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Fall Dynamic Events Discussion

Started by Kyronix · 2021-07-16 · 309 posts · General Discussions
#0
Greetings Adventurers!

We are currently building out the Fall Dynamic Events that will continue the story of Wildfire and bring you on a deathly adventure into the history of one of Britannia's most fearsome creatures (more on that later)!

One of the action items we have for Pub 111 is to address concerns related to the Dynamic Champion Spawn.  There have been a couple threads with comments scattered about, but it would be immensely helpful to aggregate that feedback here so we can take action.

Further, as we look to our Treasures of Halloween event we want to make sure we address concerns there as well, so anything you would like to see us do specifically here is the place to let us know!  There's been a fair amount of negative feedback about the "Antique" property on various items.  While it would be great to hang on to these items forever, we also have to think long term impacts of the growing power of these items.  So, any thoughts on what would make those items more palatable while keeping that in mind are welcome.  Feel free to share any other feedback or reward items you would like to see re: these events as well but please keep it constructive, and be specific.  We cannot take action on ambiguity.  Thanks in advance for the feedback!
#1
I'll assume the bard fix in here somewhere and not nag ! I'd love luck items for missing slots pants shirt cape....anything that would boost my bard buffs ...
#2
The participation drops are too rare in the dynamic spawn. 

I liked the sorcerers dungeon and khaldun events for the treasures of event. I think they are more fun when they have many mobs and a boss at the end.

I would be happy with a return to Khaldun if there were some new masks.

There are too few mobs in Fire right now. I can keep a floor clear on days when there are no Balrons. More killing even if drop rate decreases.

I would like more mysterious cube colors. Red and green for the holidays.

Water tiles for houses would be very popular as holiday gifts.
#3
To keep players wanting to keep doing the dynamic spawns to the end, you could add a rare drop on the Boss.

Something unique. Either an armor slot item that players would want or a deco item like an EM drop.

I would prefer a statue of one of the toymakers puppies. Make them as rare as a specific roof drop so players would keep doing the dynamic spawn. 
#4
The power creep train left the station a long time ago. If you are going to have "reward" items that are inferior to stuff you can get from normal gameplay then you are going to have "reward" items that no one wants. It's that simple.

The good news is that UO isn't the only game that has this problem -- loot items vs event items or artifacts vs craftable items. (Skyrim and Shroud of the Avatar both have variations on this problem.)

The bad news is that when you give us an item that is like mid tier then throw Antique on top of that? It sends, shall we say, mixed messages about how well you understand the game you are charged with managing and designing content for.

The "participation rewards" from the champ spawns were far too rare given their name. Come on now. It's a "participation reward." With UO's famous RNG it's far from out of the question that the "participation rewards" will be even rarer than the main rewards, which is a tad ridiculous. And why are even the high-end rewards keyed to account? Why not to character if you're absolutely intent on limiting it like that?

As to what to give as a reward, in terms of deco....Using EM drops as inspiration might be a good idea (container with cool blood effects; black candelabra that explodes in flames; stuff like that). You also can drop, say, a second-tier vanity mount as a reward (one that wasn't quite monetizeable enough to put in the store but that folks might want as a status symbol).

As to weapons and armor, how about this: Look at what some of the players are wearing or using to events, Peerlesses, or other high-end content, then design an item based around that, and then give it a cool sounding name that relates to the lore in some way. Make it a set when paired with the next event cycle's item(s). Or how about this: have a weapon that the game reads as GM-crafted, give it a unique hit spell effect (that "Bane" property comes to mind....or go wild and do "hit word of death"), no other properties, Brittle, and 255 top durability. Now we can Imbue it and have something that's unique in three different ways: It has properties we customized, a distinct name, and a property that doesn't exist elsewhere or only rarely is seen.

Hell, consider this: Design a useful suit of armor or bow/quiver combination, give it a quest-related name, and give it the Mondain's Legacy era "set" mechanic where the properties combined are good but the properties separate are garbage. Now we have an incentive to collect the whole set if only for bragging rights and the possibility of using on a character we don't want to design a suit for.

Take an item that already exists that people find useful. Tweak a property, change the name, change the color, make it non-dyeable.

As to the champ spawn itself, and this goes for "treasures of" mechanics as well, the thing I can stress most to you is that as a roleplayer my heart will always go most aflutter for some kind of immediacy. If not an invasion then, maybe, a spawn that's close to a city and that, in terms of the fiction anyway, could become an invasion if left unchecked. Or maybe if not immediacy then at least something with a solid RP reason to do it.

Fire is actually pretty ok in this regard but that could just be because on Great Lakes our Event Moderators managed to turn it into part of a struggle against the Cult of Wildfire and a kind of attempt to prevent them from overrunning Serpent's Hold. So it's easier to justify pursuing with at least moderate intensity.

Also something with more of a specific reason for it being repeatable. Consider the Fellowship champ spawn: As I recall, in an RP sense, there was only a reason to do t hat once. After that Batlin is dead, storyline over. I would say to leave single-type bosses to the EMs or to one-off global events (if those will still happen).

I guess that's all for now.

#5
Regarding the design of the "Treasures Of..." equipable items:

It seems to me you can break down what's happening with them into basically four steps in a players thought process:

1. They wear out quickly (Antique)
2. Since they wear so fast, they must be designed to be used during the event (Fire)
3. The items are not optimal for use during the event (Elemental damage type is incorrect, etc.)
4. What is the point of the item?


Possible ways to address those steps:

1. Keep Antique
2. State clearly that the item is designed to be used during the event.
3. Design the item for optimal use during that event.
Example: This event is in Fire, therefore most creatures have high fire damage and high fire resist, therefore we developers have purposefully designed each item to have high fire resist (to offset creature damage) and deal mostly non-fire damage (to offset creature resist).
4. Lower the cost of the equipable items significantly so players can use them during the event, burn through the items, and get some of the higher end more permanent items (ostard, etc.). The items would become something like the Tincture of Silver from previous events. Use it during the event, then don't worry about it.

Or

1. Don't use Antique (Use brittle?)
2. State clearly the item is designed to be used well after the event ends (but not forever?)
3. Design the item for use in that dungeon (or against that creature group - "Murderous Axe of Balron Wing Clipping - Balron Slayer - 100% Cold Damage!) or just as a good general purpose item (SSI Epaulettes)
4. Price the item at the high end of the reward list for that event.


Honestly Kyronix, I think you're fine with the Antique - if the item has a purpose for that event & doesn't cost that much.

Plus, you're the one that keeps talking about power creep, then gives us 10 SSI Epaulettes, a spellbook with +20 Magery, a bracelet with no durability, and a repairable tali with +20 Anatomy.

You guys are the devs. We don't control the game. Power creep only exists because you all keep adding power!

(I know, I know, if you don't up the ante each time, no one will bother to play. You may need to move to some type of low price consumable (which is really what Antique does) that is clearly stated as the themed consumable for that event, and only one or two high end rewards (Ostard or Triton) which are randomized and players will desire multiples of. Anyway, just thoughts....) 

Good luck!
#6
Let me talk specifically about what worked in the previous two champion spawn events, the treasures events, and then follow-up at the end with what didn't work for me and ways they could be addressed. I'm sure there will be some overlap here with what others have said.

As a participation reward, the lore pages worked. It's immediately obvious what they are for and what they do. If you're not into the lore then no problem, do something else. I compare this to the mysterious cube which was not quite so easy for us to get our head around. At the beginning especially we didn't know what it was for and so that made the reasoning to get it less clear.

As others have said, the drop rate for these items, though, needs serious revision. Especially since player testing has shown if you're not there in the first two waves, you're kinda out of luck.

As much as I thought otherwise, I concede now that opening the treasures event to Felucca has worked well, at least on my shard. I can only speak for mine but I think it has helped to address the low spawn rate in Fire. 

Some things that have not worked quite so well:

The Holmes Abomination champion spawn monsters were just all over the place. It was observed that the best strategy to clear the spawn was to engage specific builds for the specific levels. I'm sure the logic here was that this would force different players to play with each other to advance the spawn but instead it had the effect of people simply waiting out the combat timer, switching to the more effective character for that level, and then just knocking it out.

I compare this to the Black Gate champion spawn monsters which made more logical sense for their grouping, and let all kinds of player builds handle each level. Spellcasters couldn't really fight the yamatsus in the Holmes event, but they could fight everything in the Black Gate one. Dexxers had problems with the golems in the Holmes event, but they could fight everything in the Black Gate.

The inconsistency of the boss' strength and abilities between shards was a source of frustration for a lot of players, especially our cross-sharder friends. If individual shard EMs really are creating these for us to fight a little more consistency would be welcome, especially if you've got a particularly sadistic EM on your shard. 


#7
Just a few items on my hot list:
While I liked the events that have mobs and a boss at the end it gets frustrating that just a few people do all the work, sometimes for hours, to get the boss to spawn and then when the watchers announce that the boss has spawned everyone shows up to kill the boss. There needs to be a mega incentive/bonus for people to work the spawn. I can't tell you how deflating it is, time after time to see this happen. It gets to the point where you just stop because you know you're being used. I don't think it's just me that feels this way either.

We hear that there's suppose to be some bonus with Krampus but by some accounts those that show up at the end get the same goodies as those that do the required trade runs.

Same thing with paragons.  Mega bonus points please. I really think they're worth it due to the excessive length of time spent dead/getting rez'd/ running around the dungeon trying to find body etc/  :s There are times when you can die repeatedly to the same freaking paragon. Most people just run by them/ drag them to the nearest person/ ignore them and before long you have a dungeon that is stacked with paragons. Remember, most players are not uber players who have uber suits. We just make character and go play!


#8
For Treasures Of:
  • Bring back old items -- I would really prefer that you just add a few things each new event while leaving the old items in. It allows people who weren't playing at the time to "catch up" without having to pay hundreds of millions that they likely don't have unless they buy it from a gold seller. And that's if those items are even for sale, which is an issue on smaller shards since everything is shard bound. Keep the deco unique to each event, but not the equipable items.
  • Add dyes for each event, that are limited to that event. A 5 charge bottle for 150 points is my thought.
  • Add Conjurer's Trinket type talismans with slayers based on dungeon. It would provide a decent alternative to the cameos and the cameos would still be preferred with their SSI.
  • Add a spellbook with slayer for each dungeon. I wouldn't even hate it being the invasion books just re-hued to the spawn drop color.
  • Bump up the spawn rate. I spend more time running around looking for stuff to kill than anything else. I can't even imagine how bad it must be on Atlantic.
  • Keep the spawns going in Fel! -- Thank you for doing that worldwide this time.
  • I get the power creep issue. But if it's antique there is zero chance I use the points I have for it unless that item is beyond over powered. It just isn't worth it.
For dynamic champ:
  • I love the everyone gets a drop when killing the champ. But after that, why do it again? Keep the guaranteed drop but also give a 10% chance to get it again on following spawns. I would have done more spawns for the chance at more bandaid belts and Baitlin's Inner Voices.
  • Pages of Lore dropping during the spawn was a good in concept, but the drop rate was way too low. I got frustrated and quit trying because my time was better spent doing other content.
  • The champs themselves need to be standardized. It's kind of cool having each shard being unique. But some of the EMs, or whoever adds the abilities, go way overboard. One hit kills are not fun at all nor is dumping slime/acid that destroys armor. Those are two guaranteed ways to get me to stop participating. Two to three hit kills? Ok. At least I have a shot at healing myself or cross healing.
#9
>>For Treasures Of:
  • Bring back old items -- I would really prefer that you just add a few things each new event while leaving the old items in. It allows people who weren't playing at the time to "catch up" without having to pay hundreds of millions that they likely don't have unless they buy it from a gold seller. And that's if those items are even for sale, which is an issue on smaller shards since everything is shard bound. Keep the deco unique to each event, but not the equipable items.
I  will be happy if some reduced power items will spawn in game. Morphius Eppaulettes cost hundreeds of millions now. Give us something with just 10 SSI and another item with 8 stamina in a robe slot. Same for warden armour (5 SSI in a wing slot). Same for First Aid Belt: blessed or insurable bandage container with 0 additional properties will be jolly good. 
  • Add dyes for each event, that are limited to that event. A 5 charge bottle for 150 points is my thought.
May be also dyes for pet? Reward for killing 5-10 of each paragon in the dungeon. Pet-bound paint for a pet with dungeon colour. Green wildfire triton!!
  • Add Conjurer's Trinket type talismans with slayers based on dungeon. It would provide a decent alternative to the cameos and the cameos would still be preferred with their SSI.
Love the idea!! But not "whole dungeon slayer". I like  elementals and daemons spawn together. Tough and challenging. 
  • Bump up the spawn rate. I spend more time running around looking for stuff to kill than anything else. I can't even imagine how bad it must be on Atlantic.
Good on Atlantic. More people => more spawn. Running is needed , so  lazy bones who prefer  to stay at the same place will get less drops. 
  • Keep the spawns going in Fel! -- Thank you for doing that worldwide this time.
  • I get the power creep issue. But if it's antique there is zero chance I use the points I have for it unless that item is beyond over powered. It just isn't worth it
Agree. Can add antique version of such items after event to some mob or peerless drop list. 

>>For dynamic champ:
  • I love the everyone gets a drop when killing the champ. But after that, why do it again? Keep the guaranteed drop but also give a 10% chance to get it again on following spawns. I would have done more spawns for the chance at more bandaid belts and Baitlin's Inner Voices.
Awesome! 
  • Pages of Lore dropping during the spawn was a good in concept, but the drop rate was way too low. I got frustrated and quit trying because my time was better spent doing other content.
It was good. Kill rabbits with 6  chars and you get 6 pages per day. I was too lazy to do it every day, but it was totally feasible.  One time even my crafter-imbuer went there. With Kotl Automaton. And while char was just running around chewing healing stone trying to stay alive and throwing Nether bolts killing rabbits if no mages around , Automaton made me a page. In like 5-7 minutes. 
  • The champs themselves need to be standardized. It's kind of cool having each shard being unique. But some of the EMs, or whoever adds the abilities, go way overboard. One hit kills are not fun at all nor is dumping slime/acid that destroys armor. Those are two guaranteed ways to get me to stop participating. Two to three hit kills? Ok. At least I have a shot at healing myself or cross healing.
Death robe with *mob killed you* protection and 5 minutes timer will be good. Dont know if it is feasible. 

#10
Why not scrolls...
#11
McDougle said:
Why not scrolls...
To clarify (i wish we could edit for longer than a hour)

Only 5s and 10s along with pinks and blues these have been in t-chest for a while now with no ill effect .

This could also be a great opportunity to add missing pinks and blues and maybe even raise all skills to 120.. like cooking poisoning tinker etc
#12
Kyronix said:
 While it would be great to hang on to these items forever, we also have to think long term impacts of the growing power of these items.  So, any thoughts on what would make those items more palatable while keeping that in mind are welcome.  Feel free to share any other feedback or reward items you would like to see re: these events as well but please keep it constructive, and be specific.  We cannot take action on ambiguity.  Thanks in advance for the feedback!
Before we look at the "detailed specs" of items,

1) For weapons, they need to be at least brittle to be realistically useful.

2) For wearable artifacts, we have already given our feedback.
a) non-shard bound
b) pofable

---
Worry about long term impacts... ?I am not sure about others, but the reason I play UO "long term" is because the most treasured items that I have, player skills, house, items, are mostly "long term".

And for items on my suit, even when they are worn out I know I can buy another similar one to replace.

>> I don't have to reconfigure my suit because an item is no longer available in the game!?

If we like one-off item that are use and throw, I would rather play other games. Why not play Counterstrike? Everytime we login we get to choose a new set of armor and weapons! Is that what the Dev team is changing UO to? So nothing last forever.

Maybe Ultima Online Multiplayer Arcade is the new direction,
- Login
- Select player
- Equip
- Fight
- Die
- Repeat step 1.

No POF, no shard transfer issue, no antique, durability concerns.
Perfect!






#13
Seth said:
Is that what the Dev team is changing UO to? So nothing last forever.
I don't want to derail this thread, but I'll just mention, before AoS armor and weapons wore out. When you bought a silver vanq kat you started saving up for the next one ready for when it broke.
#14
“Re power creep:
Yukio’s earrings and solaria’s secret poison, 
before these the only earrings with decent mods were the +2% resist earring of protection.
You could’ve made them +2%spell damage with only 5 luck or +2% HCI and people would still want them.

Also I was under the impression that only 3 shards would have the event in fel, but instead people mine artis on dead shards and bring ostard to live shard, plus use sampire bots to mine the champs and auto insure, 
Rich get richer, why no cursed artis in fel like planned?.
Popped ostard should’ve also been shard bound.”
#15

Popped ostard should’ve also been shard bound.”

Shard bound pets are not a good idea. How would one not transfer a shard bound pet in their stable when they transfer their characters?
#16
Jepeth said:

Popped ostard should’ve also been shard bound.”

Shard bound pets are not a good idea. How would one not transfer a shard bound pet in their stable when they transfer their characters?

They should be non - transferable once claimed similar to other pets like paroxysmus swamp dragon, grizzled mare.  And still should hotfixed to be that way.

The event in felucca is also dumb and should not happen especially when the dungeon has an active champion spawn. It doesn't promote pvp like the supporters say it's just blue sampires that have nothing to lose and get way better drop rates then anyone possibly can in trammel.  Even if you waste time to go down and kill them all their drops are insured and they will just come back 5 minutes later and start again all the while making even more money off powerscrolls. 

Look at ice dungeon when it was in felucca it had no champion spawn so no one bothered go there.

It's fine on Atlantic because its the only server that actually has population enough to justify felucca being included but even there doesn't bring additional PvP.  It's just 20 blues down there farming the spawn all day and night but thats better then the 2 or even solo player doing the spawn themselves on all these crap shards like LS, Baja, Napa.  
#17
Jepeth said:

Popped ostard should’ve also been shard bound.”

Shard bound pets are not a good idea. How would one not transfer a shard bound pet in their stable when they transfer their characters?

They should be non - transferable once claimed similar to other pets like paroxysmus swamp dragon, grizzled mare.  And still should hotfixed to be that way.
Non-transferable or not is a choice they made in the design of the Ostard. If you wanted them to be that way, fine, advocate for it when they were in testing on TC.

But making pets themselves shard bound is tricky and I could see a host of issues there. 

As far as your belief about this event being a bad idea on “dead shards,” we can agree to disagree.
#18
Ice dungeon didnt have worthwhile rewards for alot of folks.  Thats why noone bothered to go, it had nothing to do with anything else.   Fire has some decent rewards and therefore its being farmed alot.  Although these dynamic spawns are nice from time to time, id rather see some time spent on permanent content or updating older dead content, even if its just new rewards added to those bosses.  

As far as weapons go, people just arent going to use non elemental weapons anymore for the most part.  Only splinter weapons fall into physical damage that will be used.   Its gonna be hard to make weapons as a drop due to power creep if they are usuable, especially with them being time based to get.  Id stick to more armor talismans and clothing items as drops.
#19
RE: Removing antique property

Introduce item to the game that can remove antique property from an item (quest or rare drop). 
Restrictions:  limited to 1 per character, 7 per shard.  This might allow a happy medium,
#20
Seth said:
Is that what the Dev team is changing UO to? So nothing last forever.
I don't want to derail this thread, but I'll just mention, before AoS armor and weapons wore out. When you bought a silver vanq kat you started saving up for the next one ready for when it broke.
That was 18+ years ago. That'd be a quality of life regression at this point.
#21
Drago said:
RE: Removing antique property

Introduce item to the game that can remove antique property from an item (quest or rare drop). 
Restrictions:  limited to 1 per character, 7 per shard.  This might allow a happy medium,
Mass EJ Accounts would be no problem to fix the limit.
#22
Bilbo said:
Drago said:
RE: Removing antique property

Introduce item to the game that can remove antique property from an item (quest or rare drop). 
Restrictions:  limited to 1 per character, 7 per shard.  This might allow a happy medium,
Mass EJ Accounts would be no problem to fix the limit.
Make EJ accounts not eligible...
#23
McDougle said:
Bilbo said:
Drago said:
RE: Removing antique property

Introduce item to the game that can remove antique property from an item (quest or rare drop). 
Restrictions:  limited to 1 per character, 7 per shard.  This might allow a happy medium,
Mass EJ Accounts would be no problem to fix the limit.
Make EJ accounts not eligible...
3 Paid Accounts would give me 525 of them for my home shard or 525 of them to sell on Atl. 
People with just 1 Account could use 175 of them and then 10 days later delete the gift chars and make new ones for what 150 more per account, why limit them when the work around is simple unless you really want the devs to dig that deep into the code.  What other drop has a limit on it.
#24
Bilbo said:
McDougle said:
Bilbo said:
Drago said:
RE: Removing antique property

Introduce item to the game that can remove antique property from an item (quest or rare drop). 
Restrictions:  limited to 1 per character, 7 per shard.  This might allow a happy medium,
Mass EJ Accounts would be no problem to fix the limit.
Make EJ accounts not eligible...
3 Paid Accounts would give me 525 of them for my home shard or 525 of them to sell on Atl. 
People with just 1 Account could use 175 of them and then 10 days later delete the gift chars and make new ones for what 150 more per account, why limit them when the work around is simple unless you really want the devs to dig that deep into the code.  What other drop has a limit on it.
Maybe just maybe you're way overthinking this..
#25
McDougle said:
Bilbo said:
McDougle said:
Bilbo said:
Drago said:
RE: Removing antique property

Introduce item to the game that can remove antique property from an item (quest or rare drop). 
Restrictions:  limited to 1 per character, 7 per shard.  This might allow a happy medium,
Mass EJ Accounts would be no problem to fix the limit.
Make EJ accounts not eligible...
3 Paid Accounts would give me 525 of them for my home shard or 525 of them to sell on Atl. 
People with just 1 Account could use 175 of them and then 10 days later delete the gift chars and make new ones for what 150 more per account, why limit them when the work around is simple unless you really want the devs to dig that deep into the code.  What other drop has a limit on it.
Maybe just maybe you're way overthinking this..
Or maybe you are trying to make people think these will be so rare that you can charge 1P per.  These will be farmed like mad and within a week they will be worthless.  Maybe I can see clearly what will happen and you are trying to make it something that will be a huge money maker for you.
#26

Kyronix said:
Greetings Adventurers!

There's been a fair amount of negative feedback about the "Antique" property on various items.  While it would be great to hang on to these items forever, we also have to think long term impacts of the growing power of these items
  The negative response to the 'antique' rewards would have been even worse if those items were good compared to weapons that already exist & still drop in loot outside of this event,
The people that are bringing it up as feedback, are the ones that care enough to avoid this same situation with future events.   -Let's see if it makes a difference.

It's a shame power-creep didn't seem so important back when it would have mattered, about 6-7 years ago or so when Global Loot came into play.   

It was a massive jump from:
Imbued/enhanced 5-6 mod items (Counting Resistances)
to
Legendary 8+ mod items (Not Counting Resistances) basically overnight.

#27
Bilbo said:
McDougle said:
Bilbo said:
Drago said:
RE: Removing antique property

Introduce item to the game that can remove antique property from an item (quest or rare drop). 
Restrictions:  limited to 1 per character, 7 per shard.  This might allow a happy medium,
Mass EJ Accounts would be no problem to fix the limit.
Make EJ accounts not eligible...
3 Paid Accounts would give me 525 of them for my home shard or 525 of them to sell on Atl. 
People with just 1 Account could use 175 of them and then 10 days later delete the gift chars and make new ones for what 150 more per account, why limit them when the work around is simple unless you really want the devs to dig that deep into the code.  What other drop has a limit on it.

  1. Make shard bound
  1. You can only have 7 on 1 shard at a time per account (doesnt matter who converted it).
#28
Drago said:
Bilbo said:
McDougle said:
Bilbo said:
Drago said:
RE: Removing antique property

Introduce item to the game that can remove antique property from an item (quest or rare drop). 
Restrictions:  limited to 1 per character, 7 per shard.  This might allow a happy medium,
Mass EJ Accounts would be no problem to fix the limit.
Make EJ accounts not eligible...
3 Paid Accounts would give me 525 of them for my home shard or 525 of them to sell on Atl. 
People with just 1 Account could use 175 of them and then 10 days later delete the gift chars and make new ones for what 150 more per account, why limit them when the work around is simple unless you really want the devs to dig that deep into the code.  What other drop has a limit on it.

  1. Make shard bound
  1. You can only have 7 on 1 shard at a time per account (doesnt matter who converted it).
People will just take their stuff with them shard hopping, so now I suppose you will say make the gear shard bound.
#29
Seth said:
Is that what the Dev team is changing UO to? So nothing last forever.
I don't want to derail this thread, but I'll just mention, before AoS armor and weapons wore out. When you bought a silver vanq kat you started saving up for the next one ready for when it broke.

While some items, even aside from the useless "Antique" property, do still wear out, the old days and now are not analogous. These days losing an item can be a permanent reduction in your effectiveness. While UO's always been "item based" in the sense that items have always mattered (anyone who doubts this has never been hit by a Heavy Crossbow of Vanquishing), since AoS items have come to define one's character and effectiveness. Building your suit is part of building the character.

Different game with different rules.
#30
Seth said:
Is that what the Dev team is changing UO to? So nothing last forever.
I don't want to derail this thread, but I'll just mention, before AoS armor and weapons wore out. When you bought a silver vanq kat you started saving up for the next one ready for when it broke.

We learn the lesson and feedback from a much larger player base back then... then the game became more refined, so why revert now to antique weapons. Anyway, I think those are meant for pvp so it does not really matter even if they are super antique but as long as they are super powerful like giving 1 hit kills. Then maybe worry about over powered but it's ok make it antique by limiting say only 10 hits or 10 kills before it breaks 😂

For pvm, I noted most players know that it's very rare to find a useful weapon in the wild or as a arty drop.
#31

The event in felucca is also dumb and should not happen especially when the dungeon has an active champion spawn. It doesn't promote pvp like the supporters say it's just blue sampires that have nothing to lose and get way better drop rates then anyone possibly can in trammel.  Even if you waste time to go down and kill them all their drops are insured and they will just come back 5 minutes later and start again all the while making even more money off powerscrolls. 

Look at ice dungeon when it was in felucca it had no champion spawn so no one bothered go there.

It's fine on Atlantic because its the only server that actually has population enough to justify felucca being included but even there doesn't bring additional PvP.  It's just 20 blues down there farming the spawn all day and night but thats better then the 2 or even solo player doing the spawn themselves on all these crap shards like LS, Baja, Napa.  

I take slight issue with LS being called a crap shard, and if these events don't happen to Felucca, it would pretty much doom Felucca to continued decline.

That said, I do think tweaks to the Fel side should probably happen. I've spent more time in Felucca than Trammel because the rewards are better and the risk is minimal (5 murder attempts, 2 successful, with many more deaths to paragons and my own incompetence than pvp). I think the champ spawn is a nice boon, but without any sort of risk, it feels a little cheesy.

It also isn't worth fighting rather than running. If I kill the red, I get as little as he will get from me. A simple fix is to make a chance at a drop from kills (either murders or justice) with a few safeguards to prevent farming alts.

I think adding "cursed" to Felucca only would simply make the drops from that facet worth less for collectors and not actually prevent farming by people clever enough. It would however increase the feel bad of losing a 1-5 million gold item and make even fewer people spend time in Felucca.


#32
Have the number of paragons dynamic to the number of people in the area / dungeon and despawn them if necessary. For example if you are the only person in Fire there should not be a  large group of paragons chasing after you. Quite frankly the large number of paragons in Fire when there a only a few people there is why I stopped playing the event after a few days. Ice had a workable number that I could handle either with fighting or evading when I was not in the mood for a protracted fight.

Add invasion spell books to the reward list. 


#33

This type of events would actually served much better without all these “gold monsters. ” Farms of exchange items can be avoided by the Dynamic Spawn in the dungeon, you have to run around, and look for the monsters. The focus of Tresures of. . - Events should really be on the exchangeable items, but not on the slaughtering of Paragon crowds.
Even if you acted as tamer with well-trained pets using the tactics Pawain often described here, you as a single player still have far too low chances of survival, especially at high end paragons like Balrons or Fire Demons. They change their target often enough for unrecognizable reasons from the pet to the tamer.

In my humble opinion, the hit points of these “gold monsters” are too high. When I asked about it, an answer came that these are probably 5 times as high as normal. Really? Must this really be? Some of these “goldies” are quite tough – some of them can be 20 minutes or more. If you catch one like that, it’s very time-consuming. So you wonder why you can’t just take twice or three times the amount of hit points, especially since these guys have to constantly auto-reveal you, because they just mean you’re cheating.

As a Tamer/Mage this circumstance often takes away the only self-protection I have at the moment and ensures only one thing – namely permanent death with player chars and well-trained pets. If this happens a couple of times for the player, because then there are facts, as described by TimSt or AmberWitch here, namely that the “goldies” accumulate or some “very brave” warrior pulls them along, only one thing is really guaranteed: Deathrobe. The body reacts with stress, which it does not really necessarily need. At some point, anger comes, and if you don’t change to succeed, you don’t want to go on. I can only repeat myself here: Permanent death stinks and is just not fun. But it seems like you can’t do without these events.

So – why does it have to be? Why is it suddenly impossible to do without permanent death? Why aren’t the “normal” Ilsh-Paragons enough, which are bad enough as Balron or Greater Dragon, Ancient Wyrm etc. Why does it have to be made even worse? Just because of the action? Just because only because a few people are screaming for it, who are then not to be found in the game? What about the other mess of folks? Just because maybe some particularly nasty EM or even a dev found it super-cool and then started to provide high end boss monsters with massive hitpoints? But I still think it’s OK, if you can expect that there are teams that can handle these monsters well.

 

Please consider the following suggestion:
Adjusting much too high hit points at the higher Paragons – here in Fire that would be for me: Balron, Fire Demon, Lava Elemental (this is partly a real nasty sock) and Succubi.
If there are only a few players in the dungeon, adjust Paragon Spawn or make sure that the stay time of previously spaced Paragons is shortened. I just don’t know how long a spaced monster is in time before it disappears on its own – maybe 2-3 hours or more, but at such events it’s just too long. Here I would welcome much shorter periods of, say, 15 or 30 minutes if no one is in the dungeon. If you can’t do it without Paragons.
There remains the problem of these “superheroes”, who just run away from such goldies and then expose them to completely innocent people. What really protects us from the stupidity of these players, I haven’t figured out yet.

