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Viper09

Grand Poobah
Stratics Veteran
Stratics Legend
I just have a quick question.. my tmapper doesnt have mining.. she never has.. but I read on someones post here that you need it now..is this confirmed.? I didn't see it on the patch notes.. and I really dont wan't to have to work mining ugh.. is it just easier to dig up the chest if you have it.?
Unless you expect to get the exact spot, you will need some mining. Might not necessarily need GM mining, but at least around 70 or so. Aren't there gloves that give mining increase?
 

Dermott of LS

UOEC Modder
Stratics Veteran
Stratics Legend
...

Me too, I would hope it is random, but I see too many issues with them appearing under player housing, inaccessible spots or in bad spawn areas.

It may just be 200 new fixed spots and you randomly get one out the bag.


Actually it shouldn't be TOO hard...

1. Identify non-housing areas (forests mainly)
2. Identify clear map tiles
3. Number clear map tiles accordingly
4. Set the map generation algorithm to choose from the valid numbers to apply to the map.

So basically anything in the "map zone" that doesn't have a tree or blocking object on it would be a legit map location.
 

Tanivar

Crazed Zealot
Stratics Veteran
Stratics Legend
I just have a quick question.. my tmapper doesnt have mining.. she never has.. but I read on someones post here that you need it now..is this confirmed.? I didn't see it on the patch notes.. and I really dont wan't to have to work mining ugh.. is it just easier to dig up the chest if you have it.?
Currently GM Mining lets you dig up a chest up to 5 steps from where it is. Without mining, you have to dig right where it is.

I soulstoned it to my thunter because those 5 steps away improves your chances of surviving that first group of guardians that spawn as the chest comes up.
 
S

Smug

Guest
Not too excited about the treasure hunting changes. If they took the regs away while I was still playing I wouldn't have minded as I had over 15k each reg. But I just came back and I've been trying to get my regs to provide for my characters. How are ppl going to get regs now? Buying off NPCs and looting off monsters? Kinda confused.

Not sure how I'm going to fit any mining onto my template as I use peacemaking and I need evalint and med to speed the process up as earth ellys and EVs only do so much damage. Now without getting regs not sure how I'm going to provide regs for my thunter.

What do they mean by added guardian mobs? They added more monsters to the guardian spawn, so there are more than 4? Or they added new ones and there are still only four per map but there are now 10 different monsters that can spawn?
 

Viper09

Grand Poobah
Stratics Veteran
Stratics Legend
Not too excited about the treasure hunting changes. If they took the regs away while I was still playing I wouldn't have minded as I had over 15k each reg. But I just came back and I've been trying to get my regs to provide for my characters. How are ppl going to get regs now? Buying off NPCs and looting off monsters? Kinda confused.
Yes, buy them off NPC's or in bigger bulk from players. I often find both mage and necro reg NPC's with quite a few hundred of each reg for sale. I'd find it hard to believe the primary reg collection was the use of t-chests considering all the work involved, lol.

It's actually quite easy. Worse case they are down to whatever their min. amount is, but that's when you just go from shop to shop and buy it all. Adds up quickly and before you know it you'll be set. Go back again when they re-stock and they just doubled their stock. But I'd be willing to bet you'll find an NPC with 999 of each. Check both alchemy and mage npc's. Necromancers in Umbra too if you're looking for necro regs. Or ask around and you'll find really nice players to give you a nice stock of regs :)
 
D

Drazasamus

Guest
I just have a quick question.. my tmapper doesnt have mining.. she never has.. but I read on someones post here that you need it now..is this confirmed.? I didn't see it on the patch notes.. and I really dont wan't to have to work mining ugh.. is it just easier to dig up the chest if you have it.?
yeah it will be alot easier, but u do not need it. The pins are hard to get an exact spot on for a single tile if you don't have gm mining. i have it on my crafter, so i will just have to stone it and bounce some stuff around... it is very easy to solo the lvl 6 maps with just evs in malas tho
 

Vampyre Kitty

Seasoned Veteran
Stratics Veteran
Stratics Legend
yeah it will be alot easier, but u do not need it. The pins are hard to get an exact spot on for a single tile if you don't have gm mining. i have it on my crafter, so i will just have to stone it and bounce some stuff around... it is very easy to solo the lvl 6 maps with just evs in malas tho

Yea i guess i wouldnt be so crabby about it if that account had mining but it doesnt so i cant switch anything around blah...oh well...i just know im so not working mining again.. did it once and yea that was enough for me. lol
 
D

Drazasamus

Guest
well if you have your old maps, decode them all, you have 30 days once this hits the regular shards, and you can gm mining by the time you need it, as well as get about 70k ingots to sell or use
 

Basara

UO Forum Moderator
Moderator
Professional
Governor
Stratics Veteran
Stratics Legend
Wiki Moderator
UNLEASHED
Campaign Supporter
Interesting T-Map changes, about half for the worse, IMO. Speaking as a THB Guildmaster, here's what I think.

Good changes:
1. New Items
2. New Locations
3. New Guardians (for the ones outside Tram/Fel, at least) that function like the old Youthful map guardians (require you to kill the guardians to loot)
4. improved chances to pick the high-end chests.

