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[UO Herald] Ask & Answer No. 4

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It is Monday again. Although the Dev team already answered a ton of questions during the Anniversary Party on Saturday (a recording of this will be released later this week), they took the time to address these questions gathered on the different fan sites, too.
Slayer properties on instruments:
Was wondering if we could ever get a way to craft slayer musical instruments. Either thru runic saws or possibly new recipes for carpenters to make? (Xalan Dementia)
Could maybe someday imbuing move to instruments? (JamesC )
I'd like to be able to imbue GM instruments with slayer properties using the same ingredients as slayer weapons and to employ the currently unused 'essence of persistence' to either a) raise the number of charges to 1600, in line with the minor Ilshenar artifacts, Iolo's Lute and Gwenno's harp or b) add the 'renewable' property found on the minor Tokuno artifact flutes.
Kyronix: We are constantly talking about new ways to revitalize crafters, and this is another great series of suggestions to give some love to various crafter classes. We will add it to our backlog list.​
When the punishment for murderers, banishment from Trammel, was introduced it actually did not deny access to content, because all that was in Trammel was also in Felucca. However as more and more content has been added over the years, access to content has been denied, making the punishment, in effect, more and more severe. Is the punishment for murderers therefore now too severe? Should they be allowed access to the other facets? Forged pardons exist in game, but is there any possibility that 'full pardons' might become available, possibly from Origin Store or clean up points, to allow long established red characters to 'repent' and become good citizens?
Kyronix: Do truly red players want to turn blue? I don’t know the plausibility of releasing an item that would erase all murder counts, but adding new ways to make Felucca a more attractive area to play is something we’ve talked about.​
Can you fix the language filter? There should be a way to toggle the language filter on or off, besides just the chat filter. While marking runes for a rune library, my wife and I have come across many words that cannot be put onto runes. The filter denies the name as inappropriate. Here is a small list of words that are inappropriate: basement, frozen, passage, companion, titan, assassin, compassion, counselor and I am sure that we will come across others as we mark runes. With all of the character names, guild names, pet names that people can make which are much worse, you would think that we would not have these problems while making a rune library.
Please look at adjusting the filter so it is not so ridiculous. (Dreadlord Lestat)
Phoenix: We do believe the obscenity filter is a bit too harsh, because it filters sub-strings that contain only slightly naughty words like “ass” and “tit”. We are considering how to adjust the filter and believe that relaxing it a bit would be the right thing to do.​
Although we're now approaching the 15th Aniversary: I would like to ask if the 14 yr. vet reward shard shield will be offered for Siege's 14 yr. vets even if as deco, or are ye all thinking of something else perhaps that the dev. team or artists could create for Siege's 14 yr. vets to claim as their 14 yr. customer vet reward? Perhaps if the shard shields just can not be offered even as deco only for us, maybe the art team could create a Siege shard RUG ? That would be awesome looking, like the dolphin rose or skull rugs for the 10 yr vet reward.
Hopefully yall will yet come up with, a 14 yr. vet reward for ye Siege customer base. Thank ye kindly! (Queen Zen)
Mesanna: We can provide deco shields for the 14th for Siege only.​
The Brit Boat since this big monolith of a boat costs so much damn money, what say we make it so that either it doesn't rot and die or that its stages are 20x more then normal boats. I rarely if ever use the ones i bought cause im afraid ill get busy at work and forget to refresh them and loose them. Which makes them useless if they are not being used no? (poo)
Kyronix: I have probably spent a small fortune in boats only to have them decay on me because I forget to refresh them and they go poof. While making the Brit Ship being completely nodecay is unlikely finding a middle ground is doable.​
Now where garg necless and earrings are a part of a garg suit, I have to trash alot non gm jewelry as I can't smelt them back to ingots. Will we see a fix for that? It's really a pain when making suits to the Gargs. (FrejaSP)
Misk: Providing some sort of salvaging for tinkering has been discussed by the team. Up to this point my solution has been to craft these items near the Ter Mur Jeweler so that I can simply sell the ones that I did not need. Hey, 1 gold is 1 gold after all.​
Did not see this posted, so was curious about it. Has there been any consideration to adding the mystic and necro equivalents to mage weapons? Some templates use magery as a weapon skill with -0 to -20 mage weapon. I think there would be definite interest in a -20 mysticism or -20 nercomancy weapons. Might breathe some life into some older templates and add variety. Could this be considered?(Shadowdark)
Phoenix: This suggestion has merit, and we are always looking for ideas for new and interesting item properties to help keep things fresh.​
You can, as a rule, only get a group of Spellweavers together for a Focus in the busy evening hours which means Spellweaving is only useful between mid-evening and around 4 0r 5 in the morning because the Spellweaving timer runs out real time. Can it be switched to character time in game so that we can get the Focus when it's available in the evening and then log out the character until we want to play it as a Spellweaver in the morning or afternoon? (Tanivar)
Phoenix: This is a good suggestion and we will consider a solution like is proposed here.​
Certain item\item groups were removed from Cleanup turn in list. Would items listed below be returned as they were once where worth significant points?
- Books (mainly books gotten from fishing and quest reward from turning in Ancient Tome) turned off due to bug fix (old point value 100-250 points)
- Old Holiday Wands (100 charge and 500 charge ones) (Old point value 10000)
Also would the following items ever be added?
- Old charged weapons (hit curse\febleminded\Clumsy\ect charges) Excluding Hit MM\Fireball\Lightning\Heal Greater Heal (point value suggested 5000 same as other charged items currently can be turned in)(NBG)
Kyronix: Our goal is to keep a consistent rotation of items in the Cleanup list so that both the rewards and the turn-in items are fresh. Thanks for the suggestions!​
f you have something you want to know about Ultima Online and the team, post your questions on your fansite. All interesting questions will be collected and send to our team, so we can continue to answer them.