Another points that disturb me massivly is this "timely-set". Do we really need to mingle this smart-phone gaming industry? Or are we perhaps rather proud of the fact that the UO has been something like a rock in the surf for 25 years, to which we always like to return, no matter how stormy it is?


----

Treasures of Tokuno was so successful as a “Global Event” because the event lasted for a long time, the drop of arties was exchanged in a relatively rapid sequence, and because the exchangeable arties were all of a lasting value to the player, because the  they didn’t have any “special” features like “Antique”, “Briddle”, “Cursed” etc. Those artifacts are pure. Of course, they also break down in battle, but they are fully repairable and you can bring back the full 255 points through PoF. That – and that alone is the decisive factor that matters to most players who fight battles in this world. Equipment has to be durable here, I can’t imagine a soldier who thinks it’s cool that he’s gonna stand naked in front of his archenemy just because his weapon or his equipment suddenly vanish into thin air. Even if we have an oversupply of items for our equipment, at some point after many very long searches you finally have your stuff together, and you don’t want to tinker with it anymore.




#34
Bilbo said:
Drago said:
Bilbo said:
McDougle said:
Bilbo said:
Drago said:
RE: Removing antique property

Introduce item to the game that can remove antique property from an item (quest or rare drop). 
Restrictions:  limited to 1 per character, 7 per shard.  This might allow a happy medium,
Mass EJ Accounts would be no problem to fix the limit.
Make EJ accounts not eligible...
3 Paid Accounts would give me 525 of them for my home shard or 525 of them to sell on Atl. 
People with just 1 Account could use 175 of them and then 10 days later delete the gift chars and make new ones for what 150 more per account, why limit them when the work around is simple unless you really want the devs to dig that deep into the code.  What other drop has a limit on it.

  1. Make shard bound
  1. You can only have 7 on 1 shard at a time per account (doesnt matter who converted it).
People will just take their stuff with them shard hopping, so now I suppose you will say make the gear shard bound.

Thats what I just said.  Clearly you didn't read my post.  What % of the playerbase actually shard hops? aside from gold farmers? I doubt its the majority. I have 2 paying accounts and 1 EJ. I never use my EJ and never shard hop.

If shard bound causes other balance issues we cannot think of , maybe instead:
  • have the antique property removed and durability cap decreased from 255.
#35
Kyronix said:
Further, as we look to our Treasures of Halloween event we want to make sure we address concerns there as well, so anything you would like to see us do specifically here is the place to let us know!  There's been a fair amount of negative feedback about the "Antique" property on various items.  While it would be great to hang on to these items forever, we also have to think long term impacts of the growing power of these items.  So, any thoughts on what would make those items more palatable while keeping that in mind are welcome.  Feel free to share any other feedback or reward items you would like to see re: these events as well but please keep it constructive, and be specific.  We cannot take action on ambiguity.  Thanks in advance for the feedback!
Alternatives to the Antique items now:
  • Brittle / Replica classification instead (150 Durb - cannot POF). For splintering weaps - make them Brittle and max 255/255 Durb as they will wear down fast regardless.
  • Keep Antique but make them super OP and reduce cost. The items would eventually break but this allows people to get a few of the weapons to use without having to choose between the weapon and something like HCI earrings or SSI Eps or 250 luck items. What I mean by "super OP" is either something to the effect of a Double Axe with 100/100/75 LL ML SL + 50% hit spell + 50% HLD + 50% area effect + relevant slayer + 100% relevant damage type OR hatchet with 50% DI/hit lightning/lower defense/purge magic + 25% splinter + balanced.
For the Dynamic Champ (many have already said): 
  • Participation drops need to increased. I can't say what change needs to be made since the logic of the drops hasn't been provided but it needs to be much higher than it was. There were days in between drops on my sampire when working 5-8 spawns back to back... I never received more than 1 drop a day per char.
  • Needs to be an incentive to keep doing the spawn past the first 2 levels. This could be from a 25% to receive a participation drop from the champ or another "Champ only" drop or a named artifact drop (ie Scholar's Halo or Hawkwind Robe or Tangle etc). This could also be from a bump in the corpse loot; ideally I think this would involve allowing these champs only to return "no-name" legendaries with an assorted mix of max properties.
For the "Treasures of" Halloween: 
  • There needs to be better spawn AI outside of the champ spawns. What I mean by this is when there is a large increase in monsters being killed, there should also be a bump in the spawn rate automatically. This might be the way it's supposed to be in theory but it doesn't really act this way in reality because when I go to Tram side to kill stuff it seems like I'm doing more searching for stuff to kill than actually killing stuff I find. 
  • I understand the power creep concern but we still need usable gear. At the very least we should be able to get previous drops like boots of escaping / cloak of aug / SSI eps etc. I think we still need a couple desirable new pieces though because in the event I have plenty of boots/cloaks/eps/etc I still want a reason to work the event.
#36
TimSt said:
Have the number of paragons dynamic to the number of people in the area / dungeon and despawn them if necessary. For example if you are the only person in Fire there should not be a  large group of paragons chasing after you. Quite frankly the large number of paragons in Fire when there a only a few people there is why I stopped playing the event after a few days. Ice had a workable number that I could handle either with fighting or evading when I was not in the mood for a protracted fight.

Add invasion spell books to the reward list. 


Paragons are good. They scare away AFK grinders. The more normal mobs are killed the more paragons appear. 1 of 20.  Killing paras one by one is OK. Killing all stuff and running around whirwinding will spawn lots of paragons. 

@keven2002 Rabbit pages:  I was coming there with all my chars , got pages. One time I sent my craft there. No fighting skills, just Automaton  (tinkered). And he got  page.  So in theory that is 6 pages per day per account . That is lots of pages if you really need them. I tried , got several times and returned to Yukio grinding. Gave most of pages I got to other players. 

@Mene_Drachenfels ; for tamers and survival , you need to adapt your tamer. 
I started this event as tamer- bard. My relaxing PVM char. Did some Yukio runs. Found that quite slow. Made Necro-Tamer-Thrower. Got more tritons. Did earrings way faster. 
Fire event: I used this tamer-thrower, adapted, changed gear (lots of gear) . Grinded and traded lots of arties. Changed pets ,later  changed skills (necro => healing, tired of para horses and dogs killing me).  Now I can fight Lord Liches, Succubuses , Fire Daemons, Lava eles (paragons , of cource). Can fight para balrons next to the stairs (to retreat).  Averagely have 1 deathrobe per 2-3 Wildfire Arties. 
Went to Fel. Changed pet again. To the one that can be on his own, fight para Succubus and even Semidar and get score without death each time. I have no vet on me of cource. 
So you CAN play there as tamer. Just need to adapt your playing style, gear , macroses, skills, pets , everyting. .If you just want to stay with "Consume" on, half-AFK, while your pet is fighting - this event is not for you. Pentagram room  will work may be. Till para balron will spawn there. 

Yes, I get deathrobes. But it is interesting.  What  you are asking - is something like farming painted caves. Just stay aside and let your pet do the job. This is not how event should be. 
#37

So you know me so well thanks to your life experience that you judge my playing style, even though we've never crossed paths personally and play-wise? And you have carried this game for over 20 years here and kept it alive? So you're in my moccaassins and running in them, are you?

If so, you're probably also over 50 years old , have now added some aging ailments like deteriorating eyesight and diminished responsiveness plus various other ailments that you have to deal with on top of a congenital physical disability? How do you adjust for that? That would be interesting to know!

Maybe I am not better than you. But if you really want to help, you should first get to know the person who writes here about his problems. It's also interesting that you get unsolicited advice of your kind again and again, mostly from players who make their gameplay on this player-made shopping paradise - namely on Atlantic, and not on a low-level shard like Drachenfels or Baja, which you probably don't care about . If your view here is only one-sided, your comparisons are very lame, because the basic systems on the shards may be the same, but the ratios have not been right for a long time.

I had already written that I tactic in the game like Pawain does here
( https://forum.uo.com/discussion/8923/tips-for-treasures-of-wildfire#latest ) recommends. So you seriously want to recommend fitting a 6 x 120 Mage/Tager (Taming, Lore, Vet, Mage, Eval, Medi) with Taming Mastery III. Invasion Slayer Spellbooks are available, and my Armor itself was made by an armor builder specialist and matured and ready except for a minor quirk in Poison Resi. As can be seen from the file, this Armor comes in at +39 INT, +44 MI, + 32 MR, +64 LMC, 2/3 FC/FCR, and 91 and now 73 SDI respectively (48 from the best Invasion Spellbook without Slayer, 30 from Demonslayer). Please tell me how else you'd like to customize this, with usable armor pieces that don't have Antique, Curse, or Briddle and are immediately available without having to search long?
However, thanks to the excessive Atlantean pricing policy, my best Cu (Chival/Mortal Strike) is only skilled to 115, and something urgently needs to be adjusted here - but the pricing policy, not the Cu.

As you can see, I have now made myself pretty naked. It would now be interesting to know whether and to what extent you want to follow me and expose yourself in this way. And no, I don't have any urge to push skills on soulstones or to exchange armor parts just because the event supposedly requires it. Do you also suddenly require a Warrior to box down a Demon with his bare fist?

These so called chilled Mage Bards don't act any different than Tamer/Mages in the end. Only they let completely different puppets dance.
Anyone who sees me here at Drachenfels knows I'm among those who can fight these goldies well, and believe me I'm certainly no cowardly wimp. I even love this kind of events. But it annoys me immensely when I then enter the dungeon, and such stair-paragon fighters like you immediately put the army of these goldies in front of my nose again. Then I would like to see you also times, if you peel the 10th death robe from your bagpack.

Translated with www.DeepL.com/Translator (free version)


#38
Gwen said:

@ keven2002 Rabbit pages:  I was coming there with all my chars , got pages. One time I sent my craft there. No fighting skills, just Automaton  (tinkered). And he got  page.  So in theory that is 6 pages per day per account . That is lots of pages if you really need them. I tried , got several times and returned to Yukio grinding. Gave most of pages I got to other players. 

Why should someone need to get on a crafter to get a page because they already received one on their main character? I'm not saying people get a page every spawn but given that there were literally days I'd play my sampire or tamer working the rabbit spawn for 3-4 hours consecutively without a single drop that seems way out of whack. I shouldn't be penalized for using the same character to do the spawn throughout the day.

Difference between what you and I are talking about it I'm talking actual gameplay over the entire event (lack of drops) and you are talking from 1 time you brought a crafter and got a drop (so it must always be that way). 
#39
I wish you ladies would discuss in German it would be so much more interesting  :p
#40
McDougle said:
I wish you ladies would discuss in German it would be so much more interesting  :p

;) feel free to use the named translator at the end of my posting and translate back :p
#41
aber der Übersetzer verliert so viel so
#42

You have PN !
#43
To bring things back on focus for dynamic events this fall...

I think another idea to help with the fear of things lasting forever is to make some of the items very specific to the event and less universal (so people primarily use for the event but not every day afterwards). Example here would be if we are talking fire dungeon make a double axe or bladed staff that was exceptional 100% cold damage & balron slayer (or even Flame slayer). Allow players to fill in the rest via imbuing. This would automatically make them un POF (once imbued) and being a balron slayer is so specific that it wouldn't be used outside of killing balrons (or the fire dungeon later on). 

@Kyronix - The one thing that many people say that often time seems missed is that when looking for a viable weapon or item to select; the properties really need to work together and be on the right weapon. Take the below fire drop as example. I can't remember the last time I actually saw someone using a kryss in the game; especially in PvM. I understand the thought of trying to maybe make the kryss relevant again... but the properties need to make it worth while and these properties simply do not. Why? Because it's like a mish-mash of properties for some sort of hybrid that likely isn't effective for the spawn (which I'm assuming this is for the spawn given the Flame Slayer). A warrior really has no need for Spell Channel or SDI or FC 1 because those are all mage based properties. Warrior gear is more about dex and less about large mana pools or casting and on top of that, warriors really don't have spells that do much damage (they would also need Eval or Focus to give extra damage from spells). Lastly, the damage increase is only 20% which seems very strange... almost as if it's just there to take a property (why not just make it 50%?). 

That's just for the mods alone... if you look at the warrior player base, I'd say at least 85% are either swords/macing so why are you putting a fencing weapon there (and if it's anything it should be a leaf blade)? Realistically it should be either a double axe / bladed staff / war hammer / broadsword and then should have Flame Slayer + 100% cold + either 4 other open mods or something like leeches (mana/life/stam) paired with a hit spell and either damage increase or swing speed increase and make it brittle or make it 150 durb. 



#44

I will never select a reward that is antique.  I do not keep any antique weapons in loot. Why would I work to build points for a reward one? Short of an antique weapon that says "Dark Lady Slayer" and "Luck 8000" and "MR 10,000" I will NEVER select Antique. I know of no player that selected ANY of the antique rewards. Many have expressed dismay that such a reward was even offered and I agree. The time it took to type those properties in could have been better spent on literally  any other reward because no one is picking those. It bothers me more than it should that not a single member of the dev team realized what a bad idea putting that mod on the rewards would be. When you see players complaining about the devs not playing the game this is exactly the type of thing they will point to as evidence. This sounds harsh, but it is true.

Reward cost creep has become a serious concern as well. What was the highest cost item from the Doom event, 75? 100 points? When you floated the costs for this set you initially priced the Ostard at 300! I and everyone else lost our mind! 300 points for a mediocre pet?! We talked you down to 200 which was an improvement to be sure, but still far too much. And don't use the event length to justify it. Do the turn-ins for Blackthorn arties continue to rise? No? But that content has lasted months (YEARS)! We should be paying 10,000 points for a crimmy by the logic used to price these rewards.

Deco rewards should be rock bottom cheap. The only people using deco items are people who have at least one paid account and a house. ENCOURAGE PEOPLE TO HAVE HOUSES, IT PAYS THE BILLS! The more reward deco that is cheap and appealing, the more people will prolong their participation in the event and the more willing they will be to maintain houses. Having deco items be 75 points is frankly ridiculous. That a player even has to point this out is also ridiculous. HOUSING PAYS THE BILLS, DECO IS MADE FOR HOUSING. DON'T MAKE IT HARD FOR PEOPLE TO WANT TO MAINTAIN A HOUSE. There is no balance issue with cheap deco. Cheap deco does not impact PvP, it does not impact crafting, it does not impact actually playing the game in any negative way.

There is reason to think you at least are listening to *some* input. As mentioned before, you did lower the ostard cost after feedback. You did open the event to Fel. Thank you! Even better, the Yukio Earrings had SDI and luck on a slot we have no options for either of those mods. BIG WIN! The First Aid Belt is blessed to hold bandages. Wonderful! Pages of Lore for 1 drop? SPECTACULAR!

The Champ Spawns, however, are none of those things. After the first one played, many MANY players just log in each day, fight a few creatures until they get a page, and then leave. The guaranteed drop from boss is fine. The random drops like the statues, great. But give players a reason to FINISH the spawn beyond the first one. In addition to that first guaranteed drop, have the spawn randomly drop some secondary item. But not 1 in 50 spawn occurrences. Every instance of the spawn should drop the item to at least one player. This keeps people interested. Several people have mentioned event related dyes, that would be an idea (though it would be far better to have the dyes as a turn in reward option). People would be happy if the secondary reward was a random reward from a previous event. Just imagine how many people would keep finishing the spawn for a chance at the SSI epaulettes or a 50 SDI spellbook!

You seem overly concerned about items being "too good" as rewards. Man, the 12 mod legendaries that some of the really wealthy players have are ALWAYS going to be better than your rewards. The goal here is to encourage people to keep playing by offering them something WORTH THEIR TIME. Watering down items and "closing the door" (so to speak) on players who missed the early Shadowguard legendaries isn't conducive to retaining the interest of players.

Things I REALLY loved about these last few events:

The various colors and creatures as statues in The Guide spawn.
SSI Epps. Amazing.
Spellbook options as rewards.
First Aid belt.
Various colored "Treasures of" armor to collect.

Things I hated:

The high (and continuing to rise) prices for deco or mid-tier items. It. Is. Dumb.
Antique. Might as well say "I have a DAoC deadline and am gonna slap random mods" b/c I'd be more likely to select that than anything with Antique.
Spawn rates too low in all but the top 2 or 3 populated dungeons. Drop rates much to slow for current prices and discourage sustained interest among high numbers of players.

Kyronix, I know the tone of this is not one that says "This dude is on my side." Think of it as a tough love kinda talk. I truly do think you (and many, many times you alone) are working to improve the game. But the choices you make sometimes seem completely nonsensical. I realize that your work environment has probably led you to a heavy dependence on skooma and the bucc's den bathhouse. It can't be fun working in your shoes a lot of days. And asking for this feedback is great. But there is a next step, and that is understanding and implementing the feedback. That doesn't always seem to happen. So make it happen! A lot of folks took time to provide you feedback here, and if you notice, there is a LOT of repetition in what we are saying. Be a bro man, implement the feedback!

Lastly, thanks for reading this. Thanks for trying to do a good job. And STOP USING THE ANTIQUE PROPERTY! 🙂
#45
@Kyronix
Most people rely on the Antique jewels so they can PVP and 1 of the most important thing on any jewel is the EP (Enhance Potions), so you really want to open the world for many many many useless jewels that current exist and no one use? 
Make a new earrings with either:
  •  50% EP  or
  •   25% EP + 15% DCI
That would open the possibility for so many different templates and people would be able to use imbued jewels and all other current "Antiques" that no one care to use.



#46
I also feel the prices for deco are too high this time. If you want to limit them then allow only one to be bought per toon.
But I don't know why you would want to limit how many tables etc. we would get. The cost is a limit.
#47
Water tiles for houses would be very popular as holiday gifts.
I agree

Don't use Antique (Use brittle?)
I agree

Same thing with paragons.  Mega bonus points please. I really think they're worth it due to the excessive length of time spent dead/getting rez'd/ running around the dungeon trying to find body etc/   There are times when you can die repeatedly to the same freaking paragon. Most people just run by them/ drag them to the nearest person/ ignore them and before long you have a dungeon that is stacked with paragons. Remember, most players are not uber players who have uber suits. We just make character and go play!
I agree

I love the everyone gets a drop when killing the champ. But after that, why do it again? Keep the guaranteed drop but also give a 10% chance to get it again on following spawns. I would have done more spawns for the chance at more bandaid belts and Baitlin's Inner Voices.
Pages of Lore dropping during the spawn was a good in concept, but the drop rate was way too low. I got frustrated and quit trying because my time was better spent doing other content.
The champs themselves need to be standardized. It's kind of cool having each shard being unique. But some of the EMs, or whoever adds the abilities, go way overboard. One hit kills are not fun at all nor is dumping slime/acid that destroys armor.
I agree

1) For weapons, they need to be at least brittle to be realistically useful.

2) For wearable artifacts, we have already given our feedback.
a) non-shard bound
b) pofable
I agree

Shard bound pets are not a good idea. How would one not transfer a shard bound pet in their stable when they transfer their characters?
I agree

And STOP USING THE ANTIQUE PROPERTY!
I agree
#48
:p ❤️ o:) I see a lot of comments saying how much they love the rewards we've been getting and I agree!

This has been so good for returning players! I've managed to acquire everything I've missed out on these past years and It feels so good coming back.

The return of tok items, sdi books, the first aid belt, and then all the awesome new stuff like the sdi earrings, yes yes yes. B)

I can't tell you how much fun I've had since returning and it all started with the High Seas stuff, which I absolutely loved.

As far as feedback goes, I agree with most of what I've been reading in the comments and I'll sum it up.
  • Please add guaranteed drop chance just like skill gain, after so many kills you get a drop at champ spawns and in dungeon drops. Most of my characters can't get a drop.
  • Please continue to give a reason to do the entire champ spawn; drops from mobs and rare drops for the boss. (1 or 2 drops per account for the boss)
  • Please use character bound or brittle instead of antique
  • Please lower the prices on reward items
Rewards I'd like to see:
  • I like the high luck items and would like to see pants, sleeves, gloves and hat (kasa, best hat in game) with High luck, Lrc, Lmc and mana regen and good resists. 😂
  • More pets, seeing the ostard  was very exciting also add skins to the store for them

>:) >:) Halloween: wildfire - the demon that was summoned by the monks starts creating twisted and foul creatures

Rewards I'd like to see:
  • Glowing or animated mounts - non combat for all players - tainted ridable animals with green, purple, orange or red auras around them from the corruption-- firesteed, nightmare, llama, swamp dragon, and beetle
  • old ship with a ferry man in hooded robe
  • Hanging Halloween lanterns with same kind of pictures as the pumpkins, that glow green, purple, orange or red
  • Halloween tainted cookies or food
  • Tainted weapons radiant scimitar, black staff, large battle axe, halbard, paladin sword, war hammer, kama, gargish talwar
Well I hope we get something cool this year, thanks!



#49
Drago said:
Bilbo said:
Drago said:
Bilbo said:
McDougle said:
Bilbo said:
Drago said:
RE: Removing antique property

Introduce item to the game that can remove antique property from an item (quest or rare drop). 
Restrictions:  limited to 1 per character, 7 per shard.  This might allow a happy medium,
Mass EJ Accounts would be no problem to fix the limit.
Make EJ accounts not eligible...
3 Paid Accounts would give me 525 of them for my home shard or 525 of them to sell on Atl. 
People with just 1 Account could use 175 of them and then 10 days later delete the gift chars and make new ones for what 150 more per account, why limit them when the work around is simple unless you really want the devs to dig that deep into the code.  What other drop has a limit on it.

  1. Make shard bound
  1. You can only have 7 on 1 shard at a time per account (doesnt matter who converted it).
People will just take their stuff with them shard hopping, so now I suppose you will say make the gear shard bound.

Thats what I just said.  Clearly you didn't read my post.  What % of the playerbase actually shard hops? aside from gold farmers? I doubt its the majority. I have 2 paying accounts and 1 EJ. I never use my EJ and never shard hop.

If shard bound causes other balance issues we cannot think of , maybe instead:
  • have the antique property removed and durability cap decreased from 255.
Where, clearly you do not know what you write.  Please open up this discussion and tell me when you said anything about SHARD HOPPING.  All most all 14th year vets shard hop just look at all the houses with shard shields.
#50
Antique isn't just a "bad" modifier for a weapon to have; it is a feel-bad modifier. I will explain.

The most knowledgeable players will realize how bad it is and steer clear. That covers most people on the various forums or Discords connected with UO. Yay! Except, this means that of the 7 or so equipment rewards for this event, three of them are auto-excludes. This tends to create a negative perception of the reward list. Feel bad. 

For those who don't understand how bad antique is*, they might actually consider choosing some of the weapon rewards. Let's take the Ember of Wildfire. 75 treasures is worth somewhere between 150 and 190 million. Our gargoyle friend takes the new toy out and notices it wears down a lot faster than his other weapons. Suddenly one of the most expensive weapons he owns isn't worth using. Feel bad. 

* - Cut these players some slack. UO is a complicated game with lots of things going on. 
#51
Kyronix said:
There's been a fair amount of negative feedback about the "Antique" property on various items.  While it would be great to hang on to these items forever, we also have to think long term impacts of the growing power of these items.
I don't know if my feedback will be very useful, but I post it in good faith. Doesn't this statement sort of spell out the futility of this entire exercise? Power creep is what brought us to this moment. Since the days of AOS especially, players have grown more and more powerful while the environment did not in proportion, ultimately rendering 95%+ of the content in this game pointless, meaningless, obsolete. It is as I have said on this forum before: PvM is fundamentally broken. With each iteration it has gotten duller, requiring juicier rewards, and these rewards only introduce more power creep which makes PvM even duller than before. It is a cycle of "power creep hyper inflation".

The recent Wildfire event as an example. I logged back in to check it out, and then grinded out just enough artifacts, and no more, to fill a lore book. Yes, some of rewards there are quite impressive. in terms of what they can add to a template. But what is the point of grinding out hours and hours just to gain yet another small measure of power that will make PvM even more boring? There is no actual advancement taking place here. UO has been designed into a corner, and there's no way to get out of this corner through clever rewards because the paradigm is fatally flawed.

You are right to suggest that these items should maybe not last forever. Antiquing them, while a noble effort, is flawed because Antique is a clumsy attribute. Yet it demonstrates how the life cycle of items has been destroyed over the years through PoF and the introduction of permanent artifacts. Items simply do not cycle enough.

Therefore here are some of my suggestions. They don't address the immediate problem at hand because I don't think we're going to get anywhere that way. Just for the record, I think the whole game needs to be seriously rebalanced, but that's too huge of a suggestion to make right now and I am trying to hold back on some of my more radical suggestions and focus on keeping the current leaky boat afloat.

Monster Spawns - At the very least, the monster spawns in these dungeon need to be boosted. There needs to be more, and they need to be tougher. These are dungeons - they should be next level in terms of difficulty and players should be struggling. At the most, dungeons and monsters should be comprehensively more difficult, not strictly in terms of their strength/hp/damage, but in terms of their AI and strategic challenge.

Multi Play - The weakest point in this MMO. I understand that there may theoretically be some small advantage in partying up. Despite this, most of the players I see running around are solo. Unfortunately I cannot really assess if the system works or not since I cannot see under the hood, but there really needs to be a stronger emphasis on group play and making it worthwhile to team up.

Repairing - Here is a suggestion that will probably solve a whole lot of problems in this game. Introduce resource consumption for repairs. In other words, to repair things will cost you ingots, leather, gems, or even special ingredients. Every repairable item could have hidden repair factor value that determines how much resources will be required, which scales in proportion of the power level of that item. The types of resources are determined by the resource type and the item properties. This value could also be scaled higher for special rewards, if you chose. "Antique" should be redesigned - rather than causing an item to break faster, it should just impose a hard limit on the number of times it can be repaired. By the way, every single piece of equipment in this game that adds properties to a player should have durability, no exceptions. If you do this, you'll have a much greater ability to customize the life cycle of rewards that maybe you want to be more temporary.

Go outside the item box - my last suggestion is that we should stop thinking of rewards only as "things I can add to my template" or "things that I can add to my house". Other types of objectives can exist in this game that go beyond cheap pixel dopamine hits. Consider, for example, the Despise Invasion of Britain some years back, except with more consequence. Fighting for objectives, fighting to actually protect a town from something. Fighting to achieve an actual goal. UO should be a dynamic virtual world and the ability of players to prevail, or even sometimes to fail, against the environment and suffer consequences for that would be 1000x more interesting than collecting junk for my junk collection.

I know you guys are busy with NL though, so I don't have any strong expectations here. But give me some credit, I held back my power level and avoided saying even crazier stuff.
#52
Plan ahead. Put antique items as rewards for advancing the quest that occurs before the spawn or dungeon.

The soulless seduction quest could have given weapons that could have been used in Fire. Or the deco rewards could have been rewards for advancing the quest.

We did not have to do most of the latest quest or any of the black gate quest.

On LS we were not able to enter the sparkle to see the underground parts of the quest.
#53

First of all: quite great feedbacks here, especially from Julia and from Deraj....here from me 250% approval.

---------------

On the subject of Antique - here is a posting by Kyronix from another thread, which first makes speechless and - I readily admit - first triggered headshaking and some incomprehension. But then you start thinking, especially when the topic becomes game-bearing.

 

Quote from the thread "Wildfire???", page 3

First of all - I had to google what Power Creep means. One is only a player, but not a video game developer. For the psychologists, however, this could become interesting at some point, because then, in addition to blatant burnout effects, the experience of self-induced and externally induced compulsions are added ☹ The game is unfortunately now ailing at all corners and ends, and that really makes worry about. If I post something here, I do not do it for me, but always in view of the potential returnees and newcomers, who often do not have to start here nothing in the body at zero.

 

Just thinking simplistically from someone who doesn't know any better:

Basic gameplay in a hack & slay game - whether it's UO, Elder Scrolls, Baldur's Gate, Diablo and whatever else is on the market - is basically the same:

Fight monsters, make gold and see what is useful in the loot and try out and create certain character templates, and that from the beginning. It was like that 20 years ago, and it still is today. Warriors, mages, thieves, and crafters - those are usually the four big basic types that often define the game. In between there are all kinds of fantastic mixed templates. Everyone makes their way here in their own way: Crafters by crafting and warriors, mages just by knocking or casting spells and thieves just by stealing. To make the adventure worthwhile, there is gold and items as loot. If you find something nice or interesting, you take it with you, because you could use it someday, or you don't find anything, then you just leave it. Or there are stores where you can buy gold to improve your game.

To protect myself, I need equipment, of course. But I don't want it to fall off my body in no time, especially when I'm new in this world. I would like to keep this piece of equipment a little longer. If something breaks, I'll have it repaired or do it myself. As I said before : who guarantees that I can find the same piece again in the loot or buy it in a relatively short time?

That's how I got to know UO over 20 years ago, and I still remember times when you couldn't insure your equipment. That panic that came up after every death because the corpse wouldn't be there and the healer would be making small talk somewhere. These are primal fears that have consolidated and remained, and partly shape the players here to this day.

 

Quote Deraj

Repairing - Here is a suggestion that will probably solve a whole lot of problems in this game. Introduce resource consumption for repairs. In other words, to repair things will cost you ingots, leather, gems, or even special ingredients. Every repairable item could have hidden repair factor value that determines how much resources will be required, which scales in proportion of the power level of that item. The types of resources are determined by the resource type and the item properties. This value could also be scaled higher for special rewards, if you chose. "Antique" should be redesigned - rather than causing an item to break faster, it should just impose a hard limit on the number of times it can be repaired. By the way, every single piece of equipment in this game that adds properties to a player should have durability, no exceptions. If you do this, you'll have a much greater ability to customize the life cycle of rewards that maybe you want to be more temporary.

