if modding all of them is impossible or overkill ... Eventually not by default but after completing some kind of quest or paying a NPC to make them moddable (like removing the mage armor from items) ... I think that this will make those items desirable again and will open alot of rooms in suit building, strategy and fun. 
#8
Samael that is a great idea! 

Especially making it some quest to be able to modify a piece. 

Maybe a balm you can apply to the piece itself or you can sell
the balm so another can use it.  I would rather leave NPC's out 
of it.  The gold sinks should be deco only imo.
#9
@Kyronix I think a great start would be to add more recipes for  "upgradable" items. Like the gloves of feudal grip, etc... As an example: read a recipe of "majestic leggings of wizardry" (whatever name) take a pair of enchanted kelp woven leggings, add some dark father blood (or something, it doesn't have to be an ingredient from doom) and end up with some leggings that increase to 15 SDI, bump the MR to 4, and perhaps up the resists some. Or add +10 eval. Something like that. Or something to include, shields of invulnerability, or other pieces of armor. Stuff for mages and warriors. Heck even something with the the 85,000 pair of shadow dancer leggings everybody had laying around gathering dust. There are tons of items that drop that aren't really useful any more, and I suspect it would be easier to do something with them than adding completely new items. Even a recipe to enable an upgrade for a Djinni's ring. The possibilities are endless. Just an idea.
#10
I was just going to suggest the idea of these obsolete type items be part of recipes for greater versions of themselves or something totally different. I’d like this to include craft able artifacts which largely are also essentially pointless to make. A more powerful version of each of those would be great. 

Maybe some creative ways the recipes are acquired would be really cool too. Wouldn’t have to drop all of these recipes all at once either. A few per patch would be cool enough if there’s other stuff to focus on. Having them part of event loot is cool too. 
#11
dvvid said:
I was just going to suggest the idea of these obsolete type items be part of recipes for greater versions of themselves or something totally different. I’d like this to include craft able artifacts which largely are also essentially pointless to make. A more powerful version of each of those would be great. 

Maybe some creative ways the recipes are acquired would be really cool too. Wouldn’t have to drop all of these recipes all at once either. A few per patch would be cool enough if there’s other stuff to focus on. Having them part of event loot is cool too. 
*clicks "like" button*

*forum explodes*
#12
dvvid said:
I was just going to suggest the idea of these obsolete type items be part of recipes for greater versions of themselves or something totally different. I’d like this to include craft able artifacts which largely are also essentially pointless to make. A more powerful version of each of those would be great. 

Maybe some creative ways the recipes are acquired would be really cool too. Wouldn’t have to drop all of these recipes all at once either. A few per patch would be cool enough if there’s other stuff to focus on. Having them part of event loot is cool too. 
I would like the recipes though, to be obtainable in ways "other" then having to fight.... it makes no sense to me that a Crafter needs to be subject to a Fighter in order to get the recipes that he/she needs to use to make a living in UO.... this only helps or mostly helps those players who have both a crafter and a fighter thus being self sufficient...
#13
KHAN said:
@ Kyronix I think a great start would be to add more recipes for  "upgradable" items. Like the gloves of feudal grip, etc... As an example: read a recipe of "majestic leggings of wizardry" (whatever name) take a pair of enchanted kelp woven leggings, add some dark father blood (or something, it doesn't have to be an ingredient from doom) and end up with some leggings that increase to 15 SDI, bump the MR to 4, and perhaps up the resists some. Or add +10 eval. Something like that....
This.....

And....dvvid said:
I was just going to suggest the idea of these obsolete type items be part of recipes for greater versions of themselves or something totally different. I’d like this to include craft able artifacts which largely are also essentially pointless to make. A more powerful version of each of those would be great...
@Kyronix - I think the easiest way to make older items relevant again would be to make a recipe for an "upgrade" by which I mean you take the desirable traits from the old item and pass along to the new item with additional desirable traits. Example here would be something like "recipe for tunic of auspicious bones" that takes the Tunic of Fortune (40LRC/200 luck/15DCI/mage armor) along with some Dark Father blood and 10 gems and turns it into bone chest with 250 luck/40 LRC/8LMC/10mana/15DCI/Mage Amor/15 of each resist. This would be an item that wouldn't be super OP but still be an upgrade to almost anyone that has a luck suit.

Another idea would be taking the Mage orny (2/3casting / 10 LMC / 20LRC / 15 energy) and making a recipe for "Houdini's bracelet" that has 2/3 casting / 18 SDI / 15 DCI / 25 EP (maybe +8 int too). 

I'm all for having them be dynamic event rewards but I do think they should be attainable after events are over so maybe have them as black market rewards after the fact.
#14
Theo said:
Our dev team has limited time.  They need to continue to make an impact on the game to keep people engaged.   

The lowest hanging fruit is to 'update' existing systems.  There are any number of things people just don't do because the rewards are not worth it.  

  • Doom (Rewards are weak)
  • Collections (Scripters paradise with 800k rewards and turns at like 8-15pts each requiring 60,000 shields to get a mace and shields glasses)
  • Peerless (rewards are generally junk besides crimson)
  • Marties (old and junk - armor sets aren't worth collecting)
  • Bods (rewards in some areas tired and runics have decreased value)
  • Imbuing (intensity limit keeps armor from rivaling loot)
  • Quests (Low reward quests not worth the effort)
  • Heartwood quests (way too grindy only good for recipes and tali's)
  • Void Pool (rewards weak for effort required)
  • Clean up program (some rewards are old and tired and bad point values like 10k for 'random' SOA)
By simply putting a little bit of attention to these systems - you could get people doing all of these areas of content again breathing interest in the game.    All it would require is changing the mods on some items and artifacts and changing some of the point systems for these.  No new art.  No new dungeons. No new systems - just fix the systems we have. 

Lets take a quick example.  Doom.  

Here is a reward from doom :

Axe of the Heavens
axe_of_the_heavens
Artifact Rarity 11
Hit Lightning 50%
Hit Chance Increase 15%
Defense Chance Increase 15%
Damage Increase 50%
Physical Damage 100%
Weapon Damage 15-18
Weapon Speed 3.25
Strength Requirement 45
Two-Handed Weapon
Weapon Skill: Swordsmanship
Durability 255

This can literally be crafted and imbued.  Its only 4 mods and none are over cap. In fact I can make one better because I could craft it with 100% damage type.  

If you change this axe to look like this <:

Axe of the Heavens
axe_of_the_heavens
Artifact Rarity 11
Hit Lightning 50%
<Random Slayer>
Hit Mana Leech 50%
Hit Stamina Leech 50%
SSI 20%
Damage Increase 50%
(Random Dmg Type) 100%
Weapon Damage 15-18
Weapon Speed 3.25
Strength Requirement 45
Two-Handed Weapon
Weapon Skill: Swordsmanship
Durability 255

People will come back to doom to try to get one.    THis can't be that hard of an effort to make some simple mods to the item.  Its got to be nothing but a couple of fields in a table.  

There are hundreds of rewards that have fallen behind in today's loot that are near total wothlessness.  Just update these and people will be back doing doom, back doing collections, back hunting marties. You name it.    

The loot change put in a few years back basically killed 80% of the content and thus 80% of the people doing PvM.  IT all gravitated to the roof.  

I'd be more than happy to provide advice on these items and objects one by one if I knew the dev team would take the effort up to enhance.   They don't need to be godly weapons - just something someone might use.   The current axe of the heavens is pure junk. 

Feel free to look at the list of doom arties.  Which one would you ever use?  Brace of health?  Kights Breastplate?
https://uo.com/wiki/ultima-online-wiki/items/artifact-collections/artifacts-doom-gauntlet/
BEST POST... more exciting than the Legacy shard!!! 

Existing content is already so much, that any improvements would be immediately felt by existing player base!
#15
popps said:
dvvid said:
I was just going to suggest the idea of these obsolete type items be part of recipes for greater versions of themselves or something totally different. I’d like this to include craft able artifacts which largely are also essentially pointless to make. A more powerful version of each of those would be great. 

Maybe some creative ways the recipes are acquired would be really cool too. Wouldn’t have to drop all of these recipes all at once either. A few per patch would be cool enough if there’s other stuff to focus on. Having them part of event loot is cool too. 
I would like the recipes though, to be obtainable in ways "other" then having to fight.... it makes no sense to me that a Crafter needs to be subject to a Fighter in order to get the recipes that he/she needs to use to make a living in UO.... this only helps or mostly helps those players who have both a crafter and a fighter thus being self sufficient...
Its called the barter system.  Do you go get all your own leather/scales, do you dig your own ore/gems/stone, do you cut your own wood, do you gather your own imbuing resources.
#16
Bilbo said:
popps said:
dvvid said:
I was just going to suggest the idea of these obsolete type items be part of recipes for greater versions of themselves or something totally different. I’d like this to include craft able artifacts which largely are also essentially pointless to make. A more powerful version of each of those would be great. 

