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Important: PoF not for SA imbuing skill items??

kelmo

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I'm waiting for you to name any such games.

I cannot think of a single MMOG that has item decay/damage that does not allow for those items to be repaired indefinitely.


The only way to validate the removal of PoF is to make high-end high-quality gear common enough that one could expect to find replacements through normal game play within the time it takes for their current gear to wear out.

Those who keep pointing out how it was when GM exceptional gear was the way to go, are missing that the creatures, spells, etc have all been ramped up over time to keep pace with the new gear we have access to.

When GM Ex was the top, a 7x warrior could wade through mobs in Terathan keep slaughtering them one after another.
That same character today in that same gear wouldn't survive the first Avenger or Matriarch they ran into.
That is kinda the point. If nothing stops the ramping up of items and mobs this will end up like a D&D campaign gone hideously bad. Been there, done that.
 

Gheed

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That is enough. Sorry, but no. If you prefer this playstyle, fine, your money is as good as mine. But saying that UO has a serious economy is laughable, and only shows you have never seen one in action.

Again, if you prefer this playstyle it is your right to say so to the devs, but please, don't say the game has a serious economy only because one item on 100 can be sold well. There is much more in ingame economy than that..
So what is considered "serious"? 50/100 items? Is a demand heavy economy serious? There are tons of items in game that sell well. Most want to sell (and I assume from your response that you are one of these people) high end. But you can fill and advertise any shop in any area with consumeables and low end necesities that other folks will buy. So I'm confused.

Do I think the devs take the economy serious? Heck no! Bannings in UO seem to be more of a publicity stunt than anything else.

FFXI sets out a monthly task force report that bans aroud 5k subscribers every month. They give detailed reports of cheats and exploits these folks were caught using. It is all very low key.

Actually you have unwillingly given a point to those who favor the breaking of imbued items. The crimson cincture is so expensive only because it is awfully rare. Put it a fast drop like the miniarties and you'll see their prices dropping to 100K..
This is true. But what do you suggest? No rare items in game?

Obviously, no matter how difficult will be to imbue items, crafter powergamers will flood the market in no time (I already imagine our friend connor happily imbuing every mongbat loot he sees... :) ). Since imbued items will be far from rare, the only way to keep their price high is to remove them from the system. If you don't remove them from the system they will soon be worth 100K each, and people once again will be screaming for "new content".

Or, you make imbuing INCREDIBLY hard so that even powergamers cannot satisfy the market. In which case is there a point? It would be another bod system, from which only crafter powergamers can benefit.

I think the devs finally made a good call with it, reinstating items that can be lost and that can be easily replaced. All people crying about POF basically forget that imbued items will be replaceable. Good call on this one, devs.
I think most folks are missing a few key points in selling imbued items... provided they make exactly what you want:

1) How do you deliver these items to other players?

Do you keep vendors stocked with every possible combination of every imbuable mod an every type of weapon and armor available? (nigh on impossible)

Do I create "Traveler's Vendor" that stocks only items customized to your template(s) I'll need to keep and comb through hundreds of player specific vendors to be diverse.

How is this profitable to me as a crafter? And why would you settle for anything less than exactly what you need if imbuing gave that power? What is the advantage of imbuing over runics If I cant stock exactly what you want?

2)There was no statement that these items can no be repaired, just that they can not be PoF'd. High durability will eventually drop to a certain point after continuos repair. Once it reaches this point a high level crafter can repair it with out loosing durability. So if imbued items can be repaired they could last forever. They will just need repairs more frequently. So how does this work to a crafter's advantage? They will sell more repair deeds?

For the most part most foks have put together suits that cover most of their needs. I cant see any adavntages to imbuing in the long run. It will be neat to mess with when it is new but really why bother if you can't PoF?

3)If you are a PvM/PvPer and played for a while you already have a suit that does most of the things you want it too.. including max durability to make it last for hours. So with imbuing maybe you get a few extra stats or resists that you didnt have before. Is this worth cutting your play time in half to just stop for repairs? I'll trade that inconvienience for the +3% poison and +2MR I'll be getting as an advantage to imbuing.
 

Gheed

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How does imbuing solve this issue?
By giving us something to craft which isn't invulnerable and thus creates a more steady demand over time, rather than a burst period where we craft till fingers bleed, then retire to the country.

Wenchy
How do you deliver these items to other players?

Do you keep vendors stocked with every possible combination of every imbuable mod an every type of weapon and armor available? (nigh on impossible)

Do I create "Wenchy's Vendor" that stocks only items customized to your template(s) I'll need to keep and comb through hundreds of player specific vendors to be diverse. I think I already have Traveler hooked in to my network. You'll be #2!

How is this profitable to me as a crafter? And why would you settle for anything less than exactly what you need if imbuing gave that power? What is the advantage of imbuing over runics If I cant stock exactly what you want?
 
