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Soulstones for stats ?

popps

Always Present
Stratics Veteran
Stratics Legend
We have been having Soulstones for skills for a while now which allow skills to be swapped on and off like a t-shirt.

Not that I like it, but that's how it is so I got to live with it.

The thing is, that I think that if we have been given Soulstones for skills, I think we are still missing then Soulstones for stats....

Why ?

Because different templates need different assortment of stats. A mage needs different stats than a melee dexer, for example and so forth.

Sure, stats can be adjusted throu usage or one can have characters designated for given skills swapping like one that does mage stuff, one that does melee dexers and blah blah.

Still, if we have been using skills soulstones for years which allow us to swap skills on and off any of the 5 or 6 or 7 slots in our account (other than Siege and Muegen that is...), I do not see why the same cannot be done using stats soulstones so as to tailor also the stats we want besides the skills without having to have designated characters for given sets of skills or to have to rework the stats to adjust them to the different skill needs.

Just a thought.
 

popps

Always Present
Stratics Veteran
Stratics Legend
And a bad one, UO is too easy as it is anyways without pandering even more to a care bear attitude of silver plateness.

It is not a matter of being easy or hard, skills and stats are complementary with each other.

Once the game gets skill soulstones I do not see the point not to also give stats soulstones...

Besides, it is not that not having stats soulstones makes the game that much harder.

Just designate characters for specific skill sets to stone them on and off and there is hardly any need to change stats on those characters (1 character slot for Mage skills stats, 1 character slot for dexer skills stats and so forth....).

Yet, having stats soulstones could perhaps bring in a few more revenues....who knows.
 
A

A Rev

Guest
Yea cos loads of people buy soulstones from EA!

Dont be naiive.

People buy soulstones for Gold or use vet rewards, they buy gold from players(if at all) not EA/Mythic.

You might as well just go play test if you want everything that easy.
 

Aurelius

Babbling Loonie
Stratics Veteran
Stratics Legend
Doubt there's much market, it's very easy to regain or change stats, especially if you dump a skill onto a soulstone and can train up with the spare points. If people had a choice between spending money and spending an hour retuning their stats, I suspect the demand for stat stones would be very limited indeed.
 

Skrag

Visitor
Stratics Veteran
Stratics Legend
The requirement to redo stats at least keeps it from being utterly trivial to soulstone into a totally different template.
 
K

Kiminality

Guest
I can't say, since they removed the daily stat gain cap, that I've ever thought "Oh, no! Now I have to redo my stats..."
You have a 1 in 20 chance to gain a primary or secondary stat per gain of a skill, below GM.
At GM or above, you have a 1 in 20 chance each time the skill is checked.

Granted, you may have a character with no GM-or-greater skills related to a stat you want to raise, or you may have a character with no GM-or-greater skills at all... But for the most part, raising stats is already near trivially easy.
 

Barry Gibb

Of Saintly Patience
Stratics Veteran
Stratics Legend
Flip-flopping between two skills from 0-20 is a really fast way to gain stats. I do not see any practical use for a stat swapping stone. As Skrag pointed out, it would make flipping templates so trivial, all the servers might as well be Test Centers.

It sounds as though you have some workarounds for stats already. I do not think this is a good idea and is not worth pursuing.

Stayin Alive,

BG
 
A

A Rev

Guest
Kinda my point i tried to make originally...although i get so frustrated with silver platter suggestions that i dont often say them right :(

Its easy enough as it is...UO should be made harder and more thoughtfull...not dumbed down...IMO anyway.
 
T

Tazar

Guest
I have my main account set up with several "Tazar" characters of varying stats and no skills. The Skills are all trained up on soulstones. The characters are all scrolled out. There are about 4 different suits for mage focus, sampire focus, luck focus, etc. So when I want to play a particular template, I grab the "Tazar" with the appropriate stat set-up, suit up, skill up, and go.

Considering how easy stats are to train with soulstones (train skill to 30 or so, stone and dump the skill, rinse, repeat) I really do not see a need for stat-stones.
 

Viper09

Grand Poobah
Stratics Veteran
Stratics Legend
Highly unnecessary. Surely you've trained stats before, right popps??? You should know how easy it is to get the stats you desire, in less than one hour. I really don't think EA/Mythic is that desperate to try and get cash off of us players to create a stone just to transfer stats. And if they were, I really don't think many people would be willing to pay cash for an item that would just force you to train the stats again on the character you're getting the stats off of, lol. Of course, that then begs the question of why you just simply didn't train the stats on the character you're putting it onto, lol!

Hell, if they're going to create one they should just skip the part of transferring stats to a stone and just create a stone that allows us to simply set our stats where we want them like on test center. But if we're going to do that it should have some requirement for their use. Lame I know, but you have to admit it makes a lot more sense than transferring stats with a stone you payed cash for.
 
U

unified

Guest
We have been having Soulstones for skills for a while now which allow skills to be swapped on and off like a t-shirt.

Not that I like it, but that's how it is so I got to live with it.

The thing is, that I think that if we have been given Soulstones for skills, I think we are still missing then Soulstones for stats....
Probably will never happen, but this would have been a good idea when soulstones first came out.