Maybe some creative ways the recipes are acquired would be really cool too. Wouldn’t have to drop all of these recipes all at once either. A few per patch would be cool enough if there’s other stuff to focus on. Having them part of event loot is cool too. 
I would like the recipes though, to be obtainable in ways "other" then having to fight.... it makes no sense to me that a Crafter needs to be subject to a Fighter in order to get the recipes that he/she needs to use to make a living in UO.... this only helps or mostly helps those players who have both a crafter and a fighter thus being self sufficient...
Its called the barter system.  Do you go get all your own leather/scales, do you dig your own ore/gems/stone, do you cut your own wood, do you gather your own imbuing resources.
Not really, most of the time it ends up like players having both a Fighter and a Crafter get whatever recipes they may need/want for their Crafter to support their Fighters needs and, especially if the recipe takes considerable effort to get it, give up trying to get other recipes as they already have one and do not see it worth their time to try get more...

And this, inevitably, ends up with these recipes being then priced ridicolusly high, so high, that then to a Crafter thinking to buy one (if they do not have a Fighter capable of hunting for that Recipe since, hey, they enjoy playing a Crafter, not a Fighter....), it no longer becomes economically viable as hardly what they could make with it would fetch sufficient gold to make it back for the recipe purchase... especially, when most players interested in whatever such a Recipe could make, having both a Fighter and a Crafter, might have already gotten self-sufficient because of getting the Recipe with their Fighter...

This wide spread self-sufficiency of players having both Crafters and Fighters, just drastically reduces the business opportunities for those players who, instead, are mainly and mostly interested in Crafting and not so much in Fighting.....

It just kills Crafting being used as a main playing activity (whereas the player mainly plays a Crafter and marginally a Fighter or none at all), to my opinion.
#17
Hmm... no fighting game... try Simcity!! 😂
#18
OK. I have removed much of the non topical comments and petty personal attacks. Stay topical and use courtesy and respect when replying please.
#19
@popps - I won't try to explain to you how economics/business/supply&demand/bartering work because I honestly feel like that would be lost on you That said, surely you understand the basics since I'm assuming you go out in the real world and buy things.

Even in the situation you are trying to claim (someone ONLY has a crafter) what you are saying doesn't hold weight.

Let's take feudal grips recipe as an example. I'm only a crafter and cannot go into Doom to get the recipe. Your argument is that "it's not fair that a crafter has to pay for the recipe and can't get it by crafting".

WHY would someone want the recipe to make the gloves in the first place? It can't be because they are going to use them because you said they didn't have a fighter, right? They want to sell them, but why do they want to sell them? Perhaps because they sell for a pretty penny? **More on this later. But ok make sense and brings up the next question. 

HOW is this person, without a fighter, going to get the gloves of nobility AND Dark Father blood? They can't obtain them as a crafter by making them because they don't have a fighter, right? I guess they have to buy them at market price?

Which brings up the crux of the entire argument.

Surely you understand that as a fighter, they have an opportunity cost to get those items for others that want what they can get... It's not worth it to the average person to spend days/weeks working Doom so that they can get the materials to sell to some crafter for pennies on the dollar when they could do something else instead (for more money or pleasure). 

I'm assuming you understand that. So.... circling back to making that pretty penny... this crafter cannot expect to buy these materials which only come from fighting (doesn't include the recipe) for chump change only to turn around and sell the final product for 100000% markup. This might happen once or twice if they get lucky but that is not how the market works; it will quickly normalize when others see the opportunity. 

My own personal experience, last year while waiting for new content I decided to revamp my warriors suit and I wanted the feudal grips (I had a pair of gauntlets sitting in a chest), so I bought the recipe off a vendor. After i saw how much the grips were actually selling for I decided to sell those grips I made instead for a profit. At that point I saw the opportunity and I just started buying the gloves of nobility (since I had the recipe now) and just making the grips and marking them 20-30m over what I paid for the gloves of nobility. I made a good amount doing this and it required 10x less time than ever going to Doom. Even though I hadn't step foot into Doom for a split second (ie didn't use a fighter), I was able to buy the recipe & the materials and still came out on top after making a handful of sets AND was able to keep a pair myself for essentially no cost at that point.

To bring this thing full circle, the entire point here is that when we are talking about recipes that require materials acquired from fighting, I don't think you have a valid argument whining about obtaining the recipes from fighting by saying "not all people have fighters" (aside from the fact that your claim is pretty inaccurate) because crafters will still have the ability to buy the recipes for X price and make back that money by doing what a pure crafter does... making gear to sell. You don't have a leg to stand on trying to claim crafters are some type of victim by making the recipes (to create artifacts using artifacts) attainable by fighting. So please just stop already.

###Sorry all for the novel but to break it down I think it was needed.
#20
keven2002 said:
@ popps - I won't try to explain to you how economics/business/supply&demand/bartering work because I honestly feel like that would be lost on you That said, surely you understand the basics since I'm assuming you go out in the real world and buy things.

Even in the situation you are trying to claim (someone ONLY has a crafter) what you are saying doesn't hold weight.

Let's take feudal grips recipe as an example. I'm only a crafter and cannot go into Doom to get the recipe. Your argument is that "it's not fair that a crafter has to pay for the recipe and can't get it by crafting".

WHY would someone want the recipe to make the gloves in the first place? It can't be because they are going to use them because you said they didn't have a fighter, right? They want to sell them, but why do they want to sell them? Perhaps because they sell for a pretty penny? **More on this later. But ok make sense and brings up the next question. 

HOW is this person, without a fighter, going to get the gloves of nobility AND Dark Father blood? They can't obtain them as a crafter by making them because they don't have a fighter, right? I guess they have to buy them at market price?

Which brings up the crux of the entire argument.

Surely you understand that as a fighter, they have an opportunity cost to get those items for others that want what they can get... It's not worth it to the average person to spend days/weeks working Doom so that they can get the materials to sell to some crafter for pennies on the dollar when they could do something else instead (for more money or pleasure). 

I'm assuming you understand that. So.... circling back to making that pretty penny... this crafter cannot expect to buy these materials which only come from fighting (doesn't include the recipe) for chump change only to turn around and sell the final product for 100000% markup. This might happen once or twice if they get lucky but that is not how the market works; it will quickly normalize when others see the opportunity. 

My own personal experience, last year while waiting for new content I decided to revamp my warriors suit and I wanted the feudal grips (I had a pair of gauntlets sitting in a chest), so I bought the recipe off a vendor. After i saw how much the grips were actually selling for I decided to sell those grips I made instead for a profit. At that point I saw the opportunity and I just started buying the gloves of nobility (since I had the recipe now) and just making the grips and marking them 20-30m over what I paid for the gloves of nobility. I made a good amount doing this and it required 10x less time than ever going to Doom. Even though I hadn't step foot into Doom for a split second (ie didn't use a fighter), I was able to buy the recipe & the materials and still came out on top after making a handful of sets AND was able to keep a pair myself for essentially no cost at that point.

To bring this thing full circle, the entire point here is that when we are talking about recipes that require materials acquired from fighting, I don't think you have a valid argument whining about obtaining the recipes from fighting by saying "not all people have fighters" (aside from the fact that your claim is pretty inaccurate) because crafters will still have the ability to buy the recipes for X price and make back that money by doing what a pure crafter does... making gear to sell. You don't have a leg to stand on trying to claim crafters are some type of victim by making the recipes (to create artifacts using artifacts) attainable by fighting. So please just stop already.

###Sorry all for the novel but to break it down I think it was needed.
It is a possibility that the reason for conceiving such mechanics, that is, for crafters having to purchase from fighters and for fighters to purchase from crafters, might have been that of promoting players to players interactions...

The problem is, though, that as often it happens between what the game's Designes think as mechanics and what players actually do in their games, players, at least to my viewing, ended up behaving quite differently thus screwing up the attempt to promote players to players interactions with those mechanics....

While initially, for some time, it might have happened that Fighters were to sell those Recipes and materials needed to Crafters, and viceversa that Crafters where to sell to Fighters the items crafted, eventually, players came up with the thought that they could bypass all that buying by developing for Crafters a Fighter, and for Fighters a Crafter, and thus become self sufficient in their respective needs....

And this, eventually, killed the market, Crafters no longer had buyers for the items that they could make, and Fighters no longer needed Crafters to make them items as they had their own....

Eventually, also newcomers to the game not having a Fighter (if Crafters) or a Crafter (if Fighters) would have problems because the Veteran players who already had self sufficiency, would see little reasons to farm those spawns for Recipes or materials to sell to the few newcomers' Crafters (low chances at a sale given the decrease of the players' base) besides the fact that prices, due to the rampant inflation notorious in UO, where sky high thus not making it much viable nor economically logical for new coming Crafters to want to buy those few Recipes that occasionally could show up for sale...

