I'm interested to know how you all feel that the new properties that were introduced with SA (which are not imbuable) are bolstering pve/pvm?
Also, I find it counter intuitive that a system that requires 20 + high intensity items to make 1 new item would "kill" pve/pvm. For those of you who are claiming this is true, what makes you say this is happening?
In general with the advent of more diversified items, the game for pvmers became "fight what can drop something that MIGHT improve my stats.", and while thats still something one can do to some degree, the bulk of the hunt has been chopped off, when you can make a suit and a weapon with like 95% of the perfect stats in a day, without much effort if you know whats up, and most people at this point do. I know I stopped pvming for anything but essences (or things that drop lots of crap for residue etc) since imbuing has come around.
And as for 20+ high end items... not really. Like someone said you can just burn a bronze hammer and get relics falling out of your butt.
Even ignoring that, theres a really good chance that you could find 200 really high intensity items pvming that dont have the mods, or spread you are looking for, so I can cash them in for an item that is EXACTLY what I want, and lets be honest they don't take all that long to get, and then I'm set... for months and months, until the thing breaks. Greatly reducing my incentive to go hunt monsters for items. Ive got an item too close to "the best" to bother with hours of grinding champs unless I just find that amusing in its own right, or im just used to doing it. As usual in my eyes... insurance is the real problem causer. It just sets up an artificial "end game" of attaining "the perfect suit".
By design, building the "perfect suit" is an advanced player game. It is not required to enjoy UO and the definition of the "perfect suit" continues to evolve as new properties are introduced. Optimization is fun for many people and thus this element of UO is there for them as a long term goal.
Eh, I dunno. I've seen really new players working on their perfect set ups once they got the hang of it down, which can be quickly. And really, there isn't much rewarding activity in UO until you can hunt high end stuff, pvm wise. I mean, whats the purpose of fighting trolls? Or even ogre lords? Not much of one. UO has been a game pretty much strictly for fairly developed characters for quite some time. When was the last time you ever saw anyone in first level of any dungeon not hunting leather?
Thats not a big deal to me. As time goes on I feel like character development through the raising of skill or levels may be outmoded, especially when the game usually doesn't really start until all of the grinding is accomplished. Of course thats not a paradigm a game can really just snap out of easily, but I digress....
As for new item properties, I think this is being done in a wrong way. You have a really easy solution here I think to the whole pvm has lost its punch issue. Lots of the new properties are quite appealing, but the problems is, I cant get them unless its on some goofy artifact. For some people that artifact may be spot on for what they want to do, but for most people it usually isn't, and they are just using them because of novelty and or a desire to experiment with the efficacy of he new properties.
I'm not saying don't make these artifacts, just don't limit the properties strictly to these artifacts. I think that more even properties should be developed, and that these properties (and or the current arti only ones) should only be attainable from monster drops. That way players have a reason to hunt again, and the new properties get more use. If some of the properties are imbalanced than just leave them arti only, and come up with some more balanced ones.
I would like to create some kind of support to help players who don't want to figure out imbuing to contact people who enjoy it. In the mean time, people will just have to talk to each other in game and work it out. UO community has always been good about networking.
I don't think its an issue really. Just classic shard people who cant keep their heads out of the past being overly dramatic (and overly nostalgic) about the current set up, which is NOT that hard to understand, especially to people with mmo backgrounds, which is pretty much everyone at this point.
Or just make more public Soul forges around the world with bonuses, so that people will congregate in public. Queens forge is nice, but kinda out of the way.