D

Der Rock

Guest
Comparisons to level-based games are misleading, because in a level-based game, your items generally become obsolete as your level goes up, so you need to replace them anyway. UO is very different in that you can create a brand-new character and equip the most powerful artifacts in the game as soon as you log in for the first time. If those items remain insured and never break, you'd never have to replace them at all.



??? i am irritate again about u jeremy

1. show me that ! come to drachenfels with a NEW character ill give u a complete arti armor/weapon set, THEN go to doom and show me what u do !!!

2.it is NOT the players fault that u can do from 0 to 100 Skill in ONE day !!!
so," leveling" in UO is different to other mmo´s, but it is still "leveling"
that means UO should have his own prevention to wear high end stuff from the beginning

3.show me that in modern mmo´s, average player LIKE to REPLACE the armor/waepons
because they break after a while,again and again
(i mean REPLACE, not trade for better stuff)

4.i thought u (mythic) like to get NEW UO player in the future, but sometimes u(mythic)
act like the oposite
 

kelmo

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Give crafters a chance. We have been waiting ages to get back into the game. If we can sell it, it will be there to be bought. I guarantee this...
 
D

Der Rock

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3)If you are a PvM/PvPer and played for a while you already have a suit that does most of the things you want it too.. including max durability to make it last for hours. So with imbuing maybe you get a few extra stats or resists that you didnt have before. Is this worth cutting your play time in half to just stop for repairs? I'll trade that inconvienience for the +3% poison and +2MR I'll be getting as an advantage to imbuing.



good point,
also it is an advantage over time,and then u have to do things u maybe dont like to do.
forcing players in a playstyle they dont like is against the mainstream
 

Gheed

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Comparisons to level-based games are misleading, because in a level-based game, your items generally become obsolete as your level goes up, so you need to replace them anyway. UO is very different in that you can create a brand-new character and equip the most powerful artifacts in the game as soon as you log in for the first time. If those items remain insured and never break, you'd never have to replace them at all.

Actually I cringed when I wrote a comparison post. I don't like to do that. But yes items do become obsolete as you level up in that game. Still though eventually you max level and get your end game gear... that never breaks or needs repairing. Crafted versions of this end game gear are still very much in demand. After six years there are tons of people at end game. So the leveling proccess does require that gear is changed but at the end demand is exactly the same as it would be in UO.

And you can equip the most powerful items as soon as you are born... but how would you do that if the game was new to you? If you were new, how would you obtain these items at character creation?

p.s. So does this me imbued items can not be repaired either? Because durabilty gets to a point that it isnt lost on repair when it gets so low. So that imbued item will last forever in theory but it will need repairing more often.
 

Sir_Bolo

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1) How do you deliver these items to other players?

Do you keep vendors stocked with every possible combination of every imbuable mod an every type of weapon and armor available? (nigh on impossible)
A combination of the following:

A) Hang out at the forge like in the good ole times and advertise "Imbuing items for a price!"

and

B) Learn your merchant's trade and stock your vendors with stuff that is likely to sell - items with stats similar to the popular artifacts could be a good start. For special orders, put up a bulletin board.

2)There was no statement that these items can no be repaired, just that they can not be PoF'd. High durability will eventually drop to a certain point after continuos repair. Once it reaches this point a high level crafter can repair it with out loosing durability.
That's incorrect.
Check the current formula.
Even if you have 180 Blacksmithing and you repair the item as soon as it loses one point of durability, you still have a 23% chance of damaging the item (40 - 1 - 1800/100 = 23).
Items WILL get destroyed without PoF eventually.

For the most part most foks have put together suits that cover most of their needs. I cant see any adavntages to imbuing in the long run. It will be neat to mess with when it is new but really why bother if you can't PoF?
Because casual players can also benefit from uber items without having to spend a ton of money?
Because hardcore players will still want the absolute best possible item regardless of how fast it breaks to get an advantage, no matter how short lived?
 

kelmo

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A combination of the following:

A) Hang out at the forge like in the good ole times and advertise "Imbuing items for a price!"

and

B) Learn your merchant's trade and stock your vendors with stuff that is likely to sell - items with stats similar to the popular artifacts could be a good start. For special orders, put up a bulletin board.



That's incorrect.
Check the current formula.
Even if you have 180 Blacksmithing and you repair the item as soon as it loses one point of durability, you still have a 23% chance of damaging the item (40 - 1 - 1800/100 = 23).
Items WILL get destroyed without PoF eventually.



Because casual players can also benefit from uber items without having to spend a ton of money?
Because hardcore players will still want the absolute best possible item regardless of how fast it breaks to get an advantage, no matter how short lived?
*smiles*
 
J

Jeremy

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Gheed, you could argue that in certain games the PvE end game just switches from player levels to gear levels - it's still a very linear progression, it's just organized differently. The way they solve the "no one needs new gear any more" problem is by adding new levels, and therefore new gear to aspire to. (That's for WoW, anyway, although the general concept tends to hold for the level-based MMOs I have any familiarity with - I tend not to make it to the "end game" in MMOs so I don't have a lot of firsthand experience.)