So, at least as I see it, while the goal might have been a good one for these mechanics, that of promoting players to players interactions in between Crafters and Fighters, it ended up clashing against players' behaviour which was aimed at cutting out the need to purchase from others and obtain respective self sufficiency for Crafters and Fighters alike, but losing the broader picture that, in doing so, basically Crafting, intended as a Service to fellow players, would die out....

Add to that, the fact that not only, at least to my opinion, not really effective changes to the "status quo" of these mechanics where put in over the Years to counter the Crafting downwarding trend, and the fact that, to keep players' interest focused in the game, better and stronger items where increasingly introduced over the Years as loot (the so-called itemization of Ultima Online...), and this pretty much killed Crafting as a Service to others in Ultima Online by good....

Those players who played the early Years of Ultima Online, if they compare what Crafting was back then, how thriving and lively it was, and what it now is, might understand better what I am trying to point out......
#21
You just wrote a mini novel with zero content. You literally are just talking to talk at this point.

Aside from the fact you obviously didn't read my own personal experience that is the exact opposite of what you are claiming; you are just wrong because if you were right there wouldn't be vendor search which I've used on several shards and will find what I need at varying times. 

Your argument is all over the place and although each post is always 4-5 paragraphs it's usually lacking in any actual point except for "that's how you see it" which is typically incorrect. Your perception isn't reality sorry.

"At no point in your rambling, incoherent response were you even close to anything that could be considered a rational thought. Everyone in this room is now dumber for having listened to it. I award you no points, and may God have mercy on your soul."
#22
Can we get this thread back on track please?
#23
Well anyway,

@Kyronix returning to your last message, could you maybe give us a better idea of systems which are high intensity to alter and low intensity? All of us keep saying “just change some numbers in a table” but the gist I’m seeing is that’s obviously more complex somehow?
#24
Current character template's gear is quite predictable.

(A) Weapons - for PVM most of us like to leech - mana, stamina because a warrior cannot function effectively without these two stats topping up. So...

- Mana Leech
- Stamina Leech
- Hit lower defence... another obvious choice....
- Slayer - sigh... ofcourse this is obvious...

So we have 4 necessary specs for most effective melee PVM weapon... One spare slot for Damage Increase or Life Leech depending on gear.

Other desirable specs:
SSI - obvious choice... but can get from gear
Damage Increase - obvious choice... but can get from gear
Life leech vs healing.... Vampiric Embrace is more effective
 
Its very predictable. So does this mean we only need one type of weapon for UO? All other weapons are wasting database space.

(B) Armor - There seems to be more options to create better armor but most of the time we find them in Legendary armor that is rather rare - more than named arties perhaps.

Currently limiting stats for warrior are
SSI
Damage Increase
LMC
HP+5 x 5, Strength+5 x 5, Stamina+8 x 5
(Stat Regen are bonus)

For mages:
LRC (mage type)
SDI (mage type)
FC
FCR

---
In summary:
Weapon arties need to have special functions that cannot be found in normal weapons, e.g. Glenda type. Otherwise, the above standard weapon would serve most warriors well.

Armor/wearable arties still have more room to create special combination that help with character template.

The above are just some quick Sunday morning thoughts.






#25
The above is why we would be better served with a potion to add a property to a weapon.

Bane would be nice.

Come up with other propertys in potion form that would make our crafted weapon a little better.
Make them only work against Mobs, or also on Reds hehe
#26
Pawain said:
The above is why we would be better served with a potion to add a property to a weapon.

Bane would be nice.

Come up with other propertys in potion form that would make our crafted weapon a little better.
Make them only work against Mobs, or also on Reds hehe
If the new specials like bane and bone breaker are in potion form, then there is no need for weapon in loot... This is not an easy revamp, need more ideas from players. I know what weapon to use in current system but how to make the 99% remaining junks useful is a tough question. If it boils down to just those few specs, then we do not need so many.
#27
I think creating a potion or something like that is likely what Kyronix was talking about before in this thread. It's just that seems simple but actually is very complex when you start to look at everything it could be used on / impact in every scenario. 

I do like the idea of reducing/removing the less desirable mods of weapons like lower req / durability / regens but it seems like it might also be pretty difficult but these mods all fall under a certain prefix/suffix which means it's not as easy to simply remove Fortified/Defense (which they could remove this since it only gives weapons resists). They would have to do some sort of calculation within "of quality" because that's the property that would have a slayer (so you can't just remove it) where the non-desirable mods like durability are lessened within the property itself. That might not currently exist so then it becomes higher hanging fruit and more along the lines of adding a brand new potion to add a property.

My suggestion on a possible low hanging fruit that may or may not fix weapons (perhaps a step in the right direction) is to undo whatever piece of coding that stopped the no-named legendary armor/weapons. If you were to get an unnamed weapon then it's not bound by just those properties anymore; this is also how non-legendary weapons work today as well (see example). By allowing legendary weapons with no names it would give everyone 8 maxed out properties that aren't bound by a name so you might get a 100% weapon with slayer/ ML / stam leech / hit spell



That said, I wish they would allow magic items to have more than 8 mods again too. That would further help because you could have some junk mods like reflect phys damage on the weap but also be usable with the other properties you outlined.
#28
Seth said:
Pawain said:
The above is why we would be better served with a potion to add a property to a weapon.

Bane would be nice.

Come up with other propertys in potion form that would make our crafted weapon a little better.
Make them only work against Mobs, or also on Reds hehe
If the new specials like bane and bone breaker are in potion form, then there is no need for weapon in loot... This is not an easy revamp, need more ideas from players. I know what weapon to use in current system but how to make the 99% remaining junks useful is a tough question. If it boils down to just those few specs, then we do not need so many.
PvM rarely find a weapon in loot. This would keep crafters making weapons. We always say, imbuing needs more weight.  98% of all loot is useless. That's how UO works.  We kill a lot of f stuff, it has to be that way.
#29
There's a lot of people in this game who are going after cutting edge gear and not a lot of people who are just starting out doing basic content.  Also, Ultima Online was more of a RPG stand alone game.  People didn't really play the game just to get the best gear.  There were more elements to the game than just the gear.   There was an actual story line and objectives which had nothing to do with cutting edge loot.  
#30
Galluccio said:
There's a lot of people in this game who are going after cutting edge gear and not a lot of people who are just starting out doing basic content.  Also, Ultima Online was more of a RPG stand alone game.  People didn't really play the game just to get the best gear.  There were more elements to the game than just the gear.   There was an actual story line and objectives which had nothing to do with cutting edge loot.  
In all games where there is gear used to fight, players looked for the best.  
Role players have had many items placed into the game.  There are many decorative items and decorative furnishings to build a place to role play many different themes. All of the new items in the Black Market are decorative.  They have been putting out items for role play in every event.
The EM events have role play and the drops are not weapons or armor.  In the last few years we have had only a few items that are for fighting.  The Khal mask, spellbooks, SSI epaulettes, Tritons ,some jewelry.  The rest is decorative that can be used with role play if you have an imagination.
I do not know about other Governor meetings but ours has is pretty much story time.
Just like we have to gather a group to fight stuff, yall have to gather a group to role play. We have had scavenger hunts and races recently on LS.

There are hundreds of story lines in UO.  There are players who never fight mobs.
#31
Galluccio said:
There's a lot of people in this game who are going after cutting edge gear and not a lot of people who are just starting out doing basic content.  Also, Ultima Online was more of a RPG stand alone game.  People didn't really play the game just to get the best gear.  There were more elements to the game than just the gear.   There was an actual story line and objectives which had nothing to do with cutting edge loot.  


Until they put properties on items.

If you put properties on items that enhance performance and have maximum caps, and you have competitive elements such as pvp, it stands to reason players must go for cutting edge.

I can understand players not playing in those areas, not being so bothered about gear. If you play in competitive areas, it's a must have.

#32
Ok regardless if the new items may be based on potions, but the question is how to make existing rewards more attractive to acquire. 

I think a system like Doom may work but that require new recipes.  Another way is to turn in for an even better item directly like Treasures event.
#33
Any kind of crafting update, especially where we are using existing items as ingredients for new item rapidly increases the scope of the update.  It's not "just updating numbers in a table".  
#34
@Kyronix - Are you saying it is easier / less work to simply create a new item? I'd assume the easiest of this would be via the treasures of / black market menu gumps?

**After reading this it sounds like I'm being a smart@$$ but it's a serious question. If it's easier to make a brand new item then we should be suggesting those type items instead of recipe type items.
#35
keven2002 said:
@ Kyronix - Are you saying it is easier / less work to simply create a new item? I'd assume the easiest of this would be via the treasures of / black market menu gumps?

**After reading this it sounds like I'm being a smart@ $$ but it's a serious question. If it's easier to make a brand new item then we should be suggesting those type items instead of recipe type items.


@kyronix ,

Agreeing with Kevin here, I think I said it before, we are not quite understanding where you are coming from.

Give us the parameters of what is workable 🙂

You could almost just wipe all current Doom rewards, or Collection rewards, or Champ Spawn rewards, or VvV rewards, or certain sets of rewards, and just put in new ones, does that work ?