 

I had very similar thoughts yesterday. The processes that Deraj has come up with in terms of repairing items are quite well thought out. The term "bad-feeler item", which Landicine uses here, sums it up quite well. This trait definitely has its appeal, but that was quickly lost due to the fact that it breaks way too quickly. "Antique" as a property should really express something so precious that it is also worth taking. I myself understand "Antique" as something very old and very rarely available, and thus actually also as something very worth protecting, which should be handled carefully. But I rather put such items into a showcase. When I have to fight battles in this world, and I will always have to do that here, I think very carefully about whether I put on such an item.

What is now also very noticeable is that even in the loot the best items lose their value because they too often have this attribute "Antique". These items are sometimes really crass, as far as the other properties on it are concerned. For craftsmen who are not in battles and where the risk is low that it could break, "Antique" is quite OK. But overzealous tailors have no business in war here. I can't kill monsters with sewing needles, I might as well stand there naked.

"Antique" on the items doesn't have to disappear completely. But don't pile that trait on the items like that anymore - even in normal loot. Think of it as something rare. For both new and long-time players, such loot is a big fun killer. A player will always aspire to better gear if he wants to stand up to stronger monsters. Logically, he will then look to replace what is no longer of use to him. Newcomers and returnees will want to replace their junk armor, and we old bored veterans might tinker with some fantasy shuffle templates for chars that want to be equipped as well.

Suggestion - (I had already posted this somewhere here in the forum)

Consider if you can't find a way to have the "Antique" trait removed, e.g. by some kind of "Special Refining". You could create new resources for it, for example, which would keep adventurers and craftsmen alike busy in the game again. New resources would also again be a found food for decorators and interior designers.  The same could be done for "Curse" items or even for "Briddle". Create a recipe for it, for which you need a longer quest series with quest giver, gladly something like now with "Yukios Earrings". Additionally, make it possible for those who have too much gold here to have it removed at a high price (let's say millions) - this would also take gold out of the game again.

 

In this way, power creep and encounters become more and more difficult. 

Of course, submitting to such constraints leads to more and more difficulties. It leads to difficulties especially for returnees and newcomers who first have to find their base here again, but who lose their desire very quickly due to totally lousy equipment. It leads to trouble when attempts are made to fulfill completely nonsensical demands, and well thought out advice that would and could really improve the game, advice is not taken, ignored and even blocked.

 

 In closing, I can only echo Julia's words here:

 

Quote Julia:

Kyronix, I know the tone of this is not one that says "This dude is on my side." Think of it as a tough love kinda talk. I truly do think you (and many, many times you alone) are working to improve the game. But the choices you make sometimes seem completely nonsensical. I realize that your work environment has probably led you to a heavy dependence on skooma and the bucc's den bathhouse. It can't be fun working in your shoes a lot of days. And asking for this feedback is great. But there is a next step, and that is understanding and implementing the feedback. That doesn't always seem to happen. So make it happen! A lot of folks took time to provide you feedback here, and if you notice, there is a LOT of repetition in what we are saying. Be a bro man, implement the feedback!

 

I think everyone who has given feedback here is also struggling to keep something alive that we all love so much. I was as proud as Oscar that I was able to convince you, along with Pawain, to adjust the rewards prices in this ongoing event after all.That was a great feeling, and I felt valued.

I would be even more satisfied if there wasn't this constant urge to make everything even more difficult than it already is - be it through even more violent monsters, totally exaggerated prices for any rewards or even through not really usable items. Sometimes less is more.

   So, now I'll shut my mouth - and keep it shut until I think I need to strain my delicate little voice here again.




#54
If we've worked hard to get something then we should be able to keep it and repair it. In order to stop power creep at this point you'll need to make incentives for players to trash everything and start over.

Here's a possible answer-- Feeding items from old loot --like to make a bracelet, ring or whatever more powerful you have to feed it old powerful artifacts you get from loot. You can do the same thing with armor and weapons, have bosses drop the cool weapon that needs to be fed.

Still though, the main item or weapon should not last forever or need ridiculous amounts of resources to feed it, that gets annoying.

There's very little you can do with a game that has so many different stats except place caps on them; which has already been done.

In order for returnees and new players to keep up you'll need to recycle the important items from past events, I've suggested daily dungeons before which could have drops to turn in at a npc for past items such as the SDI earrings, first aid belt, bracelets and such.

edited to add item idea




#55
So that cool weapon I was talking about that would grow in power the more you feed it old artifacts (Lesser, Major, Legendary, whatever) the better the artifact the more points it gets to grow and like named artifacts even better.

You could have tiered weapons that players would need to replace and I'd just stick with what you already got going such as:

  • Grandmaster
  • Exalted
  • Legendary
  • Mythical
The higher the tier the more durability and higher properties it gets.

That's my 2.5 cents but I do like the idea ;)

#56
Regular items have durability (255/255), so all you have to do is lower the upper limit of durability without making antiques (150/150, 75/75, etc.). Furthermore, although there is a negative factor that durability cannot be reinforced, it is not utilized.
If you make an item that cannot be reinforced and has a low upper limit of durability, instead of an antique that melts and disappears abnormally quickly, you can use it for a reasonable amount of time, and you can be convinced as it is.
It is better to make it durable, which is between antique and regular items.
#57

What is now also very noticeable is that even in the loot the best items lose their value because they too often have this attribute "Antique". These items are sometimes really crass, as far as the other properties on it are concerned. For craftsmen who are not in battles and where the risk is low that it could break, "Antique" is quite OK. But overzealous tailors have no business in war here. I can't kill monsters with sewing needles, I might as well stand there naked.

"Antique" on the items doesn't have to disappear completely. But don't pile that trait on the items like that anymore - even in normal loot. Think of it as something rare. For both new and long-time players, such loot is a big fun killer. A player will always aspire to better gear if he wants to stand up to stronger monsters. Logically, he will then look to replace what is no longer of use to him. Newcomers and returnees will want to replace their junk armor, and we old bored veterans might tinker with some fantasy shuffle templates for chars that want to be equipped as well.

I am guessing that the original intention of Antique was to create a situation where some items are "old" and therefore delicate/fragile, but very powerful, so you have players that can put very powerful items on their template but the drawback is they don't last long. It's a noble idea, but there are two fatal flaws. The first being the high cost of custom suits, where each of the components fit together like puzzle pieces, making some parts difficult to replace, hence it's not always a simple matter to just swap out parts when it comes to a very specifically made custom suit. Secondly, the ubiquity of legendaries - quite possibly the worst, most game-breaking gear there is - makes antiques completely pointless. That dynamic can be broken by creating circumstances which lead to a greater reliance on crafted armor, rather than loot armor. This is not to say that loot armor shouldn't be a thing, but speaking generally players should be rely more on crafted armor and the specialized abilities of their template rather than overpowered super-gear.

Requiring resources for repairs would be a good way to place a higher cost on the use of powerful arms & armor without flat-out removing them from the game. Hypothetically, the design could even go so far as to increase the resource cost gradually over time as gear is racks up repair counts - eventually pricing players out of their armor and compelling them to replace it with new stuff.

The funny part is that a boost to monsters/dungeons probably wouldn't be as necessary if instead Damage Modifier were heavily nerfed instead, which is a change that actually is needed. That would go a long way towards bringing the playing field closer to a more balanced state.
#58
the drops in fel should always be cursed, or atleast prized, it would make things more intresting 
#59
Ban "young" players form all dungeons and event, they are not young at all they are players using free accounts to take the abosolute piss out of the system. Go look in ATL right now, fire dungeon Tram, young players script targeting and killing low end spawn with NO chance of a PARA kill.   How the GM's who are supposed to be policing the dungeons cannot see this is don't know

#60
On the topic of the paragons: I think their power level is fine.  
Yes, Im one of the folks that re-worked my template so I can go toe to toe with these things.  Yes its annoying trying to kill a fresh mornings batch of paragons (heck this morning I cleared 9 from trammel on catskills in one run through).  But without them, these events would be way too easy, and way too easy to script farm. 
Heck, we have already seen AFK farmer tamers on all the roof areas of level 2 some evenings.

my recommendations:
stay away from antique items, as other have suggested brittle would work in lieu (or drop the price point for antiques super mega low). 

deceit had amazing rewards, ice had disappointing (and im being kind here) rewards, fire seems to have a good balance of reward strength but prices seem inflated.   

A slayer talisman for the event as a reward would be amazing, like you did for ice. 

Overall, Im one of those “returning players”, been back for almost a year and a half now and these events are things I really look forward to and enjoy. Keep up the good work!
 
#61
Here is my opinion. From a player who do not have tons of hours to spend every month in UO. But who really love this game.
  • Increasing the treasure arties drop rate. Would be nice... farming 15-20h to have the item you want is way too long.
  • Get an arty drop each time you kill a paragon should be nice. Because lots of them don't worth to be killed...
  • As said before why reused old items for the rewards. Deceit rewards were good on this point. Why not bring back some old seasonal deco items too ?
#62

Ok, some quick feedback! been wanting to, but got no time, too busy playing! and working.

This one has been the best yet. Deceit was good, because of the high level drops. This is good, because the drops are decent, and it is in Felucca. Being in Felucca has taken this to the next level, it has been non-stop war and chaining champ spawns, really enjoyed it. It has been absolutely intense at times, and relaxed at others, and nice when the whole team is on at others.

So;

  • Felucca is a must, it's been incredible on Europa.
  • I liked the ring reward - thank you, it compliments the bracelet that came out recently - I think you overpriced the ring - trying to make my life difficult - but thanks for listening on everything else - the reduction in prices really did match up what was possible for everything else.
  • Books of Lore, with pages, always nice for an event, it's a nice memory of the event, books always cool.
  • Invasion styled spell-books themed around that particular dungeon mobs always cool.
  • Yes - the antique thing - I know you are really set on this - but it's a complete fail, I hope you are seeing this in the stats. Honestly, even if an item does last - is that even a problem? So many characters, accounts, sets to collect, templates, players leave, houses go IDOC, stuff is removed from the game always. As always, I'm not just against Antique - that is just an off the scale fail, but I'm still pushing for the odd clean items - thank you for the recent ones.
  • So - with all your recent very cool customisation stuff/transmog stuff - I'll bring it up again, to see if it can make the table this time, or ever - the offhand spellcasters globe instead of a shield 🙂
  • And some properties for a pvp shield - for a parry spellcaster type - the latest ring and brace were nice. The shield/offhand globe would go like - Spell Channelling + Soul Charge 30%+ Reactive Paralyse + DCI 15% + either STR/DEX/Damage Eater + CLEAN. 
  • People have mentioned making all Dynamic drops Cursed - while I get this, it may be a step too far - maybe make 25% of them Cursed? That way, a good percentage are safe for the player, but if he dies, there is also a higher chance of loot for the Thief/PK. I'm thinking 100% Cursed may drive people away, make it too hard, but I get that 0% Cursed also gives too little loot for the PvPers/Thieves. I'm thinking 25% hits that good spot in terms if bearable loss/feeling like a win.
  • Deco always good.
  • If Slayer type spell-books come out - talismans are cool also, for the dexxer matching item.
  • And then basically, Any weapon, armour type that is nice. I do think sets, are always cool if it's nicely done.
#63
After some thought, "Power Creep" is the keyword that defines the boundary of new arties specs.

So far, many players have referred to Deceit's reward being the best. For me, I would be more specific - the Morphius Epaulette +10 SSI and its for warriors.

The SDI and luck items will never be OP. For SDI, the damages can be reduced by simply raising the resist of the monsters. There is no armor ignore spells. Currently with 200 SDI our damages against EM bosses are 20? What is the worry if you give us 50% more SDI, and the damage is only 30... when the monster's HP can be infinite or 10,000?

But is the +10 SSI epauletter over powering?

No, it allows us new equipment configuration (finally I can get rid of the tinker legs and use something else). Before that, we can almost guess what are the items every warrior should have for their legs. Just this small change allows us more options and variety but yet its not OP.

Can anyone today, solo any of EM event bosses, those with life leech taint, Howls of Cacophony, Aura of Nausea, and ofcourse the classic Blood Oath. There is an arsenal of weapons Dev can use against our most powerful character.

See Debuffs under

Why worry about power creep... with the Morphius Epaulette everyone is so happy and yet its hardly OP. All these better arties will give you 1000s of happy players, so that you are free to design worse and bad-ass monsters to challenge our upgraded character.

There is also only one slot for every equipment. Once an earring is worn out and not replaceable, there are very few "other options" to use. Unlike other games, perhaps.



#64
All the things offered as earrings for gargoyle should be reissued as necklace.....remember always necklace or leg slot for gargoyle all the other slots used both for mage and warrior types....
#65
I'm not a pvper, and probably am not entitled to an opinion on this one, but I think cursed arties would be a mistake. 
Remember what happened when Red players were automatically teleported to Chaos shrine to be able to rez when they died? 
I think if arties were cursed, rather than fighting in the dungeon for them, some players, the ones with the same attitude as the Chaos campers, would simply camp the npc and kill anyone coming out to hand in their drops. No fair fight in the dungeon, no fighting the spawn. Just gank the player when he's done all the work.
#66
I'm not a pvper, and probably am not entitled to an opinion on this one, but I think cursed arties would be a mistake. 
Remember what happened when Red players were automatically teleported to Chaos shrine to be able to rez when they died? 
I think if arties were cursed, rather than fighting in the dungeon for them, some players, the ones with the same attitude as the Chaos campers, would simply camp the npc and kill anyone coming out to hand in their drops. No fair fight in the dungeon, no fighting the spawn. Just gank the player when he's done all the work.


The drops can be handed in at Trammel, I've made a point of not doing this, but if anyone were that worried.

Also, in terms of exiting the dungeon, there are numerous ways to exit and get to a bank.

Exit into Lost Lands, then any Lost Lands exit, the Champ Spawn moongate to Star Room, and the 2 teleporter dropdowns to Destard, or Despise, then any multitude of exits.

I suppose for the future - this may not be the case, in terms of amount of exit points.

I think 100% Cursed is pushing it, I do actually agree, and as you know, I live my life down there when I can, both on the pvm and pvp side, there is little difference in my style of play. 🙂

But I do get the point, that pvpers/thieves should maybe be able to get more. So I've gone for 25% Cursed rate, as veering towards caution, but giving a little more, towards pvp balance.

#67
New to the forum but not to UO!

 I would very much like to see "Lord Morphius Epaulettes" return in next Treasures of...
- In fact, all the artefacts on "Treasures of the undead" was a nice mix of useful tools and deco.
Not playing on ATL, those artefacts are hard to come by...

With regard to spawns i also think the boss could have a random drop on defeat, as an incentive to keep players redo the whole spawn after the "per account" drop.
 Collecting Pages of Lore is a nice thing but the drop-rate could probably be reworked a bit, it felt very hard to get a drop and as fewer and fewer people showed up to do the spawn it became increasingly difficult.  
 

#68
New to the forum but not to UO!

 I would very much like to see "Lord Morphius Epaulettes" return in next Treasures of...
- In fact, all the artefacts on "Treasures of the undead" was a nice mix of useful tools and deco.
Not playing on ATL, those artefacts are hard to come by...

With regard to spawns i also think the boss could have a random drop on defeat, as an incentive to keep players redo the whole spawn after the "per account" drop.
 Collecting Pages of Lore is a nice thing but the drop-rate could probably be reworked a bit, it felt very hard to get a drop and as fewer and fewer people showed up to do the spawn it became increasingly difficult.  
 

Do away with the "Per account drop", all that does is get everything xported to Atl and drives the price up do to limited amounts.  Make more so prices stay down and more people can have them.
#69
I'm also against having the drops be cursed.

Now if you want to make the turn-in item rewards have a chance at dropping as cursed from paragons that have greater than 20k fame, I'd be down for that. Plus it would encourage people to actually kill the higher end paragons vs leaving them at a door.
#70
Regarding the dynamic events on Siege Perilous.

Remove the revealing part from the paragons.

No one is AFKing these type of events on Siege. The shard polices itself.
PKs and PvMers kill scripters and AFKers. PKs kill PvMers. As it should be.

These events are the hot spots for PKs to search for victims so for many PvMers, stealth is the only type of defence they have when hunting in a PK-heavy area. And the paragons negate that defence completely. All the PKs have to do is have a low level paragon aggro them and then drag it around and the reveal is 100%.
And to those who are thinking it, no, not everyone on Siege PvP.

My point is, the only effect the paragon revealing has on Siege is aiding the already stronger PKs.
#71
Drop rate and spawn need to be increased. Other than that, I'm pleased with this event.
#72
Sorry but everyone on siege does pvp it is 100% consensual......
#73
"you have 20 blues in the dungeon all with honor active on themselves and the paragon spawns are attacking the 1 red player because?
It's already 20 vs 1"
#74
I play on Sonoma and I am very happy with your present works, Kyronix, you're doing fine.  Sometimes it's too tough for me but I manage to muddle thru it, albeit with a few more deaths than I would like but if you dumbed it down it just wouldn't be fun.  Oh and in case some of you think I"m a Sampire I am not, I am a pure archer with no bushido nor any other help.  I pride myself on having bows and cameos for most every combination and I play in EC so I can switch in a blink to the one I need for the stuff I'm killing.
#75
Good point by some people on power creep. While I understand it for possibly PvP (a bokuto w/ 30 splinter + 50 lightning + 1FC + 25EP etc lasting forever) where the have's will have an advantage over the have nots...

I don't see it for PvM due to the ability of the Devs to create things like paragon balrons / succubus / lich lords / fire demons etc and then bump up the spawn rate. I'd consider myself pretty good at PvM and I've collected at least a couple death robes daily when fighting in fire. As someone else said, the event type bosses take an army to kill and even some of blackthorn's captains take more than 1 player (depending the captain type).

Additionally, what's the big fear of power creep in PvM for the everyday monsters when the RNG on loot is unpredictable. Let's just say they gave a Balron slayer axe that kills them in 4 hits. Probably power creep but as someone who has hunted balrons for 100+ hours with all types of luck (0-4k), I can tell you it wouldn't matter (especially during a dynamic event) because even if you could 1 hit kill a balron there is still a respawn timer AND the loot is spotty at best (I've probably kept 6 things). Maybe it helps do higher content like Shadowguard?? Ok cool, you still need to work 5 rooms (where you get zero loot) to get to the roof where loot is still spotty AND arty drops are spotty. How would giving us something desirable and better than something we might currently have make these any easier to the point where it's not fair?

Again the Devs can always make a new monster by reskinning an old monster (change the color only) and give it slightly tougher stats than a balron or ancient wyrm.
#76
keven2002 said:
Good point by some people on power creep. While I understand it for possibly PvP (a bokuto w/ 30 splinter + 50 lightning + 1FC + 25EP etc lasting forever) where the have's will have an advantage over the have nots...

I don't see it for PvM due to the ability of the Devs to create things like paragon balrons / succubus / lich lords / fire demons etc and then bump up the spawn rate. I'd consider myself pretty good at PvM and I've collected at least a couple death robes daily when fighting in fire. As someone else said, the event type bosses take an army to kill and even some of blackthorn's captains take more than 1 player (depending the captain type).

Additionally, what's the big fear of power creep in PvM for the everyday monsters when the RNG on loot is unpredictable. Let's just say they gave a Balron slayer axe that kills them in 4 hits. Probably power creep but as someone who has hunted balrons for 100+ hours with all types of luck (0-4k), I can tell you it wouldn't matter (especially during a dynamic event) because even if you could 1 hit kill a balron there is still a respawn timer AND the loot is spotty at best (I've probably kept 6 things). Maybe it helps do higher content like Shadowguard?? Ok cool, you still need to work 5 rooms (where you get zero loot) to get to the roof where loot is still spotty AND arty drops are spotty. How would giving us something desirable and better than something we might currently have make these any easier to the point where it's not fair?

Again the Devs can always make a new monster by reskinning an old monster (change the color only) and give it slightly tougher stats than a balron or ancient wyrm.
Yup +1

I mean, it does not have to be a slayer specs. 

Can we have better options to make characters with 180 - 210 stamina, 4 - 6 casting, 35 or more SSI, 150 HP. Its so hard to configure and when we finally get there after spending $$$ and time, it just takes 2 hits from EM boss and my super duper expensive warrior goes OOooOoooO.... they are worried of power creep... we are super under powered...  😂
#77

keven2002 said:
Good point by some people on power creep. While I understand it for possibly PvP (a bokuto w/ 30 splinter + 50 lightning + 1FC + 25EP etc lasting forever) where the have's will have an advantage over the have nots...
   We already have stuff like that which already lasts forever.  Minus the EP, which very few players would factor as part of their suit as a 'weapon property' anyway... no one wants to have their EP taken away by disarm... While disarmed is often when EP is needed most.

just the first item i knew exactly where it was to get a screenshot of it, which is PoF-able.
I'm also 100% sure stronger (permanent) items exist as well, especially bokutos.

I'll post this here (again) since the longevity of items is part of this discussion.

The devs need to start making "Clean" worth the rarity, by making everything that is clean PoF-able.   and stop making magical items without durability, PoF needs a market for more than just sampire weapons.
#78
CovenantX said:

keven2002 said:
Good point by some people on power creep. While I understand it for possibly PvP (a bokuto w/ 30 splinter + 50 lightning + 1FC + 25EP etc lasting forever) where the have's will have an advantage over the have nots...
   We already have stuff like that which already lasts forever.  Minus the EP, which very few players would factor as part of their suit as a 'weapon property' anyway... no one wants to have their EP taken away by disarm... While disarmed is often when EP is needed most.

just the first item i knew exactly where it was to get a screenshot of it, which is PoF-able.
I'm also 100% sure stronger (permanent) items exist as well, especially bokutos.

I'll post this here (again) since the longevity of items is part of this discussion.

The devs need to start making "Clean" worth the rarity, by making everything that is clean PoF-able.   and stop making magical items without durability, PoF needs a market for more than just sampire weapons.
Nice weapon! Sorry I don't PvP much these days so I kind of just threw out some specs that I thought PvPers would use... I could be way off with the mods there
#79
CovenantX said:

keven2002 said:
Good point by some people on power creep. While I understand it for possibly PvP (a bokuto w/ 30 splinter + 50 lightning + 1FC + 25EP etc lasting forever) where the have's will have an advantage over the have nots...
   We already have stuff like that which already lasts forever.  Minus the EP, which very few players would factor as part of their suit as a 'weapon property' anyway... no one wants to have their EP taken away by disarm... While disarmed is often when EP is needed most.

just the first item i knew exactly where it was to get a screenshot of it, which is PoF-able.
I'm also 100% sure stronger (permanent) items exist as well, especially bokutos.

I'll post this here (again) since the longevity of items is part of this discussion.

The devs need to start making "Clean" worth the rarity, by making everything that is clean PoF-able.   and stop making magical items without durability, PoF needs a market for more than just sampire weapons.
Clean weapons like that are dropping now?  Its so good you never used it?
#80
McDougle said:
Sorry but everyone on siege does pvp it is 100% consensual......
The delicate little voice is back ;)

This i do not believe... ;)...you only can have only one char on this shard, and if decided to make a worker a template like this :
you don't seriously think I'm going to let this one fight any battles. Rather, the PvP'ers on Siege could be happy when such a char repairs their broken clothes again, and rather such a workerchar will also be a victim for Red PVP'ers murder desires again and again ;)

------
Quote Cookie:
I think 100% Cursed is pushing it, I do actually agree, and as you know, I live my life down there when I can, both on the pvm and pvp side, there is little difference in my style of play. 🙂

But I do get the point, that pvpers/thieves should maybe be able to get more. So I've gone for 25% Cursed rate, as veering towards caution, but giving a little more, towards pvp balance.
Quote

Such events do not need cursed turn-ins. Let's just remember Treasures of Khaldun: Here everyone was really well occupied: it took place on Trammel and Felucca, the thieves could go in search of these unfortunately super rare titan stealabes, PvM were at the champ for the masks, there were shard bound powerscrolls and the very good turns-in spawn rate did not only come from monster bashing, but you could also find them in the crates. Tresures of Khaldun came without any paragons at all, which in this form we have now in these newer Events are very annoying for me, because the denizens of Khaldun are already naturally fiercer and can appear in greater numbers. If you got close to the champ spawn, death robes were very quickly the order of the day.
The trade-in items were also good, even if, as usual, people need to grumbled again. But if we look at today, we see that in Treasures of Deceit the mask and in the Guide-Spwan Champ the First Aid Bag were again given as rewards.
Unfortunately, the thieves' part was removed for reasons that are not really clear, but they should have left it in - it would have kept the thieves busy until today. Also one of those nonsensical decisions that you can't really understand. The drop of the Titan Stealabes was already pretty miserable - they wouldn't have had to change anything big about that - "Power Creep" should have been an issue back then ;).

As a result, however we can say that this event - connected with one of great stories connected by EM Malachi was a real success - even if I, like many others, have bourneout with my thief in search of these stealables ;), but there were also other very nice stealables that are gaining in value again today. Even the champ is still standing today - and I seriously ask myself why the current Treasures of .... events can't be left in the same way, perhaps in a slimmed-down form, in order to revive the dungeons.

Translated with www.DeepL.com/Translator (free version)




#81
Personally, as a returning player from 2000 these events or quests are sometimes dificult to decifer and get invovled...  maybe that's me?
I woukld had never known to go to Fire dungeon for the fire treasure if it was not for googling a guide which kind of spoils it....

It's also very grindy, maybe too much?  Never thought the day in UO we would have to spend countless hours killing difficult mobs for items to follow an event.  Espeically as a solo player with not many people to join, it's dominated by tamers / bards or just groups.
Maybe I'm too old now (38), i just dont have hours eachj night to go in and grind monsters for a rare event drop to trade for an item I will never manage to get............

Seems to me more thinking outside the box is required and effort with events and being "fun" again.?

but meh, what do I know!
#82
Pawain said:
CovenantX said:

keven2002 said:
Good point by some people on power creep. While I understand it for possibly PvP (a bokuto w/ 30 splinter + 50 lightning + 1FC + 25EP etc lasting forever) where the have's will have an advantage over the have nots...
   We already have stuff like that which already lasts forever.  Minus the EP, which very few players would factor as part of their suit as a 'weapon property' anyway... no one wants to have their EP taken away by disarm... While disarmed is often when EP is needed most.

just the first item i knew exactly where it was to get a screenshot of it, which is PoF-able.
I'm also 100% sure stronger (permanent) items exist as well, especially bokutos.

I'll post this here (again) since the longevity of items is part of this discussion.

The devs need to start making "Clean" worth the rarity, by making everything that is clean PoF-able.   and stop making magical items without durability, PoF needs a market for more than just sampire weapons.
Clean weapons like that are dropping now?  Its so good you never used it?
   They've been dropping since shame-loot came out, they're just rare to get clean, but
 the thing is, half the mods on that kryss are useless.     4 dex, 2 stam, 3 stam regen, 20 hci, 40 ssi? (2s wep is at cap speed with 90 stamina and 0 SSI)   so even a greater magic item could be more powerful if it had different properties...  like, i'd give up all the mods i listed above for -20 Mage weapon & spell channeling.   I don't really play dexers anymore cause parry.



 
#83
CovenantX said:
Pawain said:
CovenantX said:

keven2002 said:
Good point by some people on power creep. While I understand it for possibly PvP (a bokuto w/ 30 splinter + 50 lightning + 1FC + 25EP etc lasting forever) where the have's will have an advantage over the have nots...
   We already have stuff like that which already lasts forever.  Minus the EP, which very few players would factor as part of their suit as a 'weapon property' anyway... no one wants to have their EP taken away by disarm... While disarmed is often when EP is needed most.

just the first item i knew exactly where it was to get a screenshot of it, which is PoF-able.
I'm also 100% sure stronger (permanent) items exist as well, especially bokutos.

I'll post this here (again) since the longevity of items is part of this discussion.

The devs need to start making "Clean" worth the rarity, by making everything that is clean PoF-able.   and stop making magical items without durability, PoF needs a market for more than just sampire weapons.
Clean weapons like that are dropping now?  Its so good you never used it?
   They've been dropping since shame-loot came out, they're just rare to get clean, but
 the thing is, half the mods on that kryss are useless.     4 dex, 2 stam, 3 stam regen, 20 hci, 40 ssi? (2s wep is at cap speed with 90 stamina and 0 SSI)   so even a greater magic item could be more powerful if it had different properties...  like, i'd give up all the mods i listed above for -20 Mage weapon & spell channeling.   I don't really play dexers anymore cause parry.



 

"little something i picked up this week for a 9 figure sum."
#84
Yoshi said:
CovenantX said:
Pawain said:
CovenantX said:

keven2002 said:
Good point by some people on power creep. While I understand it for possibly PvP (a bokuto w/ 30 splinter + 50 lightning + 1FC + 25EP etc lasting forever) where the have's will have an advantage over the have nots...
   We already have stuff like that which already lasts forever.  Minus the EP, which very few players would factor as part of their suit as a 'weapon property' anyway... no one wants to have their EP taken away by disarm... While disarmed is often when EP is needed most.

just the first item i knew exactly where it was to get a screenshot of it, which is PoF-able.
I'm also 100% sure stronger (permanent) items exist as well, especially bokutos.

I'll post this here (again) since the longevity of items is part of this discussion.

The devs need to start making "Clean" worth the rarity, by making everything that is clean PoF-able.   and stop making magical items without durability, PoF needs a market for more than just sampire weapons.
Clean weapons like that are dropping now?  Its so good you never used it?
   They've been dropping since shame-loot came out, they're just rare to get clean, but
 the thing is, half the mods on that kryss are useless.     4 dex, 2 stam, 3 stam regen, 20 hci, 40 ssi? (2s wep is at cap speed with 90 stamina and 0 SSI)   so even a greater magic item could be more powerful if it had different properties...  like, i'd give up all the mods i listed above for -20 Mage weapon & spell channeling.   I don't really play dexers anymore cause parry.