Theoretically, the barrier between a brand new player and the top gear in UO is the difficulty/expense of getting it - there's no programmatic restriction (nor do I think there should be - I can't think of criteria that wouldn't be terribly artificial.) But I do disagree with the idea that the only market for crafters should be new players needing low-end gear.
 

Gheed

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A combination of the following:

A) Hang out at the forge like in the good ole times and advertise "Imbuing items for a price!"
There will probably be many pieces of this system that will be hard to obtain. When I did repairs, I got 500-2k per customer most days. Some were free. But all I needed was a smith's hammer and my skill.

This price structure wouldn't even similar to imbuable items if High end is available and hard to come by:

Valued customer: "Hail Gheed! Please craft me a pair of chainmail leggings with max all resists and stats!"

Gheed: "Here you are good sir! That'll be 20 mil please"

The "good ole times" are gone. There will be a few who will re-live their former glory for a short period of time until the novelty wears off. 3 months after the expansion they will be few and far between. We don't even know that folks will be able to do this anyway.

and

B) Learn your merchant's trade and stock your vendors with stuff that is likely to sell - items with stats similar to the popular artifacts could be a good start. For special orders, put up a bulletin board.
Nothing new to the runic crafted item market as it is today. Again why should I buy kind of nice non PoF'able items when I can buy renewable kind of nice runic items. If imbuement = exactly what I want then thats the way it will be.



That's incorrect.
Check the current formula.
Even if you have 180 Blacksmithing and you repair the item as soon as it loses one point of durability, you still have a 23% chance of damaging the item (40 - 1 - 1800/100 = 23).
Items WILL get destroyed without PoF eventually.
Yup I see that. Bu it kind of enforces a few of my other arguments. Because items will break right out of the gate folks will be turned off to this. Unless high end items are easily made in a short period of time. Then why not just buy 5 or 6 sets of the same suit and swap gear repairing them all at once? No advantage here.. just a plus one to the pain in the rear factor. Nukes the runic market...and pretty much any reason to do BoDs at all. These systems should co-exist and mesh together.. They should not be built linear where the newest dominates the oldest.


Because casual players can also benefit from uber items without having to spend a ton of money?
Because hardcore players will still want the absolute best possible item regardless of how fast it breaks to get an advantage, no matter how short lived?
Who's to say high end items will be easy to make? If it takes me 3 or 4 days to finish a high end item why would I sell it for less than near artifact prices? Well probably because non one would want to pay that much for an item that will eventually break.
 

kelmo

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Gheed, you could argue that in certain games the PvE end game just switches from player levels to gear levels - it's still a very linear progression, it's just organized differently. The way they solve the "no one needs new gear any more" problem is by adding new levels, and therefore new gear to aspire to. (That's for WoW, anyway, although the general concept tends to hold for the level-based MMOs I have any familiarity with - I tend not to make it to the "end game" in MMOs so I don't have a lot of firsthand experience.)

Theoretically, the barrier between a brand new player and the top gear in UO is the difficulty/expense of getting it - there's no programmatic restriction (nor do I think there should be - I can't think of criteria that wouldn't be terribly artificial.) But I do disagree with the idea that the only market for crafters should be new players needing low-end gear.
*smiles* I approve of this post.
 

Wenchkin

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How do you deliver these items to other players?

Do you keep vendors stocked with every possible combination of every imbuable mod an every type of weapon and armor available? (nigh on impossible)
Do you currently stock every single item in UO, or do you choose to specialise in certain vendors? Imbued item vendoring is no different to deciding to craft and sell every decor craftable or all armour pieces. Somewhere you'll have to decide what you want to sell, and if it's your shop, you can allocate other armour types to other players. I'll stock what I have time for, and if that means I specialise in certain armour types, so be it.

How is this profitable to me as a crafter? And why would you settle for anything less than exactly what you need if imbuing gave that power? What is the advantage of imbuing over runics If I cant stock exactly what you want?
Again, this is a choice vendor runners already make. I don't choose to buy possibly scripted BRSKs and make armour from them. Yeah, I know I'd make a good profit doing so, but I choose to stock other items instead. It'll be no different choosing which items to trade in with imbuing. It also comes down to how easily the required resources will be, the crafting ease and such too. Those are all things that need to be factored in before we can decide what is profitable or not. But at this stage in the proceedings, I don't see the need to throw my hands up in frustration.

Wenchy
 

Gheed

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Theoretically, the barrier between a brand new player and the top gear in UO is the difficulty/expense of getting it - there's no programmatic restriction (nor do I think there should be - I can't think of criteria that wouldn't be terribly artificial.)
I have always liked UO for this.