I'm understanding that slightly tweaking something existing to improve it is hard, I'm understanding that using current stuff into new crafting recipes is hard - and tbh, I often find that one confusing myself.

What is the easiest way for you guys to get improved loot into the game, considering these are Artifacts, and should feel worthwhile to players.

I did like one of the suggestions - collect X amount of say Mondain Legacy artifacts, hand them in, for something bigger? Like the old Tokuno system.



#36
Cookie said:
keven2002 said:
@ Kyronix - Are you saying it is easier / less work to simply create a new item? I'd assume the easiest of this would be via the treasures of / black market menu gumps?

**After reading this it sounds like I'm being a smart@ $$ but it's a serious question. If it's easier to make a brand new item then we should be suggesting those type items instead of recipe type items.


@ kyronix ,

Give us the parameters of what is workable 🙂

Franlky, at least personally, rather then seeing just patched up solutions with a better item here, and a better item there, I'd rather much prefer to wait, if this option does is a possible one, for the Developers to have more time at hand to work on conceiving and Designing a global overhaul of the Crafting system to bring it on par with Loot items and bring back Crafting to what once it was, in Ultima Online, a playable profession in Ultima Online on its own, and not just a Template that players would use to be self sufficient for the whatever crafting needs of their own "Main" Fighting templates...

Bottom line is, I would be just happy to stay as things are now, no changes nor new items BUT, on the hope that there can be light at the end of the Tunnel for Crafting.... whereas the Developers would have the goal and intent of doing a global overhaul to Crafting as soon as they get the time to make this possible.
#37
While I wouldn't object if Doom Artifacts (to use the same example the original poster used) were to be updated, I need to point out three things.

1 - There already is a system were Doom Artifacts can be upgraded, using the standard artifacts plus various materials. So in a sense we already have at least part of what's being asked for.  The low hanging fruit, if that's what this is, already has been plucked, perhaps?

2 - Aren't even the worst Doom artifacts worth turn-in points if nothing else?

3 - There always have been items that few have used, either because they're just not that good or because they fill niche purposes. Here are some examples.

--Back in the old days: A full suit of GM-made plate armor was something of a specialty suit, because the dexterity penalty made it questionable for a lot of players.

--Still from the old days: GM weapons were usually seen as better than most low-end magic weapons (at least the type of magic weapons that added to damage only - some had other properties too).

--From old but not as-old days: Was anyone ever thrilled to get a 120 Discordance Power Scroll? Quite possibly! But no one I know. Even Bards.

--In more recent days: The Holy Knight's Breastplate was never, ever, all that good. Some people used it to great effect but it filled a niche for them. For a general audience, if you got that artifact in your pack, you were disappointed.

--In even more recent days: I'm one of the few people I knew who considered the Helm of Vengeance to be worth a damn. Most people made fun of it. But it was never THE item of choice.

Basically, every time we have a set of possible rewards, there always are some rewards that either are niche items or flat-out throwaways. Going back to the very start.
#38
@JohnKnighthawke - I agree with you and I don't think anyone is talking a full overhaul of something like Doom artifacts but rather just a few tweaks. That said, even viable items that were in high demand before (ie Magician Orny) have become irrelevant as loot has evolved over the past 10 years.

My suggestions, as well as others, was in the spirit of giving those older items purpose. If the "recipe" idea is actually more entangled than we thought then I have no issue with a brand new item (like the 5 SSI eps...this was a great idea).

The only thing I'd be opposed to is introducing new gear that has no use because if they are going to spend time introducing something I'd like it to be worthwhile. Example would be the black market whips; they were introduced as new items (a couple years ago when Rising Tide was running) but they aren't a viable item so why bother even creating it (Devs effort was largely wasted there to many people's opinions)?

I think everyone understands the limited resources the Devs have so majority of people simply want to ensure all effort is going into something worthwhile. 
#39

True about Doom, I was just using an example.

And re Crafting, of course I'm there for improvements to Crafting, but on the assumption that takes an entire publish, this thread was about quick wins.

I was exploring that, I understand Kyronix's response that they are not quick wins, but I don't fully understand.

Whilst I get the point that there will always be some systems left behind, we do have an extraordinary amount of content that could be updated - IF there were any quick wins there.

#40


Basically, every time we have a set of possible rewards, there always are some rewards that either are niche items or flat-out throwaways. Going back to the very start.

I would consider that a design flaw that should get corrected.  It would be the same as 'winning' a scratch off lottery ticket and the reward was a ball of lint.   
Even the lowest rewards should have *some* value or they shouldn't be rewards.  Just remove them and drop something useful instead. You know what I mean?

I'm not asking for every encounter to have the top end rewards but the game has progressed so much with loot inflation that it has killed old systems that no one does.  Are people really doing that silly Despise encounter to train up their pet and fight something with it?  Despise used to be a good place for new players to train. Not sure what it is now.  

My point is - fix old things with less coding than adding new things.  I really think our dev time is being misspent.  These new vet rewards and new art and everything takes time.  Removing the Holy knights breastplate from the loot drops doesn't seem like much effort. 

Fix the old to make it useful.  What is old is new again.   

I would love to do some old content but all anyone ever does is the roof because its the best loot with the best rewards because it was the last thing added.  Somehow they found time to craft an entirely new encounter, system, 7 different rooms.  Not saying the roof isn't interesting - I just don't buy 'we don't have time' because that seems like a heck of alot more time than reviewing and fixing some loot items to make old systems useful again. 

The event in ice dungeon shows you that people will do an old dungeon again for HOURS on end if the rewards are worth it.   The ONLY reason people went is updated rewards for effort.   And the rewards weren't even that great yet on every shard you'd find 10-20 people in there working. 
#41
What I'm saying is using existing artifacts as ingredients in a crafting recipe requires making changes across a few different systems and moves beyond the scope of "just updating numbers in a table".  When we spent the first part of last year updating our ability to add new rewards dynamically it allows us to create equipment with properties and deliver those via the dynamic reward events tools we have. 

You also have to consider the back and forth of "tweaking" something.  There's going to be opinions that are all over the place and zeroing in on any actionable feedback proves quite challenging.  Mostly it ends up in players becoming frustrated that we won't deliver equipment that pushes the boundaries further than we want.  Then we get accused of "not playing the game" because, obviously, if we did, we would definitely put that particular piece of equipment in.  What is often lost is we have to look beyond the simple desires of the player and consider a host of other factors that are often overlooked.
#42
"for the Developers to have more time at hand to work on conceiving and Designing a global overhaul of the Crafting system to bring it on par with Loot items and bring back Crafting to what once it was, in Ultima Online, a playable profession in Ultima Online on its own, and not just a Template that players would use to be self sufficient for the whatever crafting needs of their own "Main" Fighting templates..."

@keven2002 doing so would require the magnitude of change that we saw from pre to post-AoS.  A game wide audit, deletion, and refactoring of loot that would have to be applied without exception to bring everything on par.  I have little expectation enough consensus could be built to make such a radical change in the elder game.

Now if we had a blank canvass like a fresh shard we could....oh wait! We will!  One of the primary goals of New Legacy will allow us the blank canvass that is required to accomplish a much more balanced relationship between looted and crafted gear.
#43
"My point is - fix old things with less coding than adding new things.  I really think our dev time is being misspent."

@Theo - this is a false assumption.  Fixing old things, almost always, requires more effort than adding new things.  
#44
Kyronix said:

Now if we had a blank canvass like a fresh shard we could....oh wait! We will!  One of the primary goals of New Legacy will allow us the blank canvass that is required to accomplish a much more balanced relationship between looted and crafted gear.
Well, I guess that as that Paragraph hints, if such "more balanced relationship between looted and crafted gear" will actually be delivered as my hopes are, this will mean me playing the New Legacy server and no longer look behind....

I am crossing fingers.......
#45
Kyronix said:
Then we get accused of "not playing the game" because, obviously, if we did, we would definitely put that particular piece of equipment in.  What is often lost is we have to look beyond the simple desires of the player and consider a host of other factors that are often overlooked.
@Kyronix bringing the FIRE!!! Thanks for the thorough & candid response! 

I wasn't really pushing for a crafting overhaul (at least not in this thread or much anywhere recently).  I've kind of thought the same thing (which you confirmed) that doing so would require massive time and massive buy in for the majority (which we can't even agree on VDay gifts so this chance is slim to none).

I was just thinking of how to leverage older items to make new ones (partly to clean up older items too), but I can see your point about things need to be updated across a few places this way so it's more work than we would think. I get it.

As I said, I'm completely fine with brand new items being made. My only hope though is that these new items (however they are delivered) are more like the rewards from the Deceit arc (very exciting and usable rewards) as opposed to from Ice (not much reason to grind more than needed to get 1 of each item).

Thanks again.
#46

Brilliant @Kyronix - loved it, got it 🙂

Ok - give us lots of Dynamic events then please ! I'm up for them, I do enjoy them.

