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[suggestion] Crafting of Unique Masterpiece Items

Shakkara

Slightly Crazed
Stratics Veteran
Stratics Legend
Don't you miss the XXXX diamond jewelry from back in the days?

I had the following idea to spice up the crafting system and to allow for a specific subset of rares called Masterpieces that are player-created. Once per calender month, a player may incidentally craft a masterpiece item. This occurs randomly as part of the normal crafting process; the system will determine randomly that a masterpiece item has been crafted and will afford the special tags (see below) appropriate of the item type.

To prevent powercreep, masterpiece items should be mostly decorative in purpose; they come with an unique name and occasionally with unique tags or hues, not with overpowered stats. Instead they use the normal imbuing/reforging/enhancing systems as any other item does.

The purpose of this system is two-fold. It encourages crafters to be active every month to be able to earn their allotted masterpiece. Secondly, it allows players to create one-of-a-kind items with some perceived value, so players can create something exotic and special to wear to special occasions or present as valuable gifts to others.

The rules regarding masterpiece items are summarized below.

Availability:
* One Masterpiece per account per (calender) month
* Crafting a Masterpiece has 0.1% (at GM) to 0.2% (at Legendary) chance to occur when crafting a normal item
* Crafter must have GM or higher skill

Item Type/Material:
* Masterpiece is of same type and material as the item that was just crafted

Naming and Tags:
* The Masterpiece will always have an unique, randomly generated name (lists of name parts available for weapons, armor, clothes, jewelry, tools, instruments, books and furniture), either as prefix/suffix, for example "The adamant <tower shield> of the evening star" or as a single name built from two or more components such as "Grim Mountainwind".
* The item is tagged with "Masterpiece" in a similar way as the "Exceptional" tag
* The item is always marked with the crafter's name and the crafting date
* Masterpiece clothing, (rune)books and furniture may occasionally have random a single decorative line of text on it (embroided with golden threading, lined with squirrel fur, adorned with pearls, covered with rich enamel, inlaid with tiny blackrock pieces, etc) picked from a list with such tags appropriate for the item type

Unique properties:
* Masterpieces may occasionally have a random special hue
* Masterpiece weapons, armor and jewelry may occasionally have a single over-cap random mod on it
* Masterpiece spellbooks always spawn with a random set of high-intensity mods
* Masterpiece instruments always have a random slayer property on it
* Masterpiece tools have 150 uses and are not destroyed when they run out, instead they either refresh uses over time or are restored to full at server-up
* Masterpiece instruments have 400 uses and are not destroyed when they run out, instead they either refresh uses over time or are restored to full at server-up
* Masterpieces may be enhanced, reforged and imbued under normal rules (if possible) and will never break when doing so
* Masterpieces will not change color or name when enhanced/reforged
* Masterpiece imbued items may be POFed back up to 50 max durability

Excluded item types:
* Deeded items / add-ons
* Weapons/Armor/Jewelry/Spellbook items that already come with set special properties and/or are crafted from the special recipes
* Assembly type items
* Consumable items such as scrolls
* Cooking and Alchemy items
 

Vor

Grand Inquisitor
Stratics Veteran
Stratics Legend
I like this idea. Would breath some life back into crafting, outside of imbue/reforge.
 
Last edited:

MalagAste

Belaern d'Zhaunil
Alumni
Stratics Veteran
Stratics Legend
UNLEASHED
Campaign Supporter
I think it's a pretty neat Idea.
 

Angel Dust

Slightly Crazed
Stratics Veteran
Stratics Legend
Don't you miss the XXXX diamond jewelry from back in the days?

I had the following idea to spice up the crafting system and to allow for a specific subset of rares called Masterpieces that are player-created. Once per calender month, a player may incidentally craft a masterpiece item. This occurs randomly as part of the normal crafting process; the system will determine randomly that a masterpiece item has been crafted and will afford the special tags (see below) appropriate of the item type.

To prevent powercreep, masterpiece items should be mostly decorative in purpose; they come with an unique name and occasionally with unique tags or hues, not with overpowered stats. Instead they use the normal imbuing/reforging/enhancing systems as any other item does.

The purpose of this system is two-fold. It encourages crafters to be active every month to be able to earn their allotted masterpiece. Secondly, it allows players to create one-of-a-kind items with some perceived value, so players can create something exotic and special to wear to special occasions or present as valuable gifts to others.