But I do disagree with the idea that the only market for crafters should be new players needing low-end gear.
Nor do I think that. But high end shouldn't be handed to the masses either. You'd be hard pressed to find a game that didn't reward the defeat of the Mega-Boss with the at least the chance for some pretty sweet loot. If the only difference between that sweet loot and Imbuing is PoF... There will be other issues down the road.
 

Violence

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Ridiculous, Jeremy. You are misleading us. WoW is in fact half-way through implementing a system allowing the passing of items down from one character to another on your account.

All I see here is sellers wanting to sell more. Not my problem they sold me their tools and resources. They should have used them and sold me the end product. Their bad. And it still takes half a billion to up a character if you're serious about it. Dupes did that you say? I don't care. I didn't cause dupes. EA did indirectly.
The game is a cheat-fest, kthx.
Speaking of that, go check my thread about cheating and speedhacking please. :loser:

SA items breaking? You lost your new customers, and old who'd play Gargoyles. You'd bury your jump-starting expansion in too many ways.

Want real opinions of your players? Go out on a walk and ask around.

GM armour and all? Satanatra nailed it. GONE. GOOD BUT GONE. Again EA's fault, it's called AGE OF SHADOWS. Irony : The items saying "I survived AoS.".. And the crafters wearing them. Just a funny side-note.

The excuses these people find for removing insurance and non-breakable items? Lame. Shallow. Whiney. Selfish. Greedy.
The notion that UO is a crafters' game mainly? Ridiculous. Everyone got an equal "share" in this game. Your gameplay = mine. I still pay for items, Luna still is filthy rich.

**
Put re-equip timers, bind items to my characters, restrict me somehow else. I don't care.
You already got the worst ideas from all games you wanted to immitate with S.Empire, ML. Time to get the good ones now or get your own and put Ultima in UO.... The right way. **

Gargoyles + Breakable Items to bring more Ultima in UO? Just revert servers prior to AoS, and to RUNICS even. It would work better. Though it can't happen, and that's for a reason. Perhaps the same people who want my items to break would whine against that, and that'd also be ironic.

PS> I still gotta ask Jeremy. Did you even read that strange bug report I filed in? About Face/Body colours? Probably not.

PS2> Why did you reduce speed of KR? To make it "fair" for the speedhackers running on 2D, that stupid cheat-bag? Don't answer please.

PS3> Yeah 150.0 Powerscrolls... Please do it. And remove +%Skill from ALL items. But also add new abilities at 150 for ALL skills.

PS4> Most of all why is KR masking the way a speedhacker skips around?... I have to log in 2D now to make sure who is and who isn't although the fact I don't connect hits is a good indicator. Did I mention in my post I USED THESE PROGRAMS AND CAN SHOW THEM TO YOU SO YOU CAN FIND A WAY TO "KILL" THEM?
 
T

Traveller

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I'm waiting for you to name any such games.

I cannot think of a single MMOG that has item decay/damage that does not allow for those items to be repaired indefinitely.
Answer to both statements: EVE online. More subs than UO and FFXI together, and still growing after 5 years.

First statement: Comparing economy of UO with that of EVE is like comparing a toy car with a ferrari... granted it has its problems, but it's a completely different tier. No serious comparison is possible.

Second stament: Well, strictly speaking items do not decay in EVE, they just blow up when you die. :) Same end result, actually harder.
 
M

MYUO

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Before we jump up and down on the topic, we need some more details on imbing - the difficulty, the mods can be added, etc.
 
T

Traveller

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Valued customer: "Hail Gheed! Please craft me a pair of chainmail leggings with max all resists and stats!"
Gheed: "Here you are good sir! That'll be 20 mil please"
That's circular logic. You are creating the postulates you need to prove your point. In this case you are assuming that imbued items will fall in the same price category than artifacts. Which won't happen exactly because they are not renewable.

Nothing new to the runic crafted item market as it is today. Again why should I buy kind of nice non PoF'able items when I can buy renewable kind of nice runic items.
Maybe because that might be awfully cheaper?

Nukes the runic market...and pretty much any reason to do BoDs at all.
?? Didn't you just said that the advantage of runics would be they are forever? And even if runics were nuked... good riddance. The AoS runic system was one of the worst crafting systems I have ever seen. Still, if you want to give an edge to runics just make things so that runic properties can get a 2% higher than imbued items. That's enough to give an edge to them, but not to make impossible for people with imbued items to compete.

Who's to say high end items will be easy to make?
Who says they won't? Again you are just using the set of assumptions that makes your point easy to prove. That's a matter for devs to decide, and I get a hunch that if they have decided to play with PoF they have also decided to not make crafting of high-end items overly expensive.

