I started playing UO again a few weeks ago after being away for 2 and a half years. When I left there was talk about Imbuing, but I really didn't follow up on it...
The first thing my old friends in the game told me to do was to get imbuing up so I could create decent suits. I didn't really knew what to expect, but I set out, collected all the, well basically, junk I got from doing treasure hunts and unravelled it all until I had a decent stack of supplies to train it, and so far have ended up on 104.0 imbuing...
I also set out to find me a decent vendor spot so I could get back into getting some money again, I wasn't really surprised when I noticed prices of items had gone up again in the last few years, and the few millions I had left was considered to be pocket change compared to what others have in the bank now...
I used to be able to make a living off the occassional gem of an item you'd get from either the treasure chest you dug up, or from the monsters that spawned with it. First thing I noticed when I was dumping stuff which I considered to be decent on my vendor was: no one's interrested in non-imbued gear/weapons/jewelry anymore...
When I was training imbuing, it became pretty clear to me why: everything you create with imbuing is, simply put, far superiour than anything you'd be able to get from PvM in general. With a few exceptions here and there perhaps, as I noticed the high intensities on items on the corpse of the Stygian Dragon. It made me wonder why imbuing was put in the way it is...
You gather loot, which is basically nothing more than materials for imbuing, you don't even have to look at spawned mods anymore, you just dump it in a backpack, unravel, and see what you have left. Get your imbuing character, put a few gems and mats in your backpack and voila: done. Couldn't they have put in a more elaborate system?
Why didn't they implement a system similar to enhancing? I.e. say you'd have a chance of obtaining a crystal with the mod you'd want to have from an item obtained through PvM when you unravel an item, and those crystals could then be added to weapons/jewelry/armor, etc? It would mean PvM loot would still matter. Finding a +15 animal taming or 20% Lower Reagent Cost ring would still hold value because of their mods...
You'd have a system where people would be able to sell PvM obtained crystals to imbuers based on mods, where max intensity would still be somewhat rare. And you wouldn't even have to ditch the rare ingredients, or the gold consuming gems out of the process. I like the fact that it, although slowly, sucks atleast some money out of the system through the npcs...
So yeah, my question would be: is there any reason why they made a skill that's so powerfull so... simple?...
The first thing my old friends in the game told me to do was to get imbuing up so I could create decent suits. I didn't really knew what to expect, but I set out, collected all the, well basically, junk I got from doing treasure hunts and unravelled it all until I had a decent stack of supplies to train it, and so far have ended up on 104.0 imbuing...
I also set out to find me a decent vendor spot so I could get back into getting some money again, I wasn't really surprised when I noticed prices of items had gone up again in the last few years, and the few millions I had left was considered to be pocket change compared to what others have in the bank now...
I used to be able to make a living off the occassional gem of an item you'd get from either the treasure chest you dug up, or from the monsters that spawned with it. First thing I noticed when I was dumping stuff which I considered to be decent on my vendor was: no one's interrested in non-imbued gear/weapons/jewelry anymore...
When I was training imbuing, it became pretty clear to me why: everything you create with imbuing is, simply put, far superiour than anything you'd be able to get from PvM in general. With a few exceptions here and there perhaps, as I noticed the high intensities on items on the corpse of the Stygian Dragon. It made me wonder why imbuing was put in the way it is...
You gather loot, which is basically nothing more than materials for imbuing, you don't even have to look at spawned mods anymore, you just dump it in a backpack, unravel, and see what you have left. Get your imbuing character, put a few gems and mats in your backpack and voila: done. Couldn't they have put in a more elaborate system?
Why didn't they implement a system similar to enhancing? I.e. say you'd have a chance of obtaining a crystal with the mod you'd want to have from an item obtained through PvM when you unravel an item, and those crystals could then be added to weapons/jewelry/armor, etc? It would mean PvM loot would still matter. Finding a +15 animal taming or 20% Lower Reagent Cost ring would still hold value because of their mods...
You'd have a system where people would be able to sell PvM obtained crystals to imbuers based on mods, where max intensity would still be somewhat rare. And you wouldn't even have to ditch the rare ingredients, or the gold consuming gems out of the process. I like the fact that it, although slowly, sucks atleast some money out of the system through the npcs...
So yeah, my question would be: is there any reason why they made a skill that's so powerfull so... simple?...