Anyways, while most of what you post needs to be required targets of any firefighting training ...

I pay no more per account than you or anyone else, and I am not a member of the board of directors of EA, so I am never going to say I disagree with you with an attitude like I own any of this game. Sure, some things in this game may be easy or trivial to some, but saying so further points out that it would really make no different if another trivial item is added. I certainly agree that raising stats is trivial, but I am not against something that will make it easy for others to do because ... IT WILL NOT AFFECT ME AT ALL.
 

popps

Always Present
Stratics Veteran
Stratics Legend
Highly unnecessary. Surely you've trained stats before, right popps??? You should know how easy it is to get the stats you desire, in less than one hour. I really don't think EA/Mythic is that desperate to try and get cash off of us players to create a stone just to transfer stats. And if they were, I really don't think many people would be willing to pay cash for an item that would just force you to train the stats again on the character you're getting the stats off of, lol. Of course, that then begs the question of why you just simply didn't train the stats on the character you're putting it onto, lol!

I have seen players spend real money on things which I would not even get for free so, I do not think it is possible to speak for every player one way or the other.

Sure, there will be players not interested in buying such a new type of Soulstone but there could also be players interested, instead.

And if some of them will sell, this will increase revenues so, why not ?

Rather than selling items that might further inbalance the game among players, such a new type of soulstone would hardly be inbalancing and yet perhaps allow some more revenues to come in which will benefit all players providing increased resources for the game.
 

Skrag

Visitor
Stratics Veteran
Stratics Legend
Considering how easy stats are to train with soulstones (train skill to 30 or so, stone and dump the skill, rinse, repeat) I really do not see a need for stat-stones.
People were doing this years before soulstones. You just train fencing to 30, then set the arrow to down and lose fencing to gain 30 macing. Or whatever two skills suit you. Repeat.
 

Fermi

Adventurer
Stratics Veteran
Stratics Legend
I have one account full of people and a dozen soulstones. Some of my characters are set. Im not changing them. the remainder I change all the time. A week or two ago I changed a character from a mage to a sampire. I had to go from 10 dex to 125. I trained music from 0-30 for 5 hours before I was finished. Two hours into this I would have paid 10 dollars for a stat stone.
 
L

Lord GOD(GOD)

Guest
Stats are very easy to do. You don't even need to move any skill points to change them.
 
K

Kiminality

Guest
I have one account full of people and a dozen soulstones. Some of my characters are set. Im not changing them. the remainder I change all the time. A week or two ago I changed a character from a mage to a sampire. I had to go from 10 dex to 125. I trained music from 0-30 for 5 hours before I was finished. Two hours into this I would have paid 10 dollars for a stat stone.
Every combat skill is tied to dex, so you could have done it in a few minutes if you had over GM in that weapon skill.
Things say when "at cap" for the skill, but I'm pretty sure anything over GM works.
Can't test it at the moment, though.
 

Viper09

Grand Poobah
Stratics Veteran
Stratics Legend
I have one account full of people and a dozen soulstones. Some of my characters are set. Im not changing them. the remainder I change all the time. A week or two ago I changed a character from a mage to a sampire. I had to go from 10 dex to 125. I trained music from 0-30 for 5 hours before I was finished. Two hours into this I would have paid 10 dollars for a stat stone.
5 hours? Doesn't sound like you were doing it right. Can do it in around 1 hour, likely less.
 
C

Cloak&Dagger

Guest
Anyone else think this thread might have gone on longer than needed? lol.

I felt the same way about Fermi and his raising of dex though...seemed way to long since I have mine go up and down all the way in about an hour to 90 minutes.
 
T

Trebr Drab

Guest
They should never have started a cash shop in the first place.
 
U

unified

Guest
5 hours? Doesn't sound like you were doing it right. Can do it in around 1 hour, likely less.
Some players are not as informed or skilled as others. As a result, it will take them longer to do things. This frustration is what causes people to want things to make it easier ... for them.
 
C

Cloak&Dagger

Guest
They should never have started a cash shop in the first place.
Meh....This has nothing to do with the cash shop, since soulstones were gotten as a reward for buying the 8th anni box and also currently as 1st year vet rewards. While I realize they are for sale in the cash shop, they still exist outside of it and apart from it, so the topic could still arise on its own.
 
T

Trebr Drab

Guest
They should never have started a cash shop in the first place.
Meh....This has nothing to do with the cash shop, since soulstones were gotten as a reward for buying the 8th anni box and also currently as 1st year vet rewards. While I realize they are for sale in the cash shop, they still exist outside of it and apart from it, so the topic could still arise on its own.[/QUOTE]

Yeah, they should never have started that too. Vet rewards should have been strictly artistic value, not related to game play, if they had to exist at all. I'm on record here many times as being against all these freebies.

Of course then you'll come back with the fact that players could always sell that stuff. Well, it's not a perfect world. All I ever asked was that people try to do the best thing for the game. This isn't it.
 
C

Cloak&Dagger

Guest
Yeah, they should never have started that too. Vet rewards should have been strictly artistic value, not related to game play, if they had to exist at all. I'm on record here many times as being against all these freebies.