Bad changes:
5. New items, from reports, do not include Peerless ingredients, and those are the ones that are needed THE MOST to be added to the Chests. Everything BUT peerless ingredients are already easy enough to get.
6. New Locations will be near-impossible to find without mining. The fact that the new locations AREN'T the old ones makes this even worse.
7. They should have left the spell regs, and added the regs for Mysticism to the list - not remove them. (I won't miss the scrolls, though).

Ugly Changes:
8. The new maps will be a bit easier to find, if unattractive - but this will be negated severely by the needing to be exact on the location.
9. The idea of damaging items from picking failures doesn't sit well with me, considering that some level 5 & 6 chests can take 20-50 picks to open (that's 20-50 TOOLS, and about 100 failed checks). The chances to pick are supposed to be improved, but that better be a Substantial improvement, given the risk.

Suggested Changes:

A. Add the Peerless ingredients at a HIGHER chance of a drop than the SA ingredients, and restore the casting regs (adding the mysticism regs). I'm not the only person I know that prefers to supply their scribes and alchemists from chest and monster loot, and it's downright silly to add big piles of regs to Gypsies, while taking them from the chests.

B. Make the tracking in on the T-maps work like the Turkey nest maps, so that we know when we're within a screen or so of the spot, and can use the messages to get closer.

C. Add a bonus to the digging distance for Cartography, or let us tell when we are close to the map site because of our superior mapping skills (say, Cartography/20 squares, minus the level of the map - so that a GM Cartographer could dig up a level 3 map from 2 squares away). Have this instead of, or in addition to, the Mining bonus.

D. Frankly, I think the whole carto/LP soulstone swap method should be done away with for templates (after all, the THB charter from before soulstones required that to be a member, a character had to possess both skills). The changes as-is will only encourage it more. By adding C. above, it will make more people likely to keep both skills on their TH at all times. Cartography shouldn't be a "only used at home to decode, then soulstone off" skill.

E. Suggest bringing back the "Youthful Treasure Maps" of the old new character quests, for the "New Player Packs" you mentioned. These were level 0 maps, with non-aggressive Chest Guardians (low end undead) that had to be killed before you could loot, and the chest always contained another Youthful map. The old ones still work for "Young" characters, prior to this publish, at least until you get one that's in the now-gone parts of Haven's island.



And, a few questions:

1. How will existing Ilshenar and Youthful maps (both currently rares) be affected?
2. Are there maps in the Lost Lands in the new system? And, if the answer is yes, will it be possible for a chest to be located in the middle of a Fel champ spawn (or Ilshenar and Tokuno spawns, for that matter)?
3. How will picking player-made locked boxes (as most of us used to train LP) be affected?
4. How will impossible-to-dig spots (and you know from experience this will occur) be resolved? For that matter, how about a fix for the still-spawning SOS locations that are blocked by the Underworld entrance?
5. Any ETA for improvements to SOS chests?

6. (unrelated to the current publish) Any chance on restoring the parts of Haven that SHOULDN'T have been removed by the destruction of the main city, in a future publish? Specifically, the cemetary (though without undead, since there are plenty enough in the ruins), the standing circle, the pyramid, and the spot where the one former dev's hammer still remains, now buried under the terrain?
 

Lorax_Pacific

Lore Master
Stratics Veteran
Stratics Legend
So much for my idea in the hero and villian thread about associations of groups and parties affecting the overall color of a player from long term and short term association counts. I guess being able to eat candy to burn off murder counts so a red can turn blue kills that idea. Oh well pointless idea anyway I guess.

They should make evil candy too so a blue player turns red from eating too much of the evil candy.

-Lorax
 

Gheed

Certifiable
Stratics Veteran
Stratics Legend
Interesting T-Map changes, about half for the worse, IMO. Speaking as a THB Guildmaster, here's what I think.

Good changes:
1. New Items
2. New Locations
3. New Guardians (for the ones outside Tram/Fel, at least) that function like the old Youthful map guardians (require you to kill the guardians to loot)
4. improved chances to pick the high-end chests.

Bad changes:
5. New items, from reports, do not include Peerless ingredients, and those are the ones that are needed THE MOST to be added to the Chests. Everything BUT peerless ingredients are already easy enough to get.
6. New Locations will be near-impossible to find without mining. The fact that the new locations AREN'T the old ones makes this even worse.
7. They should have left the spell regs, and added the regs for Mysticism to the list - not remove them. (I won't miss the scrolls, though).

Ugly Changes:
8. The new maps will be a bit easier to find, if unattractive - but this will be negated severely by the needing to be exact on the location.
9. The idea of damaging items from picking failures doesn't sit well with me, considering that some level 5 & 6 chests can take 20-50 picks to open (that's 20-50 TOOLS, and about 100 failed checks). The chances to pick are supposed to be improved, but that better be a Substantial improvement, given the risk.

Suggested Changes:

A. Add the Peerless ingredients at a HIGHER chance of a drop than the SA ingredients, and restore the casting regs (adding the mysticism regs). I'm not the only person I know that prefers to supply their scribes and alchemists from chest and monster loot, and it's downright silly to add big piles of regs to Gypsies, while taking them from the chests.

B. Make the tracking in on the T-maps work like the Turkey nest maps, so that we know when we're within a screen or so of the spot, and can use the messages to get closer.

C. Add a bonus to the digging distance for Cartography, or let us tell when we are close to the map site because of our superior mapping skills (say, Cartography/20 squares, minus the level of the map - so that a GM Cartographer could dig up a level 3 map from 2 squares away). Have this instead of, or in addition to, the Mining bonus.