Continue reading...
 
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G.v.P

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The Brit Boat since this big monolith of a boat costs so much damn money, what say we make it so that either it doesn't rot and die or that its stages are 20x more then normal boats. I rarely if ever use the ones i bought cause im afraid ill get busy at work and forget to refresh them and loose them. Which makes them useless if they are not being used no? (poo)
Kyronix: I have probably spent a small fortune in boats only to have them decay on me because I forget to refresh them and they go poof. While making the Brit Ship being completely nodecay is unlikely finding a middle ground is doable.​
I really don't understand why we can't have a house boat. One permanent boat per an account shouldn't be a game breaker. The coding might take some work, but the concept shouldn't be something that would kill the seas.​
Certain item\item groups were removed from Cleanup turn in list. Would items listed below be returned as they were once where worth significant points?
- Books (mainly books gotten from fishing and quest reward from turning in Ancient Tome) turned off due to bug fix (old point value 100-250 points)
- Old Holiday Wands (100 charge and 500 charge ones) (Old point value 10000)
Also would the following items ever be added?
- Old charged weapons (hit curse\febleminded\Clumsy\ect charges) Excluding Hit MM\Fireball\Lightning\Heal Greater Heal (point value suggested 5000 same as other charged items currently can be turned in)(NBG)
Kyronix: Our goal is to keep a consistent rotation of items in the Cleanup list so that both the rewards and the turn-in items are fresh. Thanks for the suggestions!​
I'd love to throw away my books for points, haha. Who reads anyway? ;)
 
W

Woodsman

Guest
I really don't understand why we can't have a house boat. One permanent boat per an account shouldn't be a game breaker. The coding might take some work, but the concept shouldn't be something that would kill the seas.​
I would so live on a house boat, but imagine going across a server line or imagine 15 or 20 houseboats pulled up next to each other, each with hundreds of items, if not more. They would have to really restrict the item limits, because it could be worse than strolling through Luna.​
Still, I would love a houseboat with a deck below you could decorate and maybe have like 100 items. But I'd also like my own gypsy wagon that you could decorate and live inside as well.​
 

Borric

Seasoned Veteran
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Stratics Legend
Kyronix: I have probably spent a small fortune in boats only to have them decay on me because I forget to refresh them and they go poof. While making the Brit Ship being completely nodecay is unlikely finding a middle ground is doable.
If they would decay back into my bank, I would buy one. Otherwise, I will keep my money.
 

startle

Siege... Where the fun begins.
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I would so live on a house boat, but imagine going across a server line or imagine 15 or 20 houseboats pulled up next to each other, each with hundreds of items, if not more. They would have to really restrict the item limits, because it could be worse than strolling through Luna. Still, I would love a houseboat with a deck below you could decorate and maybe have like 100 items.....​
I too would love to see the ability to "live" on a "houseboat".... Really don't see a problem with the 15 or 20 houseboats next to each other being a problem, except maybe on Atlantic...
 