 

"little something i picked up this week for a 9 figure sum."
That is a 9 figure item? 100,000,000  OK I guess it is true that there in a sucker every minute.
#85
“PM me if you find something better, I’ll make you an offer
(100mill is nothing to a champ spawn raider)”
#86
As a returning player some items from past events are almost impossible to attain. For example the  10 SSI Epaulettes, a spell book with +50 SDI. I would like to see other items for these slots with similar or the same stats like you added the remolded luck statue to this event. This makes it possible for us who have returned or those new to the game to enjoy the benefits of these items. I also prefer to be able to "buy" rare items from a vendor like this event as opposed to receiving a random reward which may be what you are seeking or maybe just junk like the last quest. 
#87
Riner said:
As a returning player some items from past events are almost impossible to attain. For example the  10 SSI Epaulettes, a spell book with +50 SDI. I would like to see other items for these slots with similar or the same stats like you added the remolded luck statue to this event. This makes it possible for us who have returned or those new to the game to enjoy the benefits of these items. I also prefer to be able to "buy" rare items from a vendor like this event as opposed to receiving a random reward which may be what you are seeking or maybe just junk like the last quest. 

Yeah, these are design intended by the Dev to make them shard bound an ultra expensive. When there is no shard bound, all items can be shipped to central Atlantic for trading and then shipped back to your shard. When supply goes up, prices will drop. Not sure if this is working as intended.


#88
Yoshi said:

"little something i picked up this week for a 9 figure sum."

I think you are eyeing the "Spell Channeling", and maybe Mage Weapon.

I cannot remember what this topic is all about but as I becoming inactive recently, my main issue with UO now (and what I can remember only) is the word "Power Creep". This has been bothering me since Kyronix wrote.

As I have played some PVP long time ago and attempted to try a bokuto mage so I have some knowledge such spec below would be useful but unlikely to happen:

Splintering 30%
Hit Lightning 70%
Hit Lower Defense 70%
Spell Channeling
Faster Casting +1 (note its not 0, or -1)
Mage Weapon -0 Skill

Perhaps then, this weapon can be "Antique" since its "too powerful". But in the hands of weak players like myself, it will not help make me a number 1 pvper.

For weak player like me, all of the above do not work. What works for me is if this spec exist:

-> Player Slayer

Which is never going to happen.

So back to the above weapon spec, it should be what a game is like:
How strong we are should not be determined by the weapon and weapon alone. Only the best, most experienced, skilful player who knows how to wield the best weapon and hence almost appear invincible. Should such player be allowed to exist? Why not?

It is like a world class sportsman would pick a world class car, bike or weapon for competition. If they perform to their max potential and always win, they deserve it because they spent alot of time honing their skills.

If you give the best equipment to the worst player, there is no power creep. If the equipment is cursed they would be robbed by the good players (like real life) or they can choose to sell the equipment to whoever knows how to wield the Godly weapon.

We need more variety and better equipment...
#89
Kyronix said:
Feel free to share any other feedback or reward items you would like to see re: these events as well but please keep it constructive, and be specific.  We cannot take action on ambiguity.  Thanks in advance for the feedback!

@Kyronix

Reward item ideas for the next event:
  1. New Spellbook.  +20 spellweaving, 1FC, 1FCR, 25SDI.  ("Wildfire spellbook")
  2. New belt slot item: luck 100, 20LRC.  Can be used by humans/elf/gargoyle.
  3. Alternately, #2 could be a shirt or skirt slot item.
Please put the new items on test center for at least a week before publish for feedback collection?  Can be a clicky?

#90
Here is my opinion. From a player who do not have tons of hours to spend every month in UO. But who really love this game.
  • Increasing the treasure arties drop rate. Would be nice... farming 15-20h to have the item you want is way too long.
  • Get an arty drop each time you kill a paragon should be nice. Because lots of them don't worth to be killed...
  • As said before why reused old items for the rewards. Deceit rewards were good on this point. Why not bring back some old seasonal deco items too ?
Drop rate is good. According to drop prices and current drop rate I have no idea where you can make more gold. 
After killing paragon (hard ones) you will get a drop way faster than if you avoid them. My personal opinion. 
@ForeverFun said:

Reward item ideas for the next event:
  1. New Spellbook.  +20 spellweaving, 1FC, 1FCR, 25SDI.  ("Wildfire spellbook")
  2. New belt slot item: luck 100, 20LRC.  Can be used by humans/elf/gargoyle.
  3. Alternately, #2 could be a shirt or skirt slot item.
Please put the new items on test center for at least a week before publish for feedback collection?  Can be a clicky?

1.Spellweaving has no + items in the game for a reason. Leave it be. 
2. whatever 
3. NO !   Because not all races have shirt or skirt slot. Try to fit 20 LRC in existing ones. It is not so hard. 

@Seth
Splintering 30%
Hit Lightning 70%
Hit Lower Defense 70%
Spell Channeling
Faster Casting +1 (note its not 0, or -1)
Mage Weapon -0 Skill

So you want all pvp bok mages to be identically same , and to have no need to go , kill mobs  , get weapons , whatever?  There are lots of weapon in game. All have their pros and cons. You just grab all good and want to make a power creep weapon? Will you later find interesting playing this game? 


@kyronix ; , for future events drops ideas you can just check usefull artifacts topic here on forum. Grab usefull (and existing now in the game) items. Add 1-2 HP or 1-2 STAM . People will grind them. They will be valuable but not game-changing. 

Dont make too powerfull items. Morphius eppaulettes will be good with 5 SSI and 4 STAM. Robe slot never had any SSI or this much STAM.  You made them must-have item for a warrior. No robe slot items in the game were close to this. 

Also since humans and elves got HCi and luck earrings and luck mask (additional to luck mempo gargoyles never had ), can gargo throwers get their increased HCI cap back and have their luck increased some way?  May be for Stygian Abyss and Eodon? 

If you plan to make more earrings in future events- make them weldable on gargoyle head-slot items. Human can wear earrings and glasses at the same time. Gargs cannot. If those earrings (gargish version) will cost like lore page (1 drop) - may be I wil take them. To put on vendors. No other use for them. 

#91
bigger faster spawn rate, fix all the spots where the spawn is getting stuck, like roof tops and behind walls and cliffs....etc
#92
All future gargoyle pieces should be necklace or leggings...
#93
Fall event should involve exodus dungeon or some of dungeons in iish. Blood would be cool too.
#94
Gwen said:

@ Seth
Splintering 30%
Hit Lightning 70%
Hit Lower Defense 70%
Spell Channeling
Faster Casting +1 (note its not 0, or -1)
Mage Weapon -0 Skill

So you want all pvp bok mages to be identically same , and to have no need to go , kill mobs  , get weapons , whatever?  There are lots of weapon in game. All have their pros and cons. You just grab all good and want to make a power creep weapon? Will you later find interesting playing this game? 

That is not what I mean, but nevermind
 😂 

#95
I am wondering: can prices be flexible?   If nobody buys some overpriced weapon or a deco , price can fall 1 point every day. And rise back to initial level with every purchase. 
#96
I've enjoyed the Fel side of the events but I think a good opportunity has been missed for thieves. Lots of people die on the Fel side making for ample opportunities to loot player corpses. I just find it annoying that because of  afk tamers etc thief templates are completely destroyed just like they were in Blackthorns dungeon.. I'd like to see thieves have at least one event where they can thrive. Make it so if players want to do something about the thieves that Detectives will have to come back into plat. More detectives would mean less Sampires which would also be nice. Why ignore skills long neglected when there is a perfect opportunity to have them thrive in a nice controlled environment?
#97
i find it very unlikely that an AFK tamer would last long in fel or pose any real threat to a thief?
#98
McDougle said:
i find it very unlikely that an AFK tamer would last long in fel or pose any real threat to a thief?
I dont believe you understand my post in the least.
#99
Dukarlo said:
McDougle said:
i find it very unlikely that an AFK tamer would last long in fel or pose any real threat to a thief?
I dont believe you understand my post in the least.
You're implying that afk tamers made the developers nerf hiding And stealth and don't feel you should be revealed by paragons so easily.  And if that was fixed more people might add tracking and other skills in an effort to find you?? That about sum it up ?
#100
Dukarlo said:
 I'd like to see thieves have at least one event where they can thrive. 
They did... it was called Valentine's Day 2021 and you can read all about the rage and backlash from a majority of the posters here if you do a quick search. In short, people were pissed that some clicky that took 2minutes to get could easily be taken from them.... so you are asking for the Devs to make it so that thieves can take drops from people which take much longer than 2min to get? Gooooood luck with that lol.
#101
Even if you weren't getting auto revealed by paragons you're not getting crap as drops get insured right away now if they were cursed...
#102
McDougle said:
Even if you weren't getting auto revealed by paragons you're not getting crap as drops get insured right away now if they were cursed...
Thiefs got lots of pinks and low level cheap powerscrolls from me. If they continue doing it- this event is profitabe for them. Or fun. Or both. Many thieves in Fel Fire on Atl. 
If drops will be cursed- why go to fel?  Now I can loose insurance cost (who cares about 30-40k). If I will possibly loose drops too - Ill stay in tram , getting my safe 6 drops per hour. 
If all fire will be just reds killing reds nobody will get drops at all. 

Love auto-revealing parked thieves by dragging a paragon behind me. 
#103
Since we have the pumpkin head I think it would be cool to continue with one new piece of armor/ cloths each year to make a Halloween themed suit.
#104
Jaycorvus said:
Since we have the pumpkin head I think it would be cool to continue with one new piece of armor/ cloths each year to make a Halloween themed suit.
Will it make my body armor look like a giant pumpkin then yes !!

#105
@kyronix something sure for this halloween event you need to bring back morphius epaulettes and general lethe...it s already at 800 mil each after 9 months....will hit platinum soon....the fel side from this event was really nice wildfire having fight and more space to farm
#106
Artifacts, dropped in Felucca must be cursed, cuz as you saw on last event nobody come to Tram if he can insure artifacts just after got it, and for PVP players no reward for fight in Felucca event cuz of it. 
#107
I thought the reward was the fight? Haven’t our PVP friends been asking for a system which delivers more targets to them for ages?
#108
Tibald said:
Artifacts, dropped in Felucca must be cursed, cuz as you saw on last event nobody come to Tram if he can insure artifacts just after got it, and for PVP players no reward for fight in Felucca event cuz of it. 

Weird... I've seen tons of people in Tram doing the event for Wildfire and the items are able to be insured. So that doesn't make much sense.
#109
keven2002 said:
Tibald said:
Artifacts, dropped in Felucca must be cursed, cuz as you saw on last event nobody come to Tram if he can insure artifacts just after got it, and for PVP players no reward for fight in Felucca event cuz of it. 

Weird... I've seen tons of people in Tram doing the event for Wildfire and the items are able to be insured. So that doesn't make much sense.
Also I do not remember seeing any cursed WF items, I am currently shard hopping and have not seen one on VS and so far every shard has a ton of them for sell.
#110
Currently none of the drops are cursed,  many people, including myself, would like to see the drops to spawn with 'cursed', so that there's something of value to loot in pvp during these events.

Personally, i don't insure my drops anyway, but it would be more rewarding when i kill someone else and that's the point.

Perhaps the "Treasures Of" drops should spawn with a temporary "cursed" status, so the items are un-insurable for ~3 hours after they're created, this way, on the off-chance you get one that's actually good you could insure it after the curse wears off, and there's the risk of the item being stolen or looted from you.
#111
I think cursing the items would give the dead shards more of an advantage.

On ATL there are a handful of people on right after server up (including PvPers) and if the items were cursed there is going to be at least 1 or 2 PvP players going after PvM players almost constantly which in turn will push majority to an already overcrowded Tram. This would be compared to somewhere like Sonoma where I played for 2 hours straight in Fel without seeing a single person let alone a PvPer... people on those shards would be able to get 10x the arties than ATL which seems a bit lopsided.
#112
CovenantX said:
Currently none of the drops are cursed,  many people, including myself, would like to see the drops to spawn with 'cursed', so that there's something of value to loot in pvp during these events.


I am going to explain why cursed is a bad idea again. Inequality of risk and reward:

Now:
Murderer kills me and gets the joy of the kill and small bit of insurance gold. I kill him, I get small bit of gold.

Cursed:
Murderer kills me and gets the joy and an item worth several million. I kill him for minor gold since he hasn't been killing monsters for 20 minutes.

Who would sign on to be the patsy?

Better - Artifact chance from PvP
Murderer kills me and has chance at an item worth several million. I kill him, the same.
#113
I like the idea posted by Landicine above. If PvP gave the chance to drop an item after killing another player like it does from a monster, it could increase PvP gameplay. If it is not possible to get the player to register like a "treasures of…" monster while in the dungeon, what if you could opt in to a smaller scale and temporary VvV system for the duration of the event that allowed an item to drop if you kill a player or are killed while you are participating. This way people can consent to PvP, items are insurable, and overall gameplay/interaction is increased. 
#114
pvm stuff and pvm stuff isnt the same.... people need to learn....this game have change since the beginning now to pvp you have to have a suit and skills for it...mostly it s opposite to pvm suit so you cant ask for an event pvp based on pvm farming...if you want a pvp items with rewards will be nice having to to defend base or kill other faction...but asking for drop to be cursed will only make fel empty again...because now the balance between pvp character and pvm are extreme....
#115
as a reward, I would like a Jin-Baori with stats
FC, FCR, SDI and luck

#116
Im fine with that fel side have more drop + spawn, for other side we have tram with less spawn and paragons that is not noob friendly at all ... We need to remove paragons from tram side or add spawn with no ps or arts from champ.
#117
I trained my archer up at the last events....so new player friendly not a valid thing 
#118
Water tiles!
#119
Would it be possible to have, for next Event, as Reward items, some wearables with +20 Necromancy, for example, a Spellbook having, aside from the usual important properties for a spellcaster, also 20 Necromancy to help out using wraith form for Elves and Gargoyles who, not being human, do not have the 20 base skill from JOAT.

It could also be a Sash, or earrings, or maybe footware, or perhaps a talisman having, among other things, +20 Necromancy...

Or maybe, an enhanced version of the Tangle Apron for spellcasters having also +20 Necromancy?

Or maybe a spellbook like the Drogeni (that is, intended for Mages, not Necromancers.... real Necromancers would, I imagine, want to have all their Necromancy skill as "real", rather then on items, to better benefit from their Necromancy Masteries....) but a spellbook having also +20 Necromancy so as, to permit the use of Wraith Form for Elves and Gargoyles spellcasters ?

This way, players not wanting to mess up with their jewellery in order to accomodate the minimum 20 Necromancy to cast Wraith Form if Elves or Gargoyles, could do it, without sacrificing important other pieces of their suit....

Just an idea....
#120
Kyronix said:
Greetings Adventurers!

We are currently building out the Fall Dynamic Events.......... There have been a couple threads with comments scattered about, but it would be immensely helpful to aggregate that feedback here so we can take action.

 Feel free to share any other feedback or reward items you would like to see

First of all delete felucca. There is no need for felucca in these dynamic events.If you had asked me 10years ago I would have said the complete opposite, but game has changed. Feluca is pvp and you cant get an even playing field these days. GL with outdated uoassist versus the various scripts and programs you meet on you oponent side. Nothing with value should be added to the felucian side untill the mess has been cleaned up. I am very sorry to have to say this.
That being said, once the mess described above is fixed (not a dynamic event problem, but a general one) I would prefer the felucian side to have dynamic events and with cursed items as well.

As for specific rewards items
I dont have concrete suggestions, but I really think the dynamic-event rewards should reflect two things: 1: The dungeon the event are in (we have had deceit, ice, fire) calling items "of the three" was a msitake.  "of ice" or "of wildfire" was good. The rewards should somehow also reflect this.

The second thing is of more deep historical propotions. We have had Order/Chaos, Factions, and VvV. The rewards from the dynamic events should also reflect the deep historical logic behind. If it has a story, why not add a reward (deco i.e) with order vs chaos theme, or faction theme (you have 4 factions to chose from) or new notreallyworking VvV system.  Make the colours and art right and you will have a perfect deco item right there. Or how about a necromancer spellbook with great mods from the ancient Shadowlords faction?  A magical hat of magi from the council of mages? The game is rich with history, Id like to see it reflected in todays rewards aswell.

Finally Id suggest a NPC to sell all previous rewards from the dynamic events, at a high cost. I.e. pop up ingame once a year and sell the items for gold.  (this makes an excellent gold drain and it makes the items available to the ones who missed the event)  Keep shard bound property.

Thank you
#121
psycho said:
Kyronix said:
Greetings Adventurers!

We are currently building out the Fall Dynamic Events.......... There have been a couple threads with comments scattered about, but it would be immensely helpful to aggregate that feedback here so we can take action.

 Feel free to share any other feedback or reward items you would like to see

First of all delete felucca. There is no need for felucca in these dynamic events.If you had asked me 10years ago I would have said the complete opposite, but game has changed. Feluca is pvp and you cant get an even playing field these days. GL with outdated uoassist versus the various scripts and programs you meet on you oponent side. Nothing with value should be added to the felucian side untill the mess has been cleaned up. I am very sorry to have to say this.
That being said, once the mess described above is fixed (not a dynamic event problem, but a general one) I would prefer the felucian side to have dynamic events and with cursed items as well.

As for specific rewards items
I dont have concrete suggestions, but I really think the dynamic-event rewards should reflect two things: 1: The dungeon the event are in (we have had deceit, ice, fire) calling items "of the three" was a msitake.  "of ice" or "of wildfire" was good. The rewards should somehow also reflect this.

The second thing is of more deep historical propotions. We have had Order/Chaos, Factions, and VvV. The rewards from the dynamic events should also reflect the deep historical logic behind. If it has a story, why not add a reward (deco i.e) with order vs chaos theme, or faction theme (you have 4 factions to chose from) or new notreallyworking VvV system.  Make the colours and art right and you will have a perfect deco item right there. Or how about a necromancer spellbook with great mods from the ancient Shadowlords faction?  A magical hat of magi from the council of mages? The game is rich with history, Id like to see it reflected in todays rewards aswell.

Finally Id suggest a NPC to sell all previous rewards from the dynamic events, at a high cost. I.e. pop up ingame once a year and sell the items for gold.  (this makes an excellent gold drain and it makes the items available to the ones who missed the event)  Keep shard bound property.

Thank you
yeah sell at high price for gold is a damn good idea i was thinking the same all week long....let say morphius at 400 mil...you can still get them for free if you farm drops....2 mil per drops seems ok for price...the should do the same with event item put a vendor at the end 150-200 mils per drop
#122
Would be nice to get a plain set of epaulettes so robe slot items could be transmorped on them or even just a set of epaulettes with the hawkwind robe stats.
#123
psycho said:
Kyronix said:
Greetings Adventurers!

We are currently building out the Fall Dynamic Events.......... There have been a couple threads with comments scattered about, but it would be immensely helpful to aggregate that feedback here so we can take action.

 Feel free to share any other feedback or reward items you would like to see

First of all delete felucca. There is no need for felucca in these dynamic events.If you had asked me 10years ago I would have said the complete opposite, but game has changed. Feluca is pvp and you cant get an even playing field these days. GL with outdated uoassist versus the various scripts and programs you meet on you oponent side. Nothing with value should be added to the felucian side untill the mess has been cleaned up. I am very sorry to have to say this.
That being said, once the mess described above is fixed (not a dynamic event problem, but a general one) I would prefer the felucian side to have dynamic events and with cursed items as well.

As for specific rewards items
I dont have concrete suggestions, but I really think the dynamic-event rewards should reflect two things: 1: The dungeon the event are in (we have had deceit, ice, fire) calling items "of the three" was a msitake.  "of ice" or "of wildfire" was good. The rewards should somehow also reflect this.

The second thing is of more deep historical propotions. We have had Order/Chaos, Factions, and VvV. The rewards from the dynamic events should also reflect the deep historical logic behind. If it has a story, why not add a reward (deco i.e) with order vs chaos theme, or faction theme (you have 4 factions to chose from) or new notreallyworking VvV system.  Make the colours and art right and you will have a perfect deco item right there. Or how about a necromancer spellbook with great mods from the ancient Shadowlords faction?  A magical hat of magi from the council of mages? The game is rich with history, Id like to see it reflected in todays rewards aswell.

Finally Id suggest a NPC to sell all previous rewards from the dynamic events, at a high cost. I.e. pop up ingame once a year and sell the items for gold.  (this makes an excellent gold drain and it makes the items available to the ones who missed the event)  Keep shard bound property.

Thank you
I love the idea of a vendor where old event items might be purchased - once a year is fine and would allow newer players a way to acquire rare items. 
#124
“It’s a little odd that none of the wildfire drops are antique, cursed, brittle, prized, unwieldy, or heavy,
Don’t see why they can’t spawn like normal loot. 

On Atlantic fel there were sampire bots that would auto insure and return artis and res automatically. You could easily kill them by stopping them by placing a box on the door and they would just stand still as they failed to pathfind, 
would then return rince and repeat, but with auto insure of artis - no point to kill them. They are actually harder to kill than some players, auto arm when disarmed, auto evade at around 40% life, auto confidence. 
Bots are called:
hit life leech win
stanza stark
boop got your nose lol

Not sure why this is even allowed”
#125
I didn't read all the posts in here. I just came in here to say thank you for adding this past event to the fel side as well on all shards. PvP hasn't been stimulated like this in years. I had a blast being able to log into any shard and find a small or very large battle. The very difficult spawn also added a nice random contender for all sides to deal with.

I know PvP isn't for everyone, and I am sure that there are people upset that they couldn't multibox farm the fel spawn in "peace". But either way... a very large amount of players in this game still enjoy pvp, and most of us have felt pretty "red headed stepchild" lately when it comes to love, content, or attention from the devs.

Thank you again. I really hope that future dynamic events will incorporate fel spawns. it really has been an absolute blast. 
#126
Yoshi said:
“It’s a little odd that none of the wildfire drops are antique, cursed, brittle, prized, unwieldy, or heavy,”
So you want to force people to use a bag of sending (I assume this works), so the bag can at least be stolen?  Or should bag of sending usage also be blocked?
#127
psycho said:

First of all delete felucca. There is no need for felucca in these dynamic events.If you had asked me 10years ago I would have said the complete opposite, but game has changed. Feluca is pvp and you cant get an even playing field these days. GL with outdated uoassist versus the various scripts and programs you meet on you oponent side. Nothing with value should be added to the felucian side untill the mess has been cleaned up. I am very sorry to have to say this.

I totally agree with this.

Unfortunately, it has been many years now, and everyone knows how Third Party scripting programs are still largely being used, Third Party scripting programs which, to my understanding, are against Ultima Online's TOS.

Therefore, as a consequence, as you very well point out, it is IMPOSSIBLE to get an "even PvP playing field" these days.

It has been tried, for many years, yet, we are today with that status of things we all know about.

Honestly, I do not even understand how, in these conditions and with so many players making use of Third Party scripting programs, there may even be anyone with a shiver of desire to do any PvP... their problem though...

But I totally aree that, with a game in these conditions, as you well point out, "Nothing with value should be added to the felucian side".

I mean, we need to face the reality of the status quo.....Third Party scripting programs which are against the TOS, I understand, are being used left and right, and of course that they enormousily imbalance the PvP field, especially, for those players who refuse to play a game using cheats.

Adding anything of value in these conditions, would be only further helping out players who cheat and use illegal scripting programs.

Especially, if there is any thinking of making the "Treasures of" Artifact drops be cursed in Felucca (which I think would be a grand mistake to do...), as doing this would only motivate even more players wanting to farm them in Felucca by the tons, to use these Third Party scripting applications to get an edge over fellow players... the more incentives that Designed content will give to players to use these illegal Third Party applications, I would imagine that the more players would of course be motivated to use...

Honestly, I mean, seriously ?

We have a TOS which is against the use of such illegal Third Party scripting programs and then, we consider Design that would add content of value to Felucca where players who use these illegal Third Party scripting programs can more and better benefit from it ?

@Mesanna@Kyronix , give it a though but, to my opinion, the right thing to do, unless you can come up, fastly, with a working and effective way to track down users of these illegal Third Party scripting applications, is, as @psycho says, to NOT add any content of value to the Felucca side.


#128
One Reward which I would like to see, is a belt, blessed, of course, which would be the equivalent of the First Aid belt that Warriors or Tamers use to savely keep their bandages, but for Petals...

It is extremely annoying, as it was for bandages looted by Monsters, to see one's own Petals be looted by Monsters and then be gone because that Monster dies and the corpse decays before the player can retrieve them.

I mean, if the First Aid belt was conceived and introduced to address this issue with bandages being looted by Monsters then, I do not see why the same exact thing should not be done for petals....

Have a blessed belt that one can keep in one's own Main backpack that can store petals which then would not be looted by Monsters.
#129
Popps - what I do is place a ship near dungeon entrance, fill the cargo hold with 300 orange petals, fish steaks and pet food. Each character has an insured rune and after a death robe pops back to ship a restocks 10 of each perishable. I don't even bother with going back to body, all items blessed/insured and each drop I get is immediately insured. I'm saving my Undertaker Staff charges for the future.
#130
@Kyronix - After some heavy farming the past week or two (played about 3 hours a day for 10 days or so), I have come to the conclusion that the "Brittle" tag is all that is needed for the next event. The reason for this is that before I started this heavy farming (which is much less than some others have farmed) my double axe was 219 max durb; after I was finished my axe now has a max durb of 157. I was down about 100 durb total for this event and I really didn't go super crazy on it besides the last 10 days and half of those were on ATL which required less repairs given the large amount of people and lack of me killing. I have a friend that pretty much camped the event (on ATL) and their axe durb is at 68 as of today (essentially the axe lasted this event only). 

My conclusion is that if you make the weapons good enough with synergetic mods that can be used a lot; it's not going to last forever because people are actually using it. Now if you make a weapon like a dagger with 20 splinter / 2 mana regen / 30 SSI / 15 SDI then it won't ever be used and therefore would technically last forever (and would collect dust). 

Don't be afraid to make a brittle weapon with 255 durb as the reward; the more people use it the more it loses durb and will eventually run out. That is what you were looking to do and that is exactly what will happen as long as the weapon is good.
#131
keven2002 said:
@ Kyronix - After some heavy farming the past week or two (played about 3 hours a day for 10 days or so), I have come to the conclusion that the "Brittle" tag is all that is needed for the next event. The reason for this is that before I started this heavy farming (which is much less than some others have farmed) my double axe was 219 max durb; after I was finished my axe now has a max durb of 157. I was down about 100 durb total for this event and I really didn't go super crazy on it besides the last 10 days and half of those were on ATL which required less repairs given the large amount of people and lack of me killing. I have a friend that pretty much camped the event (on ATL) and their axe durb is at 68 as of today (essentially the axe lasted this event only). 

My conclusion is that if you make the weapons good enough with synergetic mods that can be used a lot; it's not going to last forever because people are actually using it. Now if you make a weapon like a dagger with 20 splinter / 2 mana regen / 30 SSI / 15 SDI then it won't ever be used and therefore would technically last forever (and would collect dust). 

Don't be afraid to make a brittle weapon with 255 durb as the reward; the more people use it the more it loses durb and will eventually run out. That is what you were looking to do and that is exactly what will happen as long as the weapon is good.
    The problem most of you guys seem to be conflating, is that your "axe" is an easily replaceable item regardless of how long it lasts,  Whereas the event rewards are Not replaceable because they're from temporary content.  So once that reward item is gone, that's it... rebuild your suit or better yet, don't build your suit around irreplaceable temporary items in the first place. which is the route most seem to take.  
#132
keven2002 said:
@ Kyronix - After some heavy farming the past week or two (played about 3 hours a day for 10 days or so), I have come to the conclusion that the "Brittle" tag is all that is needed for the next event. The reason for this is that before I started this heavy farming (which is much less than some others have farmed) my double axe was 219 max durb; after I was finished my axe now has a max durb of 157. I was down about 100 durb total for this event and I really didn't go super crazy on it besides the last 10 days and half of those were on ATL which required less repairs given the large amount of people and lack of me killing. I have a friend that pretty much camped the event (on ATL) and their axe durb is at 68 as of today (essentially the axe lasted this event only). 

My conclusion is that if you make the weapons good enough with synergetic mods that can be used a lot; it's not going to last forever because people are actually using it. Now if you make a weapon like a dagger with 20 splinter / 2 mana regen / 30 SSI / 15 SDI then it won't ever be used and therefore would technically last forever (and would collect dust). 

Don't be afraid to make a brittle weapon with 255 durb as the reward; the more people use it the more it loses durb and will eventually run out. That is what you were looking to do and that is exactly what will happen as long as the weapon is good.
seriously lying to kyronix like this wont get you any attention...no way you played 2 weeks 3 hours per day and you had to repair your axe 4 times per day... i crafted one new for this event cost me like 2-3 mils got like 2k turns in and my axe lost 20 durability for the entire event....btw you know if you enchance you double axe with dull copper it will go back to over 200 maybe 255 i use to do it when im around 180 and always go back to 255...
#133
Hippo said:
Popps - what I do is place a ship near dungeon entrance, fill the cargo hold with 300 orange petals, fish steaks and pet food. Each character has an insured rune and after a death robe pops back to ship a restocks 10 of each perishable. I don't even bother with going back to body, all items blessed/insured and each drop I get is immediately insured. I'm saving my Undertaker Staff charges for the future.
I am sure that plenty of "work arounds" can be found.... but my argument, was another...

At some point, because players (Warriors and Tamers) were being looted by Monsters of their bandages, the Developer came up with the blessed First Aid belt...

Now, since the issue is just exactly the same one, for petals, I do not see the why, if it was done already for bandages, the same could not be also done for petals...

I mean, it comes, to my opinion, as a logical development....
#134
I don't believe a container for every consumable would be practical. Bandages are rather essential, orange petals less so. To avoid being completely deprived of your petals by looting mobs keep them in more than one stack.
#135
Fortis said:
keven2002 said:
@ Kyronix - After some heavy farming the past week or two (played about 3 hours a day for 10 days or so), I have come to the conclusion that the "Brittle" tag is all that is needed for the next event. 
seriously lying to kyronix like this wont get you any attention...no way you played 2 weeks 3 hours per day and you had to repair your axe 4 times per day... i crafted one new for this event cost me like 2-3 mils got like 2k turns in and my axe lost 20 durability for the entire event....btw you know if you enchance you double axe with dull copper it will go back to over 200 maybe 255 i use to do it when im around 180 and always go back to 255...
I can show you my axe if you'd like. I won't go into exactly what I did but I ended up with way more than 2k turn in points. I find it hard to believe that you only lost 20 durb because when I was only playing an hour or so at the start of the event after the first few weeks I was down about 20 durb...so at least in my own personal experience that wasn't the case. Maybe we should compare notes bc I was doing something wrong; I'd love to only lose 20 durb over the whole event.