And yes, I do completely get your logic re New Legacy - I often cannot see any other way myself, and I completely get all the advantages it will give you.

Thanks very much for a very cool response.

#47
Kyronix said:
"My point is - fix old things with less coding than adding new things.  I really think our dev time is being misspent."

@ Theo - this is a false assumption.  Fixing old things, almost always, requires more effort than adding new things.  
@Kyronix
 Thats why you could make a potion we get from the upcoming events that adds a property to a looted or crafted weapon. Not one we have to click and use.

One potion per weapon.
Similar to Bane, A better virtue bane one, swarm, some other ones that you make up.
Thors Hammer Potion could have a chain lightning every 20 hits RNG.
One with the Glenda hit but not every time.
Make them UO lore related if you want. Lolos song could do temporary discord every # of hits RNG.

Not like meteor breath, that does way too little damage and too long between uses.
Make it only work against Mobs or Reds if you want. Not against players so the Fel community does not complain.  They have splinter. And they dont like balance or change.

Allow us to make our weapons better.  Most PvM weapons are crafted. We would craft many more if we could add a different property and you made many properties.
#48
How hard would it be to add a vendor type guy to doom? (kinda like outside tram despise)  Take all the old items and put them on there and use dark father blood as the payment for getting them.  Could even put the new ones on there and just make them cost alot more. (i.e. Blade of insanity 50 blood,  halo 2000 blood)  @Kyronix
#49
@The_Higgs_1 we would have to build in some functionality for the vendor to accept payment from other than artifacts, definitely possible and something I've thought about doing.

@Pawain - potionized imbuing is something we've talked about, it gets messy when you start talking about validations but it's worth more discussion I think.
#50
Kyronix said:
@ The_Higgs_1 we would have to build in some functionality for the vendor to accept payment from other than artifacts, definitely possible and something I've thought about doing.

This is a fun idea. Could do this at the different types of dungeons in all the facets and have local flavor for each. Lore items as rewards at the anti-virtue dungeons, undead themed items at Doom, etc etc.
#51
@Kyronix Thanks for the responses. This is the type of communication we need is the explanation behind some of the decisions and the why. It makes us feel more comfortable in terms of whats being done.  

In terms of the mods on equipment - i'd love something whereby you could swap one mod for another mod of equal intensity - so the piece gets no more weight - but an undesirable mod for a desired mod.  Like a weapon having 80 luck is not helpful but swapping for say 30% hit lower def makes it  more useful.   Especially jewels - too many of these jewels spawn without SSI which is the mod everyone is after for any fighting jewel.  Too often you get like SDI on a fighting piece and you want SSI instead.  A modification item to remove the undesired to add a desired at the same intensity level would make alot of loot alot better and probably something people would pay for. Don't make it crazy - like 100 soverings. 

#52
Kyronix said:
"My point is - fix old things with less coding than adding new things.  I really think our dev time is being misspent."

@ Theo - this is a false assumption.  Fixing old things, almost always, requires more effort than adding new things.  
I am sticking with original intent of this topic, and considering
1) the least Dev effort
2) to make existing rewards useful
3) without complicating existing system (overpowering, bugs, coding, etc) or risk overlooking other "unforeseen factors"...

So I think its best to create simple menu for us to exchange useless artifacts for new rewards?

I am thinking of an advanced cleanup program with better rewards. So the focus is just to identify new reward items (like each event) except that this is permanent.

Some items that come to mind are those from Blackthorn, e.g. Lieutenant Sash, etc that are no longer available. Or some collectable decors, shard bound Bane dragon, etc. Let's not be afraid to bring back one or two highly desirable items - maybe change the rewards each year.

Even one good reward can help to clear up 99% of the junks in the game... why not? Also have different points for artifacts from different sources, e.g. shadowguard arties should worth more points than those arties from classic dungeon.
#53
Kyronix said:
@ The_Higgs_1 we would have to build in some functionality for the vendor to accept payment from other than artifacts, definitely possible and something I've thought about doing.

@ Pawain - potionized imbuing is something we've talked about, it gets messy when you start talking about validations but it's worth more discussion I think.
@Kyronix ;

One thing that I would like to see more on the old, existing Shards, is the spawn of items as Loot on minor Monsters, particularly jewels, whereas they spawn with less properties (that is, imbuable), like 2 or 3, but with 2 maxed out and chances for a third overcapped....

Why this ?

Because, so far, killing lower Monsters is a useless and unproductive activity, usually only players who are training up skills hunt them...

If, instead, these Lower Monsters were to be able to spawn items with only a couple of properties or 3 at most BUT, with them maxed out and even one overcapped, they would be, where the properties where to match among them, great items for imbuing purposes to save up on resources...

For example, let's take a ring or bracelet.... this change, in my view, should make it possible to see as Loot on minor Monsters, more and more rings and bracelets be able to spawn with Faster Casting 1 and Faster Cast Recovery 3 (would save up 20 Essences to the imbuer...) with a chance to see one of these 2 even overcapped (i.e. FC 2 or FCR 4...) or, if not with either FC or FCR overcapped, with a 3rd property like for example Spell Damage Increase maxed out as well or with a chance to come overcapped at 18 ......

Bottom line is, rather then having always items showing up as Loot that have too many properties, often unmatched, and which cannot be imbued, make it possible for items to spawn on Lesser Monsters, thus giving to new and returning players an opportunity for good sellers, that can be imbued and which would save up in imbuing mats because with some properties on them already maxed out or, perhaps, with 1 even overcapped...

The logic being, "less" properties on the item but those few, maxed out and with a chance for one even overcapped and, maintaining the item as imbuable....

What do you think ?
#54
popps said:
Kyronix said:
@ The_Higgs_1 we would have to build in some functionality for the vendor to accept payment from other than artifacts, definitely possible and something I've thought about doing.

@ Pawain - potionized imbuing is something we've talked about, it gets messy when you start talking about validations but it's worth more discussion I think.
@ Kyronix 

One thing that I would like to see more on the old, existing Shards, is the spawn of items as Loot on minor Monsters, particularly jewels, whereas they spawn with less properties (that is, imbuable), like 2 or 3, but with 2 maxed out and chances for a third overcapped....

Why this ?

Because, so far, killing lower Monsters is a useless and unproductive activity, usually only players who are training up skills hunt them...

If, instead, these Lower Monsters were to be able to spawn items with only a couple of properties or 3 at most BUT, with them maxed out and even one overcapped, they would be, where the properties where to match among them, great items for imbuing purposes to save up on resources...

For example, let's take a ring or bracelet.... this change, in my view, should make it possible to see as Loot on minor Monsters, more and more rings and bracelets be able to spawn with Faster Casting 1 and Faster Cast Recovery 3 (would save up 20 Essences to the imbuer...) with a chance to see one of these 2 even overcapped (i.e. FC 2 or FCR 4...) or, if not with either FC or FCR overcapped, with a 3rd property like for example Spell Damage Increase maxed out as well or with a chance to come overcapped at 18 ......

Bottom line is, rather then having always items showing up as Loot that have too many properties, often unmatched, and which cannot be imbued, make it possible for items to spawn on Lesser Monsters, thus giving to new and returning players an opportunity for good sellers, that can be imbued and which would save up in imbuing mats because with some properties on them already maxed out or, perhaps, with 1 even overcapped...

The logic being, "less" properties on the item but those few, maxed out and with a chance for one even overcapped and, maintaining the item as imbuable....

What do you think ?

Lower level monsters are always not rewarding in any game.
#55
@popps - What you are asking for already exists. That is where the 10SSI / 35Dmg Inc type jewels come from. You have to find the mob and the luck sweet spot (aka actually play the game).

@Seth - I like your idea about making a type of "artifact" cleanup idea. I think depending on the dungeon drop the ratio of points would need to reflect accordingly (might need to be on a dungeon by dungeon basis). For example, Doom drops are much harder (take longer) to get than the dungeon drops of like armor of justice etc. I think a "points system" (like cleanup points) becomes too convoluted, so I'd say keep it at 1 point per turn in but the rewards are just 5-10 points max. I'm just not sure how low hanging this would be.

@Kyronix - Possible idea for low hanging which might be more along the lines you are thinking for game balance. Currently as a Doom drop there is a chance at getting a "randomly generated “Prized” magic item that is at least a Lesser Artifact, with no additional negative properties". Could we turn that into simply a Legendary Artifact? I think we could possibly build on this too as a randomized reward drop since clean legendary artifacts can already be looted present day AND there is still some randomness to what people get (you might get a clean legendary crook or maybe that piece of bone armor that improves your suit).
#56
popps said:
I would like the recipes though, to be obtainable in ways "other" then having to fight.... it makes no sense to me that a Crafter needs to be subject to a Fighter in order to get the recipes that he/she needs to use to make a living in UO.... this only helps or mostly helps those players who have both a crafter and a fighter thus being self sufficient...
Tell me about it.  On Siege if you have a crafter that needs such recipes you have to have another account to make a fighter or hope you got good friends that can help out.  The RNG also hate you when it come to such drops, I can go weeks if not months before I see a recipe I do not have.
#57
keven2002 said:
@ popps - What you are asking for already exists. That is where the 10SSI / 35Dmg Inc type jewels come from. You have to find the mob and the luck sweet spot (aka actually play the game).