The rules regarding masterpiece items are summarized below.

Availability:
* One Masterpiece per account per (calender) month
* Crafting a Masterpiece has 0.1% (at GM) to 0.2% (at Legendary) chance to occur when crafting a normal item
* Crafter must have GM or higher skill

Item Type/Material:
* Masterpiece is of same type and material as the item that was just crafted

Naming and Tags:
* The Masterpiece will always have an unique, randomly generated name (lists of name parts available for weapons, armor, clothes, jewelry, tools, instruments, books and furniture), either as prefix/suffix, for example "The adamant <tower shield> of the evening star" or as a single name built from two or more components such as "Grim Mountainwind".
* The item is tagged with "Masterpiece" in a similar way as the "Exceptional" tag
* The item is always marked with the crafter's name and the crafting date
* Masterpiece clothing, (rune)books and furniture may occasionally have random a single decorative line of text on it (embroided with golden threading, lined with squirrel fur, adorned with pearls, covered with rich enamel, inlaid with tiny blackrock pieces, etc) picked from a list with such tags appropriate for the item type

Unique properties:
* Masterpieces may occasionally have a random special hue
* Masterpiece weapons, armor and jewelry may occasionally have a single over-cap random mod on it
* Masterpiece spellbooks always spawn with a random set of high-intensity mods
* Masterpiece instruments always have a random slayer property on it
* Masterpiece tools have 150 uses and are not destroyed when they run out, instead they either refresh uses over time or are restored to full at server-up
* Masterpiece instruments have 400 uses and are not destroyed when they run out, instead they either refresh uses over time or are restored to full at server-up
* Masterpieces may be enhanced, reforged and imbued under normal rules (if possible) and will never break when doing so
* Masterpieces will not change color or name when enhanced/reforged
* Masterpiece imbued items may be POFed back up to 50 max durability

Excluded item types:
* Deeded items / add-ons
* Weapons/Armor/Jewelry/Spellbook items that already come with set special properties and/or are crafted from the special recipes
* Assembly type items
* Consumable items such as scrolls
* Cooking and Alchemy items
Send this to Mesanna in the Q & A sessions on UO website! This would be an awsome concept.
 

Uvtha

Stratics Legend
Stratics Veteran
Stratics Legend
Don't you miss the XXXX diamond jewelry from back in the days?

I had the following idea to spice up the crafting system and to allow for a specific subset of rares called Masterpieces that are player-created. Once per calender month, a player may incidentally craft a masterpiece item. This occurs randomly as part of the normal crafting process; the system will determine randomly that a masterpiece item has been crafted and will afford the special tags (see below) appropriate of the item type.

To prevent powercreep, masterpiece items should be mostly decorative in purpose; they come with an unique name and occasionally with unique tags or hues, not with overpowered stats. Instead they use the normal imbuing/reforging/enhancing systems as any other item does.

The purpose of this system is two-fold. It encourages crafters to be active every month to be able to earn their allotted masterpiece. Secondly, it allows players to create one-of-a-kind items with some perceived value, so players can create something exotic and special to wear to special occasions or present as valuable gifts to others.

The rules regarding masterpiece items are summarized below.

Availability:
* One Masterpiece per account per (calender) month
* Crafting a Masterpiece has 0.1% (at GM) to 0.2% (at Legendary) chance to occur when crafting a normal item
* Crafter must have GM or higher skill

Item Type/Material:
* Masterpiece is of same type and material as the item that was just crafted

Naming and Tags:
* The Masterpiece will always have an unique, randomly generated name (lists of name parts available for weapons, armor, clothes, jewelry, tools, instruments, books and furniture), either as prefix/suffix, for example "The adamant <tower shield> of the evening star" or as a single name built from two or more components such as "Grim Mountainwind".
* The item is tagged with "Masterpiece" in a similar way as the "Exceptional" tag
* The item is always marked with the crafter's name and the crafting date
* Masterpiece clothing, (rune)books and furniture may occasionally have random a single decorative line of text on it (embroided with golden threading, lined with squirrel fur, adorned with pearls, covered with rich enamel, inlaid with tiny blackrock pieces, etc) picked from a list with such tags appropriate for the item type