Also didn't know about the enhancing when durb was low on a weapon; thank you for that. 

@CovenantX - I see what you are saying but a weapon is like a tool for a warrior... there isn't 1 that works for every job so I don't know a single person that builds a suit or template around 1 weapon (unless maybe a splintering pvp weap?). I believe that some of the rewards of the dungeon should be tools to be more effective in that dungeon. It gives an immediate use to that reward and some possible use down the road. Example would be the Ice Talisman from last year.. helpful for that dungeon primarily but not something you'd build a suit around. That's where my thought was.
#136
“Kevin, are you using a repair bench that offers 180 blacksmith skill to carry out repairs? and at what point are you repairing your axe?
(I only had to repair my axe one time)

also, the 3 sampire bots on Atlantic that were running more than 12 hours a day 7 days a week didn’t seem to have any issues”
#137
I noticed this one required fewer repairs than the last ones. No idea why.
But I was in tram and used very little WW. But I'd have to repair a few times. Weapons wore the quickest.
#138
Mariah said:
I don't believe a container for every consumable would be practical. Bandages are rather essential, orange petals less so. To avoid being completely deprived of your petals by looting mobs keep them in more than one stack.
The same argument, though, could be used for bandages.... that is, to keep them in more than one stack to prevent mobs by looting them all....

And, infact, this is what Warriors and Tamers did, before the blessed First Aid belt was a thing....

Now, why would petals be then treated differently ?

I see no difference here...

Furthermore, one would imagine that the Developers need ideas for Rewards to make available as, with every New Event, there is quite a few coming out....

Well, this is one idea for a New Reward that could be made available and come handy to players....
#139
@Kyronix I always thought that a very good way to revive some old world hunting places was doom like recipes for old drops that will revive them. That way lot of people may be back to hunt again monsters that can be also made harder to beat. I guess all this needs some more time to make happen as it needs a lot of thought on new - after recipe - stats and thingies like that but i think its the only way to revive many places that have been long forgotten.
#140
popps said:
Mariah said:
I don't believe a container for every consumable would be practical. Bandages are rather essential, orange petals less so. To avoid being completely deprived of your petals by looting mobs keep them in more than one stack.
The same argument, though, could be used for bandages.... that is, to keep them in more than one stack to prevent mobs by looting them all....

And, infact, this is what Warriors and Tamers did, before the blessed First Aid belt was a thing....

Now, why would petals be then treated differently ?

I see no difference here...

Furthermore, one would imagine that the Developers need ideas for Rewards to make available as, with every New Event, there is quite a few coming out....

Well, this is one idea for a New Reward that could be made available and come handy to players....
When a Tamer dies his/her aids stay on the corpse and there is nothing more important to a Tamer than their aids so they can heal/rez pet to get the rest of the loot from corpse.
#141
@Kyronix, request for future events:

On last day of events, all spawned monsters should be paragons.  This will be a chaotic "last hurrah" from the enemy forces.  Given it's the last day, this won't disrupt people that want to steer clear of such a paragon infestation.
#142
Maybe toss a few rewards onto the BUCs Pirate? I have the Pumpkin cannon, helms, and Pumpkin raft so these items would drop in value, but with Halloween around the corner it would be nice for newer players to get the chance to acquire these seasonal items. Another plus is that since these items already exist UO would not have to devote time to creating new content.
#143
Hippo said:
Maybe toss a few rewards onto the BUCs Pirate? I have the Pumpkin cannon, helms, and Pumpkin raft so these items would drop in value, but with Halloween around the corner it would be nice for newer players to get the chance to acquire these seasonal items. Another plus is that since these items already exist UO would not have to devote time to creating new content.
i love this idea.
And the exploding Jack O'Lantern
I would love it, if they added something for the front of the ship
like a pirates flag or the figurehead that was on the pirates ships during Treasures of the Seas
#144
Hippo said:
Maybe toss a few rewards onto the BUCs Pirate? I have the Pumpkin cannon, helms, and Pumpkin raft so these items would drop in value, but with Halloween around the corner it would be nice for newer players to get the chance to acquire these seasonal items. Another plus is that since these items already exist UO would not have to devote time to creating new content.
i love this idea.
And the exploding Jack O'Lantern
I would love it, if they added something for the front of the ship
like a pirates flag or the figurehead that was on the pirates ships during Treasures of the Seas
Like a dolphin cutter!
#145
someone posted on the other forums for a reward to be a floor tile, like Medusa's.
which made me think that a floor tile with the Wildfire color
with a fire steed on it, would have been perfect for Wildfire.
so I suggest for the upcoming next treasures

if it is in say Destard...
do a floor tile the color of armor drops and
have creatures of the dungeons (usual spawning creatures)
like the shadow wyrm or the new tameables (platinum and crimson drake)

I know there is a Hildebrandt floor tile in the store
but this would be different because of the event color

would be good if you can place it facing south or east
#146
Aside from being sure to fix provo how about some new slayers at least ? we have no Eodon slayers etc etc the last semi decent toy we got was the flutes of renewal . i know we aint ever getting the sweet Howl many creatures get but how about a new instrument with a way lessor version did someone say bagpipes ? really anything to show a slight acknowledgment that bards are even still here ...
#147
A gruesome standard for ships where you can name the body that's mounted on it. A larger version of the pumpkin rowboat(one of my favorite all-time bizarre items). Make the pumpkin canon available again for a short period of time.
#148
... A larger version of the pumpkin rowboat(one of my favorite all-time bizarre items)... time.
If Pumpkin rowboat offered again, please ensure that it can be launched from a ship. Currently it can only be launched from shore.
#149
One of the rewards should be a good caster cloak (with LMC or SDI or luck).   This doesn't exist 🙂
#150
I want to see the Potion of Glorious Fortune return. There's quite a few drops i'd like to get this time around on two shards, and i'd rather buy the Potion (Broadsword/EA make $$$) and earn the Artifacts myself in my limited playtime, than try to buy the Artifacts from some third party seller.
#151
I want to see the Potion of Glorious Fortune return. There's quite a few drops i'd like to get this time around on two shards, and i'd rather buy the Potion (Broadsword/EA make $$$) and earn the Artifacts myself in my limited playtime, than try to buy the Artifacts from some third party seller.

Fair way of putting it. 🙂
#152
Cookie said:
I want to see the Potion of Glorious Fortune return. There's quite a few drops i'd like to get this time around on two shards, and i'd rather buy the Potion (Broadsword/EA make $$$) and earn the Artifacts myself in my limited playtime, than try to buy the Artifacts from some third party seller.

Fair way of putting it. 🙂

Especially considering some Rewards you simply can't find for sale on dead shards, even on third party sites. Good luck finding a Mark of Wildfire or Solaria's Secret Poisons for sale on Napa, in-game or on a seller site.
Due to the "Shard Bound" trait on all the rewards, the only Rewards that were farmed up on dead shards, were the Wildfire Ostards, because once the Statuette was used, the Ostard itself can be shard transferred then sold.
#153
Well, those, and the ones we wanted for ourselfs.
#154
I still wonder why everyone wants "everything" on "every" shard, just because they have to have it?

You can't do that in real life either, can you?

Staying realistic obviously has its difficulties in games too.
#155
Is there any way you guys could add this little spider tree to the list of rewards  for the Halloween dungeon. It's great art, spiders kinda go with Halloween to.
#156
Is there any way you guys could add this little spider tree to the list of rewards  for the Halloween dungeon. It's great art, spiders kinda go with Halloween to.
they should add that to trick or treating
they already have cobwebs as rewards
#157
 Since I have gone against my better judgement and am participating here a bit again...... I would like to see Rehued Serpents Jawbones now and then Hued to to color theme of the even, don't care if they are shard bound or not. Just think they would look cool.  And a pet in the top tier of rewards, hued the same color as the rest..... The puke green Ostard really was not working for me but would have been cool in just about any of the other color themes 🙂  Oh and revert mining and LJ back to static so I can go back to being a nice quiet miner and LJ and not have to build and play templates like tamers and sampires that I really have no interest in playing.  And then have to come on forums and be obnoxious because you made my chosen profession a scripter only activity.
#158
@Kyronix ; and the other Dev Team

Ach ja... I like to have a feedback to these feedbacks 🙂
After all, you want to know if anything arrives at all and if you're not just producing hot air 🙂

#159
How about giving to Tamers a "Crystal Ball of Knowledge" BUT, that works for pets ?

That is, one that would tell, for each of the skills that the pet is training, whether that particular creature they are fighing with, is the best match for their current skill level for best skill training results ?

This could particularly be of help when training Wrestling and Tactics on the pet since, in order to gain, the target enemy must be within 25 skill points of the pet....
#160
Do you not use animal lore on the mob your pet is fighting?

Having said that, there are a few skills that are really, really hard to max out beyond GM on pets through normal game play, unless you discord them. I wish there were a way to do that without resorting to such tactics. Superior tasty treats that act like SoTs?  Only for those few skills that are hard.
#161
Do you not use animal lore on the mob your pet is fighting?

Having said that, there are a few skills that are really, really hard to max out beyond GM on pets through normal game play, unless you discord them. I wish there were a way to do that without resorting to such tactics. Superior tasty treats that act like SoTs?  Only for those few skills that are hard.
Unfortunately, Animal Lore does not work on quite a lot of MoBs....

I'd love to see "something" that worked like SoTs but for pets....
#162
popps said:
Do you not use animal lore on the mob your pet is fighting?

Having said that, there are a few skills that are really, really hard to max out beyond GM on pets through normal game play, unless you discord them. I wish there were a way to do that without resorting to such tactics. Superior tasty treats that act like SoTs?  Only for those few skills that are hard.
Unfortunately, Animal Lore does not work on quite a lot of MoBs....

I'd love to see "something" that worked like SoTs but for pets....
You really only need a few possible targets to train anything up to 120 in any skill.  Crazed mage, unbounded EVs, ogre lords (pre 120s), etc.

If you want the stats on entities that don't work with animal lore, use your player characters to derive the approximate numbers, using a crystal ball of knowledge.
#163
Okay, this is a Fall Dynamic Discussion!! >:) The Cranky Crafters are in the midst of working their fingers to lil nubbies doing bods, hundreds of thousands of them right? So this is dynamic in my lil novel. There appears to be an issue with a couple major resources for cooking bods which slows things down terribly.  There is the lack of tribal berries, sugar and things cocoa. These can only be obtained from growing cocoa trees and sugar canes and killing female savages.  In talking to my fellow cranky crafters who actually do cooking bods, the amount generated in one bed is consumed, from what I understand, by filling one large bod. And we all know how long it takes for one garden bed to generate one turnover of resources. Just nine days to grow the dang plant and then 1 lil resource a day x 8 days. I am a patient woman but you can't fill a bod that way and make that elf happy!

So in all seriousness, there needs to be more ways to get these resources. Can they be put as loot on Monsters? Can we have new monsters? Sugar Bunnies? Coco Puffs? Maybe Male Savages could have berries that are... umm.. berries?

Our Cooks need help!

#164
How many berries do the savages drop ? 
#165
I don't have an accurate %. But I just spent roughly 25 minutes killing female savages and less than 50% had a berry. It started off well but after a while seemed like the rate dropped significantly.

#166
I shall slay the savage women!
#167
Okay, this is a Fall Dynamic Discussion!! >:) The Cranky Crafters are in the midst of working their fingers to lil nubbies doing bods, hundreds of thousands of them right? So this is dynamic in my lil novel. There appears to be an issue with a couple major resources for cooking bods which slows things down terribly.  There is the lack of tribal berries, sugar and things cocoa. These can only be obtained from growing cocoa trees and sugar canes and killing female savages.  In talking to my fellow cranky crafters who actually do cooking bods, the amount generated in one bed is consumed, from what I understand, by filling one large bod. And we all know how long it takes for one garden bed to generate one turnover of resources. Just nine days to grow the dang plant and then 1 lil resource a day x 8 days. I am a patient woman but you can't fill a bod that way and make that elf happy!

So in all seriousness, there needs to be more ways to get these resources. Can they be put as loot on Monsters? Can we have new monsters? Sugar Bunnies? Coco Puffs? Maybe Male Savages could have berries that are... umm.. berries?

Our Cooks need help!

Forward planning?  I have just over 500 each sugar and cocoa pulp, though I admit only 160 tribal berries. 
#168
Okay, this is a Fall Dynamic Discussion!! >:) The Cranky Crafters are in the midst of working their fingers to lil nubbies doing bods, hundreds of thousands of them right? So this is dynamic in my lil novel. There appears to be an issue with a couple major resources for cooking bods which slows things down terribly.  There is the lack of tribal berries, sugar and things cocoa. These can only be obtained from growing cocoa trees and sugar canes and killing female savages.  In talking to my fellow cranky crafters who actually do cooking bods, the amount generated in one bed is consumed, from what I understand, by filling one large bod. And we all know how long it takes for one garden bed to generate one turnover of resources. Just nine days to grow the dang plant and then 1 lil resource a day x 8 days. I am a patient woman but you can't fill a bod that way and make that elf happy!

So in all seriousness, there needs to be more ways to get these resources. Can they be put as loot on Monsters? Can we have new monsters? Sugar Bunnies? Coco Puffs? Maybe Male Savages could have berries that are... umm.. berries?

Our Cooks need help!

Forward planning?  I have just over 500 each sugar and cocoa pulp, though I admit only 160 tribal berries. 
It would be nice but I've never done cooking bods. There are many people on the shard who are helping with the Artisan Festival for the first time so for them there's no forward planning option. Right now there's a group that have planted seeds but that's going to be a 2 week delay before any ground is made. I think it makes some sense to rethink the options on how these resources can be obtained so that supply can meet demand.

#169
Okay, this is a Fall Dynamic Discussion!! >:) The Cranky Crafters are in the midst of working their fingers to lil nubbies doing bods, hundreds of thousands of them right? So this is dynamic in my lil novel. There appears to be an issue with a couple major resources for cooking bods which slows things down terribly.  There is the lack of tribal berries, sugar and things cocoa. These can only be obtained from growing cocoa trees and sugar canes and killing female savages.  In talking to my fellow cranky crafters who actually do cooking bods, the amount generated in one bed is consumed, from what I understand, by filling one large bod. And we all know how long it takes for one garden bed to generate one turnover of resources. Just nine days to grow the dang plant and then 1 lil resource a day x 8 days. I am a patient woman but you can't fill a bod that way and make that elf happy!

So in all seriousness, there needs to be more ways to get these resources. Can they be put as loot on Monsters? Can we have new monsters? Sugar Bunnies? Coco Puffs? Maybe Male Savages could have berries that are... umm.. berries?

Our Cooks need help!

Forward planning?  I have just over 500 each sugar and cocoa pulp, though I admit only 160 tribal berries. 
It would be nice but I've never done cooking bods. There are many people on the shard who are helping with the Artisan Festival for the first time so for them there's no forward planning option. Right now there's a group that have planted seeds but that's going to be a 2 week delay before any ground is made. I think it makes some sense to rethink the options on how these resources can be obtained so that supply can meet demand.

Turn that category smalls in and get sushis or pies. Easier and worth more.
#170
This stubborn messenger is attempting to have the issue of that category reviewed. >:)
#171
This stubborn messenger is attempting to have the issue of that category reviewed. >:)
Wait till they find out there are no wooden bowls after you are full of peas.
#172
Pawain said:
This stubborn messenger is attempting to have the issue of that category reviewed. >:)
Wait till they find out there are no wooden bowls after you are full of peas.
pewter bowls are good for making cocoa liquor
(I actually made the mistake and bought the bowls of lettuce
Afterwards, realized they weren't wooden lol)

wooden are for fruit bowls
(in case people didn't know)
#173
Pawain said:
This stubborn messenger is attempting to have the issue of that category reviewed. >:)
Wait till they find out there are no wooden bowls after you are full of peas.
pewter bowls are good for making cocoa liquor
(I actually made the mistake and bought the bowls of lettuce
Afterwards, realized they weren't wooden lol)

wooden are for fruit bowls
(in case people didn't know)
I think her original concern was about the larges that has the fruit basket and needed berries.

The wooden bowls are a larger issue if you are doing those.

Sweet Cocoa butter BODs go right to the floor.


#174
And I thought smithing and tailoring bods were bad.
#175
And I thought smithing and tailoring bods were bad.
Wait till you see Tinkering and Carpentry.
#176
Pawain said:
And I thought smithing and tailoring bods were bad.
Wait till you see Tinkering and Carpentry.

Nope, nope, nope and nope!
#177
@AmberWitch I’m sensing that you are a no on the subject 
#178
Don't let my prejudiced opinion stop you! *points to BOD donation box*
#179
If there isn't going to be a transmogrification potion for belts I'd like to see stat's on the demon belt similar to Ozymandias' Obi. 

#180
Riner said:
If there isn't going to be a transmogrification potion for belts I'd like to see stat's on the demon belt similar to Ozymandias' Obi. 

Hopefully the new belt isn't just a blank belt target ... unless it can be imbued 🙂

Something just like Ozy Obi would be missing an opportunity -- why just a re-skinned existing item?

Something new and unique:
"balron slayer"
+25LRC
+5 SDI
+10 DI
Holds shuriken (so compatible w/ninja belt).
#181
Riner said:
If there isn't going to be a transmogrification potion for belts I'd like to see stat's on the demon belt similar to Ozymandias' Obi. 

Hopefully the new belt isn't just a blank belt target ... unless it can be imbued 🙂

Something just like Ozy Obi would be missing an opportunity -- why just a re-skinned existing item?

Something new and unique:
"balron slayer"
+25LRC
+5 SDI
+10 DI
Holds shuriken (so compatible w/ninja belt).
I believe it was stated that we won't see the stats until we get it.
so we won't know until then what it has...
they didn't give us any spoilers for that

(I am hoping that it is a transmog piece...
where you click it & target a belt slot item to consume its stats.
but I doubt it)

I do know that people have asked if they were going to do another recipe for Tangle.
And I believe it was  said it would be easier to introduce a new item, 
rather than to use an existing item
#182
I think all paras should have a drop. And people would be more prone to kill them instead of running them onto someone else or putting them behind doors. And making others kill them. 
#183
BTW: Having the events Armor Sets Shard Bound was, still is and EVER will be the most HELOTIC UO developing choice in a long story of helotic ones.

Cheers
Ivenor
#184
Ivenor said:
BTW: Having the events Armor Sets Shard Bound was, still is and EVER will be the most HELOTIC UO developing choice in a long story of helotic ones.

Cheers
Ivenor

Yup, I agree +100%, buut what is helotic?
#185
I hope they give the belt some new/different properties. Let's also hope is can be altered for Gargs.

I know some people don't mind same stats just a different look but reskinned items to me seem like a cop-out. Especially a belt that would likely be unnoticed on your toon unless you look at the paperdoll. 
#186
Seth said:
Ivenor said:
BTW: Having the events Armor Sets Shard Bound was, still is and EVER will be the most HELOTIC UO developing choice in a long story of helotic ones.

Cheers
Ivenor

Yup, I agree +100%, buut what is helotic?
A more snob way to say m*r*nic... 😂

In Italian we use to write ILOTA (Helot in English) when it isn't the case to write IDI*TA... ;)

https://en.wikipedia.org/wiki/Helots
#187
One possible trend is to have 
Shard bound with no durability limits
Non-shard bound, but brittle

This seems like the case for some items. 
#188
Seth said:
One possible trend is to have 
Shard bound with no durability limits
Non-shard bound, but brittle

This seems like the case for some items. 
This requires Common Sense and the decency to respect the play stile of the kind of players (small Armor Sets collectors) that don't bring the "big bucks" in the biz, all things that are clearly lacking by many years.
#189
Pawain said:
And I thought smithing and tailoring bods were bad.
Wait till you see Tinkering and Carpentry.
Want to talk about Alchemy with a BOD that asks for 10, 15 or 20 Nexus Core when to craft 1 of them some 10 Mandrake Roots, 10 Spider Silk, 5 Dark Sapphires and 5 Crushed Glass are required ?

And as if that was not enough, at 100.0 Alchemy there is only a 33.4% chance to make one... which it means, loss of materials with fails...

https://www.uoguide.com/Nexus_Core

And how many points does a Nexus Core small BOD give ?

Only 110 points for a 10 pieces BOD, 125 points for a 15 pieces BOD,  or 150 points for a 20 pieces BOD which are good to get nothing, basically, for the materials invested in that BOD.

https://uo.com/wiki/ultima-online-wiki/skills/alchemy/alchemy-bulk-orders/

Infact, players who get them usually discard them....

I think they should be beefed up, and quite a lot, in the points and, consequentially, Rewards that they can yield....
#190
popps said:
Pawain said:
And I thought smithing and tailoring bods were bad.
Wait till you see Tinkering and Carpentry.
Want to talk about Alchemy with a BOD that asks for 10, 15 or 20 Nexus Core when to craft 1 of them some 10 Mandrake Roots, 10 Spider Silk, 5 Dark Sapphires and 5 Crushed Glass are required ?

And as if that was not enough, at 100.0 Alchemy there is only a 33.4% chance to make one... which it means, loss of materials with fails...

https://www.uoguide.com/Nexus_Core

And how many points does a Nexus Core small BOD give ?

Only 110 points for a 10 pieces BOD, 125 points for a 15 pieces BOD,  or 150 points for a 20 pieces BOD which are good to get nothing, basically, for the materials invested in that BOD.

https://uo.com/wiki/ultima-online-wiki/skills/alchemy/alchemy-bulk-orders/

Infact, players who get them usually discard them....

I think they should be beefed up, and quite a lot, in the points and, consequentially, Rewards that they can yield....
There is no reason to craft some of the BODs. Be smart figure out which ones are worth the resources. 

All the bottled alchemy BODs work great and get nice rewards. Alchemy is one of the better ones.

You know the links. Be smarter than the BOD.
#191
Pawain said:
popps said:
Pawain said:
And I thought smithing and tailoring bods were bad.
Wait till you see Tinkering and Carpentry.
Want to talk about Alchemy with a BOD that asks for 10, 15 or 20 Nexus Core when to craft 1 of them some 10 Mandrake Roots, 10 Spider Silk, 5 Dark Sapphires and 5 Crushed Glass are required ?

And as if that was not enough, at 100.0 Alchemy there is only a 33.4% chance to make one... which it means, loss of materials with fails...

https://www.uoguide.com/Nexus_Core

And how many points does a Nexus Core small BOD give ?

Only 110 points for a 10 pieces BOD, 125 points for a 15 pieces BOD,  or 150 points for a 20 pieces BOD which are good to get nothing, basically, for the materials invested in that BOD.

https://uo.com/wiki/ultima-online-wiki/skills/alchemy/alchemy-bulk-orders/

Infact, players who get them usually discard them....

I think they should be beefed up, and quite a lot, in the points and, consequentially, Rewards that they can yield....
There is no reason to craft some of the BODs. Be smart figure out which ones are worth the resources. 

All the bottled alchemy BODs work great and get nice rewards. Alchemy is one of the better ones.

You know the links. Be smarter than the BOD.
Yep, No reason to do a lot of them. Then you get a 30% Talisman, coupled with a 10% Hygieia's Amulet, and it makes even the Low % ones much easier.
#192
Pawain said:
popps said:
Pawain said:
And I thought smithing and tailoring bods were bad.
Wait till you see Tinkering and Carpentry.
Want to talk about Alchemy with a BOD that asks for 10, 15 or 20 Nexus Core when to craft 1 of them some 10 Mandrake Roots, 10 Spider Silk, 5 Dark Sapphires and 5 Crushed Glass are required ?

And as if that was not enough, at 100.0 Alchemy there is only a 33.4% chance to make one... which it means, loss of materials with fails...

https://www.uoguide.com/Nexus_Core

And how many points does a Nexus Core small BOD give ?

Only 110 points for a 10 pieces BOD, 125 points for a 15 pieces BOD,  or 150 points for a 20 pieces BOD which are good to get nothing, basically, for the materials invested in that BOD.

https://uo.com/wiki/ultima-online-wiki/skills/alchemy/alchemy-bulk-orders/

Infact, players who get them usually discard them....

I think they should be beefed up, and quite a lot, in the points and, consequentially, Rewards that they can yield....
There is no reason to craft some of the BODs. Be smart figure out which ones are worth the resources. 

All the bottled alchemy BODs work great and get nice rewards. Alchemy is one of the better ones.

You know the links. Be smarter than the BOD.
That is not the point.

My point is about the inexplicability, at least for me, to spend Design resources to create BODs which hardly any player is interested in dealing with, because they are a lot more effort and cost for what they bring.

And leaving these BODs remain unused, because not "fixed", seems a waste to me....
#193
but @popps maybe there are players that do use these bods? how could you possibly know? and even if not and they are unused would it in fact be wise to waste yet more of the developers time to fix them ?
#194
McDougle said:
but @ popps maybe there are players that do use these bods? how could you possibly know? and even if not and they are unused would it in fact be wise to waste yet more of the developers time to fix them ?
How is "fixing" something which is broken wasting developers' time ?

Something that is broken (not worth the effort), players do not use.

Something that gets fixed by changing it so that it then is worth players' effort, then players would more likely use it...

Personally, I would not see the time spent for that "fix", when it makes that particular gameplay more likely for players to use it, as wasted time....
#195
popps said:
McDougle said:
but @ popps maybe there are players that do use these bods? how could you possibly know? and even if not and they are unused would it in fact be wise to waste yet more of the developers time to fix them ?
How is "fixing" something which is broken wasting developers' time ?

Something that is broken (not worth the effort), players do not use.

Something that gets fixed by changing it so that it then is worth players' effort, then players would more likely use it...

Personally, I would not see the time spent for that "fix", when it makes that particular gameplay more likely for players to use it, as wasted time....
In this particular case you view this as broken because you view it as too hard and not worth the effort but there might be hundreds of other players who do like it ...
#196
McDougle said:
popps said:
McDougle said:
but @ popps maybe there are players that do use these bods? how could you possibly know? and even if not and they are unused would it in fact be wise to waste yet more of the developers time to fix them ?
How is "fixing" something which is broken wasting developers' time ?

Something that is broken (not worth the effort), players do not use.

Something that gets fixed by changing it so that it then is worth players' effort, then players would more likely use it...

Personally, I would not see the time spent for that "fix", when it makes that particular gameplay more likely for players to use it, as wasted time....
In this particular case you view this as broken because you view it as too hard and not worth the effort but there might be hundreds of other players who do like it ...
QFB 
#197
popps said:
McDougle said:
but @ popps maybe there are players that do use these bods? how could you possibly know? and even if not and they are unused would it in fact be wise to waste yet more of the developers time to fix them ?
How is "fixing" something which is broken wasting developers' time ?

Something that is broken (not worth the effort), players do not use.

Something that gets fixed by changing it so that it then is worth players' effort, then players would more likely use it...

Personally, I would not see the time spent for that "fix", when it makes that particular gameplay more likely for players to use it, as wasted time....
OK @popps this is now a bug and will be fixed after we fix the other 1,000,000,000,000,000,000,000,000,000 bugs first, please continue doing/ not doing them until that time.  Thank You for this valued input now on to your next fix.
#198
How do BODs tie in with Fall Events? Can someone explain?
#199
keven2002 said:
How do BODs tie in with Fall Events? Can someone explain?

I can but try. In December we have the Artisan Festival during which BoDs are turned in to build the towns' Christmas trees and obtain some rather nice deco items. These trees require a significant number of BoDs, so it is a wise crafter who begins early and does not wait till the last minute.
Only the 'bank' point number is counted and while I don't have an exact figure I believe the number of bank points required to complete a tree with star on top is around 23,000.
#200
Understood but @popps is talking about the rewards he gets for those BODs? Sounds like he's talking about crafting in general rather than any Fall Dynamic Event (ie Treasures Of / Champ Spawn mid Nov / some kind of other chain quest). I wouldn't think the Artisan Fest would be considered dynamic at all. It might be splitting hairs but I feel like @popps is just trolling on yet another thread. 
#201
@popps every item that was in the craft menu at the launch of the new bod system was given a small bod. Some can be added to a large and some cannot. There is no 'bug' It simply requires the player to make a decision on which bods are cost effective and which should be declined. Please realise that Ultima Online is a game that requires players to make decisions, not have the developers do all the thinking for them. Also please post relevant to the topic of the thread.

@keven2002 It could be considered a thread hijack, so let's get the thread back on topic. I will undertake to remove any further off topic posts in the thread.

#202
 B) 
#203
Regarding the Antique property... I don't use them because of the increased durability loss on combat...
I would be ok with them having only the limited PoF usage, but having combat items being "bad" at being on combat is not something I enjoy having...
I even switched my non-combat characters to mostly brittle items because they keep taking damage from random npcs outside my house without even fighting them...
#204
Seth said:
One possible trend is to have 
Shard bound with no durability limits
Non-shard bound, but brittle

This seems like the case for some items. 
You see, the point is that keeping the Events Drops SB even AFTER an Event (as so the "Trade Drops for Rewards" window) closes don't have ANY sense beside the ones to p*ss off "small" Event Armor Sets collectors and driving up as crazy inflation even in the Low Pop Shard... :|
#205
Ivenor said:
Seth said:
One possible trend is to have 
Shard bound with no durability limits
Non-shard bound, but brittle

This seems like the case for some items. 
You see, the point is that keeping the Events Drops SB even AFTER an Event (as so the "Trade Drops for Rewards" window) closes don't have ANY sense beside the ones to p*ss off "small" Event Armor Sets collectors and driving up as crazy inflation even in the Low Pop Shard... :|

Actually, I didn't play much of wildfire and now they are so expensive everywhere. One guy sell the ostard at 450m on my shard, just one. 
#206
Seth said:
Ivenor said:
Seth said:
One possible trend is to have 
Shard bound with no durability limits
Non-shard bound, but brittle

This seems like the case for some items. 
You see, the point is that keeping the Events Drops SB even AFTER an Event (as so the "Trade Drops for Rewards" window) closes don't have ANY sense beside the ones to p*ss off "small" Event Armor Sets collectors and driving up as crazy inflation even in the Low Pop Shard... :|

Actually, I didn't play much of wildfire and now they are so expensive everywhere. One guy sell the ostard at 450m on my shard, just one. 