Lady Silverbrook

Adventurer
Stratics Veteran
Add to list, think about it, maybe, we talk about it, perhaps, we can always look into it.

Pretty much sums it up. I really wish UO was more definitive about things.
 

puni666

Slightly Crazed
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You can, as a rule, only get a group of Spellweavers together for a Focus in the busy evening hours which means Spellweaving is only useful between mid-evening and around 4 0r 5 in the morning because the Spellweaving timer runs out real time. Can it be switched to character time in game so that we can get the Focus when it's available in the evening and then log out the character until we want to play it as a Spellweaver in the morning or afternoon? (Tanivar)
Phoenix: This is a good suggestion and we will consider a solution like is proposed here.​
Not that hard to fix this... Skill based potency... every 20 skill points is equivalent to 1 focus level. That'll get rid of the point skimming players only using 40 skill points that are getting level 6 focus potential out of some of the abilities.
 
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Symma

Certifiable
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Yay! Siege got mentioned!!! Now to see if they act on it...
 

Aurelius

Babbling Loonie
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Stratics Legend
"We are constantly talking about new ways to revitalize crafters2

So let us craft ALL the things that already have artwork in the game. Keep the originals and 'rares' marked so they remain distinct, but drop this silly concept that some legendary crafter can't make a piece of wooden furniture thats right in front of him to copy....

As for spellweaving - remember the mostly useless 'heralds' we can get from tokens? Would it really hurt if those heralds echoed the spellweaving skill of their owner? They can't fight, or be attacked, so there's no way they can affect actual combat or other gameplay.
 

Lord Frodo

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When the punishment for murderers, banishment from Trammel, was introduced it actually did not deny access to content, because all that was in Trammel was also in Felucca. However as more and more content has been added over the years, access to content has been denied, making the punishment, in effect, more and more severe. Is the punishment for murderers therefore now too severe? Should they be allowed access to the other facets? Forged pardons exist in game, but is there any possibility that 'full pardons' might become available, possibly from Origin Store or clean up points, to allow long established red characters to 'repent' and become good citizens?
Kyronix: Do truly red players want to turn blue? I don’t know the plausibility of releasing an item that would erase all murder counts, but adding new ways to make Felucca a more attractive area to play is something we’ve talked about.​
How many more things are you gonna try to entice more sheep into Fel. Champ Spawns did not work. Double resources did not work. Better equipment, oh wait people in the other rule set figured out a way around that too. I also forgot about the Areans that seam to go unused for the most part.

If you truely want to make Fel a more attractive place then do away with the Fel rule set and make a PvP system that if you want to join then you are fully attackable anywhere in UO. No special gear that can be used in any other aspect of UO. Call it whatever you want Factions, Order/Chaos or Mom/Dad I really don't care. There is a reason Fel is so dead and it is because the vast majority of your player base wants to play UO on thier terms and they do not want to worry about someone coming up and killing them and then having to listen to all the trash talk that goes with it. Nothing you have done has worked and nothing you may think you want to do is going to work either. Make it to where you have to agree to a fight (anywhere in UO) and Fel will fill back up, there I fixed Fel for you. We are not the Wild Wild West I don't care what Cal thought.

Give SP more Char slots and allow people to place a house there without affecting other houses. If PvP is so great then let SP be the answer and lets see if it will become one of the largest shards being played. This will truely tell you if the players asking for this really want PvP or they just want more enticemants for Fel on Prodo Shards.
 

popps

Always Present
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If they would decay back into my bank, I would buy one. Otherwise, I will keep my money.

Even though I would have liked to spend my money on buying a Britannian boat, I did not because of the decay issue. Ultima Online is for me an entertainment product, a place I go to when I want to relax. I do not want to have yet another worry that I have to remember logging in because otherwise my Britannian boat will decay and I would loose the money I spent on it.

So, I prefer not to buy it and the game looses my money.....

