Not to forget the change that was brought live many years ago and made monsters respawn instantly and endlessly. This change may suit the resource farmers, but it destroys any dungeon adventure.
:loser:People kill Balrons. They don't kill them in Hythloth though. They kill them in a dungeon that isn't wall-to-wall nuisance monsters.
The legacy dungeons are dead empty all the time. I have suggested this before, and a bunch of people told me that these dungeons remain the way they are in order to give new players a place to train up. The problem is, there are no new players.
You seriously have NO idea what you are talking about since there is a Ballie room were NOTHING else spawns in hyloth actually Two. One room all by itself and the larger room on the way to the dual Daemons were only a ballie spawns unless somone drags critters in.
I disagree ...It is interesting, in that apparently the developers of however many years ago KNEW that less trash spawn made for a better dungeon, and used this fact to try to make the Felucca dungeons more attractive.
But it's been a full decade and I think we know by now that PVMers aren't about to flood Fel Legacy Dungeons to be farmed by champ spawners or whatever. So there's really no reason to leave the Tram Legacy Dungeons nerfed up with garbage spawn.
That's not my interpretation of the reasoning. And while I am only guessing with no actual knowledge, I guess my guess is as good as your guess?It is interesting, in that apparently the developers of however many years ago KNEW that less trash spawn made for a better dungeon, and used this fact to try to make the Felucca dungeons more attractive.
Point to Fayled
Sounds like a chore. UO isn't really a forced-grouping game. Unless everything behind these obstacles craps artifacts of ultimate uberness all over the place, nobody will bother.Making the dungeons have some meaning would be nice. Taking into account all skills would be nice. Want to get to level 3 of dungeon x? Well you need a gm lockpick. Need to get to level 4? Well, you need a mage that can teleport to a lever. Need to get to level 5? Then you need a bard to play a tune to put an indestructable demon to sleep. The sky is the limit when one uses their imagination.
It's been ten years. It's safe to say that, outside of a few oddballs, the PVM community is never coming back to Felucca. Crabbing that the spawn differences should serve as an incentive to get people into Fel is pointless since it's... Just. Not. Happening. Ever.MASSIVE DISAGREE. Fel dungeons get to have no throw away spawn. You want to farm in complete safety, you deal with the throw away spawn.
How does one AFK farm... say... a shadow wyrm? Maybe with an illegal program and a clever script, I guess, but someone going to those lengths isn't going to go "Oh no, annoying wyvern spawn! I am confounded!"My interpretation would be: quantities of lower spawn that inhibit afk farming in Trammel are not needed in Felucca, because players will effectively deal with afk farmers foolish enough to attempt it on that facet.
True enough ... and since it is neither a "solo master-able" game ...Sounds like a chore. UO isn't really a forced-grouping game. Unless everything behind these obstacles craps artifacts of ultimate uberness all over the place, nobody will bother.
Then why isn't everyone doing that? And how do you plan to make them? Coming up with ways that players could be changed to accomodate the dungeons is pretty pointless unless you have mind control powers. The dungeons need to change to accomodate the players.Anyway I dont agree that creatures in legacy dungeons are useless I ensure you that every single creature has a way to get good profits from them, you need to figure out how to and what template u need
since the dungeons are already separated and, in their own, difficulties are unique ... you are just talking tactics ... are you not?I can see a case for segregating the differing spawns into areas based on difficulty. You're right in that I don't hunt balron in Hythloth Tram because I can't survive with all the little stuff joining in. Even with the long run in and out, Fel is a better prospect.
Reality. You run through Ice Dungeon and see a system message about "heavy feet bla blah" as an Ice Ogre spawns. You sic your Greater Dragon on it and sit there complaining in guild chat about how you just wanted to farm the good monsters in back and this is boring. One of your guildies says you should just get out of those old dungeons, since they let a couple of Stratics kooks screw them up, and go farm troglodytes or something. You agree. Kal Ort Por.An example: You go into Ice Dungeon, you hear a yell, then you hear the thumping of heavy feet in the snow and you're greeted by an Ice Ogre. You try to run by the Ice Ogre but it's able to reach out and trip you and you slide. Maybe you're dismounted, now you get up to run again and it casts an Ice Wall that freezes you. Your health begins to drop from the extreme cold and the Ice Ogre punches you and again you're able to run.
But the Ice Wall remains causing you to run back to the enterance, where you make the decision to leave or fight the Ice Ogre.
Reality.Complete and utter theme based randomization is the only way to go for any changes in the legacy dungeon.