The odds are, though, way too low to get anything that could actually be imbuable and usable...

When was the last time that someone, for example, remembers getting a Ring or Bracelet with only FC1 and FCR 3 or maybe one of this properties overcapped (FC 2 OR FCR 4) ?

Or maybe one with FC1 FCR3 and SDI 18 ?

It is way too difficult... I think that such items should be more likely to spawn on Lower level MoBs.... would be good for new players and good for all players imbuing and crafting, me thinks...
#58
Once again you are being told that it's possible and working fine and you choose not to accept the answer and post again about it. I've gotten plenty of "usable" items from lower level mobs such as 1/3 + 18SDI from things like a lich. It depends on luck + RNG. 

Accept the facts or don't but stop asking Devs to give attention in a place where it isn't needed just because you don't feel like figuring it out. Aka stop trolling and actually play the game.
#59
keven2002 said:
Once again you are being told that it's possible and working fine and you choose not to accept the answer and post again about it. I've gotten plenty of "usable" items from lower level mobs such as 1/3 + 18SDI from things like a lich. It depends on luck + RNG. 

Accept the facts or don't but stop asking Devs to give attention in a place where it isn't needed just because you don't feel like figuring it out. Aka stop trolling and actually play the game.
How is it working "fine" if the odds to get any such piece are far from being reasonable ?

The point of having these items to spawn, as I see it, is to permit to players to use them and save up on imbuing materials.

Yet, if the time to get these items is immensely larger as the time that one would need to just go and farm for the imbuing materials, it makes it pointless that these items "can" spawn...

They need to be able to spawn "and" do it with enough likeliness to make it a valid alternative as to merely farm for imbuing materials, me thinks....
#60
Popps, please stop trying to trademark a catchphrase.
#61
YOU think it is unreasonable everyone else thinks it's fine....
#64
Thanks, I did not have that 1 bookmarked.  I figured you would mention the UO one. 🙂

It is much better!
#65
McDougle said:
YOU think it is unreasonable everyone else thinks it's fine....
Maybe it is because most players just go with uber Legendary Artifact looted items with 14+ properties rather then using imbued ones (saved the known weapons/Luck exception...) ?

Just maybe ?
#66
popps said:
McDougle said:
YOU think it is unreasonable everyone else thinks it's fine....
Maybe it is because most players just go with uber Legendary Artifact looted items with 14+ properties rather then using imbued ones (saved the known weapons/Luck exception...) ?

Just maybe ?
All may dexxers wear crafted pieces. 10 stam with 10LMC is not easy to find in loot or craft.
Thats why I would like potions or balms that we can add to crafted pieces to give them a boost.

Also you are talking about rings with 1 stat. Thats a NOOB thing many of us tried till we learned how to get our own ingredients.  Just need imbuable 10SSI jewels now.  They are plentiful.
You want to fix something that is not broken.
#67
I don’t think the point of that jewelry is for imbuing. Imbuing just happens to be something you can do with it. Its just loot like any other loot table. 
#68
dvvid said:
I don’t think the point of that jewelry is for imbuing. Imbuing just happens to be something you can do with it. Its just loot like any other loot table. 
A few posts up he posted that he wanted jewels with just FC1 and stuff so he could imbue and not have to use ingredients for that property.  He has a difficulty with staying on a single topic in a thread. And he is always wanting to change things so he does not have to get item x to make item y.

What else would you do with jewels that have just 1 or 2 properties other than imbue more onto them?
#69
Ooooo... K.

So back to low hanging fruits feasible ideas for quick Win.

1) Update Cleanup Rewards - Exchange existing junk artifacts for better rewards

2) New (event) rewards to include clean (imbue-able) jewels/armor/weapon.

I think the above are super easy to implement.

For para 2, while I do not agree with popps that clean items should come from farming low end monsters (like lizardman or orcs), but I find that they are harder to come by than named arties...

E.g. I know where I can get Cameos and I have gotten a few, but I have yet to see any +10 SSI pure jewel from any monsters in my entire life. The only sure place to get them is from VS monster - and cost 20 million each.


#70
"1) Update Cleanup Rewards - Exchange existing junk artifacts for better rewards"

@Seth please elaborate.  "Better rewards" is too broad of a request to turn into actionable feedback.  Keep in mind implementation is only *part* of the pipeline...we also have to concept, design, implement, test, feedback, balance etc.  The more information we have to work with up front the easier all those steps become later on 🙂
#71
@Kyronix ok boss and noted the factors including balance...

By rewards I mean could be
1) decorative (just graphics design), or
2) clean weapon/armor/jewels (no need to worry about balance) for imbuing.
3) functional items, e.g. storage, pets, etc...

I will work on a list.

Everyone - quick!!! Submit your WISHLIST, what do you want in exchange for the junk artifacts!!!


#72
popps said:

When was the last time that someone, for example, remembers getting a Ring or Bracelet with only FC1 and FCR 3 or maybe one of this properties overcapped (FC 2 OR FCR 4) ?

Or maybe one with FC1 FCR3 and SDI 18 ?


I get 1/2 clean 2 mods FCR3 or SSI 10 jewels for hour when I farm them. And imho is WAY too much, in fact, they drastically dropped in price lately. The forums are full of tips to get those too.
#73
Seth said:
For para 2, while I do not agree with popps that clean items should come from farming low end monsters (like lizardman or orcs), but I find that they are harder to come by than named arties...

E.g. I know where I can get Cameos and I have gotten a few, but I have yet to see any +10 SSI pure jewel from any monsters in my entire life. The only sure place to get them is from VS monster - and cost 20 million each.
The problem is, from my playing, that higher end MoBs tend to have the Artifact items loot with lots of properties and, thus, not imbuable.

The lower end MoBs "may" have clean items with less properties but, way too often, those properties are either not imbuable because over the limit of 5 OR, they are not worth messing with because none of them reaches the CAP or is overcapped or, they simply do not match with one another thus making it pointless to spend time on the item...

If, instead, in the code it was assigned a higher "spawning weight" for items to spawn on Low end MoBs with LESS properties, but these fewer properties (2 or at most 3) to spawn at CAP and with a chance for 1 to spawn overcapped, THEN we could see more practical use for hunting Lower end MoBs to try getting these items for the purpose of imbuing to save up on imbuing materials...

And it could be a good way also, for new and returning players to have a source of income, me thinks....
#74
Samael said:
popps said:

When was the last time that someone, for example, remembers getting a Ring or Bracelet with only FC1 and FCR 3 or maybe one of this properties overcapped (FC 2 OR FCR 4) ?

Or maybe one with FC1 FCR3 and SDI 18 ?


I get 1/2 clean 2 mods FCR3 or SSI 10 jewels for hour when I farm them. And imho is WAY too much, in fact, they drastically dropped in price lately. The forums are full of tips to get those too.
Considering that I do not, may I ask what MoBs do you farm to get yours ?

I tried multiple Lower end MoBs and do not seem to get clean 2 mods jewels with those 2 Mods at CAP or 1 that is overcapped so to make it worth the imbuing of them....

The Higher end MoBs, as I mentioned, tend to yield items with a lot more properties as the max imbuable quantity (5) and, thus, are not usable for imbuing purposes...
#75
Rotting corpses to name one ... just find your luck "sweet spot", not too much, not zero. if you use Pinco you can set it to highlight items with those specs so you don't have to loose time checking all the rings when you loot.
#76
Kyronix said:
"1) Update Cleanup Rewards - Exchange existing junk artifacts for better rewards"

@ Seth please elaborate.  "Better rewards" is too broad of a request to turn into actionable feedback.  Keep in mind implementation is only *part* of the pipeline...we also have to concept, design, implement, test, feedback, balance etc.  The more information we have to work with up front the easier all those steps become later on 🙂


Hi @kyronix,

That was a suggestion I've also made - previously in this thread I think I said gather a lot of Mondain Legacy artifacts, or Champ spawn artifacts even, use them as hand-ins for bigger and better.

I did also ask - what are your parameters in terms of asking for too overpowered, or even underpowered, I get you don't want to creep up too much.

But imo - there are so many options in terms of item balance - I feel I can get much better item balance, and stick within certain parameters (if I know what they are). And I really can go on forever, it's just I don't want to, because if I am starting off on the wrong track, then it's a waste of time for all of us.

But ok, I get it maybe too hard for you to give your parameters or limits on items, I may go off and design anyway lol 🙂 See you soon!


#77
The items that annoy me are the ones where 'damage increase' is both sdi and di.  I don't really want both on the same item. Does anyone else?