I can understand the concern that having the Britannian boat not decay could become a problem for sea lanes being cluttered, but if the boat after some time of not being used would be stored by the HarbourMaster and not just decay, for example, sea lanes would still be clear and yet players who spent their money to buy the boat would not fear losing it for good.... When they go back to play the game and want to sail their Britannian ship they would just go to a Harbour Master and claim it back.
 

popps

Always Present
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Kyronix: We are constantly talking about new ways to revitalize crafters, and this is another great series of suggestions to give some love to various crafter classes. We will add it to our backlog list.​

Personally, I think that the biggest problem for crafters as a viable profession in Ultima Online is that by now, most players have their own crafters and so, they are completely self sufficient in their crafting needs and do not need to rely on other players playing crafters for their craftable wares needs. And if not, with SoTs, Alacrity scrolls, Advanced character Tokens and Soulstones it is quite easy to max out any crafting skill. So, even those players not yet self sufficient for their crafting needs can easily and fastly become self sufficient.

Clearly to me, if players have their own crafters why would they need to go to other players for their crafting needs ?

So, I think, the only change that would really bring back crafting as a viable profession in Ultima Online would be a change that broke this self-sufficiency.

A possible way that comes up my mind, could be making accounts per each single shard either proficient in fighting OR in crafting but not in both on the same one shard.

That is, a player could only get crafting skills up to 70ish skill, for example (not GM or become Legendary in crafting skills) on a shard where they maxed out their fighting skills and viceversa. Of course, on a different shard they could reverse this balance and so on a shard play as fighter and on another play as crafter and all with the same single account. The limitation would just affect the same shard, cannot be proficient in both fighting and crafting but would need to choose either one.

Of course, this also implies not being able to use items to raise crafting skills. Only real skill would work for crafting.

It is merely an idea, others could come up, what I am just trying to say is that introducing new craftables would not help much crafting as a viable profession in the game as long as most players can make their own and thus not to rely on other players for their crafting needs.

Another possibility could be to make the crafting processes so complicated and lengthy so that only motivated players playing crafters would want to bother with such a lenghty and complicated crafting process although, with scripts, this could be easily bypassed, so I'd rather prefer the to see something like the first approach which just breaks up the self sufficiency of players for their crafting needs.

Another problem to crafting besides the self-sufficiency of players, to my opinion, is the very slow wear and tear. As long as players have their crafts last a very long time, their need for replacements is much reduced and so crafting languishes.
Of course there are items like secure chests, rune books etc which should not decay over time as it would have a disastrous effect for players but there is a lot of other items which instead should have their wear and tear be more accellerated.
 
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Frarc

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"We are constantly talking about new ways to revitalize crafters2

So let us craft ALL the things that already have artwork in the game. Keep the originals and 'rares' marked so they remain distinct, but drop this silly concept that some legendary crafter can't make a piece of wooden furniture thats right in front of him to copy....

As for spellweaving - remember the mostly useless 'heralds' we can get from tokens? Would it really hurt if those heralds echoed the spellweaving skill of their owner? They can't fight, or be attacked, so there's no way they can affect actual combat or other gameplay.
Let say they let the NPC sells crafters plans for unique items . You can only buy 1 item a skill for your crafter. These plans give your character to only one to make these items and everyone would need to buy them from you. These crafting plans are good for 1 month. After this month the owner of the plan can rebuy them as first to keep crafting these items. If the owner of the plans is not interested the plans they go away and become availble for others to buy it from the crafters NPC. And you can buy other plans.

The plans you can buy will depends on your skill or on combination of skills.

Hope that makes any sense. :)
 

Viper09

Grand Poobah
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"We are constantly talking about new ways to revitalize crafters2

So let us craft ALL the things that already have artwork in the game. Keep the originals and 'rares' marked so they remain distinct, but drop this silly concept that some legendary crafter can't make a piece of wooden furniture thats right in front of him to copy....
I'm not sure what to make of this suggestion. There are a TON of items out there that you would encourage to be made craft-able, and I think a ton is an understatement. There are plenty of items I would like to create but to have every single item on that crafting list would be overbearing and I think it would take a lot more time than you would think to add every one of those items to the crafting list, assigning skill levels, material cost, etc.

On the other hand it would certainly make crafting a lot more interesting to have such a broad selection of items to make.
 