Exactly.

And the Ostard is a Reward, so it could have some far far away mininal & distorted sense, but I dare @Kyronix & Co. to explain WHY, STILL NOW AFTER THESE EVENTS are LONG FINISHED, I can't move my Wildfire, of Ice & of the Three Armor Sets Drop (items that, as now, have a 99% PURELY DECO function) from, e.g., ATL to my Home Shard (where, as in every Low Pop Shard, of them there is NONE to be bought, as instead there is still a dribble of the pieces from the non SB Events as Cult, Enchanted Origin, Fellows & even Doom), or why I can't even to ever hope to procure the missing pieces to complete my collection sets somewhere else???

BUT they left the EXPLOIT-OBTAINED Wildfire Cloth Legit, se the few "lucky" that "casually" discoverd the EXPLOIT are lining their pocket (current prices for 10 (TEN) pieces of WF Cloth is around ***1 PLAT***)!

@Mariah & Co., palse note that my rant is germane to the Thread Topic & Title (Fall Dynamic Events Discussion)...

Cheers
Ivenor
#207
So far those who supported only says its "good" but zero contribution to what are the tangible benefits. Except maybe for the few who are selling the items for cash, low stock, rare items, good money!
#208
@Ivenor - Why did you go to ATL to do Treasures of events then instead of your own shard that you wanted the pieces? I'm guessing it's because you wanted to sell all of your drops / rewards when you could (keeping a few pieces) and then Xfer the money back to your home shard? 

These treasures events (every one except maybe Deceit) have all been long enough where you can go make your money on ATL like you have been and then complete your suits on your home shard. I've done that for each event myself (except for Deceit). There have been a few times where I would trade a few pieces (while the event was going on) for the one I needed; even on low pop shards.

Let's stop acting like it's some big travesty that these items remain shard bound. If it's really such an issue having these items on your home shard then stop being greedy trying to make plats from ATL. You can't always have your cake and eat it too 🙂 
#209
keven2002 said:
@ Ivenor - Why did you go to ATL to do Treasures of events then instead of your own shard that you wanted the pieces? I'm guessing it's because you wanted to sell all of your drops / rewards when you could (keeping a few pieces) and then Xfer the money back to your home shard? 

These treasures events (every one except maybe Deceit) have all been long enough where you can go make your money on ATL like you have been and then complete your suits on your home shard. I've done that for each event myself (except for Deceit). There have been a few times where I would trade a few pieces (while the event was going on) for the one I needed; even on low pop shards.

Let's stop acting like it's some big travesty that these items remain shard bound. If it's really such an issue having these items on your home shard then stop being greedy trying to make plats from ATL. You can't always have your cake and eat it too 🙂 
Me making Platimum? WADR, you have no idea of how the things really are and where the Platinum really is and of who eated my cake, box, candles and all...  :'( 😂


1. I'm, at the moment maybe, who knows in the future, nor interested in the PvP neither the PvM aspects of the UO ***SANDBOX*** game, for which I PAY my montly sub fees;
2. I don't have the time nor the inclination for endless (IMO, boringly ripetitive) Dungeon grinding sessions (PLEASE NOTE: this is ONLY MY TASTE, NOT a judgement on the "validity" of other players palystyles);
3. I like mainly the Deco aspect of the UO ***SANDBOX*** game, for which I PAY my montly sub fees;
4. of the Deco aspect of the UO ***SANDBOX*** game, for which I PAY my montly sub fees, what I like the most is collecting and displaying Armor Sets;
5. I had a "Mom & Pop" level inter-shard trading service: I bought items (guess what: mainly AS pieces) on Low Pop Shards and sold them on ATL (or, sometime, the other way around), making a decent profit on this trade routes ("geee, look: a not-corporate capitalist! KILL HIM, KILL HIM!!!");
6. This biz allowed me to rise the GPs I needed, between other things, to enlarge my AS collection (thre were NO Plats there, believe me);
7. The introduction of the Shard Bounding of the EVENT LEVEL Drops (please remebrer: the EM LEVEL Drops - where, beside real estate on ATL, the REAL heavy platinum is, still are - and I SINCERELY HOPE, for the benefit of both who trades and of who collects them, it will FOREVER be - NOT SBounded), DESTROYED singlehandly the way I like to play the UO ***SANDBOX*** game for which I PAY my montly sub fees, EXPECIALLY considering that, IMO with no rime & no reason, the Event Drops SBounding LASTS AFTER THE redeemeabilty of the Event Drops ENDS
8. I'm replying to your post (notwithsanding its implicit negative "moral" judgment on my playstyle - and, please, we are between adults here, so are all well aware of what the "metacomunicative level of a message" is) out of courtesy - but this has been said ad nauseam: "It Desn't Exist a "Right" Way to Play a ***SANDBOX*** game like UO, and decisions that negatively affects the pleasure of gaming for what it is a sensible chunck of the play (& PAY) base, are, IMO, myopic AT BEST.
9. To sum it up: I RESPECT THE RULES (I don't use cheat, I don't farm AFTKB, I don't use expolits, I don't use "illegal" 3D party software at EM events or PvP, I don't multibox at EM events, etc., so I'm ENTITLED (yes, I used the wretched E-word) to be free to play the UO ***SANDBOX*** game for which I PAY my montly sub fees AS I DARN LIKE, and, IMO, if the Devs interfere with it TOTALLY changing the rules, I have any reasion to feel roially pixed off and to expect to recieve a SENSATE reason for that choice, not a simple "because we decieded so".

Cheers
Ivenor
#210
What are you talking about? I couldn't get any valid argument out of your post aside from UO is a sandbox game.Nobody is telling you to pay to play and nobody said anything about paying a fee so what are you talking about? 

My post was very simple. If you want to have these Treasure of items on your home shard then play your home shard for the event and stop doing it on ATL shard (OR move to ATL and make it your home). 

You seem to be eluding to the Devs changing the rules on you but the treasure of items have always been shard bound and YOU are requesting they change that rule so you are seemingly conflicting your own request with your last post.
#211
Ivenor said:
Seth said:
Ivenor said:
Seth said:
One possible trend is to have 
Shard bound with no durability limits
Non-shard bound, but brittle

This seems like the case for some items. 
You see, the point is that keeping the Events Drops SB even AFTER an Event (as so the "Trade Drops for Rewards" window) closes don't have ANY sense beside the ones to p*ss off "small" Event Armor Sets collectors and driving up as crazy inflation even in the Low Pop Shard... :|

Actually, I didn't play much of wildfire and now they are so expensive everywhere. One guy sell the ostard at 450m on my shard, just one. 

Exactly.

And the Ostard is a Reward, so it could have some far far away mininal & distorted sense, but I dare @ Kyronix & Co. to explain WHY, STILL NOW AFTER THESE EVENTS are LONG FINISHED, I can't move my Wildfire, of Ice & of the Three Armor Sets Drop (items that, as now, have a 99% PURELY DECO function) from, e.g., ATL to my Home Shard (where, as in every Low Pop Shard, of them there is NONE to be bought, as instead there is still a dribble of the pieces from the non SB Events as Cult, Enchanted Origin, Fellows & even Doom), or why I can't even to ever hope to procure the missing pieces to complete my collection sets somewhere else???

BUT they left the EXPLOIT-OBTAINED Wildfire Cloth Legit, se the few "lucky" that "casually" discoverd the EXPLOIT are lining their pocket (current prices for 10 (TEN) pieces of WF Cloth is around ***1 PLAT***)!

@ Mariah & Co., palse note that my rant is germane to the Thread Topic & Title (Fall Dynamic Events Discussion)...

Cheers
Ivenor
Why is your stuff on Atlantic if it's not your home shard shouldn't you have been playing there getting it?
#212
keven2002 said:
What are you talking about? I couldn't get any valid argument out of your post aside from UO is a sandbox game.Nobody is telling you to pay to play and nobody said anything about paying a fee so what are you talking about? 

My post was very simple. If you want to have these Treasure of items on your home shard then play your home shard for the event and stop doing it on ATL shard (OR move to ATL and make it your home). 

You seem to be eluding to the Devs changing the rules on you but the treasure of items have always been shard bound and YOU are requesting they change that rule so you are seemingly conflicting your own request with your last post.

Wath is not clear yet?

I don't want any darn TESAURE, (i.e. the REWARDS of the Events, like the fragging lousy Ostards or whatever)! You can make Sub-Severs Bound for what I care...

I want that the DROPS of the Events (i.e. the ARMOR PIECES that one use to earn the points to get the Tesaures DURING THE EVENTS), will, when an event ENDS (and so the Drops have no more POINTS VALUE), to became NOT SHARD BOUND, so one can search for, find and bring in his Home Shard the pieces he is collecting from ALL of the Sosaria Shards, EXACTLY as it was (and still is) until the Felloship Event drops.

And what Shard I (generic "I") play on, what the kind of game I play or where my Castle or Hut is, is no darn businnes of anyone than me (again: generic "me").

Is my explanation basic enough now?
#213
McDougle said:
Ivenor said:
Seth said:
Ivenor said:
Seth said:
One possible trend is to have 
Shard bound with no durability limits
Non-shard bound, but brittle

This seems like the case for some items. 
You see, the point is that keeping the Events Drops SB even AFTER an Event (as so the "Trade Drops for Rewards" window) closes don't have ANY sense beside the ones to p*ss off "small" Event Armor Sets collectors and driving up as crazy inflation even in the Low Pop Shard... :|

Actually, I didn't play much of wildfire and now they are so expensive everywhere. One guy sell the ostard at 450m on my shard, just one. 

Exactly.

And the Ostard is a Reward, so it could have some far far away mininal & distorted sense, but I dare @ Kyronix & Co. to explain WHY, STILL NOW AFTER THESE EVENTS are LONG FINISHED, I can't move my Wildfire, of Ice & of the Three Armor Sets Drop (items that, as now, have a 99% PURELY DECO function) from, e.g., ATL to my Home Shard (where, as in every Low Pop Shard, of them there is NONE to be bought, as instead there is still a dribble of the pieces from the non SB Events as Cult, Enchanted Origin, Fellows & even Doom), or why I can't even to ever hope to procure the missing pieces to complete my collection sets somewhere else???

BUT they left the EXPLOIT-OBTAINED Wildfire Cloth Legit, se the few "lucky" that "casually" discoverd the EXPLOIT are lining their pocket (current prices for 10 (TEN) pieces of WF Cloth is around ***1 PLAT***)!

@ Mariah & Co., palse note that my rant is germane to the Thread Topic & Title (Fall Dynamic Events Discussion)...

Cheers
Ivenor
Why is your stuff on Atlantic if it's not your home shard shouldn't you have been playing there getting it?
Because:
1. Houses prices on ATL are INSANE (speaking of where the REAL Platinum is today);
2. 90% of the Event drops (and of almost all the rest of the stuff) are on sale on ATL and no other Shard, and even that stuff has gone up 10x: 100.000/200.000 GPs for a Drop piece at the time of the last not bound Event (Felloship) vs 2/3 MILLIONS GPs today, bacause the Low Pop Shard players cannot anymore sell their stuff on the ATL Maket and no ATL player can go shopping in Low Pop Shards, and this make the local price on EVERY Shard go up;
3. Differently from before, with Shard Bounding, there have been a drop in about 70% of the items on sale in 90% of the other Shards (why local people should farm more of what they need/want if the stuff insnon more sellable to the "tourist" from other Shards that were the mayority of the buyer before?
4. As I wrote before, I've no time & no more interest in grinding dungeons.

#214
Where can I buy a wildfire ostard without paying for a bomb.   🙁

I regretted not getting it because I trusted those who said shard bound is good for the economy, so it will be on cheap sale throughout the land and every shard I play. 


#215
Seth said:
Where can I buy a wildfire ostard without paying for a bomb.   🙁

I regretted not getting it because I trusted those who said shard bound is good for the economy, so it will be on cheap sale throughout the land and every shard I play. 



Yup, sure: the Shard Bounding is soooo good for the UO economy at the "normal player" level that, at last, it is no more tanking like the Titanic.

It is soaring... like the Hindemburg. 😂



#216
Ivenor said:
Seth said:
Where can I buy a wildfire ostard without paying for a bomb.   🙁

I regretted not getting it because I trusted those who said shard bound is good for the economy, so it will be on cheap sale throughout the land and every shard I play. 



Yup, sure: the Shard Bounding is soooo good for the UO economy at the "normal player" level that, at last, it is no more tanking like the Titanic.

It is soaring... like the Hindemburg. 😂



The ozzy really a terrible example for this as once popped they are no longer shard bound...
#217
McDougle said:
Ivenor said:
Seth said:
Where can I buy a wildfire ostard without paying for a bomb.   🙁

I regretted not getting it because I trusted those who said shard bound is good for the economy, so it will be on cheap sale throughout the land and every shard I play. 



Yup, sure: the Shard Bounding is soooo good for the UO economy at the "normal player" level that, at last, it is no more tanking like the Titanic.

It is soaring... like the Hindemburg. 😂



The ozzy really a terrible example for this as once popped they are no longer shard bound...

As I reapetead again and again, I'm speaking of the absurdity of having Shard Bounded the Events ARMOR DROPS (expecially AFTER the Event end), NOT of the Event REWARDS status...
#218
Ivenor said:
McDougle said:
Ivenor said:
Seth said:
Where can I buy a wildfire ostard without paying for a bomb.   🙁

I regretted not getting it because I trusted those who said shard bound is good for the economy, so it will be on cheap sale throughout the land and every shard I play. 



Yup, sure: the Shard Bounding is soooo good for the UO economy at the "normal player" level that, at last, it is no more tanking like the Titanic.

It is soaring... like the Hindemburg. 😂



The ozzy really a terrible example for this as once popped they are no longer shard bound...

As I reapetead again and again, I'm speaking of the absurdity of having Shard Bounded the Events ARMOR DROPS (expecially AFTER the Event end), NOT of the Event REWARDS status...
Some are complaining that the shard bound items are "quickly" shipped off to Atlantic leaving nothing for the shard.

They might as well remove 14 year shard transfer and make this a free for all like a super Gate where every one can travel freely.

Or have a courier system for users to buy from Atlantic and then system re-create in the local shard. 

More supply should help lower the price a little but since they are game changers the epaulette and Balron armor will still be expensive without shard bound. 

The key to economy is more supply, not restrictions. If anyone argues about "economy", then open up free travel in all 20 over shards. Or make them obtainable in regular game content.

And on this topic, the other players should stop talking about EA revenue when they are not a shareholder.. whether EA is making money from character transfer or not etc. 

I pay to play the game.
I am not paid to worry about their bottom line.
#219
Seth said:
Ivenor said:
McDougle said:
Ivenor said:
Seth said:
Where can I buy a wildfire ostard without paying for a bomb.   🙁

I regretted not getting it because I trusted those who said shard bound is good for the economy, so it will be on cheap sale throughout the land and every shard I play. 



Yup, sure: the Shard Bounding is soooo good for the UO economy at the "normal player" level that, at last, it is no more tanking like the Titanic.

It is soaring... like the Hindemburg. 😂



The ozzy really a terrible example for this as once popped they are no longer shard bound...

As I reapetead again and again, I'm speaking of the absurdity of having Shard Bounded the Events ARMOR DROPS (expecially AFTER the Event end), NOT of the Event REWARDS status...
(...)

The key to economy is more supply, not restrictions. If anyone argues about "economy", then open up free travel in all 20 over shards. Or make them obtainable in regular game content.

(...)
THIS is right on center, IMO.

I wrote that I don't care about REWARDS being SB simply because personally I don't collect them, but, obviously, you are, IMO, totally right.

#220
Ivenor said:
Seth said:
Ivenor said:
McDougle said:
Ivenor said:
Seth said:
Where can I buy a wildfire ostard without paying for a bomb.   🙁

I regretted not getting it because I trusted those who said shard bound is good for the economy, so it will be on cheap sale throughout the land and every shard I play. 



Yup, sure: the Shard Bounding is soooo good for the UO economy at the "normal player" level that, at last, it is no more tanking like the Titanic.

It is soaring... like the Hindemburg. 😂



The ozzy really a terrible example for this as once popped they are no longer shard bound...

As I reapetead again and again, I'm speaking of the absurdity of having Shard Bounded the Events ARMOR DROPS (expecially AFTER the Event end), NOT of the Event REWARDS status...
(...)

The key to economy is more supply, not restrictions. If anyone argues about "economy", then open up free travel in all 20 over shards. Or make them obtainable in regular game content.

(...)
THIS is right on center, IMO.

I wrote that I don't care about REWARDS being SB simply because personally I don't collect them, but, obviously, you are, IMO, totally right.

I don't think sb vs nonnSB will ever agree we do have one example of closed shards i think people need to look at the economy on those shards...
#221
McDougle said:
Ivenor said:
Seth said:
Ivenor said:
McDougle said:
Ivenor said:
Seth said:
Where can I buy a wildfire ostard without paying for a bomb.   🙁

I regretted not getting it because I trusted those who said shard bound is good for the economy, so it will be on cheap sale throughout the land and every shard I play. 



Yup, sure: the Shard Bounding is soooo good for the UO economy at the "normal player" level that, at last, it is no more tanking like the Titanic.

It is soaring... like the Hindemburg. 😂



The ozzy really a terrible example for this as once popped they are no longer shard bound...

As I reapetead again and again, I'm speaking of the absurdity of having Shard Bounded the Events ARMOR DROPS (expecially AFTER the Event end), NOT of the Event REWARDS status...
(...)

The key to economy is more supply, not restrictions. If anyone argues about "economy", then open up free travel in all 20 over shards. Or make them obtainable in regular game content.

(...)
THIS is right on center, IMO.

I wrote that I don't care about REWARDS being SB simply because personally I don't collect them, but, obviously, you are, IMO, totally right.

I don't think sb vs nonnSB will ever agree we do have one example of closed shards i think people need to look at the economy on those shards...

Yup, we can agree to disagree, that's acceptable for both, I think... 🙂 ;)
#222
You can't apply Siege case to all shards. Make all shard like Siege and bye bye UO would have prematurely happen 10 years ago.

I would definitely be playing and posting about other games today, if not for shard transfer. That is the reason why I have 3 active accounts.

#223
Friendly reminder: Hand in your Hythloth drops TODAY. This event ends at 0.01 am tomorrow morning.
#224
Mariah said:
Friendly reminder: Hand in your Hythloth drops TODAY. This event ends at 0.01 am tomorrow morning.

Thanks for the note @Mariah ! 🙂

What I'm thinking now is "Let's hope that a lot of the hoarders forget the deadline, so from tomorrow the market shuold see a rise in AS Demonic Drops for sale (and a conseguent, even if small, fall in their prices), Drops that have lost their raison d'être in the optic of the hoarders that see them only as a mean to get the "Rewards...".

OK, I'm officialy a bad person... >:)  :p ;)

BTW - An advise for one of the next Event Reward: an "Ostard Delousing Tub". All those poor souls of CRAZY PRICED & SHARD BOUNDED Wildfire Ostard Statuettes stuck on Auction Safes on every Shard FROM MONTHS are IMO starting to have more that one bad case of the claps... 😂

#225
A frustrated player just recommended the next Dungeon have Ancient Wyrms with 5 Hell Hounds riding on their back. He may have been joking.

Hows that sound for Destard? @Kyronix
#226
Ivenor said:

I don't want any darn TESAURE, (i.e. the REWARDS of the Events, like the fragging lousy Ostards or whatever)! You can make Sub-Severs Bound for what I care...

I want that the DROPS of the Events (i.e. the ARMOR PIECES that one use to earn the points to get the Tesaures DURING THE EVENTS), will, when an event ENDS (and so the Drops have no more POINTS VALUE), to became NOT SHARD BOUND, so one can search for, find and bring in his Home Shard the pieces he is collecting from ALL of the Sosaria Shards, EXACTLY as it was (and still is) until the Felloship Event drops.

And what Shard I (generic "I") play on, what the kind of game I play or where my Castle or Hut is, is no darn businnes of anyone than me (again: generic "me").

Is my explanation basic enough now?
Still not sure why you don't just play your own shard and work towards those drops yourself (which is what I ask from the start).

I literally was able to get every single armor piece I wanted (in multiples) just by playing the game. When I changed shards to less populated ones I was able to trade 2-3 random drops for the ones i wanted. What is so hard to comprehend here? 

Go play your own home shard to get these Shard Bound drops during the event. Stop trying to change the entire makeup of the game simply because you don't feel like playing your own shard to get them. There is a very simple solution to your "issue". Using the reason "it's nobody's business how you play" is probably the most selfish and lazy reason you could have given.
#227
Mariah said:
Friendly reminder: Hand in your Hythloth drops TODAY. This event ends at 0.01 am tomorrow morning.
ATL still has the vendor up (and Demonic Force spawn) and it's after server up too... for those who may not have turned in their drops yet
#228
keven2002 said:
Ivenor said:

I don't want any darn TESAURE, (i.e. the REWARDS of the Events, like the fragging lousy Ostards or whatever)! You can make Sub-Severs Bound for what I care...

I want that the DROPS of the Events (i.e. the ARMOR PIECES that one use to earn the points to get the Tesaures DURING THE EVENTS), will, when an event ENDS (and so the Drops have no more POINTS VALUE), to became NOT SHARD BOUND, so one can search for, find and bring in his Home Shard the pieces he is collecting from ALL of the Sosaria Shards, EXACTLY as it was (and still is) until the Felloship Event drops.

And what Shard I (generic "I") play on, what the kind of game I play or where my Castle or Hut is, is no darn businnes of anyone than me (again: generic "me").

Is my explanation basic enough now?
Still not sure why you don't just play your own shard and work towards those drops yourself (which is what I ask from the start).

I literally was able to get every single armor piece I wanted (in multiples) just by playing the game. When I changed shards to less populated ones I was able to trade 2-3 random drops for the ones i wanted. What is so hard to comprehend here? 

Go play your own home shard to get these Shard Bound drops during the event. Stop trying to change the entire makeup of the game simply because you don't feel like playing your own shard to get them. There is a very simple solution to your "issue". Using the reason "it's nobody's business how you play" is probably the most selfish and lazy reason you could have given.
"Go play your own home shard"
"playing your own shard to get them"

For some mysterious reson you feel to have the right to tell me not only how, but even where (and when, I suppose: should I respect a curefew too?) I have to play, and that I'm "selfish and lazy" if I don't do so, showing with it a basical inability to differentiate between remarks addressed ***TO THE DEVS*** and  criticism addressed ***TO OTHER PLAYERS***.

So, contrary to some other persons in the Thread, with a total diffent vision from mine about the beneifts, or lack of, of Shard Bounding, you show you total lack of argoments to substauin your thesis resorting to discriminatory name-calling and vaguely racist remarks, because I don't play a SANDBOX game in the way YOU feel is the ONLY ONE right.

I see that I've wasted my time replying to you, in the future I'll not repeat the same error.

BTW: "Stop trying to change the entire makeup of the game" is simply try to BRING IT BACK THE WAY IN WHICH IT WAS PLAYED FOR YEARS, and the end of which brought, in a single year, a 10x infationary rise IN ALL THE SHARDS.

But, silly me, that's argumenting on general issues and - GASP! - with DATA, so a little (a lot...) over the head of someone which core "argument" is "Go out of my playground and back in your backyard"... 😂

Have a nice day.
I.
#229
We skipped right over the two closed shards we need to focus only on the economic situation on these shards without debate about other factors. And the bottom line is the economy's are healthy without inflation..
#230
I stopped reading after you yet again missed the point.

Here is a summary of what we have:
  1. You are whining about getting drops on your own shard so you want Shard Bound to go away after the event.
  2. I've told you that the fix to this is simple and requires zero Dev interaction. Simply play the shard you want the drops.
  3. For some reason you cannot grasp that if you just played on your own shard that would solve your problem. Instead you want to go back and forth with me telling me "don't tell me how to play MY game".
You are so dense it is painful. You want the entire setup of the game altered simply because you are too stubborn to play within the game mechanics (which are extremely easy to see in this case). You are extremely short sighted and are proving how little understanding you actually have for how a MMORPG (or even life) works.

What's next? You will say that you don't want to actually kill monsters for drops and there should be a clicky for you to get your drops? Because "you want to play your game however you want". Give me a break. 

Luckily the Devs understand that the "fix" here requires zero change and won't bother entertaining your silly idea given that the "fix" to your "issue" is as simple as play the shard where you want the drops.
#231
I think this has gone far enough.
@Keven2002 & @Ivenor please stop with the personal attacks.
#232
I only read the above discussion briefly, and just want to add a few points regarding shard bound.

1) It does not really affect "active players" if they just play on one shard. Which is why majority are not complaining. The workaround is, go to every shard you play and get the artifacts.

2) We have the right to play in one shard or multi-shard. The predecessors designed a character transfer shield for this purpose. It is not illegal to play on multiple shards.

3) Some players hop around different shards in their region to participate in their EM event. I also do once a while. We prefer to have the same gear because some imbued armors are based on the overall stats. If one gear is different, we need to imbue a different piece.

The workaround is ofcourse -
a) don't play multiple shards or
b) go every shard that you play and get the item or
c) don't change gear, stick to the old gear set.

Finally, there is one more workaround - don't play Ultima Online? That would be a critical impact, from trying to solve "economy" (but making it worse) to telling players "don't play multi-shard" or "quit" doing this or that.

What did Shard Bound really solve that we deserve to spend so much time talking about it, and need to have so many workaround?

I am not interested to argue further unless someone has clear benefits of Shard Bound that we can visibly see with solid evidence.

We are not stupid, if you tell me a medicine is bitter but it works - it better have results to show or its just bitter crap.
#233
Mariah said:
I think this has gone far enough.
@ Keven2002 & @ Ivenor please stop with the personal attacks.
Thanks for the note, Mariah.

I'll no more, as I wrote, replying to @Keven2002 in the present Thread, considering that IMO he seems unable to keep the discussion at a "Topic" level whitout going on a personal one ("You must do such and such and play the game as I see is the right way", etc.: a too frequently sang spartito, alas...).
#234
Seth said:
I only read the above discussion briefly, and just want to add a few points regarding shard bound.

1) It does not really affect "active players" if they just play on one shard. Which is why majority are not complaining. The workaround is, go to every shard you play and get the artifacts.

2) We have the right to play in one shard or multi-shard. The predecessors designed a character transfer shield for this purpose. It is not illegal to play on multiple shards.

3) Some players hop around different shards in their region to participate in their EM event. I also do once a while. We prefer to have the same gear because some imbued armors are based on the overall stats. If one gear is different, we need to imbue a different piece.

The workaround is ofcourse -
a) don't play multiple shards or
b) go every shard that you play and get the item or
c) don't change gear, stick to the old gear set.

Finally, there is one more workaround - don't play Ultima Online? That would be a critical impact, from trying to solve "economy" (but making it worse) to telling players "don't play multi-shard" or "quit" doing this or that.

What did Shard Bound really solve that we deserve to spend so much time talking about it, and need to have so many workaround?

I am not interested to argue further unless someone has clear benefits of Shard Bound that we can visibly see with solid evidence.

We are not stupid, if you tell me a medicine is bitter but it works - it better have results to show or its just bitter crap.

Your words are pure gold! 🙂 ❤️
#235
McDougle said:
We skipped right over the two closed shards we need to focus only on the economic situation on these shards without debate about other factors. And the bottom line is the economy's are healthy without inflation..

Agreed! 🙂

The difference is that, for what we know, these Shards are TOTALLY CLOSED MARKETS, so the paragon to their inflationary situation doesn't apply to OPEN MARKETS with SELECTIVE CUSTOMS BLOCKS (i.e.: only SOME Items are Shards Bound in the Prodo Shards).
#236
Ivenor said:
Mariah said:
I think this has gone far enough.
@ Keven2002 & @ Ivenor please stop with the personal attacks.
Thanks for the note, Mariah.

I'll no more, as I wrote, replying to @ Keven2002 in the present Thread, considering that IMO he seems unable to keep the discussion at a "Topic" level whitout going on a personal one ("You must do such and such and play the game as I see is the right way", etc.: a too frequently sang spartito, alas...).
You just can't help but to keep going. 

Point is - stop complaining when you are in control of the results. You want drops on your home shard then do the event.... on your home shard *gasp*. There is nothing else left to say because the Devs won't listen to your gripe when the fix is that simple. 
#237
Why are Deco items shard bond from these events 
how does this hurt anyone in uo ? 
Are they over powered ? 
So players that can’t participate this time But PAY to play have to go with out hmm very strange strategy to me it’s just DECO 

more IDOCs I guess 
Less players I guess 

if something isn’t working for most companies they usually try to find a better solution by hire New leadership that can adapt/ change keep up with the current times/ paying customers 

shard bond items will not fix UO it will only increase the IDOCS / open land / empty shards 

Open yours eyes look around everything is dead 
#238
I play two shards - ATL and Legends. My castles are on Legends (obviously with ATL prices!) so I play enough there to get the Deco rewards but on Atlantic, I do most of my play because of the greater chance to get drops. 
#239
Would it be out of the realm of possibility to drop a new Etheral Mount as a reward to completing the new spawns and "Treasures of" events? One that cannot be retrieved anywhere else in game, tht is not a current Vet reward, and that is Account or Character specific so that they may not be traded/ sold/ vended etc..? Maybe require that "x" amount of kills during spawns must be met in addition to participating to kill the Champ... and for the "Treasures of" events, added to the Rewards list? I know we just got the ostard, however the ostard is a trainable mount/pet that must be claimed by tamers with appropriate skill... I am thinking an Ethy mount that any player build can ride...
#240
Does Treasures of Archlich count as a Fall Dynamic event?  Thread has been stickied here for a year, so feels like appropriate place for feedback. 