Unique properties:
* Masterpieces may occasionally have a random special hue
* Masterpiece weapons, armor and jewelry may occasionally have a single over-cap random mod on it
* Masterpiece spellbooks always spawn with a random set of high-intensity mods
* Masterpiece instruments always have a random slayer property on it
* Masterpiece tools have 150 uses and are not destroyed when they run out, instead they either refresh uses over time or are restored to full at server-up
* Masterpiece instruments have 400 uses and are not destroyed when they run out, instead they either refresh uses over time or are restored to full at server-up
* Masterpieces may be enhanced, reforged and imbued under normal rules (if possible) and will never break when doing so
* Masterpieces will not change color or name when enhanced/reforged
* Masterpiece imbued items may be POFed back up to 50 max durability

Excluded item types:
* Deeded items / add-ons
* Weapons/Armor/Jewelry/Spellbook items that already come with set special properties and/or are crafted from the special recipes
* Assembly type items
* Consumable items such as scrolls
* Cooking and Alchemy items
I think its a good idea to upgrade "exceptional". Lots of good ideas!
 

King_Fisher

Journeyman
Stratics Veteran
Stratics Legend
A Masterpiece suit of armor, crafted/dated tag and Shard, yes please!
If I could like this more than once I'd do it.
 

startle

Siege... Where the fun begins.
Stratics Veteran
Stratics Legend
Very well thought out and presented, Shakkara. I'll keep watching here for (hopefully) continued constructive conversations regarding this....;)
 

old gypsy

Grand Poobah
Professional
Stratics Veteran
Stratics Legend
Campaign Patron
Don't you miss the XXXX diamond jewelry from back in the days?

I had the following idea to spice up the crafting system and to allow for a specific subset of rares called Masterpieces that are player-created. Once per calender month, a player may incidentally craft a masterpiece item. This occurs randomly as part of the normal crafting process; the system will determine randomly that a masterpiece item has been crafted and will afford the special tags (see below) appropriate of the item type.

To prevent powercreep, masterpiece items should be mostly decorative in purpose; they come with an unique name and occasionally with unique tags or hues, not with overpowered stats. Instead they use the normal imbuing/reforging/enhancing systems as any other item does.

The purpose of this system is two-fold. It encourages crafters to be active every month to be able to earn their allotted masterpiece. Secondly, it allows players to create one-of-a-kind items with some perceived value, so players can create something exotic and special to wear to special occasions or present as valuable gifts to others.

The rules regarding masterpiece items are summarized below.

Availability:
* One Masterpiece per account per (calender) month
* Crafting a Masterpiece has 0.1% (at GM) to 0.2% (at Legendary) chance to occur when crafting a normal item
* Crafter must have GM or higher skill

Item Type/Material:
* Masterpiece is of same type and material as the item that was just crafted

Naming and Tags:
* The Masterpiece will always have an unique, randomly generated name (lists of name parts available for weapons, armor, clothes, jewelry, tools, instruments, books and furniture), either as prefix/suffix, for example "The adamant <tower shield> of the evening star" or as a single name built from two or more components such as "Grim Mountainwind".
* The item is tagged with "Masterpiece" in a similar way as the "Exceptional" tag
* The item is always marked with the crafter's name and the crafting date
* Masterpiece clothing, (rune)books and furniture may occasionally have random a single decorative line of text on it (embroided with golden threading, lined with squirrel fur, adorned with pearls, covered with rich enamel, inlaid with tiny blackrock pieces, etc) picked from a list with such tags appropriate for the item type

Unique properties:
* Masterpieces may occasionally have a random special hue
* Masterpiece weapons, armor and jewelry may occasionally have a single over-cap random mod on it
* Masterpiece spellbooks always spawn with a random set of high-intensity mods
* Masterpiece instruments always have a random slayer property on it
* Masterpiece tools have 150 uses and are not destroyed when they run out, instead they either refresh uses over time or are restored to full at server-up
* Masterpiece instruments have 400 uses and are not destroyed when they run out, instead they either refresh uses over time or are restored to full at server-up
* Masterpieces may be enhanced, reforged and imbued under normal rules (if possible) and will never break when doing so
* Masterpieces will not change color or name when enhanced/reforged
* Masterpiece imbued items may be POFed back up to 50 max durability

Excluded item types:
* Deeded items / add-ons
* Weapons/Armor/Jewelry/Spellbook items that already come with set special properties and/or are crafted from the special recipes
* Assembly type items
* Consumable items such as scrolls
* Cooking and Alchemy items
A very good idea. One suggestion, though, concerning "excluded item types": Possibly include cooking, so that a GM chef might come up with an unusually decorated or exotic food item that isn't just a duplicate of currently existing food graphics? (Hey, I had to try!) :p
 

Warpig Inc

Babbling Loonie
Stratics Veteran
Stratics Legend
Don't you miss the XXXX diamond jewelry from back in the days? And if you have some it imbues and has no durability wear count.