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Aurelius

Babbling Loonie
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I'm not sure what to make of this suggestion. There are a TON of items out there that you would encourage to be made craft-able, and I think a ton is an understatement. There are plenty of items I would like to create but to have every single item on that crafting list would be overbearing and I think it would take a lot more time than you would think to add every one of those items to the crafting list, assigning skill levels, material cost, etc.

On the other hand it would certainly make crafting a lot more interesting to have such a broad selection of items to make.
I don't mind if it gets done in gradual stages, or through Frarc's idea of 'plans' - it's just plain silly there are so many things out there that we can only look at, regardless of crafter skills. Maybe the menu system would need an overhaul to make it work - it's already horribly cumbersome, so perhaps something like 'books of plans' is the way to upgrade it, go to the page for what you want to make and click the appropriate button if you have the skill? Splitting the books by furniture, pure deco, crafting accessories and so on might make it easier to find the plan you want, and could also add a minor goldsink if you need to buy them from an NPC.
 

popps

Always Present
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Let say they let the NPC sells crafters plans for unique items . You can only buy 1 item a skill for your crafter. These plans give your character to only one to make these items and everyone would need to buy them from you. These crafting plans are good for 1 month. After this month the owner of the plan can rebuy them as first to keep crafting these items. If the owner of the plans is not interested the plans they go away and become availble for others to buy it from the crafters NPC. And you can buy other plans.

The plans you can buy will depends on your skill or on combination of skills.

Hope that makes any sense. :)

This is another possible approach to bring back crafting as a viable profession in Ultima Online since it could break, at least in part, the self sufficiency of players having both fighters and crafters on the same account and same shard. Of course, it would need to be very clear in the boundaries of what plans each set term (I would even make it more than a month like every 6 months to make crafting even more depending on other players and thus break the self sufficiency of account more....) a player can get for that account and that shard.

As long as the self sufficiency of accounts is interrupted, and players will need again to resort to other players for their crafting needs, if not for all of them at least for some of them like with the plans idea it could be, I am in favour of any idea that works towards this goal.
 
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Merus

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This is another possible approach to bring back crafting as a viable profession in Ultima Online since it could break, at least in part, the self sufficiency of players having both fighters and crafters on the same account and same shard. Of course, it would need to be very clear in the boundaries of what plans each set term (I would even make it more than a month like every 6 months to make crafting even more depending on other players and thus break the self sufficiency of account more....) a player can get for that account and that shard.

As long as the self sufficiency of accounts is interrupted, and players will need again to resort to other players for their crafting needs, if not for all of them at least for some of them like with the plans idea it could be, I am in favour of any idea that works towards this goal.
The fact that everyone has built their own crafters belies the fact that most players would prefer to be self sufficient when it comes to suit building, etc. There is far more that goes into being a crafter than just working up the skill. Those who do not want to do all the resource collecting and property calculations/balancing still have the option to hire out that work... And I know people who still do it that way. The fact that most do it themselves speaks to the nature of what players want. IMO it's the same as PvP. The fact that most avoid fel is not a good reason to force PvP into tram so that PK are a more viable playstyle. Same goes for crafting... Just because some people really like that as their main playstyle is not good justification for removing my ability to be self sufficient.
 

popps

Always Present
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The fact that everyone has built their own crafters belies the fact that most players would prefer to be self sufficient when it comes to suit building, etc. There is far more that goes into being a crafter than just working up the skill. Those who do not want to do all the resource collecting and property calculations/balancing still have the option to hire out that work... And I know people who still do it that way. The fact that most do it themselves speaks to the nature of what players want. IMO it's the same as PvP. The fact that most avoid fel is not a good reason to force PvP into tram so that PK are a more viable playstyle. Same goes for crafting... Just because some people really like that as their main playstyle is not good justification for removing my ability to be self sufficient.
As I see it, if too many players have their own crafters and are self sufficient then there can be not enough "business" for those players who want to play crafting as their main viable profession in Ultima Online.

I am not saying that those players who want to primarily play fighters with their account cannot be able to experience playing crafters, I am only saying that, if we want to see crafting as a viable profession in Ultima Online, then I think that at least on the same one shard the same account should not be allowed to have both fighting character and crafting characters all trained to the highest level (that is be self sufficient and not need to rely on other players as crafters).