D. Frankly, I think the whole carto/LP soulstone swap method should be done away with for templates (after all, the THB charter from before soulstones required that to be a member, a character had to possess both skills). The changes as-is will only encourage it more. By adding C. above, it will make more people likely to keep both skills on their TH at all times. Cartography shouldn't be a "only used at home to decode, then soulstone off" skill.

E. Suggest bringing back the "Youthful Treasure Maps" of the old new character quests, for the "New Player Packs" you mentioned. These were level 0 maps, with non-aggressive Chest Guardians (low end undead) that had to be killed before you could loot, and the chest always contained another Youthful map. The old ones still work for "Young" characters, prior to this publish, at least until you get one that's in the now-gone parts of Haven's island.
This all makes a hell of a lot of sense. One correction though Basara. When I used the skeleton key on a level 6 it picked on the first try. I didn't fail but a few times on the other lvl 6 without the skeleton key. I didn't dig up many chests so I may have just been lucky. But i'll try more tomorrow.

I really would like to see scrolls and regs back in the chests. In fact I would like to see loot more specific to the area you are t-hunting in.

Divide all of the many imbuing mats we have among the various facets and allow for those mats to drop in those facets only. Add ML mats specific to the facet the ML dungeon is in. Bedlam/Labyrinth ML stuffs in Malas for example. Add scrolls/regs back in specific to their area... Mystic regs/scrolls in ter mur, Necro regs scrolls... and maybe tithing scrolls redeemable for points in malas chests. All of the above in fel and in greater quantity). This can allow folks to hunt for more specific items they desire without actually getting them every time.

This is a little ambitious but I would also like to have a chance of getting a message that you have discovered a resource cache! These chests would have more guardians and commodity deeds for things like bottles, blank scrolls, ammo, pots, normal ingots/boards in lower level chests scaling up to the chance for rarer resources as the chest level increases.

This is supposed to be treasure. Something someone (or something) has buried because they thought of it as very valuable.... and went through all the trouble of making such a fancy detailed map to find it. From what I have seen so far, this hasn't been the scenario.
 

popps

Always Present
Stratics Veteran
Stratics Legend
Just did a lvl 6 in tokonunu. Not much in it. I wont go into the few new things I pulled out of it... dont want to spoil it... but the loot. weapons, armor and the like actually looked worse. 18 random junk items. Some looked like they didnt have any mods at all. some had a few low intensity mods. Most were mediocre. I'll try a few more.

This is a real turn down, IMHO.

One of the most frequent complaints about treasure hunting was how the loot was all junk.

Well, apparently from the tests done, the loot is still junk aside from the new items being added which, eventually, loose their new appeal sooner or later.

I think it is necessary to add at least some chances that items spawning in the new chests will have high, very high intensities.

Considering the fact that the mixing up of modifiers is random, and that therefore most of the time the spawned mods do not match up in a usefull way, allowing intensities to spawn high (at least for high level maps) does not seem too much of a problem. With imbuing it is possible to custom make the wanted mods at quite high intensities anyways.........
 

popps

Always Present
Stratics Veteran
Stratics Legend
Interesting T-Map changes, about half for the worse, IMO. Speaking as a THB Guildmaster, here's what I think.


Bad changes:
5. New items, from reports, do not include Peerless ingredients, and those are the ones that are needed THE MOST to be added to the Chests. Everything BUT peerless ingredients are already easy enough to get.

I totally, wholeheartedly, undoubtedly agree.

I have been saying it for years now that Peerless ingredients needed to be added as spawn to Treasure Chests, they do a treasure hunting revamp and what do we see ?

Imbuing ingredients added but not Peerless ???

Excuse me ?

I sincerely hope that the Developers will make further adjustements and add all Peerless ingredients to the list of ingredients that can spawn in Treasure chests.


6. New Locations will be near-impossible to find without mining. The fact that the new locations AREN'T the old ones makes this even worse.
Well, I personally see this as a good change, not bad. This is a treasure hunting activity and so, the chest need to be found and an effort be done to locate it. Recalling to a fixed spot and digging it up was ridicolous, IMHO.

7. They should have left the spell regs, and added the regs for Mysticism to the list - not remove them. (I won't miss the scrolls, though).
I agree, but only for lower level chests. Although, to make a 100% LRC suit is now cheap and so even new players have little need for reagents.

Still, reagents are still needed to scribing and alchemy and so, having a steady source for them, even if only in lower level chests, would not be a bad idea.


9. The idea of losing items from picking failures doesn't sit well with me, considering that some level 5 & 6 chests can take 20-50 picks to open (that's 20-50 TOOLS, and about 100 failed checks). The chances to pick are supposed to be improved, but that better be a Substantial improvement, given the risk.
Perhaps what we need is the possibility to further gain lockpicking and thus, reduce the fail rate ?

Suggested Changes:

A. Add the Peerless ingredients at a HIGHER chance of a drop than the SA ingredients,
Yes, absolutely.

and restore the casting regs (adding the mysticism regs). I'm not the only person I know that prefers to supply their scribes and alchemists from chest and monster loot, and it's downright silly to add big piles of regs to Gypsies, while taking them from the chests.
Yes also, but I add just for lower level chests.

B. Make the tracking in on the T-maps work like the Turkey nest maps, so that we know when we're within a screen or so of the spot, and can use the messages to get closer.