Personally I think that imbued items should be very easy to obtain, and cursed (in addition to not repairable). But I know that won't happen.
 
T

Traveller

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Before we jump up and down on the topic, we need some more details on imbing - the difficulty, the mods can be added, etc.
I do agree, but I am also sure devs themselves have not clear ideas about that yet. :)

EDIT: isn't it, Jeremy? :)
 
J

Jeremy

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We'll be talking in much greater detail about Imbuing (and the other SA skills as well) at the Chicago Town Hall in a few weeks.
 

Gheed

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That's circular logic. You are creating the postulates you need to prove your point. In this case you are assuming that imbued items will fall in the same price category than artifacts. Which won't happen exactly because they are not renewable.
As are you with the "return to the good ole days" postulate. We can both form opinions based on what we may think would happen. Personally I'd put my money on no one standing at the local smith waiting to bless the masses with whatever items they wish to equip at low everyday prices.



Maybe because that might be awfully cheaper?
Again price will relate to the ability to obtain the materials to imbue. You seem to think we will be able to pick them up off the ground. I do not agree.



?? Didn't you just said that the advantage of runics would be they are forever? And even if runics were nuked... good riddance. The AoS runic system was one of the worst crafting systems I have ever seen. Still, if you want to give an edge to runics just make things so that runic properties can get a 2% higher than imbued items. That's enough to give an edge to them, but not to make impossible for people with imbued items to compete.?
If imbued items are easy to produce then yes the runic made item market is sunk. And yes BODs are nuked as well. If imbued items are not easy to produce then whats the use? The rest of your above opinion is just that. Again I disagree. I like doing BoD's And I like the system since the last tweak.



Who says they won't? You have decided you don't want to change your current gameplay so you are just using the set of assumptions that makes your point easy to prove. That's a matter for devs to decide, and I get a hunch that if they have decided to play with PoF they have also decided to not make crafting of high-end items overly expensive.
The long version of the word "Adapt". I always loved this response. Your version goes down a little smoother so thanks for taking the time. I have changed my gameplay many times for better or for worse. And UO is starting to feel like a nagging wife. But I still love her!

Personally I think that imbued items should be very easy to obtain, and cursed (in addition to not repairable). But I know that won't happen.
Easily found items in an item based game.
 

Gheed

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Before we jump up and down on the topic, we need some more details on imbing - the difficulty, the mods can be added, etc.

I totally agree. FYI I haven't been upset through any chat in this thread. Thats kind of new to me :) Some good ideas. But I hope a few things were said that the devs may take into account while developing this skill. If they haven't already thought of them.
 
T

Traveller

Guest
Again price will relate to the ability to obtain the materials to imbue. You seem to think we will be able to pick them up off the ground. I do not agree.
This is not a matter of your or my opinion. It depends on how devs decide to implement the skill. Of course IF they make imbuing as hard as runic crafting the POF stance should be reviewed, but do you seriously think that the devs would have even considered this change if they hadn't already decided that imbuing would be easier than runic?

I like doing BoD's
Well, I won't argue with what you like, but I think that in this game there are more siege players than players who LIKE doing bods... :)

The long version of the word "Adapt".
No. Seriously, no. The long version of "you are not a dev", if anything.
 

Beefybone

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My suit is good and complete. Working any new item into it would require a full revamp, and I'm simply not going to go to the trouble for a non-permanent item. Have your imbuing. To me it doesn't exist.
 

Gheed

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This is not a matter of your or my opinion. .
You sure about that? Opinions seem to make the world go round. This includes MMOs. Comparing the devs to some sort of diety above opinion will not earn you favor... or maybe it would if you click your heels and say "I believe".
 
T

Traveller

Guest
Comparing the devs to some sort of diety
Now you are clicking reply just because you are bored. You said: "I do not agree that the devs will make things easy to imbue.". And I replied "not a matter of opinion, we will see in due time".

And by the way, if devs were some kind of deities I would have already a place in hell reserved, considering how many times I have spoken against their work.
 
D

Der Rock

Guest
My suit is good and complete. Working any new item into it would require a full revamp, and I'm simply not going to go to the trouble for a non-permanent item. Have your imbuing. To me it doesn't exist.



most player dont like to lose items by breaking them.
temporarily corrupt is ok, but breaking and vanish into thin air,NO

if i think about imbuing, following come to my mind:
let crafter make items with this new skill, and give those items a Temporarily use,
that means, that after a while the item is useless and have to be reactivated from a crafter with imbu-skill(with the need of resourcess(the more power the item the more resources u need))
that would be a win win situation for all
 
T

Traveller

Guest
most player dont like to lose items by breaking them.
temporarily corrupt is ok, but breaking and vanish into thin air,NO

if i think about imbuing, following come to my mind:
let crafter make items with this new skill, and give those items a Temporarily use,
that means, that after a while the item is useless and have to be reactivated from a crafter with imbu-skill(with the need of resourcess(the more power the item the more resources u need))
that would be a win win situation for all
?? that's exactly what imbuing is supposed to do. Reliably control the piece you obtain. Does that really make any difference if the piece brakes and has to be recrafted or the resources that should to be used to recraft it are used instead to "reactivate" it?
 