My battle report for tonight:
Jumped into Deceit dungeon on Atlantic around 11:30pm EST, about an hour or so after I heard it went live via Discord channels.  Brought my Sampire (bush, chiv, swords, tactics, parry, necro, resist), Uther Pendragon, that runs a plate suit, double slayer wep/cameo, 840 luck with statue.

There was a definitely already a crowd here on basically all levels.  Not super size crowd, but definitely large amount.   Despite there being a large amount of people, I found there to a very reasonable amount of spawn in all areas of the dungeon.  There was constantly something to fight, but not so much that I found it overwhelming. The amount of paragons seemed reasonable as well.  While there were some people dying here and there with normal course of fighting, I did not see any chains of paragons over running entire areas of the dungeon and causing mass panic of players running to escape.  Even the 'Ram Room' on level 4 that was always a bit difficult in the past.. there was good amount of people and good amount spawn to keep everyone busy enough to have something to fight, but not so much as to feel like Vietnam during Tet.   It seemed like a very clean start to me compared to past events where I felt like the Atlantic spawn was a bit light (or Destard which is in a category by itself).   

I got 16 drops during this hour, maybe more like an hour 15 given I lost track of when my luck statue ran out.  This was constant fighting with little to no breaks (or deaths!).   Wish the drop rate had been just a littttle bit higher, but given my sample size is so small right now, it's tough to judge until I give it a few more tries and can provide better insight.   Hopefully fortune potion will be back in the store. 

The start was a bit laggy.  Not "Day 1 Destard" laggy, but first ten minutes or so was a bit choppy.   It tapered off, but noticed the lag would come and go through out the hour I was down there.   Noticed a few good lag spikes near the end of my hour down there which is when the size of the crowd seemed to pick up a bit.  1st floor in particular seemed worse than others. 

The turn-in rewards person only had a few items on there - pages of lore and the items you can use to transmog other stuff on.  None of the newer artifacts were on the reward giver just yet.  Assuming that will come with server up tomorrow.    Rewards person says they will be there until 12/31 - so looks like we have three months to get what we need.

Last, no activity noted on Fel side yet.  Fingers crossed it will come to Atlantic and last the duration of the event. 


#241
This is an old thread,  But sounds like Deceit from the last 2 times.  The players on Atlantic are now complaining about lack of spawn.
#242
Old thread or not, this is a sticky post with the name Fall Dynamic events discussion, so feels like an applicable area to share some feedback. 

Tonight's battle report:
Took my sampire down to dungeon again around 12:30am EST after popping a Glorious Potion I had left over from last event.   Luck was 840 before popping the potion. 

Much more crowded tonight in the dungeon.  Lots of sampires and archers running around in every direction, few tamers camping spots as well.   Spawn rate was okay, but not as good as my comments from last night.  Definitely had to travel a bit further to find groups of mobs.  Seemed like there were a couple spots that were more consistently producing spawn, like the prison cells and ram room.   Most of the time it was definitely a bit of a hustle to find spawn with number of people down there.   

Lag was better than last night, but still some choppy moments here and there.  Again, nothing like the first week of Destard, but definitely felt like some of my response times to queueing special moves and opening doors was slightly slower than usual.  

Definitely noticing some AFK archers camping spots and some bot trains of auto-followeres running around.  Fair amount of discussion on Stratics regarding GMs being more aggressive with giving people time outs if caught - a step in the right direction and presumably represents action being taken from some complaints on previous events.  Heard that a few people who got tagged by GM though that said they weren't botting or AFK farming, so probably still some kinks in the process, but good to hear action is being taken to address this.   
Have to give credit where credit is due that the devs have heard our complaints about this and are testing solutions. I'm sure it feels crumby to get incorrectly tagged/penalized by a GM, but I will give it past day 1 before casting judgment.

Not sure if certain types of paragons rotate each day, but did not see a single poison elemental paragon tonight.  Last night there were a bunch of them and seemed to be the only thing that would give me cause to run off if I got in trouble.  Perhaps just the RNG.

Overall, got 30 drops - not bad for fighting for an hour and using a glorious potion.  Had to work for it but got the result I hoped for.  

In one Discord channel that I am in, saw some folks saying they had some drops that were not shard bound and someone else saying they had drops with no durability.  Haven't seen any myself, but figured it was worth sharing the note.

Quick comment on the rewards... while the wearable gear rewards were awesome - brought back old classics and offered some really great new items... feels like there is a slight lack of decoration type items compared to past events.  I know they threw on there a tabard, cowl and what not which have some lore when you double click them, but feel like that's maybe my one minor gripe about the rewards list. 

#243
Did two runs tonight.  Started first one around 6pm EST on my plate samp, 840 luck.  Used fortune potion. When I first jumped in, there wasn't a ton of people in the dungeon just yet but it quickly picked up over the course of the hour. 

Similar to what other people have been saying in some other threads, the level of difficulty is a bit on the low side.  There is sufficient amount of spawn, but hasn't been much of a challenge.  I know the other side of the coin is that they could turn it up too high, but so far the first three days here have been a cake walk.  Paragons have been relatively easy to deal with thus far.  Perhaps a better challenge would be on the Fel side... 

Dungeon still had a slight bit of lag, but a little better than the last two nights.  The thing I'm really noticing is that my macro to open doors is not working very well at all.  It still works fine in all my houses and anywhere else I go, but half the time it doesn't work or the door opens like two seconds later.   At first I thought this was me, but I've done this one more than one computer and using three different characters at this point, so something seems to be quirky. 

Ended up with 35 drops, so good score overall.  

Did second run on my bone sampire, 600 luck before popping the fortune potion.  Started around 12:30am EST.   Still a decent amount of people in the dungeon, but activity definitely was tapering off by end of the hour.  Similar experience as my first run with low difficulty and issue with doors.  Noticed more AFK-follower bots this time around and decided I was going to play Andy Taylor and report them anytime I ran past someone obviously abusing this.    With that said, as the dungeon emptied out, made it easy to find big rooms full of mobs waiting for slaughter... so helped with the drop count a good bit and ended up at 39 for second run. 
#244
It's only 6:45am and the dungeon is already getting a bit stuffy on ATL. I'm able to find pockets of spawn but then I get 2-3 screens with only corpses on the screen and then might only see 1 skeleton or zombie for another few screens. Overall the spawn is extremely light (given the number of people killing stuff) and unfortunately has made the start of this event a bit boring for me personally. 

I'm hoping that if they aren't going to open up Fel to spice things up that they can at least bump up the spawn rate to keep people engaged.
#245
Yes its getting boring. 

Not asking for balrons or dragons, but the intensity of the spawn does not seem the same as the first Deceit TOT as I recall. Don't make it so hard like the last few weeks of Destard, but not so scarce as if we are begging for something to kill. 


#246
Is there a choke somewhere in the spawning pipeline?

Where did the spawn go? Holiday?


#247
Its so EMPTY.... this is not the first time we are doing a Deceit TOT. Why do you need to re-invent the wheel. What are you afraid of? Afraid we get too many drops and the factory can't keep up with the production schedule? SMH.


#248
Is everything dead on that level? I think it has to do with how many people are in the dungeon too? We have people in several rooms on one floor so that most spawn on the entire level gets killed and keeps refreshing.
#249
Why can't there be a "Fixed" base quantity of spawn that makes it look more like an event. I ended up spending one good hour at another champ spawn with lots of Classic fun and good number of power scrolls. Even shadowguard or Dark Father is more fun for the sake of hacking the mobs and chance of getting a Halo or Cameo. With those Arties I can sell and buy up any number of TOT rewards!

Champ spawns - does the number of monsters generate based on number of players? No it doesn't. 

TOT is an Event, not a ghost party. 

#250
Okay mister poopy pants...geesh with the attitude..I was just offering a solution that has worked for me and my guild.   Maybe don't run solo in a MULTI player game and it might work better?

Or wait until there are more people killing things and see if that works.


#251
Another run tonight on my plate samp.  Ate 840 luck before eating potion.  Ended up with 30 drops by end of the hour.  So seems consistent that with consistent game play while using the potion, I am getting in the 30 drop range each time. 

One note I wanted to repeat here from my other threads is that my Open Door macro isn't working correctly.  There have been several instances where it's not working at all and when it does work, it will be on a delay.  This is the Open Door macro from the actions menu which I have on one of my bars using Enhanced Client.  I've tried this on several other characters now and it seems persistent no matter where I am located.   I've changed the button I am using for the Macro and that also did not make a difference. 

There was a medium amount of people down there tonight, so wasn't necessary to compete as hard as previous two nights to fight for spawn.  Otherwise, n
o other differences from my previous reports - spawn is okay, but feels like it could use a slight increase in numbers.  

#252
You know you have to face the door for it to open with the macro correct?

30 drops is pretty good for an hour.
#253
They need to be consistent with the spawn rates. The only spawn I think was close to perfect was Hyth. They could also put in a champion spawn in trammel during these dungeon events to boost the spawn for those who like it.
#254
They need to be consistent with the spawn rates. The only spawn I think was close to perfect was Hyth. They could also put in a champion spawn in trammel during these dungeon events to boost the spawn for those who like it.
Yup, Hythloth was the best. Wildfire was boring and slow. Destard was too tough for me. Now Deceit feels like Wildfire, boring and slow. I fell asleep playing and didn't even get the Ostard.

They need to put the champ spawn in Trammel just leave out the PS and Mastery.

Or just increase the spawn rate to match champspawn and exclude the altar.
#255
Is there a reason that felluca isn't turned on during these events? It worked pretty well during fire so why did they stop after that?
#256
Put a champ in but it's Juo'nar...
#257
Another run with my plate Samp tonight.  750 luck (after luck statue), used fortune potion, ended up with 38 drops.  

Considerably less people tonight than other nights.   A guild member remarked getting 50+ drops using the fortune potion on their Archer tonight.  Was easier to fight and kill spawn.  I probably could have had a few more drops, but got distracted IRL at a few points.   Lags was a bit better and the "Open Door" macro issue I reported in previous posts seemed much better.  

While I feel like I've been doing fairly well, few folks in my guild that are relatively veteran players have been trouble eclipsing the 20 drop mark.  The spawn is still spacey at times, even with not alot of people down there.  I am still of the belief that it needs to be ramped up a tad.   IMHO, spawn difficulty a bit too easy as well.  Saw hardly any rams tonight.  Not complaining yet... but if it's going to be like this until December, it may begin to get boring. 



#258
McDougle said:
Put a champ in but it's Juo'nar...
It’s a video game dude, does anyone actually care?
#259
Merlin said:
Another run with my plate Samp tonight.  750 luck (after luck statue), used fortune potion, ended up with 38 drops.  

Considerably less people tonight than other nights.   A guild member remarked getting 50+ drops using the fortune potion on their Archer tonight.  Was easier to fight and kill spawn.  I probably could have had a few more drops, but got distracted IRL at a few points.   Lags was a bit better and the "Open Door" macro issue I reported in previous posts seemed much better.  

While I feel like I've been doing fairly well, few folks in my guild that are relatively veteran players have been trouble eclipsing the 20 drop mark.  The spawn is still spacey at times, even with not alot of people down there.  I am still of the belief that it needs to be ramped up a tad.   IMHO, spawn difficulty a bit too easy as well.  Saw hardly any rams tonight.  Not complaining yet... but if it's going to be like this until December, it may begin to get boring. 



I've done 3 runs total (an hour each and only ATL) with my sampire (really focusing on grinding the whole hour) without a potion and I'm getting 13-15 an hour but this is a complete drain on me to the point I log for the rest of the day and I haven't bothered a few days because I can easily see getting burnt out on this. I don't mind putting hunting the dungeon but I don't want to run halfway through a level only to kill 1 or 2 things the entire time. It seems like they are going to a pay-to-play type business model here with the potions though, which might be working because I'm tempted to start using them to avoid this grind.

I think that at the very least ATL either needs a good bump in spawn in Tram OR open up Fel so there is another avenue. This helps everyone (even the Tram people) because people like me and some others will hunt Fel for the most part which will allow Trammies to kill more on their side too. 
#260
Just a suggestion guys...

This event lasts until the end of the year.

We have 83 days until it ends...83!!

If you set a goal of 10-20 drops  A DAY....you'd end up with 1,660 drops by the end...go in the dungeon, get your 10-20 drops AND STOP so you don't burn out....go do other things...you have SO MUCH TIME and everyone seems to be stressing.

Set your goal higher if you wish...go in with a potion maybe twice a day and then stop.

Just an idea.....

83 days....

Just say'n...
#261
keven2002 said:
I think that at the very least ATL either needs a good bump in spawn in Tram OR open up Fel so there is another avenue. This helps everyone (even the Tram people) because people like me and some others will hunt Fel for the most part which will allow Trammies to kill more on their side too. 
Of all the events they have done in the past, the Deceit event on the Fel side was one of my favorites.  This is a great dungeon for PVP tactics and battling for the spawn.  It needs to be more than just a weekend event like in Destard.   As you suggested, I concur that opening the event on the Fel side will likely make it a bit easier to find spawn on the Tram side. 

Larisa said:
Just a suggestion guys...

This event lasts until the end of the year.

We have 83 days until it ends...83!!

I understand where you're coming from that yes there may be 83 days left to go (and I myself have reminded people about that if they were complaining too much)..   but if history is any guide, the time to submit feedback is in the beginning of the event.  The developers typically won't make too many changes after the 2nd or 3rd week so this is our opportunity to make suggestions in hopes they will tweak it a bit. 
#262
Larisa said:
Just a suggestion guys...

This event lasts until the end of the year.

We have 83 days until it ends...83!!

If you set a goal of 10-20 drops  A DAY....you'd end up with 1,660 drops by the end...go in the dungeon, get your 10-20 drops AND STOP so you don't burn out....go do other things...you have SO MUCH TIME and everyone seems to be stressing.

Set your goal higher if you wish...go in with a potion maybe twice a day and then stop.

Just an idea.....

83 days....

Just say'n...
You forgot to account for the time needed for trick or treating, Krampus, Holiday trees, graveyards, and skeleton farming. 
#263
Larisa said:
Just a suggestion guys...

This event lasts until the end of the year.

We have 83 days until it ends...83!!

If you set a goal of 10-20 drops  A DAY....you'd end up with 1,660 drops by the end...go in the dungeon, get your 10-20 drops AND STOP so you don't burn out....go do other things...you have SO MUCH TIME and everyone seems to be stressing.

Set your goal higher if you wish...go in with a potion maybe twice a day and then stop.

Just an idea.....

83 days....

Just say'n...
You forgot to account for the time needed for trick or treating, Krampus, Holiday trees, graveyards, and skeleton farming. 
+1
And do that on 3 shards
#264
83 days....

I spend 1 hour trick or treating in the morning...maybe 1 hour later in the day.

1 hour in Deceit
Trees you should have been doing BODS since after Christmas LAST year
Graveyards I do a round of Fel/Tram a few times a day...maybe an hour or 2?

People just need to budget their time better I think.
#265
Larisa said:
83 days....

I spend 1 hour trick or treating in the morning...maybe 1 hour later in the day.

1 hour in Deceit
Trees you should have been doing BODS since after Christmas LAST year
Graveyards I do a round of Fel/Tram a few times a day...maybe an hour or 2?

People just need to budget their time better I think.
Just trying to offer a little perspective here...

You do realize that your day is adding up to at least 4 hours of game play, right? It's a little tough for some people to get in for just an hour or so a day let alone 4 hours...everyday.
#266
You going to do anything about the bots @Kyronix @Mesanna or are you going to let the game to continue to hemorrhage legitimate players? I guess bot subs are $ so you don't care.
#267
Well looks like some of our comments have been heard... spawn was kicked up majorly tonight on Atlantic... lots more mobs, to the point of needing to fight in a group in some areas in order to get past them.  More paragons, including Lich Lords this time around.  It was much more fun and engaging. 

Popped a potion, used my plate sampire with 750 luck, ended up with 53 drops.   So in addition to kicking up the amount of spawn and difficulty of spawn, looks like drops are increasing too.  They were falling like candy for me tonight.   Granted, I was hustling pretty hard and constantly on the move to more mobs, tonight was the first night where I felt challenged to a sufficient point (but not overwhelmed) and had it feel rewarding to get a good drop count.   

Also, noticed that the spawn was strong enough to overwhelm anyone who thought they were going to run some AFK archer macro in some of the obvious spots... well not anymore with the jacked up spawn!

Good adjustment by the devs.  Tonight was my favorite night of the event thus far. 
#268
@kyronix please increase the spawn on LS I want 50 drops an hour!

Thanks
#269
Pawain said:
@ kyronix please increase the spawn on LS I want 50 drops an hour!

Thanks
All shards... all shards.... flood the dungeon with spawn  >:)
#270
@Kyronix

I think the original Dungeon Deceit has more monsters without the TOT event. 


#271
Even cemetery has more spawns, would be nice if we can get drops here too.

#272
Merlin said:
Well looks like some of our comments have been heard... spawn was kicked up majorly tonight on Atlantic... lots more mobs, to the point of needing to fight in a group in some areas in order to get past them.  More paragons, including Lich Lords this time around.  It was much more fun and engaging. 

Popped a potion, used my plate sampire with 750 luck, ended up with 53 drops.   So in addition to kicking up the amount of spawn and difficulty of spawn, looks like drops are increasing too.  They were falling like candy for me tonight.   Granted, I was hustling pretty hard and constantly on the move to more mobs, tonight was the first night where I felt challenged to a sufficient point (but not overwhelmed) and had it feel rewarding to get a good drop count.   

Also, noticed that the spawn was strong enough to overwhelm anyone who thought they were going to run some AFK archer macro in some of the obvious spots... well not anymore with the jacked up spawn!

Good adjustment by the devs.  Tonight was my favorite night of the event thus far. 
Good to hear that the spawn has increased. I haven't been able to make it into the game yet to check but will welcome more of a challenge from more monsters. 

Few other questions for you @Merlin
  1. Did you die at all? If so how many times?
  2. Were you running from the entrance down to the crypts for all this spawn or were you pretty much just working 1 floor?
  3. Was that 750 luck from a statue touch or is that already on your suit?
Thanks!
#273
keven2002 said:
Merlin said:
Well looks like some of our comments have been heard... spawn was kicked up majorly tonight on Atlantic... lots more mobs, to the point of needing to fight in a group in some areas in order to get past them.  More paragons, including Lich Lords this time around.  It was much more fun and engaging. 

Popped a potion, used my plate sampire with 750 luck, ended up with 53 drops.   So in addition to kicking up the amount of spawn and difficulty of spawn, looks like drops are increasing too.  They were falling like candy for me tonight.   Granted, I was hustling pretty hard and constantly on the move to more mobs, tonight was the first night where I felt challenged to a sufficient point (but not overwhelmed) and had it feel rewarding to get a good drop count.   

Also, noticed that the spawn was strong enough to overwhelm anyone who thought they were going to run some AFK archer macro in some of the obvious spots... well not anymore with the jacked up spawn!

Good adjustment by the devs.  Tonight was my favorite night of the event thus far. 
Good to hear that the spawn has increased. I haven't been able to make it into the game yet to check but will welcome more of a challenge from more monsters. 

Few other questions for you @ Merlin - 
  1. Did you die at all? If so how many times?
  2. Were you running from the entrance down to the crypts for all this spawn or were you pretty much just working 1 floor?
  3. Was that 750 luck from a statue touch or is that already on your suit?
Thanks!
1.  Died once - had so many drops in my pack I was overweight, didn't realize it, was in the ram room and just couldn't get away in time.  Paragon poison elementals got me.  Luckily, had all my drops insured so only lost some petals and pies. 

2.  I do not camp any spot.  I typically stay on the move continuously.  I will pause in a few high spawn areas such as the ram room and the prison cells to properly clear them out, but I move on once again when I do.  

3.  Luck was mostly from statue.  When it comes to Sampires, I don't favor having a "luck suit" as I feel it takes up too much mod intensity and simply can't beat what you can get from modern legendary pieces.  I try to make up for this by only farming when I can use the luck statue and fortune potions together.   I have more than one sampire, so I switch from night to night which one I use. 
#274
Battle report for tonight...

Took my bone samp down tonight... 700 luck after statue... popped a fortune potion... ended up with 46 drops. 

Started around 11:30pm EST, played for an hour.  Not as many people tonight as previous nights.   Dungeon difficulty definitely ramped up still similar to my comment from previous night.  There were definitely some trains of paragon Poison elementals and rams in the rooms where people were having difficulty.  Wasn't a hard time to find spawn though.  Kept on the move constantly and always found plenty to fight.  With the paragon elementals in greater numbers, had to switch between undead and elemental cameos a good bit more than previous nights to make sure I was getting most out of my damage.   

No deaths tonight, which is surprising because this particular sampire build is a bit more squishy than the plate samp I was running other nights.  Overall good result with 46 drops though.  This is about what I would hope for if I'm going to spend Sovs for a potion and hustle the entire hour.  

... a bit disappointed to hear the news about limited number of Fel days for Atlantic.  I expressed my displeasure in another thread but going to mention it here as well... 
#275
Merlin said:
Took my bone samp down tonight... 700 luck after statue... popped a fortune potion... ended up with 46 drops. 

Overall good result with 46 drops though.  This is about what I would hope for if I'm going to spend Sovs for a potion and hustle the entire hour.  
Thanks for the updates @Merlin. The only thing that I would point out that you were also at 700 luck with statue. Have you tried just using the luck potion (near 0 luck)? I'm wondering how much that 700 luck comes into play because when I'm running around with no luck (or potion) on my sampire I was only getting 12-15 drops per hour. That was before the spawn increase that happened yesterday. 
#276
keven2002 said:
Merlin said:
Took my bone samp down tonight... 700 luck after statue... popped a fortune potion... ended up with 46 drops. 

Overall good result with 46 drops though.  This is about what I would hope for if I'm going to spend Sovs for a potion and hustle the entire hour.  
Thanks for the updates @ Merlin. The only thing that I would point out that you were also at 700 luck with statue. Have you tried just using the luck potion (near 0 luck)? I'm wondering how much that 700 luck comes into play because when I'm running around with no luck (or potion) on my sampire I was only getting 12-15 drops per hour. That was before the spawn increase that happened yesterday. 
Maybe this will help. I use a life leeching paladin, similar to a Sampire, with all stats pretty optimal and 0 luck. When I do the dungeon, I pretty much hit something non-stop, one shotting most monsters, except rams, spectral armor and poison elementals. Without a potion, I get 11-15 drops per hour. With a potion, I get 25-30 consistantly. It used to be the lower number. With the spawn boost recently, I get 15 and 30 drops per hour almost always respectively (if I don't die).

Seems like luck does really help. Time to get that luck statue.
Also seems like the potion pretty much doubles my drops.

P.S. I play on ATL. Golden armored. Say hi if we meet!
#277
keven2002 said:
Merlin said:
Took my bone samp down tonight... 700 luck after statue... popped a fortune potion... ended up with 46 drops. 

Overall good result with 46 drops though.  This is about what I would hope for if I'm going to spend Sovs for a potion and hustle the entire hour.  
Thanks for the updates @ Merlin. The only thing that I would point out that you were also at 700 luck with statue. Have you tried just using the luck potion (near 0 luck)? I'm wondering how much that 700 luck comes into play because when I'm running around with no luck (or potion) on my sampire I was only getting 12-15 drops per hour. That was before the spawn increase that happened yesterday. 
I have also been in the ~15 drops an hour range when not using fortune potion or luck statue.  Will occasionally still have less than ~300 luck on me depending on the suit (and character).  Took my archer and thrower down there and those were the results I was getting (as well as dying more).  Perhaps would have done slightly better in drop count if I wasn't dying on those other template, but about everywhere I am seeing is reporting ~15/hour with no potion. 

Lancelot said:

P.S. I play on ATL. Golden armored. Say hi if we meet!

The characters I have been bringing down there are Uther Pendragon, Arthur, Galahad, Lancelot and Gawain... although mostly Uther and Arthur.    Usually around late nights during the week and daytime on the weekend.   Happy to hunt together or team up if you ever see me down there.  
#278
This evening's battle report... 

Played Atlantic Fel Deceit tonight with my SW/Healing Necro Warrior (it's an odd 'sampire' variant)...   popped potions, used luck statue...  played for about two hours tonight from 11:30pm until about 1:30am.  


Only a moderate amount of people down there.  So lots of opportunity for hunting.   There were a few raids, but usually only one or two individuals.  I'm guessing most people didn't expect this to be up just yet so was quieter than expected.  One of the Discord's I am in said it was more active from about 4pm to 10pm, so I may have missed the high time by the time I got online. 

While focus most of the night was on popping the champ spawn, there were plenty of mobs to fight on first and second floor to make it worth while just to be there for the Fel luck bonus.  For the most part, spawn was popped during the duration of my two hours there.   And man let me tell ya... the drops were falling like candy when the getting was good.   Especially levels 1 and 2 of the spawn where it's relatively easy mobs... that was the bread and butter time.

I forgot how difficult this dungeon can be to navigate from getting stam blocked... especially by paragons and rams.  Most of my deaths occurred not because of PVP fighting or getting overwhelmed by spawn, but because I got trapped by rams, disarmed and/or stuck in a corner without being able to get away.   Especially that skinny bridge on 2nd (?) level.   This made it difficult not just with navigating while fighting the spawn, but to run all the way out and then have to come back to your corpse...  during my first potion session I made a mistake of dying in a tough spot and died two more times trying to get my body back (didn't have my Undertaker Staff on me).  More than anything else, this was the challenge of the dungeon in Fel.   I regret complaining about level of difficulty in my previous posts - because it's surely tougher now!

My first potion run, I ended up with only 28 drops.  This was due to getting raided twice, playing the game of dying while attempting to retrieve my body, and losing a large number of drops on a corpse I was not able to recover.   Dems the breaks.   Second potion run... ended up with 54 drops.  There were no raids this time, and I did better job at insuring drops as soon as I got them using a simple EC macro.  I did still have the stam-block doom issue a few times, so probably could have done better if it weren't for playing the corpse retrieval game. 

Part of my issue here was that I took a character down with a unique template that I hadn't played in a bit, so my next go-round will be using one of my more tried and true sampires.  

Another issue was no healer out front.  I hope this might be resolved tomorrow since that is when the Fel side was supposed to go live.  This forced me to have two other accounts sitting out front stealthed in the event I needed to run out for a rez.  

Definitely a doozy tonight, but lots of fun if you like this type of Fel content.  Died a bunch and underperformed my drop expectations, but was an enjoyable challenge none the less. 
#279
Merlin said:
This evening's battle report... 

Played Atlantic Fel Deceit tonight with my SW/Healing Necro Warrior (it's an odd 'sampire' variant)...   popped potions, used luck statue...  played for about two hours tonight from 11:30pm until about 1:30am.  


Only a moderate amount of people down there.  So lots of opportunity for hunting.   There were a few raids, but usually only one or two individuals.  I'm guessing most people didn't expect this to be up just yet so was quieter than expected.  One of the Discord's I am in said it was more active from about 4pm to 10pm, so I may have missed the high time by the time I got online. 

While focus most of the night was on popping the champ spawn, there were plenty of mobs to fight on first and second floor to make it worth while just to be there for the Fel luck bonus.  For the most part, spawn was popped during the duration of my two hours there.   And man let me tell ya... the drops were falling like candy when the getting was good.   Especially levels 1 and 2 of the spawn where it's relatively easy mobs... that was the bread and butter time.

I forgot how difficult this dungeon can be to navigate from getting stam blocked... especially by paragons and rams.  Most of my deaths occurred not because of PVP fighting or getting overwhelmed by spawn, but because I got trapped by rams, disarmed and/or stuck in a corner without being able to get away.   Especially that skinny bridge on 2nd (?) level.   This made it difficult not just with navigating while fighting the spawn, but to run all the way out and then have to come back to your corpse...  during my first potion session I made a mistake of dying in a tough spot and died two more times trying to get my body back (didn't have my Undertaker Staff on me).  More than anything else, this was the challenge of the dungeon in Fel.   I regret complaining about level of difficulty in my previous posts - because it's surely tougher now!

My first potion run, I ended up with only 28 drops.  This was due to getting raided twice, playing the game of dying while attempting to retrieve my body, and losing a large number of drops on a corpse I was not able to recover.   Dems the breaks.   Second potion run... ended up with 54 drops.  There were no raids this time, and I did better job at insuring drops as soon as I got them using a simple EC macro.  I did still have the stam-block doom issue a few times, so probably could have done better if it weren't for playing the corpse retrieval game. 

Part of my issue here was that I took a character down with a unique template that I hadn't played in a bit, so my next go-round will be using one of my more tried and true sampires.  

Another issue was no healer out front.  I hope this might be resolved tomorrow since that is when the Fel side was supposed to go live.  This forced me to have two other accounts sitting out front stealthed in the event I needed to run out for a rez.  

Definitely a doozy tonight, but lots of fun if you like this type of Fel content.  Died a bunch and underperformed my drop expectations, but was an enjoyable challenge none the less. 
If drops were cursed would you still play there instead of tram side? 
#280
Ok I also get close to 35 drops with potion.

Its expensive to spend 200 Sov to get only 20 more drops per hour with luck statue. That is not alot.
#281
McDougle said:
If drops were cursed would you still play there instead of tram side? 

  Absolutely, I don't insure my drops anyway.  (in fire / hythloth Tots) farming in trammel it doesn't matter if you insure your drops or not, even if a mob loots it from you, its easy to get back..

I don't know if that would stop many people from farming the fel side (it would deter bots alot more than players, but bots weren't doing these events in fel anyway), pvp is what prevents most people from going to fel in the first place.

I fully support making the drops cursed, even if it's only the fel drops. as I did the first time it was suggested (I believe by @Yoshi)

 
#282
Today's battle report... 