C. Add a bonus to the digging distance for Cartography, or let us tell when we are close to the map site because of our superior mapping skills (say, Cartography/20 squares, minus the level of the map - so that a GM Cartographer could dig up a level 3 map from 2 squares away). Have this instead of, or in addition to, the Mining bonus.
Yes, definately hints that one is in the correct area should be added.
I would say that Cartography and mining should be made to add cumulative aid. That is, having both will provide a larger area of aiding information range.


D. Frankly, I think the whole carto/LP soulstone swap method should be done away with for templates (after all, the THB charter from before soulstones required that to be a member, a character had to possess both skills). The changes as-is will only encourage it more. By adding C. above, it will make more people likely to keep both skills on their TH at all times. Cartography shouldn't be a "only used at home to decode, then soulstone off" skill.

I agree, incentives should be given to players to keep their Treasure Hunting skills on their template on when doing Maps.
Not make it mandatory not to upset other players who may want to dig the chest up without them, but definately provide sound incentives one way or the other so that those who sacrifice skill points to maintain sound treasure hunting skills on their template at all times will see sound and nice rewards for that.


E. Suggest bringing back the "Youthful Treasure Maps" of the old new character quests, for the "New Player Packs" you mentioned. These were level 0 maps, with non-aggressive Chest Guardians (low end undead) that had to be killed before you could loot, and the chest always contained another Youthful map. The old ones still work for "Young" characters, prior to this publish, at least until you get one that's in the now-gone parts of Haven's island.
Well, this I do not know. Lower level Maps are not that much difficult to do, even for a new player.

I am surprised, though, that you left out from your list of bad changes the fact that over the tests so far done it seems that items (weapons, armor and clothing) still is referred to by players as "junk".

This, because the intensities keep being way too low, even in high level chests.

At least sporadically, especially since the combination of modifiers is random (most often mods mix up is not usefull), there should be a chance to really high intensities on the items spawned up in treasure chests....
 

R Traveler

Crazed Zealot
Stratics Veteran
Stratics Legend
Lvl 1 t-chests should have at least 1 item at 0-100 weight intensities
...
Lvl 5 t-chests should have at least 5 items at 400-500 weight intensities
Lvl 6 t-chests should have at least 6 items at 500-600 weight intensities
 

popps

Always Present
Stratics Veteran
Stratics Legend
Divide all of the many imbuing mats we have among the various facets and allow for those mats to drop in those facets only. Add ML mats specific to the facet the ML dungeon is in. Bedlam/Labyrinth ML stuffs in Malas for example. Add scrolls/regs back in specific to their area... Mystic regs/scrolls in ter mur, Necro regs scrolls... and maybe tithing scrolls redeemable for points in malas chests. All of the above in fel and in greater quantity). This can allow folks to hunt for more specific items they desire without actually getting them every time.

I do not like facet specific spawns. It forces players to have to hunt on that facet which may frustrate players not liking that facet for whatever reasons. Some players may not like the look of a given facet and simply not want to do their playing on that facet, period.

Tieing ingredients and maps drops to facet would force them to "have to" hunt there even when they do not want or like it. Not good, IMHO, it makes it for not happy players.

I much more prefer random drops of all ingredients (Peerless included) regardless on the facet.


This is a little ambitious but I would also like to have a chance of getting a message that you have discovered a resource cache! These chests would have more guardians and commodity deeds for things like bottles, blank scrolls, ammo, pots, normal ingots/boards in lower level chests scaling up to the chance for rarer resources as the chest level increases.

This is a good idea, and I like it. So far resources were the Realm of scripters. Treasure chests cannot be scripted (high end ones not much, at least....).

Adding a "resources" cache to high end treasure chests would make non scripting players self sufficient of their need for resources and thus, make scripting for resources moot and useless. It would be a good addition and a way to discourage scripting for resources.

The "junk" loot issue still needs to be addressed, though (weapons, armor and clothing with too low intensities even in high end treasure chests...).
 

popps

Always Present
Stratics Veteran
Stratics Legend
Lvl 1 t-chests should have at least 1 item at 0-100 weight intensities
...
Lvl 5 t-chests should have at least 5 items at 400-500 weight intensities
Lvl 6 t-chests should have at least 6 items at 500-600 weight intensities


I disagree with tieing the intensities to the level of the chest.

This would make low level chests always carry useless junk.

There should be a "chance" at a high intensities drop that varies, depending with the level of the treasure map, and with high level maps carrying a higher "chance" at high intensities drops but also low level Maps should carry such a chance, albeit a lower chance than higher level Maps.
 
S

Smug

Guest
Yes, buy them off NPC's or in bigger bulk from players. I'd find it hard to believe the primary reg collection was the use of t-chests considering all the work involved, lol.

Check both alchemy and mage npc's. Necromancers in Umbra too if you're looking for necro regs. Or ask around and you'll find really nice players to give you a nice stock of regs :)
Forgive the question if it's stupid, but I don't know where else ppl are able to gather regs in such large quantities other than treasure chests. I suppose some monsters must have a decent amount on them. We can buy them in bulk from players now but will only be able to continue to do that if players are still able to gather regs like they are able to now.

If they are not, I hope players don't become dependent on NPCs for regs.
 