D

Der Rock

Guest
most player dont like to lose items by breaking them.
temporarily corrupt is ok, but breaking and vanish into thin air,NO

if i think about imbuing, following come to my mind:
let crafter make items with this new skill, and give those items a Temporarily use,
that means, that after a while the item is useless and have to be reactivated from a crafter with imbu-skill(with the need of resourcess(the more power the item the more resources u need))
that would be a win win situation for all
?? that's exactly what imbuing is supposed to do. Reliably control the piece you obtain. Does that really make any difference if the piece brakes and has to be recrafted or the resources that should to be used to recraft it are used instead to "reactivate" it?



maybe if u play only 1 character with 1 suit and 1 weapon the whole time, the difference could be small, but if u play
7-14-21 or more character it is a huge difference,u have to consider that not all player have a big tome on the desk with all contingencies about uo,most player log in and want to have some funny leisure time, spending time for monitoring the suit/waepons to often
is boring,and it is irritating to be in the middle of champ/doom/peerless or what ever and ure weapon makes "puff"

if u see not a big difference ,u can support my idia,the crafters are happy and the player who dont like breaking items are happy
possible ?
 

Wenchkin

Babbling Loonie
Alumni
Stratics Veteran
Stratics Legend
And not every player is obsessed with having every single digit of their suit at max before they go hunting :) If you are, look at all the existing items which you have access to and can PoF to your heart's content. You still have the choice whether you use imbued stuff or use other PoF'd stuff. Or mix and match. Unless you decked every character from head to toe in the stuff, decay won't be the issue you're suggesting it is.

Wenchy
 
T

Traveller

Guest
maybe if u play only 1 character with 1 suit and 1 weapon the whole time, the difference could be small, but if u play
7-14-21 or more character it is a huge difference,u have to consider that not all player have a big tome on the desk with all contingencies about uo,most player log in and want to have some funny leisure time, spending time for monitoring the suit/waepons to often
is boring,and it is irritating to be in the middle of champ/doom/peerless or what ever and ure weapon makes "puff"
Again, that happens in both cases. And in both cases you have to find a crafter to have it rebuilt/recrafted. In both cases you need a spare if you want to be immediately back fighting. What is the difference?

On the other hand having to "reactivate" items is furtherly hitting what few immersiveness this game has left, so I am against it.
 
W

Warrior of Time

Guest
I don't like the thought of a weapon breaking either. I think it is a much better idea to have only the imbued property be lost. That way the pof is still useful to prolong the life of the base weapon. Also being able to imbue the weapon can be harder to do. It could lose 1 per try.

Another thing I want to know is how long the weapon would last against the macer. A long time ago they did damage to the person, weapon and armor as it should. Was a time that the mace was usable in PVP/PVM. Now it is hard to get a good mace because no one is willing to even pick up one even with the best of properties. I don't even see any being crafted.
Even if they did who is around to even buy it.

In midevil times they actually had fast whielding high damage mace weapons. None of them are in UO. Those weapons could not only block a swords or even a dagger at the same time inflicting damage to the person and the Armor. Try a dagger against a flail and you could lose a hand as the chain and ball would strike the hand and handle block the thrust. Also a shield can be used since itwas a one hand weapon. It is not a super weapon but a force to be reconed with.

Pick one up some time and see what it is like. I have seen and handled one. A wild staff is light in damage compaired to the flail. Swing it about your head in a direction so it will strike on the back side of the shield, not try and hit the front of the shield but pull the shield away for the next swing to possability hit the head or other area while the shield blocks the sword.
 
L

Lore Master

Guest
This whole imbuing thing makes me sick to my stomach. first of all i spent way too much gold, time and effort for my armor, shields, weapons and artifacts just to have them eventually go poof.
  • I don't even have a million gold right now. I do not know much about imbuing but i just hope it does not affect any current items or artifacts in the game today.
  • You wont see me buying any imbued item if it will go poof one day. if and when this happens watch how many imbued items that are just sitting on vendors unsold and just being used as a deco and collectors items.
  • Can you picture if this effected event items too like for one example what if Sorcerers Armor became breakable what a disaster that would be everyone with at least half a brain would just leave it in there house or banks as a collectors piece and never use it.
  • One of my favorite things to wear is my un cursed Armor of Fortune which i spent 9 million gold for when i had the gold if it became un repairable after a time i wouldn't wear it anymore.
  • I don't have a Crimson Cincture but i would sure love one to use but if i had one and if one day it had durability and if it became un repairable after a time it would just sit in my house building up dust as a collectors item. what a waste that would be.
  • Some of you say breakable items would be a good gold sink well buying powder of fortification is a good gold sink too it isn't exactly cheap you know. buying powder of fortification is a much better gold sink then buying breakable items if you ask me.
  • At least one thing is for certain as long as powder of fortification exist which i hope is for as long as Ultima Online exist players will always buy it i cant say the same for imbued items.
Even if imbued items sell well at first it will just be a passing phase i believe. I believe once players are use to imbuing being in the game after a while only a select few will buy anything imbued. I could be wrong but i don't think so.
 