With the Fel event officially opening on Atlantic, I got in some time both during the day and then in the evening to play... generally good action all around.   

During the afternoon, there was a good balance of people fighting in different levels of the dungeon, others running the spawn, reds raiding helpless blues and different PVP guilds fighting... not necessarily huge 10v10+ type of battles, but more like 5v5 with non-aligned spawners jumping in and out.   Pretty much exactly the action I had hoped for.  Group I was with had its ebbs and flows of being able to hold and defend the spawn for a bit, but would get overwhelmed by PVP raiders by the next round, forcing us to fight for it back again. 

In the later part of the evening, the dungeon went through different phases in terms of who was there.  From 8pm until 11pm, it was pretty packed with multiple guilds/alliances battling for control of the spawn.  There were a handful of one-offs trying to engage in either PVP or PVM, but if you weren't aligned in one of the larger groups, you probably had a rough go of it.   I took a break for a bit and came back around 12:30am and the population had tapered down a bit, but there was still good fighting.  Better opportunity for the lone wolfs and smaller groups to get in there, keep there head down, and just fight the spawn while the people who wanted to PVP generally were too engaged to raid the blues all that much. 

These changing dynamics from hour to hour are what make the Fel portion of this event interesting...  it's not static killing of the same mobs in the same pattern again and again... there's no bots down in Fel farming with their AFK followers in tow...   this is core UO, IMHO. 

I generally was one of the sampires down there instead of running a PVP template, but did break out my Bok Mage after doing a couple fortune potion sessions.   Part of the difficulty (or advantage) of this dungeon is that you can wall off various corridors for fighting and force people trying to take or defend the spawn into a surrounded position.   
 Forced me to remember my way through the sparkle portals in order to escape the chaos and save my scrolls!    This includes being walled off not just by PVP fighting and E-fields, but being stam blocked by those pesky rams. 

The drop rate was pretty awesome.  It goes without saying that it's of crucial importance to have some type of insure button macro'ed and to keep your pack open so you can get them as soon as they drop.   While I lost track of the exact figure because I had to run off and squirrel away my scrolls and drops every couple of rounds on the spawn, it's safe to say I easily got 150+ drops over the course of playing on and off for several hours through out the day and keeping potions constantly running.    This includes a fair amount of "downtime" for running through the dungeon while dead looking for a rez, or trying to collect my body.    

Overall, good first night on the Fel side.  I hope the developers are seeing some of this feed back and continue to give consideration to keeping open on Atlantic a bit longer. 

#283
Merlin said:
Today's battle report... 

With the Fel event officially opening on Atlantic, I got in some time both during the day and then in the evening to play... generally good action all around.   

During the afternoon, there was a good balance of people fighting in different levels of the dungeon, others running the spawn, reds raiding helpless blues and different PVP guilds fighting... not necessarily huge 10v10+ type of battles, but more like 5v5 with non-aligned spawners jumping in and out.   Pretty much exactly the action I had hoped for.  Group I was with had its ebbs and flows of being able to hold and defend the spawn for a bit, but would get overwhelmed by PVP raiders by the next round, forcing us to fight for it back again. 

In the later part of the evening, the dungeon went through different phases in terms of who was there.  From 8pm until 11pm, it was pretty packed with multiple guilds/alliances battling for control of the spawn.  There were a handful of one-offs trying to engage in either PVP or PVM, but if you weren't aligned in one of the larger groups, you probably had a rough go of it.   I took a break for a bit and came back around 12:30am and the population had tapered down a bit, but there was still good fighting.  Better opportunity for the lone wolfs and smaller groups to get in there, keep there head down, and just fight the spawn while the people who wanted to PVP generally were too engaged to raid the blues all that much. 

These changing dynamics from hour to hour are what make the Fel portion of this event interesting...  it's not static killing of the same mobs in the same pattern again and again... there's no bots down in Fel farming with their AFK followers in tow...   this is core UO, IMHO. 

I generally was one of the sampires down there instead of running a PVP template, but did break out my Bok Mage after doing a couple fortune potion sessions.   Part of the difficulty (or advantage) of this dungeon is that you can wall off various corridors for fighting and force people trying to take or defend the spawn into a surrounded position.   
 Forced me to remember my way through the sparkle portals in order to escape the chaos and save my scrolls!    This includes being walled off not just by PVP fighting and E-fields, but being stam blocked by those pesky rams. 

The drop rate was pretty awesome.  It goes without saying that it's of crucial importance to have some type of insure button macro'ed and to keep your pack open so you can get them as soon as they drop.   While I lost track of the exact figure because I had to run off and squirrel away my scrolls and drops every couple of rounds on the spawn, it's safe to say I easily got 150+ drops over the course of playing on and off for several hours through out the day and keeping potions constantly running.    This includes a fair amount of "downtime" for running through the dungeon while dead looking for a rez, or trying to collect my body.    

Overall, good first night on the Fel side.  I hope the developers are seeing some of this feed back and continue to give consideration to keeping open on Atlantic a bit longer. 

If the drops were cursed would you still play fel and not the tram side?
#284
I also was able to play in Fel for a good bit Thursday and a little last night (unfortunately was away Friday AM until Sunday afternoon) and had a blast. I agree with Merlin that this is what UO is for me and the the main reason I keep playing. There was enough of a mix of killing monsters & PvP to keep things interesting and engaging. 

Thursday was the most fun I've had in game for several months. It was a lot of back and forth PvP with only a couple of reds/greys trying to control the spawn so I was able to kill the spawn on the outskirts of the alter but then was able to PvP without feeling like I had no chance when a person or 2 started attacking me (I died a few times and only killed someone once with the help of the spawn). At one point I thought I'd outsmart people and just hang around level 1 and 2 killing stuff but a few more reds/greys showed up that started walling choke points and I couldn't really do much there so I jumped over to Tram side which seemed less crowded at that point.

When in Tram, I felt like it was on easy mode after fighting in Fel where there was much more mobs that seemed to accumulate and you can't push through them (or recall out of Fel). I was in Tram for about an hour or so which netted a pretty decent amount of drops but that became very mundane and boring so after a little over an hour I went back to Fel to see what was going on. 

Last night I was only on for a little over an hour after I got home and Fel was packed with a bunch of different people fighting the spawn and no real threat of reds (but people were flagging grey and trying to flag you from AoE). The overall drop rate from each spawn was maybe 3-6 drops per and it was going pretty fast; maybe 10min each (plus the 5min cool down = 4 spawns an hour). I ended up with 22 in a little over an hour of play (ended up doing 5 spawns) with no statue rub/luck potion. There were so many people attacking the champ that the best I got from that was 1 scroll & 1 mastery one round; the rest of the time I either got 1 scroll OR 1 mastery and one time I got nothing except the skull. 

Overall I had a great time with Fel open on ATL and I would urge @Kyronix to please reopen Fel on ATL again. It just doesn't make sense not to for the most populated shard in the game. It allows people in Tram more room to roam and to get drops while also allowing people that want to play in Fel (higher risk/reward) to also have fun.
#285
keven2002 said:
I also was able to play in Fel for a good bit Thursday and a little last night (unfortunately was away Friday AM until Sunday afternoon) and had a blast. I agree with Merlin that this is what UO is for me and the the main reason I keep playing. There was enough of a mix of killing monsters & PvP to keep things interesting and engaging. 

Thursday was the most fun I've had in game for several months. It was a lot of back and forth PvP with only a couple of reds/greys trying to control the spawn so I was able to kill the spawn on the outskirts of the alter but then was able to PvP without feeling like I had no chance when a person or 2 started attacking me (I died a few times and only killed someone once with the help of the spawn). At one point I thought I'd outsmart people and just hang around level 1 and 2 killing stuff but a few more reds/greys showed up that started walling choke points and I couldn't really do much there so I jumped over to Tram side which seemed less crowded at that point.

When in Tram, I felt like it was on easy mode after fighting in Fel where there was much more mobs that seemed to accumulate and you can't push through them (or recall out of Fel). I was in Tram for about an hour or so which netted a pretty decent amount of drops but that became very mundane and boring so after a little over an hour I went back to Fel to see what was going on. 

Last night I was only on for a little over an hour after I got home and Fel was packed with a bunch of different people fighting the spawn and no real threat of reds (but people were flagging grey and trying to flag you from AoE). The overall drop rate from each spawn was maybe 3-6 drops per and it was going pretty fast; maybe 10min each (plus the 5min cool down = 4 spawns an hour). I ended up with 22 in a little over an hour of play (ended up doing 5 spawns) with no statue rub/luck potion. There were so many people attacking the champ that the best I got from that was 1 scroll & 1 mastery one round; the rest of the time I either got 1 scroll OR 1 mastery and one time I got nothing except the skull. 

Overall I had a great time with Fel open on ATL and I would urge @ Kyronix to please reopen Fel on ATL again. It just doesn't make sense not to for the most populated shard in the game. It allows people in Tram more room to roam and to get drops while also allowing people that want to play in Fel (higher risk/reward) to also have fun.
And if the drops aren't cursed what's the risk?
#286
Risk is that people are going to die more in Fel and have less time to actually kill stuff. You are showing how narrow minded you are with your repeated posts asking about insurance while completely neglecting opportunity cost. I did not use a luck potion or statue rub in Fel because there was too much risk of wasting it. If I'm consistently dying/fighting PvP the amount of drops I'm getting per hour is going to be less than if I were in Tram.

By comparison the Tram side has virtually zero risk. That's where I will use my statue/luck potions because I know it will be uninterrupted and I have yet to die in Tram on my Sampire. In fact, the risk is so low in Tram that I don't even bother insuring items there because I know worst case scenario I'll lose 1 or 2 drops but just go back and kill whatever looted them and get them back. I've even started using my SW tamer in Tram. Even then I've only died once (only because it was a perfect combo of poison/para/poison/mana drain) which didn't matter because gift of life brought me right back to life and I was able to claim my body while my pet took all the damage. Soon as my pet gets low, I just recall out so really even my pet dying is low risk. 

On a side note - Funny how I just read one of your other posts where you are asking someone if they have to reply to every post you make. I'll give you the same advice here which is take your own advice and simply choose not to respond if all you're going to do is be a "sugar troll".
#287
So you are okay with allowing spawn in tram 
#288

Battle report from this weekend…

Building on what I posted on Friday..  this event on the Fel side was really a great challenge and good deal of fun.   Without needing to go into the hour by hour details for this report, I can confirm that every time I went down there, it was a different scenario.   Sometimes you had big groups battling for control of the spawn/dungeon.  Other times there were small groups PVP fighting and allowing blues to run the spawn with occasional incursions.  Other times there were lone wolves hunting with various blues fighting off the PKs.  I’m sure there are scenarios I am missing, but assuming an experienced UO player can use their imagination.  Especially on Saturday, the situation really did change hour by hour and you needed to be strategic about which entrance you took and make sure you were ready to have to escape if their was trouble in the entrance or sparkle drop spot.    In short, this is exactly what makes UO fun – different scenarios, different types of fighting, different challenges, different people playing every time…  something beyond the more static Tram side fighting.

By Sunday late night, activity had slowed down a little bit and there were only a small group running the spawn.  The other blues in the spawn kept on going gray, and then when gray, they would get flagged by my whirlwinds and use it as an excuse to attack me to prevent me from fighting Niera.  After dealing with this for two rounds, I switched from my samp to my bok mage and despite being outnumbered, I was able to hold my own, stay alive and flag all of them so they couldn’t use the Star Room to make an easy exit.   After few rounds of this, they got the hint and left my sampire alone when I switched back. 

This dungeon has its own challenges on the Fel side – not just with the obvious possibility of some type of raid from reds but even just running in through the front entrance and having to navigate paragons (rams in particular) to make sure you don’t get yourself stam blocked and cornered.   If anything, my one gripe would be the difficulty of the paragon rams who are difficult to kill under most any circumstance and can be a death sentence if you get cornered by one.   I died from this more than from fighting the spawn or any PVP action.  Especially dangerous when trying to run from raiders and perhaps not watching where I am running quite as carefully. 

Overall, I ended up with 400+ drops from the weekend, ~100 power scrolls, handful of red skulls, a ton of death robes, burned through about a dozen fortune potions, used up some repair deeds, had to restock stam and strength pots and petals…  certainly the type of event that keeps the UO economy turning.    

Without seeming like a broken record, I wanted to repeat that it would be really great to see the Fel side of this event opened up longer on Atlantic.  The most populated shard of the game should receive some extra attention here. Even if it was just one weekend a month.  I think there is definitely some crave for this type of fighting and activity to mix it up a bit.  And if not that... it would be helpful to atleast understand the developer's perspective on why we're only getting a few days here and there versus other events where it was open for the duration. 


keven2002 said:
I'll give you the same advice here which is take your own advice and simply choose not to respond if all you're going to do is be a "sugar troll".

Strongly suggest not feeding the Troll.  They don't play the game and aren't interested in the event.  Hence why after you responded to one question about a theoretical never-gonna-happen scenario, they tried side tracking to another. 

PS - think I saw you say hi to me yesterday, but I was running away from paragons (or PKs) - sorry that I didn't respond! 

#289
1635 lucky sampire template, no potions, 20 drops per hour, low pop trammel.  B)
#290
Seth said:
1635 lucky sampire template, no potions, 20 drops per hour, low pop trammel.  B)
Is that 1635 with the luck statue rub or without? 

Personally, I think there is a very noticeable difference between 100-200ish luck and 1300 luck (after statue hit) for the drop rate. I wonder if there is even more of a difference between 1300 and 2000 which you are approaching.
#291
keven2002 said:
Seth said:
1635 lucky sampire template, no potions, 20 drops per hour, low pop trammel.  B)
Is that 1635 with the luck statue rub or without? 

Personally, I think there is a very noticeable difference between 100-200ish luck and 1300 luck (after statue hit) for the drop rate. I wonder if there is even more of a difference between 1300 and 2000 which you are approaching.
It includes the luck statue, rouge jewels, quiver, minax sandals and 2 imbued gear with added luck.

Well, majority of the spawn isn't super tough like the greater dragon or balron, so I don't need my best warrior suit. The drop is not bad compared to that 35 with fortune potion... which only add 15 more for 200 sov (expensive).
#292
Most recent battle reports...

Back on the Tram side with the Fel event over for Atlantic...   last three nights did my usual hour-long potion run... got 26, 34 and 40 drops respectively.  That was mixing it up between using my plate samp or bone samp, hitting luck statue for 600-700 additional luck.   Most of time down there between midnight and 1am. 

Difficulty in Tram seems kicked up a notch since prior to the Fel event.  Given how easy it was the first few days, this was a welcome change.  Noticed way fewer AFK-follow bots down there this week, probably because the paragon rams and poison ele's can be pretty brutal.   

One thing that is a little disappointing is seeing how many people just crowd the first floor and barely venture down to the lower levels.  I mean yeah, it's a little bit more of a challenge, but surprised how many adventurers seem to not want to get their hands a little more dirty.  Not that I'm complaining ofcourse... as it ultimately leaves more spawn for a sampire like mine to come and sweep up and score more drops.   Maybe it's just the time I've been playing, but noticed that this week not nearly as many people seem to be taking the risk as in the first week when spawn was a bit lighter.  This is when there is still a decent size crowd in the dungeon, so would be more than enough to probably get more spawn if people spread out a bit.  Just an observation..

Not too much more to report.  Honestly, I had felt a little jaded doing it the last few nights on the Tram side after having a good time with the Fel event.  I still have about another 1000 drops I need to get to in order to hit my target to get all the rewards I want so I will still be busy down here a bit, but not sure how much further I will take it beyond that.  
#293
Quick battle report noting hardly any rams in Deceit tonight and the crowd was much more dispersed through out the dungeon fighting on all levels rather than just staying on the first floor.  Got 49 drops on my potion run.  Kind of goes to show you what huge difference that one type of monster will make and how the entire dynamic of the fight changes when they're not in there. 
#294
Do you ever plan on addressing the broken system of AFK penalties or your GMs actioning accounts without investigation for hunting in these ToTs? @Kyronix @Mesanna
#295
Been a while since an update.  Dungeon mostly static now with occasional spawn changes here and there (i.e., one day might not have rams, another day no para poison elementals).  Atlantic still has big crowd on first floor, but lots of opportunities for large amount of spawn in other parts of dungeon.  Has been really good opportunity for sampires. 

I've been popping a potion every other day now, hitting the luck statue and doing an hour of constant hunting.  Pulling 30 to 50 drops most every time, with average somewhere in low 40s.  Usually start right around midnight EST. 

Difficulty seems to be in a sweet spot... definitely some tough spots with Para Rams probably the biggest pain in the butt, but overall is a challenge but survivable if you're on a high end sampire.   Really only dying if I put myself in a stupid position like running kamikaze deep into a room when I'm not at full health, getting disarmed and para'ed..  or if I get distracted IRL by dogs, Discord, etc.   The few days when there are no Para Rams are really great for the larger drop runs.. have hit drop count into the 60's couple times with diligent farming. 

Glad this will be running until end of the year.    Still lots of opportunity for good farming, plenty of good rewards that will have long term value, especially if they don't offer some of these particular rewards for another few cycles.   If anyone ever wanted to join up to challenge some of the para groups, happy to team together. 




#296
#297
Here is good event. Drop every single EM's houses down and turn their robes to death robes. Then give your rp communities chance for EM job. They can create events with things what are allready in world. Current EM's trash all over world can run their events so they are not needed anymore
#298
Been a bit since I have posted an update..  overall, still having fun with this event.  I have kept to the routine of eating a potion and spending an hour down in the dungeon every other night... usually midnight EST.   The crowd has softened slightly, but still plenty of folks there, so spawn management hasn't been all that bad.   Especially when there is a favorable spawn variation (i.e., no paragon rams or poison elementals), I am getting well into 50+ and even 60+ drops with the potion.  

Main update I wanted to give is the increased prevalence of mutli-boxers.   Two nights ago, there was easily EIGHT of them down there at once, each with 2-3 additional followers that would go on their spot exactly.  Freaking ridiculous.  In previous weeks and months with this event, I was reporting most of the ones I came across, but it's gotten to the point it's just a waste of time.  Alot of the same names down there doing it every night.  (Maybe it's because of the later hours that I typically play that there are rarely any GMs around?)  The only way I seem to be able to resolve the problem is by violating game mechanics and dragging a train of paragons to them in hopes it kills one of the followers and screws up their process a bit... but even when successful with that, it's a temporary delay at best and most of the multi-boxers are wise enough to not go to the fourth floor for long periods of time where it is easiest form a big enough paragon train to accomplish that.    


#299
Merlin said:
Been a bit since I have posted an update..  overall, still having fun with this event.  I have kept to the routine of eating a potion and spending an hour down in the dungeon every other night... usually midnight EST.   The crowd has softened slightly, but still plenty of folks there, so spawn management hasn't been all that bad.   Especially when there is a favorable spawn variation (i.e., no paragon rams or poison elementals), I am getting well into 50+ and even 60+ drops with the potion.  

Main update I wanted to give is the increased prevalence of mutli-boxers.   Two nights ago, there was easily EIGHT of them down there at once, each with 2-3 additional followers that would go on their spot exactly.  Freaking ridiculous.  In previous weeks and months with this event, I was reporting most of the ones I came across, but it's gotten to the point it's just a waste of time.  Alot of the same names down there doing it every night.  (Maybe it's because of the later hours that I typically play that there are rarely any GMs around?)  The only way I seem to be able to resolve the problem is by violating game mechanics and dragging a train of paragons to them in hopes it kills one of the followers and screws up their process a bit... but even when successful with that, it's a temporary delay at best and most of the multi-boxers are wise enough to not go to the fourth floor for long periods of time where it is easiest form a big enough paragon train to accomplish that.    


How are you reporting?  Do you use the another player is harassing me to target them ?
Do you feel we need a i suspect multi boxing or scripting feature to be more accurate in reporting? 
#300
Grimbeard said:
Merlin said:
Been a bit since I have posted an update..  overall, still having fun with this event.  I have kept to the routine of eating a potion and spending an hour down in the dungeon every other night... usually midnight EST.   The crowd has softened slightly, but still plenty of folks there, so spawn management hasn't been all that bad.   Especially when there is a favorable spawn variation (i.e., no paragon rams or poison elementals), I am getting well into 50+ and even 60+ drops with the potion.  

Main update I wanted to give is the increased prevalence of mutli-boxers.   Two nights ago, there was easily EIGHT of them down there at once, each with 2-3 additional followers that would go on their spot exactly.  Freaking ridiculous.  In previous weeks and months with this event, I was reporting most of the ones I came across, but it's gotten to the point it's just a waste of time.  Alot of the same names down there doing it every night.  (Maybe it's because of the later hours that I typically play that there are rarely any GMs around?)  The only way I seem to be able to resolve the problem is by violating game mechanics and dragging a train of paragons to them in hopes it kills one of the followers and screws up their process a bit... but even when successful with that, it's a temporary delay at best and most of the multi-boxers are wise enough to not go to the fourth floor for long periods of time where it is easiest form a big enough paragon train to accomplish that.    


How are you reporting?  Do you use the another player is harassing me to target them ?
Do you feel we need a i suspect multi boxing or scripting feature to be more accurate in reporting? 
Yes, I mainly use the another player is harassing to target them and I add a description in the message.  I make sure to pull as many names as possible to include in the target options.  

100% need some type of multi-boxing feature or option for better reporting and responses.   While not as bad as the beginning of the Destard event, the Archlich event seems a bit worse off than a few of the others that have occured in recent years.   My guess is that it's the same relatively small group of people who are doing this, so just need to do some boot and bans to get a message across.  Gotta make sure to get more than just the EJ accoutns, but the main accounts that are guiding them.   Easier said than done ofcourse, but need to start somewhere. 
#301
keven2002 said:
@ Ivenor - Why did you go to ATL to do Treasures of events then instead of your own shard that you wanted the pieces? I'm guessing it's because you wanted to sell all of your drops / rewards when you could (keeping a few pieces) and then Xfer the money back to your home shard? 

These treasures events (every one except maybe Deceit) have all been long enough where you can go make your money on ATL like you have been and then complete your suits on your home shard. I've done that for each event myself (except for Deceit). There have been a few times where I would trade a few pieces (while the event was going on) for the one I needed; even on low pop shards.

Let's stop acting like it's some big travesty that these items remain shard bound. If it's really such an issue having these items on your home shard then stop being greedy trying to make plats from ATL. You can't always have your cake and eat it too 🙂 
  • You don't quite understand the essence of the question correctly. It's good to play on another shard when you have a good ping. And if you are on the other side of the ocean? It's not my problem that there are no players on some shards, it's a UO problem. So why am I deprived of the opportunity to earn money? If Atlantic is the largest market, then what is the problem? Or is it that some players here have specifically created a problem with shard bound things in order to earn not 1 platinum but 10 without competition? And then make more money by selling this gold? At the moment, the events are arranged in such a way that you can earn only with your hands and hours spent. Is it bad that the price in the Atlantic will be regulated as in all markets in the real economy? How do bans and duties differ from shard bound? This is not a solution to the problem. There are many other ways, this one is the easiest to solve but the most flawed. The developers did not answer me the reason for making such a decision, except for the general phrases - "We decided so."
#302
twizag said:
keven2002 said:
@ Ivenor - Why did you go to ATL to do Treasures of events then instead of your own shard that you wanted the pieces? I'm guessing it's because you wanted to sell all of your drops / rewards when you could (keeping a few pieces) and then Xfer the money back to your home shard? 

These treasures events (every one except maybe Deceit) have all been long enough where you can go make your money on ATL like you have been and then complete your suits on your home shard. I've done that for each event myself (except for Deceit). There have been a few times where I would trade a few pieces (while the event was going on) for the one I needed; even on low pop shards.

Let's stop acting like it's some big travesty that these items remain shard bound. If it's really such an issue having these items on your home shard then stop being greedy trying to make plats from ATL. You can't always have your cake and eat it too 🙂 
  • You don't quite understand the essence of the question correctly. It's good to play on another shard when you have a good ping. And if you are on the other side of the ocean? It's not my problem that there are no players on some shards, it's a UO problem. So why am I deprived of the opportunity to earn money? If Atlantic is the largest market, then what is the problem? Or is it that some players here have specifically created a problem with shard bound things in order to earn not 1 platinum but 10 without competition? And then make more money by selling this gold? At the moment, the events are arranged in such a way that you can earn only with your hands and hours spent. Is it bad that the price in the Atlantic will be regulated as in all markets in the real economy? How do bans and duties differ from shard bound? This is not a solution to the problem. There are many other ways, this one is the easiest to solve but the most flawed. The developers did not answer me the reason for making such a decision, except for the general phrases - "We decided so."
I'm not sure I understand what you are trying to say. You can earn money on whatever shard you want just by doing the event. ATL doesn't regulate price on other shards and if you actually took notice for the Deceit this time around you would have noticed that; ATL drops sold for around 1M per piece while all other shards were 2M per. 
#303

McDougle said:
So you are okay with allowing spawn in tram 
   Yes, but not powerscrolls. 

Otherwise convenience would cause trammel to be far superior in terms of drops/hour.  particularly because you can recall in and out of the dungeon to turn-in your points...  which is greater than the 'luck bonus' that fel supposedly offers.
#304
CovenantX said:

McDougle said:
So you are okay with allowing spawn in tram 
   Yes, but not powerscrolls. 

Otherwise convenience would cause trammel to be far superior in terms of drops/hour.  particularly because you can recall in and out of the dungeon to turn-in your points...  which is greater than the 'luck bonus' that fel supposedly offers.
So drops in fel should be cursed right risk vs reward thing 
#305
Grimbeard said:
CovenantX said:

McDougle said:
So you are okay with allowing spawn in tram 
   Yes, but not powerscrolls. 

Otherwise convenience would cause trammel to be far superior in terms of drops/hour.  particularly because you can recall in and out of the dungeon to turn-in your points...  which is greater than the 'luck bonus' that fel supposedly offers.
So drops in fel should be cursed right risk vs reward thing 
  already answered that, of course they should be cursed in fel.

#306
keven2002 said:
twizag said:
keven2002 said:
@ Ivenor - Why did you go to ATL to do Treasures of events then instead of your own shard that you wanted the pieces? I'm guessing it's because you wanted to sell all of your drops / rewards when you could (keeping a few pieces) and then Xfer the money back to your home shard? 

These treasures events (every one except maybe Deceit) have all been long enough where you can go make your money on ATL like you have been and then complete your suits on your home shard. I've done that for each event myself (except for Deceit). There have been a few times where I would trade a few pieces (while the event was going on) for the one I needed; even on low pop shards.

Let's stop acting like it's some big travesty that these items remain shard bound. If it's really such an issue having these items on your home shard then stop being greedy trying to make plats from ATL. You can't always have your cake and eat it too 🙂 
  • You don't quite understand the essence of the question correctly. It's good to play on another shard when you have a good ping. And if you are on the other side of the ocean? It's not my problem that there are no players on some shards, it's a UO problem. So why am I deprived of the opportunity to earn money? If Atlantic is the largest market, then what is the problem? Or is it that some players here have specifically created a problem with shard bound things in order to earn not 1 platinum but 10 without competition? And then make more money by selling this gold? At the moment, the events are arranged in such a way that you can earn only with your hands and hours spent. Is it bad that the price in the Atlantic will be regulated as in all markets in the real economy? How do bans and duties differ from shard bound? This is not a solution to the problem. There are many other ways, this one is the easiest to solve but the most flawed. The developers did not answer me the reason for making such a decision, except for the general phrases - "We decided so."
I'm not sure I understand what you are trying to say. You can earn money on whatever shard you want just by doing the event. ATL doesn't regulate price on other shards and if you actually took notice for the Deceit this time around you would have noticed that; ATL drops sold for around 1M per piece while all other shards were 2M per. 
The problem is that at the moment it is unrealistic to sell anything on other fragments. Corny all stuffed themselves as much as they wanted. The market is limited
#307
In consideration that this is a Fall Dynamic Event and this post is still stickied... I figured its fair game to post some results here.   

So far I have run a fortune potion on three separate occasions with my sampire.  Before eating the potion, I had 800 luck.  This resulted in drops of 33, 27 and 40 in respective order.   
 
The first two runs, I spent about an equal amount of time between the snowy area north of the Fandancer Dojo and southern Isamu between the moongate and Citadel.   The first two runs I was playing with a group and we had some stoppages to rez fallen party members and re-group.   The third run, I was a bit more independent and focused only in the snowy area.   

Spawn has been pretty excellent.  There is no shortage of mobs to fight no matter where you are on the map.   The snowy area in particular has lots of action with players fighting from boats, botters running around and dragging paragons all over, and just ton of baddies spawning everywhere.   If you look away from your computer or get distracted, you might find yourself a ghost.   Lots of different types of spawns make it a little difficult to run just one particular slayer and weapon set, so need to be able to adjust - although somewhat safe baseline weapon to have would be something with Undead slayer.  Overall, the difficulty is sufficiently challenging but manageable.   

Now I'm a sucker for using the potions - usually will keep popping them and making sure to hit my luck statue once a day until I get atleast one of every reward.   When I played on TC, I didn't bring my proper luck gear and made note of the low amount of drops.  Seems to be much different case on Atlantic.   

The one qualm I have is about the people attempting to camp in the boats whereby they will have someone that will drag spawn over to the boat and bunch of archers/mages will just grind them up.  It's kind of lame game play style, and I'm going to guess this was not intended.   Alternatively, definitely some AFK archers set up on the boats just trying to get what they can.  My method of operation thus far has been to use it to my advantage and 'steal' the spawn where I can.  

So far quite enjoyable.  There is alot of land to cover with various niches of different mobs to fight.   I will craft some specialty weapons at some point to camp those areas once I get tired of the insanity in the snowy plain. 8 weeks will be more than enough time for everyone to get in sufficient amount of play time and collect all the rewards they desire. 
#308
This time drop rate is fine... but no more random props on rewards plz, that is just bs with glorius fortune potion it is start looking like casino "you buy more tikets to have more chances get right loot" it is not more like "buy potion to end your grind faster" bcz you can never get right loot so it basically looks like manipulative game mechanic.
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