Serafi

Babbling Loonie
Stratics Veteran
Stratics Legend
Forgive the question if it's stupid, but I don't know where else ppl are able to gather regs in such large quantities other than treasure chests. I suppose some monsters must have a decent amount on them. We can buy them in bulk from players now but will only be able to continue to do that if players are still able to gather regs like they are able to now.
Players buy them up in bulk from NPCs, including faction sellers. Thats what we all do whether we use them ourselves or sell them. Mark runes for mageshops, recall around and buy up their stock. The amount will double every time the npc spawn it again. Eventually you will have a stock of 999 on every npc you have bought up.
 

Lord Chaos

Always Present
Stratics Veteran
Stratics Legend
I hope the lower level maps are boosted though, as the amount of work finding a level 1 map is the same as a level 6 map, the only difference is the guardians, which is not that bad at any level. Not to mention the guardians themselves gives fame and loot.
 

Arcus

Grand Poobah
Supporter
Stratics Veteran
Stratics Legend
Yes

:'(

and i'm gutted for one!

Yep, another rare in the garbage barrel. My collection is getting smaller. Last patch , or two my "Chainmail........Coif" was fixed to "Chainmail Coif"

:(

On a bright note, randomization is a great idea.
 

Hildebrand

Certifiable
Stratics Veteran
Stratics Legend
The treasure hunt changes is a good change. I can't wait to go out on a guild t-hunt.

Will there be any STORY to go with this? Or are we just going to get insta-changes with no fiction to go with it on the Herald?
I would think due to the collaboration of Britannian and Ter-mur cartographers, they refined their techniques in searching for hidden treasures, wheather they be long lost or recently stashed. I don't know.. just make up something to commemorate this huge change.
 

Tanivar

Crazed Zealot
Stratics Veteran
Stratics Legend
Bummer... So Thunting is still going to be pretty much digging up buried trash instead of treasure.

Might just be time to chuck all my tmaps onto a vendor and free up the wasted house storage.

How about adding a toggle we can set to just exclude all the low intensity junk from the chests? I'd rather commonly dig up empty chests and have the occasional thrill of finding one with a treasure item in it than do the usual 'pile 95% of the chest contents in a trash pile to be left there'.

This was played up as a Wow! change to Thunting. Did the Wow! get overlooked?
 

Llewen

Grand Inquisitor
Stratics Veteran
Stratics Legend
Campaign Supporter
I hate the idea of random spots.. determining where the exact location of a map is, is.. not exciting.. it's more annoying then anything.. simular to the Thanks Giving maps, not the old tmap locations, but a pain, added a few more mins to find, but really was it "exciting"?... nope, just a pain..
Well for some people the only "exciting" part is opening the chest and sorting through the loot. Everything else is a "pain". As far as I am concerned part of the fun of hunting for treasure is you know, hunting for treasure. I think the randomized locations are a good thing. That is if we are understanding what that means properly.
 

Shelleybean

Certifiable
Stratics Veteran
Stratics Legend
Not too excited about the treasure hunting changes. If they took the regs away while I was still playing I wouldn't have minded as I had over 15k each reg. But I just came back and I've been trying to get my regs to provide for my characters. How are ppl going to get regs now? Buying off NPCs and looting off monsters? Kinda confused.

Not sure how I'm going to fit any mining onto my template as I use peacemaking and I need evalint and med to speed the process up as earth ellys and EVs only do so much damage. Now without getting regs not sure how I'm going to provide regs for my thunter.

What do they mean by added guardian mobs? They added more monsters to the guardian spawn, so there are more than 4? Or they added new ones and there are still only four per map but there are now 10 different monsters that can spawn?
How long has it been since you've played? You could try using lower reagent cost armor and jewelry. If you reach 100%, then you won't need reagents except for making potions and scrolls. Or if you use reagents for roleplaying purposes, you can buy them from npc vendors. They start off at 20 of each reagent but if you buy them out every 20 minutes or so, the amounts double all the way up to 999.
 

Coldren

Sage
Stratics Veteran
Stratics Legend
...

Wee! One of our Modders' efforts paid off and is now stardard feature... yay client programmer peeps!

○ Buttons on the party health bars will now cast Chivalry equivalent spells if Chivalry skill is higher than Magery.

Other than that... yay Patchurday!
I have to agree, this is a very welcome addition.

However, wouldn't this be better served as a configurable option rather than automatically making the choice for me? What if you have both Magery and Chivalry at equal levels?

How about separate buttons? Though I'm sure modders could take care of this, it would still be a nice as a standard feature.
 
S

Smug

Guest
How long has it been since you've played? You could try using lower reagent cost armor and jewelry. If you reach 100%, then you won't need reagents except for making potions and scrolls. Or if you use reagents for roleplaying purposes, you can buy them from npc vendors. They start off at 20 of each reagent but if you buy them out every 20 minutes or so, the amounts double all the way up to 999.
It's been about five years. To be honest, I've never been big on LRC. I've always preferred LMC, MR, FC/FCR and resists to anything else, just fits my playstyle better. I guess this patch will make LRC slightly more important but from the responses I've been getting it doesn't seem like getting regs will be all that difficult, just a little bit more of a chore than it used to be, at least for me anyway.
 
N

Nastia Cross

Guest
Bummer... So Thunting is still going to be pretty much digging up buried trash instead of treasure.

Might just be time to chuck all my tmaps onto a vendor and free up the wasted house storage.