In my view, if a player who plays on, say, Atlantic with characters having fighting proficiency and thus is not allowed to also have crafters over a skill of 70 wants to explore the crafting world, this players could also play, say, Great Lakes and have there, rather than fighting characters trained out to the highest levels, have crafters trained out to the highest levels and only have average fighting characters on Great Lakes.
That is, play Atlantic for proficient fighting (relying on other players for crafting needs) and play Great Lakes for proficient crafting and rely there on other players for fighting needs.

There is much less players now in UO than there used to be, and if most of those players are self sufficient also in their crafting needs there can hardly be any room, as I see it, to play a crafter as a viable profession in UO.
 

Merus

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As I see it, if too many players have their own crafters and are self sufficient then there can be not enough "business" for those players who want to play crafting as their main viable profession in Ultima Online.

I am not saying that those players who want to primarily play fighters with their account cannot be able to experience playing crafters, I am only saying that, if we want to see crafting as a viable profession in Ultima Online, then I think that at least on the same one shard the same account should not be allowed to have both fighting character and crafting characters all trained to the highest level (that is be self sufficient and not need to rely on other players as crafters).

In my view, if a player who plays on, say, Atlantic with characters having fighting proficiency and thus is not allowed to also have crafters over a skill of 70 wants to explore the crafting world, this players could also play, say, Great Lakes and have there, rather than fighting characters trained out to the highest levels, have crafters trained out to the highest levels and only have average fighting characters on Great Lakes.
That is, play Atlantic for proficient fighting (relying on other players for crafting needs) and play Great Lakes for proficient crafting and rely there on other players for fighting needs.

There is much less players now in UO than there used to be, and if most of those players are self sufficient also in their crafting needs there can hardly be any room, as I see it, to play a crafter as a viable profession in UO.
Without enough sheep for a PK to kill and loot how is someone who likes to PK sheep supposed to make a living or have any fun in UO at all? There are not nearly enough sheep in Fel, so I think from now on players should only be allowed to have 1 character allowed to go to the tram side, all other characters on all shards should have to be played in Fel, thus supporting the PK playstyle.

Do you see how ******** that sounds? But I promise there are plenty of PK who would love it. My game time is not meant to support your playstyle and asking for restrictions on what characters I have or where I am allowed to have them in order to support your playstyle is no different than telling everyone they have to play in fel to support the PKs. There is a shard for you if you want a player base more dependent on crafters, it just so happens that it also supports the pks.
 

old gypsy

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I would so live on a house boat, but imagine going across a server line or imagine 15 or 20 houseboats pulled up next to each other, each with hundreds of items, if not more. They would have to really restrict the item limits, because it could be worse than strolling through Luna.​
Still, I would love a houseboat with a deck below you could decorate and maybe have like 100 items. But I'd also like my own gypsy wagon that you could decorate and live inside as well.​
Oh! I SO want a gypsy wagon! :)
 

Olahorand

Slightly Crazed
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Stratics Legend
Now where garg necless and earrings are a part of a garg suit, I have to trash alot non gm jewelry as I can't smelt them back to ingots. Will we see a fix for that? It's really a pain when making suits to the Gargs. (FrejaSP)
Misk: Providing some sort of salvaging for tinkering has been discussed by the team. Up to this point my solution has been to craft these items near the Ter Mur Jeweler so that I can simply sell the ones that I did not need. Hey, 1 gold is 1 gold after all.​

since that question came from a player on Siege, the answer will not be helpful at all: No selling to NPC there (and resources are harder to come by as well so the waste is more serious).
 

Tanivar

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If PvP is so great then let SP be the answer and lets see if it will become one of the largest shards being played. This will truely tell you if the players asking for this really want PvP or they just want more enticemants for Fel on Prodo Shards.
Those people won't switch to Siege because they want easy kills, not to be the easy kill. Pkers who call themselves PvPers are not up to the challenge of fighting a true PvPer. Tram PvMers inexperienced at PvP are the only ones they have the nerve to attack.
 

Lord Frodo

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Those people won't switch to Siege because they want easy kills, not to be the easy kill. Pkers who call themselves PvPers are not up to the challenge of fighting a true PvPer. Tram PvMers inexperienced at PvP are the only ones they have the nerve to attack.
QFT
 

startle

Siege... Where the fun begins.
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"We are constantly talking about new ways to revitalize crafters2

So let us craft ALL the things that already have artwork in the game. Keep the originals and 'rares' marked so they remain distinct, but drop this silly concept that some legendary crafter can't make a piece of wooden furniture thats right in front of him to copy.....
OMG... What a FANTASTIC IDEA ! This is why Aurelius bears his name.... he's obviously brilliant! Wow, that would be beyond fantastic... We really HAVE to keep THIS conversation going....