Yeah I'm totally going to go recruit a group to kill ice elementals or something. That's realistic and will happen. Jesus, did I wander onto an old Everquest forum by mistake? Has anyone here ever played Ultima Online?The case I see ... is that this is ALL about loot tables and spawners
and while it can be slanted towards the solo players benefit ...
Can't forget about the groups! that would be silly ...neh?
I agree.Complete and utter theme based randomization is the only way to go for any changes in the legacy dungeon.
All you all are doing (above in the other posts) is creating dungeons minus the crap you all don't like. Which means 5 people will agree and 5 will disagree that your crap is crap or your crap is the way to go.
The single fact you are designing what should be there in the dungeons is silly. Sure an idea like a champ is fine. Just dont say it will be here and take X to launch it and once launched XX to kill and you will all get blah blah.
Now 1000 random imps would be stupid. But a smart scaled randomization of creatures pulled out of a theme is fine.
Through out the dungeon add random puzzles, strange doors, pitfalls, and unique treasures. Things that CAN ONLY BE FOUND BY ACTUALLY TAKING THE TIME TO WANDER AND EXPLORE. Geez.
This whole turn UO took with telling us what the prize is, how rare it is, the chances of getting it, does nothing but...
Create a lot of people yelling the RNG is screwed up.
Don't confuse theme based randomization with the BS many use to say randomizing is silly. Yes it would be silly to have 10000 creatures spawn at the door. It would not be silly to see orc invasions fade in and out of dungeons.
Unless we want to explain to the orcs and monsters where then can go and how then can kill us.
There you go speaking for others again. Reading your posts has made me want to kill these thing more ...Nothing any of you has said has made anyone more interested in killing ice elementals, or gargoyles, or giant serpents.
Lizard men are the exception thats because the spine hides just like the dragons. But there loot and all monsters loot in the dungeons is useless. It's easier to make money farming imbuing ingredients and selling them.I agree with the main idea that legacy Dungeons need more that those stupid arties they added time ago, I personally collected a full set in 2 days so, they called that a revamp?? oh well... Anyway I dont agree that creatures in legacy dungeons are useless I ensure you that every single creature has a way to get good profits from them, you need to figure out how to and what template u need, I make loads of money from stupid creatures you wont even believe , but it really works , tbh one of the most xciting things for me playing UO is just stroll around and kiling mobs trying to find the way to optimize the profits and most of the time I get surprised the results you can get from aparently stupid mobs. Just a little example lizard men in despise can be xtremly profitable if you play a thief.
"I love my own bizzare convoluted ideas, but on some level even I realize that the bulk of players wouldn't give a crap for them. Devs, please nerf human nature. MAKE THEM LIKE WHAT I DO. MAKE THEM."A big problem is the fact that people only want to hunt the main creatures and I think alot of that is based on a bad attitude towards the game in general and it should be considered unacceptable from a designers point of view. It is more important that the experience is meaningful.
Good point, but the fact is that the way UO, and all MMORPGs are designed, use runs out. Trades, Imbuing, all these things reach a saturation point because everyone's afraid of "loss". And no wonder, we have this leet top end game experience where what we have is hard to get and takes loads of building time to have. Who wants to lose that? Put another way, it's not like the ol' days.What I'd actually prefer is a reason to hunt them.
eg. We hunt for arcane gems from juka and controllers
sometimes I hunt savages for blue berries. Golems drop music box gears
We used to hunt ophidian matriarchs for their chance to drop vanq weapons.
I've spent time hunting ice serps for glacial staves at one time.
We hunt lizardmen for spined leather.
I'd like a reason to hunt them. Not for something uber, but for something useful, a consumable that would mean we continued to hunt them.
I've come up with a solution to the problem (loss vs. shift) that I think can work, and add an exciting element to a game. But it depends on a "classic shard" base.Good point, but the fact is that the way UO, and all MMORPGs are designed, use runs out. Trades, Imbuing, all these things reach a saturation point because everyone's afraid of "loss". And no wonder, we have this leet top end game experience where what we have is hard to get and takes loads of building time to have. Who wants to lose that? Put another way, it's not like the ol' days.What I'd actually prefer is a reason to hunt them.
eg. We hunt for arcane gems from juka and controllers
sometimes I hunt savages for blue berries. Golems drop music box gears
We used to hunt ophidian matriarchs for their chance to drop vanq weapons.
I've spent time hunting ice serps for glacial staves at one time.
We hunt lizardmen for spined leather.
I'd like a reason to hunt them. Not for something uber, but for something useful, a consumable that would mean we continued to hunt them.
However, the old days were a sham in this sense. All the "loss" was also gain for others, most of the time. I'm not sure how we could replicate "loss" without having it actually be a mere shift, while maintaining game play fun.