How about adding a toggle we can set to just exclude all the low intensity junk from the chests? I'd rather commonly dig up empty chests and have the occasional thrill of finding one with a treasure item in it than do the usual 'pile 95% of the chest contents in a trash pile to be left there'.

This was played up as a Wow! change to Thunting. Did the Wow! get overlooked?
If you're serious about selling those maps, I'll buy them. PM ME!
 

Llewen

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How long has it been since you've played? You could try using lower reagent cost armor and jewelry. If you reach 100%, then you won't need reagents except for making potions and scrolls. Or if you use reagents for roleplaying purposes, you can buy them from npc vendors. They start off at 20 of each reagent but if you buy them out every 20 minutes or so, the amounts double all the way up to 999.
It's been about five years. To be honest, I've never been big on LRC. I've always preferred LMC, MR, FC/FCR and resists to anything else, just fits my playstyle better. I guess this patch will make LRC slightly more important but from the responses I've been getting it doesn't seem like getting regs will be all that difficult, just a little bit more of a chore than it used to be, at least for me anyway.
Well, I used to use regs as well, but imbuing changed that. It's so easy to get 100% lrc now with imbuing that there really is no reason not to use it. I used regs as well because I wanted other mods like mr, lmc, etc. However, with imbuing I actually have a better suit than I did with regard to all those mods, and 100% lrc on top of that.

It wasn't easy to do, but it is possible. However, I must admit I did have to get some pretty expensive items to get it all to work.
 
S

Sergul'zan_SP

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I agree with Basara on the skill issue. The treasure hunter should be required to have both cartography and lockpicking to open and loot the chest. I also think that the treasure hunter that unlocked the chest should be the only one who can loot it.
 

Tanivar

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If you're serious about selling those maps, I'll buy them. PM ME!
I'm going to check things out myself when the publish goes live. If I don't care for it, their yours.

While the loot might still not be good, the changes might prove to be fun. :)
 

Lord Chaos

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I hope the lower level maps are boosted though, as the amount of work finding a level 1 map is the same as a level 6 map, the only difference is the guardians, which is not that bad at any level. Not to mention the guardians themselves gives fame and loot.
Just to reiterate.
 

Tanivar

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It's been about five years. To be honest, I've never been big on LRC. I've always preferred LMC, MR, FC/FCR and resists to anything else, just fits my playstyle better. I guess this patch will make LRC slightly more important but from the responses I've been getting it doesn't seem like getting regs will be all that difficult, just a little bit more of a chore than it used to be, at least for me anyway.
If your on Chessie, PM me. I have moderate resist 100% LRC & 70's resists 100% LRC suits on vendors. I'll give you a set.
 

Llewen

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I hope the lower level maps are boosted though, as the amount of work finding a level 1 map is the same as a level 6 map, the only difference is the guardians, which is not that bad at any level. Not to mention the guardians themselves gives fame and loot.
Just to reiterate.
Please make the game easier. That's all I ask...

The loot levels are fine as they are. There is a risk vs. reward equation here and the lower level maps are significantly easier, especially for new players, so it follows logically that the rewards should be less as well. And of course lower level t-maps come from much less challenging mobs. Having said that the loot from lower level t-maps has still been significantly boosted from where it was before.
 
O

Old Man of UO

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If you're serious about selling those maps, I'll buy them. PM ME!
Yeah, no kidding. I've already had offers for my maps, don't think I'll have any trouble selling them. If you don't like the new T-maps, sell them! I think it's the best thing in this patch.
 
T

Tukaram

Guest
Bad changes:
...
6. New Locations will be near-impossible to find without mining. The fact that the new locations AREN'T the old ones makes this even worse.
7. They should have left the spell regs, and added the regs for Mysticism to the list - not remove them. (I won't miss the scrolls, though).
6 I've never understood mining having anything to do with treasure maps. T-maps should use cartography and locks. I'm not chipping up rocks looking for ore so why need mining?

7 I always used the scrolls to partially fill spellbooks. This really helped making books for my vendors.

Suggested Changes:

B. Make the tracking in on the T-maps work like the Turkey nest maps, so that we know when we're within a screen or so of the spot, and can use the messages to get closer.

C. Add a bonus to the digging distance for Cartography, or let us tell when we are close to the map site because of our superior mapping skills (say, Cartography/20 squares, minus the level of the map - so that a GM Cartographer could dig up a level 3 map from 2 squares away). Have this instead of, or in addition to, the Mining bonus.

D. Frankly, I think the whole carto/LP soulstone swap method should be done away with for templates (after all, the THB charter from before soulstones required that to be a member, a character had to possess both skills). The changes as-is will only encourage it more. By adding C. above, it will make more people likely to keep both skills on their TH at all times. Cartography shouldn't be a "only used at home to decode, then soulstone off" skill.

E. Suggest bringing back the "Youthful Treasure Maps" of the old new character quests, for the "New Player Packs" you mentioned. These were level 0 maps, with non-aggressive Chest Guardians (low end undead) that had to be killed before you could loot, and the chest always contained another Youthful map. The old ones still work for "Young" characters, prior to this publish, at least until you get one that's in the now-gone parts of Haven's island.
B I don't know what a turkey nest map is but a message of some kind while searching would be a good idea.

C Carto instead of mining makes a lot more sense.

D Definitely. If you need carto to find the spot and locks to open the chest it would stop the skill swap.