@Seth ;Which clean-up rewards would you class as 'junk' and remove? What would you put in their place?
#78
@Kyronix - I think this link will give you some pinpointed type of additions for things people want to see https://forum.uo.com/discussion/7885/might-be-too-early-but-suggestions-for-next-treasures-of-event-rewards#latest. Sometimes it's hard to keep a clean list when certain people take the thread wildly off topic with things we already have so the first page has a bulk of the items.

I think it's a pretty universal request that dexers will want new gear with max stam/dex/more SSI/DMI while mages want new gear with more SDI/FC/FCR and somewhere over to the side you have the people (loonies or perfectionist) that want higher luck pieces for the their max luck suits. I don't think anyone here would (or has) oppose something like earrings with 8 SDI or 5 SSI and I'd consider that new item pretty low hanging from a rewards standpoint.

Another low hanging thing I think should be simple enough is to add Eodon or Dinosaur Slayer instrument to the Britain Clean Up rewards list. There are other slayers there like Fey/Element/Arachnid so this would fall inline with obtaining a slayer for barding in Eodon.
#79
hI @kyronix 🙂
The trade-in of ML artifacts sounds great 🙂
Would really be impossible to have some sort of npc (eventually a mage or blacksmith guildmaster) that, after a quest or payment like with the mage armor, would add a property slot to a weapon or armor, eventually a "double click" thing like the Katalkotl's Ring ? Or adding some other items like the Whetstone of Enervation to remove other useless properties ? I think that this would add alot to the minor artifacts, and most of all to the armor sets that are now just a mannequin thing. Would also be a good money sink and anyway it won't be a super easy and fast way to have the desired item ...
#80
Samael said:
Rotting corpses to name one ... just find your luck "sweet spot", not too much, not zero. if you use Pinco you can set it to highlight items with those specs so you don't have to loose time checking all the rings when you loot.
@Samael ;

Thanks for the heads up... may I ask a question ?

Would really wearing Luck be of help here ?

I mean, to my knowledge, wearing Luck improves the overall quality of the item which, generally speaking, means "more" properties on the item... and of course, with their values more skewed towards the CAP or even overcapped, occasionally BUT, I had the impression, that the "very 1st" enhancement that wearing Luck does, is increasing the number of properties which, instead, I do not want, otherwise, the item would risk no longer be imbuable...

I was low number of properties but with those very few properties, being at the CAP or, hopefully, with one of them being overcapped.... does your personal experience tell you that wearing "some" Luck may reach such a particular goal ?

Thanks.
#81
The items that annoy me are the ones where 'damage increase' is both sdi and di.  I don't really want both on the same item. Does anyone else?

@ Seth Which clean-up rewards would you class as 'junk' and remove? What would you put in their place?
I am using both DI and SDI (plus SSI and LRC).  I dont care about DEX or STAM thou.   SDI increases your hit lighting damage. So why not?
Most of items you get in the loot are items you dont want. So you either imbue what you need (fast and predictable) or farm it hunting mobs or VS. 
#82
.... does your personal experience tell you that wearing "some" Luck may reach such a particular goal ?
Imho, yes. I wear around 5/600 when hunting for those. With zero luck you mostly get SSI 5
#83
The items that annoy me are the ones where 'damage increase' is both sdi and di.  I don't really want both on the same item. Does anyone else?

@ Seth Which clean-up rewards would you class as 'junk' and remove? What would you put in their place?
I mean "junks" or useless artifacts from existing rewards from peerless, classic dungeon, quests, Doom etc that are "weak". Can refer to OP or complete list of artifacts...

I have to find time to work on this list. Just saw Pub 110 full notes and some of the rewards are really good.

@popps This is off topic bit I find the need to comment.

I would rather kill say 50 high end monsters for a drop, than to kill 500 low level mobs. 

Think about champ spawn, the first tier is easiest to kill but you need to kill alot and it's boring. It also works best with a sampire - which you don't have. 

I doubt any game will let you feel rewarding by killing just 250 low level mobs... using a fully trained vet character. 

End of off topic.
#84
@Kyronix how about earrings (non gragoyle) with usable mods on them? Currently the earring slot is for the most part a wasted slot. Things like SDI +5, Damage Increase +10, SSI +5 or 10, or mods like MR/HPR/SR, or even + skills (10 or 15). 1 pair with magery mods, and 1 pair with warrior mods. You could even make them available for cleanup points. 
#85
Clean up point items do need some love.
#86
Are there any other places where we can still get Blackthorn artifacts? If not, then it would be a "low" hanging fruit to simply transfer some of those into the cleanup reward list.

This is the easiest solution, no need to crack our brains so that any other new reward ideas can go to events, Legacy shard, Vet rewards, High Seas, etc etc.

One thing that need effort is to assign more cleanup points according to level of difficulty for each artifacts from the various places (Classic, Doom, Abyss, Peerless, High Seas, SG, etc etc). I have several chests of junk artifacts - not sure what to do with them.
#87
Seth said:
Are there any other places where we can still get Blackthorn artifacts? If not, then it would be a "low" hanging fruit to simply transfer some of those into the cleanup reward list.

This is the easiest solution, no need to crack our brains so that any other new reward ideas can go to events, Legacy shard, Vet rewards, High Seas, etc etc.

One thing that need effort is to assign more cleanup points according to level of difficulty for each artifacts from the various places (Classic, Doom, Abyss, Peerless, High Seas, SG, etc etc). I have several chests of junk artifacts - not sure what to do with them.
Umm Blackthorns captains. I got over 100 arties 2 nights ago doing two cities with a group.
#88
Pawain said:

Umm Blackthorns captains. I got over 100 arties 2 nights ago doing two cities with a group.
Thanks, I keep forgetting about the cities inside BT. They have like 4 bosses at one go and are designed to destroy sampire in less than 10 seconds... Its like combining 4 shrine wars inside a confined space... Its a meat grinder for sampire meat...

P.S. maybe one day there will be a Roof of the Roof (2nd floor of shadowguard) where the 4 bosses will appear inside a small room 😂
The reward shall be a 6-in-1 Slayer Cameo!
#89
They destroy any template fast. They are made for a group. They are just like shrine battles. I take GM skilled warrior toons to those. 
#90
Pawain said:
They destroy any template fast. They are made for a group. They are just like shrine battles. I take GM skilled warrior toons to those. 
@Pawain
I checked the Blackthorn Artifacts in the wiki, last update did not mention about the new captains.

Are the rewards from the captains the usual red blackthorn drops that are used for exchanging the major arties? Is it a sure drop for killing a captain? Even 1v1 is very hard to kill using a sampire. It takes quite some time just to get one minor item.
#91
If you fight them in a group you get 1 to 3 arties per Captain.  Don't hit the Lighthouse till you have to and you can get 40 or more in a city spawn per player.

Single player gets 1 per capt.
#92
Pawain said:
If you fight them in a group you get 1 to 3 arties per Captain.  Don't hit the Lighthouse till you have to and you can get 40 or more in a city spawn per player.

Single player gets 1 per capt.

Wow, there is reason to gather an army for this then. OK thanks!
#93
Seth said:
Pawain said:
If you fight them in a group you get 1 to 3 arties per Captain.  Don't hit the Lighthouse till you have to and you can get 40 or more in a city spawn per player.

Single player gets 1 per capt.

Wow, there is reason to gather an army for this then. OK thanks!


As you are currently asking, and as my 12 yr old made this for fun 2 days ago, yes, there is an absolute reason to gather an army for this. In 3 hours, our guild got about 700 minax arties, myself and my 2 boys got 250, which meant we were able to equip both gargs with crimsons {1 boy left early, and guild didn't show up with full team until later in - but the drop rate is solid}.

In my mind, Blackthorns is one of the best contents for actually rewarding effort and group play. It's not random. For example, I've never had a Cameo, or Slither drop. Yesterday 1 of my guildies got 2 Cameo's...! {I hate RNG, RNG hates me...}

Enjoy the vid. 🙂


#94
Seth said:
Pawain said:
They destroy any template fast. They are made for a group. They are just like shrine battles. I take GM skilled warrior toons to those. 
@ Pawain
I checked the Blackthorn Artifacts in the wiki, last update did not mention about the new captains.

Are the rewards from the captains the usual red blackthorn drops that are used for exchanging the major arties? Is it a sure drop for killing a captain? Even 1v1 is very hard to kill using a sampire. It takes quite some time just to get one minor item.

The captains aren't new, they've been there since the dungeon was first added. However when the Fellowship changes to the dungeon removed all other spawn it wasn't clear to me how long the change would last. Now that we know the dungeon will remain as is for some time I will edit the page for the dungeon accordingly.
#95
@Mariah
Thanks! I think its because I have never done these before. The first time I fight them was at the shrine battle. 

Nice video! I like the gargoyle throwers, and now I am thinking of making one.
#96
Seth said:
@ Mariah
Thanks! I think its because I have never done these before. The first time I fight them was at the shrine battle. 