I had the following idea to spice up the crafting system and to allow for a specific subset of rares called Masterpieces that are player-created. Once per calender month, a player may incidentally craft a masterpiece item. This occurs randomly as part of the normal crafting process; the system will determine randomly that a masterpiece item has been crafted and will afford the special tags (see below) appropriate of the item type. That would be one over all and not one per crafting skill?

To prevent powercreep, masterpiece items should be mostly decorative in purpose; they come with an unique name and occasionally with unique tags or hues, not with overpowered stats. Instead they use the normal imbuing/reforging/enhancing systems as any other item does. Very few colors left. Metalic Moonstone. Masterpiece items rotate through colors and if dyed the moonstone coloration is wiped out.

The purpose of this system is two-fold. It encourages crafters to be active every month to be able to earn their allotted masterpiece. Secondly, it allows players to create one-of-a-kind items with some perceived value, so players can create something exotic and special to wear to special occasions or present as valuable gifts to others. Or drop in a "Public Alter of Sacrifice" for a 5% chance at a crafting skill power scroll. 105/110/115/120. Glassblowing and Stonecrafting PS will exsist but can only be applied as long as related skill is of an equal or greater level.

The rules regarding masterpiece items are summarized below.

Availability:
* One Masterpiece per account per (calender) month No matter the skill.
* Crafting a Masterpiece has 0.1% (at GM) to 0.2% (at Legendary) chance to occur when crafting a normal item.
* Crafter must have GM or higher skill

Item Type/Material:
* Masterpiece is of same type and material as the item that was just crafted

Naming and Tags:
* The Masterpiece will always have an unique, randomly generated name (lists of name parts available for weapons, armor, clothes, jewelry, tools, instruments, books and furniture), either as prefix/suffix, for example "The adamant <tower shield> of the evening star" or as a single name built from two or more components such as "Grim Mountainwind".
* The item is tagged with "Masterpiece" in a similar way as the "Exceptional" tag
* The item is always marked with the crafter's name and the crafting date
* Masterpiece clothing, (rune)books and furniture may occasionally have random a single decorative line of text on it (embroided with golden threading, lined with squirrel fur, adorned with pearls, covered with rich enamel, inlaid with tiny blackrock pieces, etc) picked from a list with such tags appropriate for the item type

Unique properties:
* Masterpieces may occasionally have a random special hue. Metalic Moonstone.
* Masterpiece weapons, armor and jewelry may occasionally have a single over-cap random mod on it. Or better a higher imbue cap of 550 or 600 would work better for crafting custom items.
* Masterpiece spellbooks always spawn with a random set of high-intensity mods
* Masterpiece instruments always have a random slayer property on it. Library will see action at last.
* Masterpiece tools have 150 uses and are not destroyed when they run out, instead they either refresh uses over time or are restored to full at server-up
* Masterpiece instruments have 400 uses and are not destroyed when they run out, instead they either refresh uses over time or are restored to full at server-up
* Masterpieces may be enhanced, reforged and imbued under normal rules (if possible) and will never break when enhancing
* Masterpieces will not change color or name when enhanced/reforged
* Masterpiece imbued items may be POFed back up to 50 max durability

Excluded item types:
* Deeded items / add-ons What, no loom that spits out random reward cloth colored spools? No stone chair or wooden stool that have the tally crafting bonuses?
* Weapons/Armor/Jewelry/Spellbook items that already come with set special properties and/or are crafted from the special recipes
* Assembly type items Aww. No chance for a golem worth a damn
* Consumable items such as scrolls
* Cooking and Alchemy items
 

Spellbound

Lore Master
Stratics Veteran
Stratics Legend
UNLEASHED
Begging to Devs...please steal, (or borrow) Shakkara's ideas! Apply it to gardeners growing unique plants too.