E I loved the youthful maps during my training! I can't believe they ever took them out. But then again the only decent "young" training we ever had was the Paladin training in old Haven. (with the old dude, I don't remember his name)
 

Viper09

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I think it would be interesting for cartographers to have some kind of tracking that involves a sextant and dependent on the level of the map and skill in cartography.

Double clicking the sextant and targeting the map will give such indications of how close or far from the location you are. Letting you know if it is within like 5-10 steps or too far to tell. Go north, south, east or west.
 

Lord Chaos

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Please make the game easier. That's all I ask...
WTF does that have to do with making them easier?

The loot levels are fine as they are.
Not when a level 1 map is almost as timeconsuming as a level 6 map. You spend lots of time finding a level 1 map, making it so totally not worth it, nor any level other than level 6.

There is a risk vs. reward equation here and the lower level maps are significantly easier, especially for new players
Are you really this oblivious to how the game works? A new player won't be running all over the whole map for some level 1 map with crappy loot that they can get better of a couple of mobs.

Lower level maps are not significantly easier...any player can take out a level 5 or 6 spawn with little difficoulty, solo.

so it follows logically that the rewards should be less as well. And of course lower level t-maps come from much less challenging mobs. Having said that the loot from lower level t-maps has still been significantly boosted from where it was before.
The challenge curve has been lowered, as level 1 maps are almost as much difficulty as a level 6 map...hence the old curve needs to be a bit revamped and all maps needs to give good rewards, not just making level 5-6 the only ones ever worth doing.
 

Llewen

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Please make the game easier. That's all I ask...
WTF does that have to do with making them easier?
You want more for less. That's the way it always is with you.

The loot levels are fine as they are.
Not when a level 1 map is almost as timeconsuming as a level 6 map. You spend lots of time finding a level 1 map, making it so totally not worth it, nor any level other than level 6.
Tell you what, you don't want to do lower level maps, don't do them, and leave them for weaker or newer characters who may have some fun doing them.

There is a risk vs. reward equation here and the lower level maps are significantly easier, especially for new players
Are you really this oblivious to how the game works? A new player won't be running all over the whole map for some level 1 map with crappy loot that they can get better of a couple of mobs.
Maybe your power gaming buddies might not be, but I've seen many players who would, and who would actually have fun doing it. Which is pretty much the point, isn't it? And "loot" doesn't necessarily equal "fun". And from what I saw in the notes all of the map levels have worthwhile loot, the lower ones just have less, which is perfectly reasonable.

Lower level maps are not significantly easier...any player can take out a level 5 or 6 spawn with little difficoulty, solo.
I've known plenty of players, a few have posted here recently, and I've met a few in game as well recently, who would have found level 1 - 4 t-maps challenging.

The challenge curve has been lowered, as level 1 maps are almost as much difficulty as a level 6 map...hence the old curve needs to be a bit revamped and all maps needs to give good rewards, not just making level 5-6 the only ones ever worth doing.
If you don't see how orcs and ettins are easier than poison elementals and titans, you are clearly not playing the same game I am...
 

Tanivar

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If you're serious about selling those maps, I'll buy them. PM ME!
Yeah, no kidding. I've already had offers for my maps, don't think I'll have any trouble selling them. If you don't like the new T-maps, sell them! I think it's the best thing in this patch.
Selling them as crossed my mind considering selling them for half the gold they will give would add up to millions.:thumbsup:
 

GarthGrey

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Some good ideas here (Basara). I also think Cart should replace Mining as it pertains to actually digging up the chest. Yes I'm a True Treasure Hunter, but Mining is for Blacksmiths !!
 

Basara

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7 I always used the scrolls to partially fill spellbooks. This really helped making books for my vendors.

B I don't know what a turkey nest map is but a message of some kind while searching would be a good idea.

E I loved the youthful maps during my training! I can't believe they ever took them out. But then again the only decent "young" training we ever had was the Paladin training in old Haven. (with the old dude, I don't remember his name)
responses:

I used to fill spellbooks from the chests, too - but in many ways it is easier just to find one of the rarer NPC mages that sell levels 1-3 or 1-4 maps and buy them, then farm liches, daemons, etc. for the level 4-7. Level 8, you gotta scribe, go to Doom, or have your necro farm the Meer Eternal, anyways.

Turkeys were an event back in October and November. Obscenely tough monsters with mostly junk loot, but dropped
maps to more turkey nests (or fragments to be combined to one),
the plucked turkeys to trade to the butcher to get the Harvester's Blade (best resource gathering tool EVER - gives 10% more than your racial amount, rounded up of everything carved off corpse AND moves it into your pack automatically),
feathers that act like invis potions (with no onset timers),
and the cornucopeas (and I believe a couple other things).

the Maps from the turkeys led to nests, that you had to destroy the mutant eggs from, to get the loot (which also included the above, but eggs could also spawn turkeys). The nest maps looked like T-maps, but were mostly in non-T-map areas (one spot was right next to the Lyceaum!), and you would get several different messages, I believe that were determined at 16, 8 and 4 squares away from the nest location. Used within a couple steps of the location, the map would disappear, and the nest would appear (so long as there wasn't already a nest up), with 1-4 mutant eggs, and the rest of the 4 eggs normal.