:danceb:
 
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Heimi

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How many more things are you gonna try to entice more sheep into Fel. Champ Spawns did not work. Double resources did not work. Better equipment, oh wait people in the other rule set figured out a way around that too. I also forgot about the Areans that seam to go unused for the most part.

If you truely want to make Fel a more attractive place then do away with the Fel rule set and make a PvP system that if you want to join then you are fully attackable anywhere in UO. No special gear that can be used in any other aspect of UO. Call it whatever you want Factions, Order/Chaos or Mom/Dad I really don't care. There is a reason Fel is so dead and it is because the vast majority of your player base wants to play UO on thier terms and they do not want to worry about someone coming up and killing them and then having to listen to all the trash talk that goes with it. Nothing you have done has worked and nothing you may think you want to do is going to work either. Make it to where you have to agree to a fight (anywhere in UO) and Fel will fill back up, there I fixed Fel for you. We are not the Wild Wild West I don't care what Cal thought.

Give SP more Char slots and allow people to place a house there without affecting other houses. If PvP is so great then let SP be the answer and lets see if it will become one of the largest shards being played. This will truely tell you if the players asking for this really want PvP or they just want more enticemants for Fel on Prodo Shards.
This is such a monumental failure of a post that I felt I had to reply. The Ask & Answer question was referring to red players who wanted to turn blue in order to access Trammel content. No mention of PVP ANYWHERE. Why do you feel compelled to bash PVP in every thread that mentions Felucca? Do you log on to Stratics and do a word search for 'Felucca' to find new threads you haven't posted your spiel in yet? Congratulations for bringing PVP into a thread that has nothing to do with it! I suppose this makes you about the same as the PVPers who take any opportunity to complain about Trammel. Oh, delicious irony.
 
S

Smokes To Much

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Has there been any consideration to adding the mystic and necro equivalents to mage weapons? Some templates use magery as a weapon skill with -0 to -20 mage weapon. I think there would be definite interest in a -20 mysticism or -20 nercomancy weapons.
Please for the love of god don't add this.

Don't we have enough balance issues as it is!!!
 

kelmo

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*stares* Are you sure you want to go down this path?
 

kelmo

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I think I do...
 

kelmo

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Now... let us forgive this bored (sp) warfare. *winks* The good thing is communication. More is coming. I guarantee it. Not all of the answers and responses are going to please everyone.

That is OK. That is how adult conversations go.
 

Viper09

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There was this one thing I remember, Petra said it I think. If you going to report someone for trolling and then continue the trolling yourself by replying, don't expect anything to be done. I would explain this as you being a part of the problem you claim to have an issue with. In short, exacerbating the trolling makes it appear as if you have no issue with it.
 
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LordDrago

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Add to list, think about it, maybe, we talk about it, perhaps, we can always look into it.

Pretty much sums it up. I really wish UO was more definitive about things.
We have added this to our list and are talking about it...perhaps we can even look into it.
 

Petra Fyde

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Some posts have been removed.
Keep it civil please. Lose the attitude before I have to find the lock.
 

Lord Frodo

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This is such a monumental failure of a post that I felt I had to reply. The Ask & Answer question was referring to red players who wanted to turn blue in order to access Trammel content. No mention of PVP ANYWHERE. Why do you feel compelled to bash PVP in every thread that mentions Felucca? Do you log on to Stratics and do a word search for 'Felucca' to find new threads you haven't posted your spiel in yet? Congratulations for bringing PVP into a thread that has nothing to do with it! I suppose this makes you about the same as the PVPers who take any opportunity to complain about Trammel. Oh, delicious irony.
And this was UO's answer given to the question.
Kyronix: Do truly red players want to turn blue? I don’t know the plausibility of releasing an item that would erase all murder counts, but adding new ways to make Felucca a more attractive area to play is something we’ve talked about.​
My responce was to the answer not the question.
 

kelmo

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*opens one eye*
 
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