Naming and Tags:
* The Masterpiece will always have an unique, randomly generated name (lists of name parts available for weapons, armor, clothes, jewelry, tools, instruments, books and furniture), either as prefix/suffix, for example "The adamant <tower shield> of the evening star" or as a single name built from two or more components such as "Grim Mountainwind".
Waits for new flute titled "Shakkara's Inspired Fey Slayer of Genius, Masterpiece"! with useful mods.
 
Last edited:

Shakkara

Slightly Crazed
Stratics Veteran
Stratics Legend
Thanks for the overwhelmingly positive feedback!

Tina - I like the idea of adding the name of the shard the item was created on! Should be really easy to implement too. Not being able to ferry masterpieces to other shards I'm not so sure about, as that needs coding to implement and I'm not exactly sure what benefit it will have gameplay wise besides making each shard more unique - I fear that people that aim at selling these things will exclusively craft their masterpieces on shards with favorable markets, further damaging the economy of small shards, but that's just my gut feeling and I don't have science or numbers to back it up.

Warpig - Masterpieces would be one per account per month regardless of shard or crafting skill, yes. I didn't want masterpieces having any awesome special imbue powers (beyond a limited ability of being POFable and the possible single overcap mod similar to some existing looted pieces) or being gift-machines, the focus is on their distinct decorative nature, not on adding yet another level of power creep. Is there anything left in the game we can't kill with a full set of imbued gear? That's why I think we don't need to add even stronger items. Under the proposed system it is possible to make masterpiece stone chairs or footstools though, those are regular furniture that are not excluded. They just don't have any special powers, besides looking really shiny. If everyone feels that masterpieces SHOULD come with extra powers, it's something that needs to be discussed though, so don't let my comment here discourage anyone. One thing I haven't listed yet was the damage bonus and resist bonus for masterpieces. Should these be the same as exceptional pieces, or a bit more? Or something different? (I'd personnaly go for 'the same' or a very tiny symbolic increase)

Old Gypsy - I absolutely want this, both for cooking (special cakes, bottled drinks and dishes etc) and alchemy (unique potion artwork with distinct types such as love potions, youth elixirs, itching powder, lycantropy antidotes, etc, and it'd list some random fancy ingredients). But I thought I'd propose the system as lean as I could, so if the developers would look at it they wouldn't be overwhelmed by dozens of exceptions and special things they had to code or batches of new artwork that had to be created. Alchemy could theoretically use the existing non-craftable potion graphics though.

*edited*
For other systems that can be developed as addon I had many more ideas - for example a Treasures of Tokuno / Cleanup type system where special monthly rewards can be earned for handing in X masterpieces, so they're drained from the economy and the market doesn't saturate with them after a year. In its simplest implementation, a single unique 'treasure' item would do, which changes every month. It costs 3 masterpieces plus a sum of gold (like 500k-1m) so we're doing something about inflation in the process. So players can always sell their masterpiece to collectors for a good price, or save for 3 months so they can purchase a 'treasure' whenever something cycles in that they really want to have. During some events, a second item that costs 5 masterpieces can be added (I don't think those should be available every month as they'd be out of reach for too many players that don't have loads of cash or a dozen accounts - although that's something that can be adjusted as the system is live by observing the in-game supply of masterpieces and treasures).
*end of edit*

Secondly I would love an item type called "valuable component" or something along those lines. These will drop very rarely, from any type of creature. They are unique items to be used in the construction of masterpieces, such as a "Pristine-cut Green Diamond", "Exquisite patch of Eremine Fur", "Silver Spider Silk Threading", etc. (They don't even have to have artwork, but can just be represented by a pouch/bag, titled "Pouch containing X".) When a masterpiece is created, one (or more) random appropriate "valuable components" are used automatically and they inscribe a line on the item, such as "Featuring a Pristine-Cut Green Diamond". This would replace the system for the occasional line of decoration the current system has for the non weapon/armor items. But yeah, needs extra coding, so just decided to scrap ideas like this for now. First step is to convince the developers to get this stuff in game - they can always expand on it once it is done!

Angel Dust - will do!
 