C

Connor_Graham

Guest
Some of you say breakable items would be a good gold sink well buying powder of fortification is a good gold sink too it isn't exactly cheap you know. buying powder of fortification is a much better gold sink then buying breakable items if you ask me.
PoF isn't a gold sink. That's just taking gold from one player and moving it to another.
 
T

Traveller

Guest
  • Some of you say breakable items would be a good gold sink well buying powder of fortification is a good gold sink too it isn't exactly cheap you know. buying powder of fortification is a much better gold sink then buying breakable items if you ask me.
Only one thing to say. You have no idea what a gold sink is. Why insisting on posting on things you clearly do not know?

Neither buying breakable objects, nor buying powder of fortification are in any way, shape or form gold sinks. As easy as that.
 
D

Der Rock

Guest
Only one thing to say. You have no idea what a gold sink is. Why insisting on posting on things you clearly do not know?

Neither buying breakable objects, nor buying powder of fortification are in any way, shape or form gold sinks. As easy as that.


you are both not accurate at all:

first, let unnoticed all affects of duping/cheating and all possible mistakes in game mechanics uo has.

so, 1st question is, from where comes the gold?
from killing monster at first.

let say a game has 100 player (100%)
let say all player (100%) kill monster for gold, so u have a 100% hyper inflation
let say a game has 100 player, but 30 player dont kill monster, they produce something
(pof/armor/weapons/a.s.o.)
so only 70% of the player KILL for GOLD and 30% of the player don´t
u see the difference?
the more player produce something the more sinks the real gold pruduction
if more and more player produce something, then it turns in a deflation

in the end, it is all a question of balancing between inflation and deflation to hold
the economy in a good stand
 
L

Lolindir

Guest
Each item has at least 50 durability when they are made/bought. This means you have a total of 100 "uses" on it before its lost. This should be more than enough to be able to repair the item before it fully breaks.

Repair deeds is not very hard to get a hold of, and I'm quite sure you'll find a crafter either at Brit or Luna bank at most times of the day.
Then if you actually do some hunting in game you should also be able to afford at least one PoF pr week or so. As you only loose 1 durability, if any, after a repair you can fix 100 durability losses with a single PoF.

I don't see the problem...
 

Doomsday Dragon

Visitor
Stratics Veteran
Stratics Legend
When items start breaking again and I can't just buy my suit once and go with it I will close up shop and stop playing because this game is already taking up to much of my time. Some of us have a real life and do not have time to constantly treadmill over our suits.

We want to play when we feel like it and be able to do what we want not have to keep redoing all the work of building a suit endlessly for no purpose.
 
C

Connor_Graham

Guest
you are both not accurate at all:

first, let unnoticed all affects of duping/cheating and all possible mistakes in game mechanics uo has.

so, 1st question is, from where comes the gold?
from killing monster at first.

let say a game has 100 player (100%)
let say all player (100%) kill monster for gold, so u have a 100% hyper inflation
let say a game has 100 player, but 30 player dont kill monster, they produce something
(pof/armor/weapons/a.s.o.)
so only 70% of the player KILL for GOLD and 30% of the player don´t
u see the difference?
the more player produce something the more sinks the real gold pruduction
if more and more player produce something, then it turns in a deflation

in the end, it is all a question of balancing between inflation and deflation to hold
the economy in a good stand
Wrong. The person that gets the PoF turns in a Bod that he gets gold from, so he's bringing gold into the game, and also receiving gold from another player that brought it into the game when the other player buys the powder.
 
T

Traveller

Guest
you are both not accurate at all:

first, let unnoticed all affects of duping/cheating and all possible mistakes in game mechanics uo has.

so, 1st question is, from where comes the gold?
from killing monster at first.

let say a game has 100 player (100%)
let say all player (100%) kill monster for gold, so u have a 100% hyper inflation
let say a game has 100 player, but 30 player dont kill monster, they produce something
(pof/armor/weapons/a.s.o.)
so only 70% of the player KILL for GOLD and 30% of the player don´t
u see the difference?
the more player produce something the more sinks the real gold pruduction
if more and more player produce something, then it turns in a deflation

in the end, it is all a question of balancing between inflation and deflation to hold
the economy in a good stand
Another one who doesn't know what a gold sink is, and still speak of it.
 