It was a fun event, especially after Sakkarah goofed and changed their barding difficulty to 120 instead of 1200 (just like the Test Center command were 120 is 12.0 skill and 1200 is 120.0). At one point my bard had 2 groups of 6 turkeys fighting each other at the Lyceaum. (others used yellow crystals from the Gypsy event, and provoed turkeys onto the resulting harbinger; typically took 2 turkeys, one at a time, to kill 1 harbinger).

And the Paladin quest dude that gave out the Youthful t-map was twisted in the destruction of Haven, and is now the Dark Knight you face in the EC new character tutorial. His name was something like Uzeraan.
 

Lord Chaos

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You want more for less. That's the way it always is with you.
I want the game to be more fun and fair. You just want to mess things up in the game which you don't even do or play. All part of your stupid crusade.

But hey, at least your AI idea got messed up, I'll consider that payback for some of your crap you post.

Tell you what, you don't want to do lower level maps, don't do them, and leave them for weaker or newer characters who may have some fun doing them.
LOL, have had level 1-4 maps for sale for 1 gold for a year and no one buys them. That was just to give them to someone who could do something with them. No one really bothers with lower level maps.

Maybe your power gaming buddies might not be, but I've seen many players who would, and who would actually have fun doing it. Which is pretty much the point, isn't it? And "loot" doesn't necessarily equal "fun". And from what I saw in the notes all of the map levels have worthwhile loot, the lower ones just have less, which is perfectly reasonable.
This has nothing to do with power gaming. I get it, you've seen these magical n00bs who run around doing level 1 maps for 1000 gold, LOL. You're making this up.

In as such, neither one of us have any idea if lower level chests actually has anything worthwhile at all. And that was my concern, that there should be rewards in all of them and that the scale should be a bit more flat, as randomized locations makes the lower level maps much harder to do compared to their crappy rewards, its no longer about just fighting the guardians thats the work.

I've known plenty of players, a few have posted here recently, and I've met a few in game as well recently, who would have found level 1 - 4 t-maps challenging.
Funny, never seen anyone post that. Maybe if you play some weak character template. But anyway, lets say you do or are truly a n00b, then the rewards for all that work (and it is a lot of work now), should be higher. Not just some crappy low intensity loot thats worthless and 1000 gold.

If you don't see how orcs and ettins are easier than poison elementals and titans, you are clearly not playing the same game I am...
Sure they're easier, but not really much of a challenge for just about all UO players. But the point remains is that the actually finding the treasure chests are now much more difficoult and as such that part is equally challenging for any level map, therefor even a n00b should have more reward for their work than some crap items and 1000 gold. It would be easier for them to go harvest Troglodytes for hundreds of thousands of gold.
 

Basara

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LC: I'm no noob, and I prefer doing level 1 & 2 maps in the current system, as they can be done about 10-15 an hour with little effort by my high-end characters.

As the mix of opposing slayer types make my style of T-hunting a bit deadly, I'd been avoiding levels 3 & 4, and choosing between levels 5 & 6 always sees me choosing the 6s, so my level 5s have been piling up as well.

This leaves me in the odd spot where 95% of the maps I do are levels 1, 2, or 6.
 

Llewen

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But hey, at least your AI idea got messed up, I'll consider that payback for some of your crap you post.
I don't consider a good discussion "messed up". There were lots of good ideas in that thread. One or two liked my basic idea, many didn't, but that's fine. Not every idea I have is a good one, and sometimes the majority doesn't like a good idea. That's the way it goes.

The only negative thing in that thread were the one or two trolls that showed up. But that's pretty much par for the course. And none of that has anything to do with this thread... ;)
 

Lord Chaos

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LC: I'm no noob, and I prefer doing level 1 & 2 maps in the current system, as they can be done about 10-15 an hour with little effort by my high-end characters.
They also don't give anything of value. But the point is still that with the new system, there will be considerable more effort in just finding the maps and that effort is the same for any level of map.

So the combined difficulty of level 1 maps are considerably closer to high level maps than they were before and even less worth doing, as you have to spend a whole lot of time even finding them.

As the mix of opposing slayer types make my style of T-hunting a bit deadly, I'd been avoiding levels 3 & 4, and choosing between levels 5 & 6 always sees me choosing the 6s, so my level 5s have been piling up as well.
True, though a tamer or non-slayer sampire can easily dispose of the spawn.

I have some 200-300 Level 1 maps if you want to buy some, heh.

This leaves me in the odd spot where 95% of the maps I do are levels 1, 2, or 6.
I know, its somewhat odd. My point is merely that they should keep the maps closer together in reward and not miles apart, as the challenge for all maps have been taken up a big notch with randomized locations.

My point isn't really whether any maps are worth doing currently, though the discussion gravitated towards that.
 

Miri of Sonoma

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I like the idea of having to do some hunting for the chest but I would rather have some kind of tool to help me. I have no trouble finding the area as under the old system I usually recalled into the general area and used a sextant to locate the exact spot (which I particularly enjoyed when I had some people trying to follow me hehe).

My fear is that I am going to be spending ALOT of time cicking on the map, clicking on "dig up the treasure", clicking on the ground, repeat, repeat, repeat to the point of pulling out my hair!!

I am not opposed to doing some work but give me a tool to use so it isnt just a frustrating clicking exercise! Making a local map and plotting an X has possibilities if the map you make and the treasure map were closer in size.
 

Shelleybean

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All maps that have been decoded before publish will be valid for only 30 days, after that period you will have to decode them again.
I'm not sure why this is being done. What difference will it make if we decode them now or later?
 
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