Last edited:
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Lady Laurel

Seasoned Veteran
Alumni
Stratics Veteran
Stratics Legend
I love this idea, though I would love to have a 1% chance at creating it instead of .1% and definitely second the suggestion that you submit this.
 

startle

Siege... Where the fun begins.
Stratics Veteran
Stratics Legend
Availability:
* One Masterpiece per account per (calender) month No matter the skill.
* Crafting a Masterpiece has 0.1% (at GM) to 0.2% (at Legendary) chance to occur when crafting a normal item.
* Crafter must have GM or higher skill
So far, I love ALL the great ideas people have offered here. With one small exception: In order to discourage the propagation of "Masterpieces", I would not want them to be able to be crafted by any crafter that is not at least GM. I mean, a char with 30 tailoring simply can NOT create a "Masterpiece".
To me, it just goes against the meaning of Masterpiece.

Just sayin........;)
 

Olahorand

Slightly Crazed
Stratics Veteran
Stratics Legend
Its definitively a great set of ideas.
So Masterpiece could be made with Master of crafting (90+ skill level) with increased chances as GM, Elder, Legendary.
 

Dag Nabbit

Seasoned Veteran
Stratics Veteran
With making a masterpiece,it is my opinion that we should be able to "specialize" our crafting. For example,a blacksmith can make all metal armor of good quality,but lets say the blacksmith really enjoys making short swords. He would spend extra time on each short sword he'd craft to make sure that it was of a quality far above simply 'exceptional' as we have now. I personally would like to see a system introduced that would be somewhat likened to what is seen with bard specializations. This would allow us to step away from the cookie-cutter crafter templates.
 

Specialshoes

Sage
Stratics Veteran
Stratics Legend
The idea of specializing crafting would work in really well with the op. I like it as well.
 

Shakkara

Slightly Crazed
Stratics Veteran
Stratics Legend
Just wondering WHY you people are so fond of crafting specialization. What purpose do you want to accomplish with it?

I think it is because you want to see more player to player trading of crafted items, as not everyone can produce everything for himself anymore.

I see some risks with this system:
Players would only pick the "best" weapons/armor in the game and everything else (for example: Every weapon that doesn't come with Armor Ignore or Whirlwind) will simply not get specialized in, ergo not crafted anymore. On many shards, the game economy is already dead and I can't even find basic gear for sale that I need. I don't craft as I don't have that dreadful imbuing skill and can't figure out how to raise it, so unlike most players, I'm totally dependent on the player to player trading in the game to get the items I need. And I'll tell you, it sucks, bad!

Since I have characters with non-cookie-cutter templates, I am screwed as crafters don't offer gear with the correct mods (as the products I desire are a tiny niche market and thus don't generate profit). With a crafting specialization, everyone will be in this situation, crafters are forced to gravitate into producing for the most widespread templates to have any decent market (it won't pay to produce stuff only 3 players on the shard need as gear doesn't decay fast enough to have a sustained demand unless you're one of the people with 30 accounts and thus can afford to specialize a few characters in non-mainstream stuff) and the consumers will be forced into cookie cutter builds even more as there is nothing available for experimental specs. I fear that the dependency on others is a very big weakness instead of a positive thing, mainly due to the game economy being in such a bad state. In a game like WoW it works because the virtual market is so much bigger.

I think the market of crafted items will not get fixed until items wear out MUCH faster than they do now to the point I need to replace all my gear every week or two. But with the extreme itemization of the game to the point that almost everyone has carefully constructed suits that exactly cap out many properties to the character's maximum, we can no longer do that without annoying a lot of players.

Also, tell me how it works in Ultima Online and why I wouldn't go through the annoying process of using my soulstone to transfer my crafting skills onto all my different characters, so I have 8 specializations per skill instead of just 1.
 

Specialshoes

Sage
Stratics Veteran
Stratics Legend
While I like the idea of specializing like bards have it now to get some kind of bonus. I highly disagree with the skill tree idea. Right off hand it appears to want to add "level based" game mechanics to UO.
 

Dag Nabbit

Seasoned Veteran
Stratics Veteran
Just wondering WHY you people are so fond of crafting specialization. What purpose do you want to accomplish with it?
I favor specialization because that would allow me to offer some uniqueness with my favorite play style in UO. As it is now,I can go craft a high end powerful weapon from ingots to the finished product and say that it is one of a kind. Within 10 minutes of saying so,twenty other blacksmith/imbuers can show up with the exact same crafted weapon that matches my 'one of a kind' masterpiece. Think about it this way. A tamers pride is in their pet they command. A crafters pride,so to speak,is in the uniqueness of what they make. If what I make can not be any better or different then what anyone else can do in minutes,then I do feel that alot of wind is lost out of my sails.
 