Beefybone

Visitor
Stratics Veteran
Stratics Legend
Comparisons to level-based games are misleading, because in a level-based game, your items generally become obsolete as your level goes up, so you need to replace them anyway.
In WoW (Seriously, what else are we talking about? You guys are just wholesale plagiarizing that game these days.) you replace your items, but only when you find BETTER items. You can use your crappy newb sword forever, and the game will never slap you in the mouth and MAKE you get something different before you're good and ready. If you don't think that's an important distinction, you don't know your players.

UO is very different in that you can create a brand-new character and equip the most powerful artifacts in the game as soon as you log in for the first time. If those items remain insured and never break, you'd never have to replace them at all.
Gosh, you think? This is obviously true. Too bad nobody on the dev team ever managed to catch on to this until about five years too late.

You guys have been itching to do an item nerf for years, ever since you started adding all that cursed/unpowderable crap nobody uses. And no matter how many Redeemers and cursed artifacts end up buried in the backs of closets or sold for a pittance, you just keep pushing it.

You would dearly love to just remove PoF entirely, but you have no idea how to fix the system and know the players would mutiny if you seriously tried. You guys have almost no idea what you're doing on this subject.

I mean it was just earlier this year that we had you telling us that the legacy dungeon artifacts were unpowderable because they were meant to wear out, then going "Durhuhur?!" when someone asked why the virtue suit has Self Repair 10 on everything.

I think it was the same thread where you proudly stated that you just kinda wear middling gear and do middling things when you play this game. With all due respect, we don't need opinions from people like that holding sway. Go play this game at a high level. PVP. Kill some champs. Tank a dark father.

Go through the NIGHTMARE of building a suit for that sort of thing. Spend millions on Tokuno dyes to get it looking the way you want. Then have some PR person tell you that having all your crap break and buying endless replacements from vendors is the pinnacle of online gaming.

I have a very distinctive suit that I have assembled and colored at massive expense, and you will never get me out of it, ever. I am not going to buy a whole new suit from the crafters every couple weeks, no matter what. That ship sailed half a bloody decade ago.
 

kelmo

Old and in the way
Professional
Alumni
Supporter
Stratics Veteran
Stratics Legend
UNLEASHED
Dread Lord
Let's wait until we see what the crafters can do before we say "never".
 

Dol'Gorath

Grand Inquisitor
Stratics Veteran
Stratics Legend
In WoW (Seriously, what else are we talking about? You guys are just wholesale plagiarizing that game these days.) you replace your items, but only when you find BETTER items. You can use your crappy newb sword forever, and the game will never slap you in the mouth and MAKE you get something different before you're good and ready. If you don't think that's an important distinction, you don't know your players.


Hell I still use some of my old items for fun, some even pre-expansion in WoW heh. Funny how despite items never breaking WoW has a robust economy despite what all the haters wanna say about it.
Items wearing out in an item based game is a stupid idea, always will be.

But whatever, like I said just imbue items that have Self Repair 3+ and it's no big deal, sure your item is one less property uber, but you have the security you never lose it...Good trade no?
 
D

Der Rock

Guest
Wrong. The person that gets the PoF turns in a Bod that he gets gold from, so he's bringing gold into the game, and also receiving gold from another player that brought it into the game when the other player buys the powder.


ahh smart-smurf,
hmm
1.
read my the 1st sentence !!!!
(first, let unnoticed all affects of duping/cheating and all possible mistakes in game mechanics uo has.)
u get it??????

and

2.
u can make much faster and more gold with smith-bods then with killing monster??????
(dont forget, u have to mine before u fill bods)
LOL


how fast can u get 1 000 000 gold with filling bods??
(i mean, only the gold u get for smith-bods, not the reward stuff u can sell ????
 
C

Connor_Graham

Guest
I firmly believe you have absolutely no clue what you're talking about.

Go back and see that this started with buying PoF being called a gold sink.
 
F

Fink

Guest
I'd like to see a revitalisation of grass roots crafting. I'm talking exceptional items as opposed to runics. If somehow this could be achieved, either through item decay, breakage, or something.. I'd be all for it.

Sadly things have gone well beyond that, so I'd like something such as being able to choose what properties you want to put on runic items. It seems silly that players are so far removed from the crafting process as to have the outcome almost totally random.

Along with a choice of properties, runic kits/hammers could be made more easier to obtain but with fewer charges. Being able to craft what you want in smaller quantities, rather than blowing a kit on one or two good random pieces, seems to make much more sense.

I must say I have become item-dependent to a degree, so I would like to see no longer obtainable items reintroduced (Treasures of Tokuno in particular, perhaps via champ spawns there). If this was the case, making them irreparable wouldn't seem as harsh. You could always go out and get another carapace or, god forbid, buy a crafted tunic with similar mods.
 
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