Of course then you'll come back with the fact that players could always sell that stuff. Well, it's not a perfect world. All I ever asked was that people try to do the best thing for the game. This isn't it.
I wouldn't have said anything about selling them...And I don't disagree with you, just saying the point you made didn't really go against the concept of this thread. As for your last point, you don't know this is not best for the game....although they are not doing the other things required to actually matter...so I guess you are right currently.
 
T

Trebr Drab

Guest
Yeah, they should never have started that too. Vet rewards should have been strictly artistic value, not related to game play, if they had to exist at all. I'm on record here many times as being against all these freebies.

Of course then you'll come back with the fact that players could always sell that stuff. Well, it's not a perfect world. All I ever asked was that people try to do the best thing for the game. This isn't it.
I wouldn't have said anything about selling them...And I don't disagree with you, just saying the point you made didn't really go against the concept of this thread. As for your last point, you don't know this is not best for the game....although they are not doing the other things required to actually matter...so I guess you are right currently.[/QUOTE]

When you take things that could be put into game play, and instead just give it out (or sell it for cash), you are hurting the game play, which hurts the game.

Soulstones as an example, since that's the subject matter. Had they placed those in game as an item to get or make and added meaning to how they work and why (capturing parts of your souls in sort of a vampiric Succubus sort of thing), players would have game play involved. Owning one would mean something, in-game. And their existence at all would be explained. This would be good for the game, for Roleplaying, and possibly for the game's lore. Instead, they are just given out, and sold off, with no context to the game. And since they are sold to anyone who's willing, they make a mockery of characters and building them. That too has no meaning now. Lost meaning to the game, lost game play.
 
C

Cloak&Dagger

Guest
When you take things that could be put into game play, and instead just give it out (or sell it for cash), you are hurting the game play, which hurts the game.

Soulstones as an example, since that's the subject matter. Had they placed those in game as an item to get or make and added meaning to how they work and why (capturing parts of your souls in sort of a vampiric Succubus sort of thing), players would have game play involved. Owning one would mean something, in-game. And their existence at all would be explained. This would be good for the game, for Roleplaying, and possibly for the game's lore. Instead, they are just given out, and sold off, with no context to the game. And since they are sold to anyone who's willing, they make a mockery of characters and building them. That too has no meaning now. Lost meaning to the game, lost game play.
Are you a fan of the classic pre-tram shard? Because tram itself is in fact taking away from what you describe....not saying it should not have been added or should be taken away, simply taking what you said here to a bit of an extreme to point out everything has a flaw. Not everything in game needs to have game play elements or lore, granted to much of the game has left this...and to much of the basic nature of the game has been lost. But then I have to point out again that Tram started that....and do we view that as a bad choice?
 

Pinco

UOEC Modder
Stratics Veteran
Stratics Legend
you can cap your stats from 10 10 10 to 120 10 125 in 2 hours, why you need a stone for it? :D
 

LordDrago

Certifiable
Stratics Veteran
Stratics Legend
I don't believe there is any real need for this. What's next, Template stones?
 
T

Trebr Drab

Guest
When you take things that could be put into game play, and instead just give it out (or sell it for cash), you are hurting the game play, which hurts the game.

Soulstones as an example, since that's the subject matter. Had they placed those in game as an item to get or make and added meaning to how they work and why (capturing parts of your souls in sort of a vampiric Succubus sort of thing), players would have game play involved. Owning one would mean something, in-game. And their existence at all would be explained. This would be good for the game, for Roleplaying, and possibly for the game's lore. Instead, they are just given out, and sold off, with no context to the game. And since they are sold to anyone who's willing, they make a mockery of characters and building them. That too has no meaning now. Lost meaning to the game, lost game play.
Are you a fan of the classic pre-tram shard? Because tram itself is in fact taking away from what you describe....not saying it should not have been added or should be taken away, simply taking what you said here to a bit of an extreme to point out everything has a flaw. Not everything in game needs to have game play elements or lore, granted to much of the game has left this...and to much of the basic nature of the game has been lost. But then I have to point out again that Tram started that....and do we view that as a bad choice?[/QUOTE]

"Not everything in game needs to have game play elements or lore, granted to much of the game has left this...and to much of the basic nature of the game has been lost."

It's a process. An inevitable one when the Devs don't make every effort, all the time, to strictly adhere to game play and lore. They planted a seed, and it will surely grow, as it did. Even this post shows it wanting to branch out more. As well as recent talk of FtP and cash shops, etc.

As to Trammel, I assume you mean the switch to "PvP-off" it provided.
Yes, I was against that as an answer to the rampant PKing. I've always wanted a Justice System that really worked, and really gave risk to the PKers rather than the old risk to the average gamer. Risk to the PKer in the form of a real, in-game punishment that made the player ask him/herself if they really wanted to PK. And at the same time, I've always wanted a much more robust war system, and a faction system (similar to what you see now with the Bane Chosen faction thing) to be tied into that. That way you have a game with "justice" that works, allows for little used PKing when it has meaning, and gives players plenty of outlets for meaningful PvP, all inside a Sandbox World that sticks to it's nature.
 
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