CovenantX

Crazed Zealot
Stratics Veteran
Stratics Legend
UNLEASHED
The idea of the whole Crafting - specialization is great, I especially like the cooldown being account-wide. so soulstoning skills back and forth to create more 'Masterpiece items' isn't an option, unless you create multiple accounts and a crafter on each.

It would add some much needed diversity to crafting skills and with that it supports player interaction/trading.
 

Shakkara

Slightly Crazed
Stratics Veteran
Stratics Legend
Crafting masterpieces and craft specialisations are two completely different things, although the thread got derailed a little.

I of course advocate masterpieces.
I oppose craft specialisations (in their currently proposed form)
 

startle

Siege... Where the fun begins.
Stratics Veteran
Stratics Legend
.... On many shards, the game economy is already dead and I can't even find basic gear for sale that I need. I don't craft as I don't have that dreadful imbuing skill and can't figure out how to raise it, so unlike most players, I'm totally dependent on the player to player trading in the game to get the items I need. And I'll tell you, it sucks, bad! ....... I fear that the dependency on others is a very big weakness instead of a positive thing, mainly due to the game economy being in such a bad state...
Exactly! With the exception of Atlantic and maybe some of the Japanese shards, the game economy is DEAD. And it will only come back to life when the Dev's finish the Vendor Search system. Once that is implemented, you'll be able to sell everything you want and buy anything you need... And there will be a place for EVERYTHING being discussed. If you create a Masterpiece, then you will find no trouble selling it - if that's what you choose to do with it... My guess is that Masterpieces will be held in place for enjoyment of just having them and/or showing them off... Unless they give them the ability to be Imbued/Enhanced.... But then, there's a market for those too... It really doesn't matter much what you have to keep or to sell - once every player can see what every vendor in all of Sosaria has when they search for something, then the economy will literally explode back to life... The best stuff will still sell for the best prices, so all of you millionaire luna vendors will still enjoy your great location and your "hard to find" inventory... So chill....

Bottom line, let's continue to bring up the subject of the Vendor Search system so that the Dev's remain aware of our wish to see it happen... And this isn't really a hijaak of this thread, since a discussion of a new class if item - and especially the discussion of a "Masterpiece" class of item, by default means that the economy is heavly invested in said discussion.
 

Shakkara

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Well I submitted it through the UO website feedback panel a few weeks ago and left my email... ZERO reaction. I wonder if they even got it as I didn't even get a confirmation email. :(
 

Kyronix

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Well I submitted it through the UO website feedback panel a few weeks ago and left my email... ZERO reaction. I wonder if they even got it as I didn't even get a confirmation email. :(
Apart from the feedback submission, I've been watching this thread from the beginning and there are a lot of great ideas in here. If ever given the chance to apply some of these ideas to future content, I've got it bookmarked :)
 

startle

Siege... Where the fun begins.
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It's the horribly unbalanced economy that continues to keep this game in a downward spiral in terms of the player base.... Just look around on your shard (Atlantic excluded) and consider how difficult it would be for any beginning player to find anything useful that they could afford... They continue to say that a game-wide vendor search system is up there at the top of what they have planned, but nothing regarding whether or not they are actually working on it or, if not, when they plan to begin... They need to proceed with a bit more urgency....
 
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Shakkara

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Apart from the feedback submission, I've been watching this thread from the beginning and there are a lot of great ideas in here. If ever given the chance to apply some of these ideas to future content, I've got it bookmarked :)
Wow thanks for the reply! With the dev communication on these boards being a little bit mmm, 'minimal' lately I wasn't sure any of it had actually been read, good to see my fears were unjustified. Going through the list of likes I see now that you liked the post initially, so it is a bit my fault.

If I get more ideas in the future, I'll just keep them on coming then :)
 

Kyronix

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Wow thanks for the reply! With the dev communication on these boards being a little bit mmm, 'minimal' lately I wasn't sure any of it had actually been read, good to see my fears were unjustified. Going through the list of likes I see now that you liked the post initially, so it is a bit my fault.

If I get more ideas in the future, I'll just keep them on coming then :)
I look forward to reading them!
 

LordDrago

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Thumbs up to this idea and thumbs up to seeing Kyronix on here and talking.
 
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