@ Cookie 
Nice video! I like the gargoyle throwers, and now I am thinking of making one.

🙂

I made the Garg Parry Throwers for my boys to get into the game, they are rock solid, good damage from close and ranged, they actually like using boomerangs for the up close speed ( @kyronix - more Slayer boomerangs please 🙂  ), they don't mind taking damage, basically the characters are very versatile, can tank, do damage, do Champion spawns, survive a bit of pvp, I've done Deceit and Ice events on them, Blackthorns, Exodus, they are just really relaxing to play for all basic grinding. I had to go and make one myself I enjoyed them so much, I was lucky on their ones, I managed to get the SSI shoulders,  Boots of Escaping and First Aid Belt ! etc from the events - we also farmed Stygian for Berserkers Breastplate, and Clean-up points for Soldiers Medal, and got Storm Callers, so they are very well equipped. And now they've got Blackthorns Crimsons! The rest of the gear was crafted by a guildy in Verite Plate going for Stamina.

Up until then, I was used to using long ranged chivalry Garg throwers, but I changed the mold for these - took Chiv off, and put Parry on, and they are a lot of fun, the close range ability and speed of weapon make them great to play.

#97
Cookie said:

🙂

I made the Garg Parry Throwers for my boys to get into the game, they are rock solid, good damage from close and ranged, they actually like using boomerangs for the up close speed ( @ kyronix - more Slayer boomerangs please 🙂  ), they don't mind taking damage, basically the characters are very versatile, can tank, do damage, do Champion spawns, survive a bit of pvp, I've done Deceit and Ice events on them, Blackthorns, Exodus, they are just really relaxing to play for all basic grinding. I had to go and make one myself I enjoyed them so much, I was lucky on their ones, I managed to get the SSI shoulders,  Boots of Escaping and First Aid Belt ! etc from the events - we also farmed Stygian for Berserkers Breastplate, and Clean-up points for Soldiers Medal, and got Storm Callers, so they are very well equipped. And now they've got Blackthorns Crimsons! The rest of the gear was crafted by a guildy in Verite Plate going for Stamina.

Up until then, I was used to using long ranged chivalry Garg throwers, but I changed the mold for these - took Chiv off, and put Parry on, and they are a lot of fun, the close range ability and speed of weapon make them great to play.


And there is no need to worry about keeping arrows.
I don't think its easy to get good gear for Gargoyles, but will add this to my to do list for a Garg Parry Thrower.

@Theo sorry for hijacking this thread 😂
#98
Seth said:

And there is no need to worry about keeping arrows.
I don't think its easy to get good gear for Gargoyles, but will add this to my to do list for a Garg Parry Thrower.

@ Theo sorry for hijacking this thread 😂

No arrows, no mounts (and at a time where Vet Rewards are being deleted rapidly at IDOCS, Ethereal mounts are more and more scarce and expensive), yes, again why I was using these for new players, they also came up through EJ accounts to fully subscribed for all the detractors of EJ accounts.

My guildmates with archers burn through so many trillions of arrows it is unbelievable, especially on the huge event grinds. But, I think archers have upper end game advantages, more weapons, more specials, stronger pvp abilities, but I like the simplicity of these. But I'd still like a Boomerang Slayer set, say like Blackthorns Kryss set. Something more on the weapon front for Gargs.


We have not completely derailed the thread, and I'm always giving them more ideas for stuff we could use. 🙂

From what I'm getting from Kyronix's main response though, is we are best off trying to get new content within the Dynamic events, and I'm ok with that.

#99
Cookie said:
Seth said:

And there is no need to worry about keeping arrows.
I don't think its easy to get good gear for Gargoyles, but will add this to my to do list for a Garg Parry Thrower.

@ Theo sorry for hijacking this thread 😂

No arrows, no mounts (and at a time where Vet Rewards are being deleted rapidly at IDOCS, Ethereal mounts are more and more scarce and expensive), yes, again why I was using these for new players, they also came up through EJ accounts to fully subscribed for all the detractors of EJ accounts.

My guildmates with archers burn through so many trillions of arrows it is unbelievable, especially on the huge event grinds. But, I think archers have upper end game advantages, more weapons, more specials, stronger pvp abilities, but I like the simplicity of these. But I'd still like a Boomerang Slayer set, say like Blackthorns Kryss set. Something more on the weapon front for Gargs.


We have not completely derailed the thread, and I'm always giving them more ideas for stuff we could use. 🙂

From what I'm getting from Kyronix's main response though, is we are best off trying to get new content within the Dynamic events, and I'm ok with that.


I think you are right, I am also fine that as long as future events have items that are not just cosmetic but good functional or game changers. It will not be realistic to have too many of such items in the game. 
#100
@Cookie i think you explained before but if you run parry on your thrower they can use shields without the penalty to throwing?
#101
McDougle said:
@ Cookie i think you explained before but if you run parry on your thrower they can use shields without the penalty to throwing?


Correct, I had to ask a lot of questions, and in fact gamble on the entire template and build it to test it, before I knew if it worked or not.

At 0 Parry, you effectively have an Infinite penalty to Throwing if you equip a shield, this is what most players notice, and comment back on, and it puts all players off, and they think it is an impossibility.

At 120 Parry, you take a 10% (Is what I was finally told by someone), HCI penalty to Throwing. I didn't know how this would feel, or if it would be playable, but I went for it, and in the end, was actually really pleased with how it worked.

The 10% is not a statistic I have been able to find written down anywhere, no-one was able to answer me, until 1 player came along and said "it's clearly this, and everyone knows this" and I was thinking, well I don't know anyone who ever knew this, and I've never found it written down, the mechanics of how this works.

But it is working for me, is all I can say, and with faster boomerangs, it is very cool

#102
With regards to jewelry mods. You would think when you loot an item, especially if it said Legendary on it, it would have been an item that belonged to a particular person/entity and that the mods would have been designed with that entity in mind. So the mods would all be related/useful as a whole. Yes it's great to find that +20 magery ring/bracelet, but it's dumbfounding to see it with +20% HCI, the same goes for that nearly perfect warrior/dexxer item with perplexing mods. I"m not saying everything should be perfect when you get it, but introduce a vet reward or high priced item that lets us remove unwanted mods, especially from jewelry.
#103
Cookie said:
McDougle said:
@ Cookie i think you explained before but if you run parry on your thrower they can use shields without the penalty to throwing?


Correct, I had to ask a lot of questions, and in fact gamble on the entire template and build it to test it, before I knew if it worked or not.

At 0 Parry, you effectively have an Infinite penalty to Throwing if you equip a shield, this is what most players notice, and comment back on, and it puts all players off, and they think it is an impossibility.

At 120 Parry, you take a 10% (Is what I was finally told by someone), HCI penalty to Throwing. I didn't know how this would feel, or if it would be playable, but I went for it, and in the end, was actually really pleased with how it worked.

The 10% is not a statistic I have been able to find written down anywhere, no-one was able to answer me, until 1 player came along and said "it's clearly this, and everyone knows this" and I was thinking, well I don't know anyone who ever knew this, and I've never found it written down, the mechanics of how this works.

But it is working for me, is all I can say, and with faster boomerangs, it is very cool

I stuck with my glavines and have noticed no problem!!
#104
One item to consider for new reward is specification eraser.

Same function as whetstone, but this can allow us to remove one spec on an existing item.

I am thinking of those expensive imbued items that was done wrong, obsoleted due to new changes, etc.

So those 99% useless artifacts can be used in exchange for functional items such as this. Does not have to be a new artifact that need to consider balancing.

Just a suggestion.
#105
I like this idea ^
#106
dvvid said:
I like this idea ^

Thanks, it is a harmless (no risk of balancing issue) and allow us to salvage some of those expensive +10 SSI jewels, 100% HML weapons, etc that have gone wrong. It would be best if it can remove imbue and start all over again esp. when we forgot to POF before imbuing :#
#107
pet reset too !
#108
McDougle said:
pet reset too !

Vote +1
#109
Just my 2 cents but both of those options have overpowered listed all over them and are far from harmless. All it really does is water down the game to make things easier for you while making it super easy for the people who know how to already get those items.
#110
Seth said:
@ Kyronix
One item to consider for new reward is specification eraser.

Same function as whetstone, but this can allow us to remove one spec on an existing item.

I am thinking of those expensive imbued items that was done wrong, obsoleted due to new changes, etc.

So those 99% useless artifacts can be used in exchange for functional items such as this. Does not have to be a new artifact that need to consider balancing.

Just a suggestion.
Would this also include the Brittle and like tags on all the uber gear out there?  Not sure about this if it would be a good thing or a bad thing.  Would there be a limit on the number of time this could be used on an item?  You would need to come up with a more detailed description.

A Whetstone removes only the damage increase from crafted equipment so it is very specific where what you are proposing is an all encompassing tool that can remove any property you pick.
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