Exactly.A property, that costs slots/intensities, should NEVER come with penalties that nullifies the advantages
Exactly.A property, that costs slots/intensities, should NEVER come with penalties that nullifies the advantages
This is moronic, mage armor takes up a property slot, yet all it does is TAKE AWAY all the bonusses. It needs to GIVE bonusses (in this case, the ability to meditate), not destroy any existing ones."Mage Armor" does not benefit from bonus stamina protection.
Well I can see why they would be hesistant to allow it to have the inherant lmc..but it should keep the stamina protection imo. I just think that having mages run around in metal armor/studded or boned with both the stamina protection and the extra lmc would be potentially overpowering. So I can understand not being able to keep both bonuses I think. But getting rid of both the inherant lmc AND stamina loss is just too much. This turns mage armor into a rather crappy property :/This is moronic, mage armor takes up a property slot, yet all it does is TAKE AWAY all the bonusses. It needs to GIVE bonusses (in this case, the ability to meditate), not destroy any existing ones.
Well, my warrior still wears a violet courage and that should count as full plate. Just as many of the other artifacts should count as metal or studded armor. In particular expensive items such as gladiators collars. It's not an option to have them as only medable armor, as the mace and shield is also a compulsory item for many warriors which is medable.Well I can see why they would be hesistant to allow it to have the inherant lmc..but it should keep the stamina protection imo. So I can understand not being able to keep both bonuses I think. But getting rid of both the inherant lmc AND stamina loss is just too much. This turns mage armor into a rather crappy property :/
It's called a Tank Mage and we had 'em since the early days of UO. They sacrifice their mana regen for extra defense, nothing wrong with it, IMO.I just think that having mages run around in metal armor/studded or boned with both the stamina protection and the extra lmc would be potentially overpowering.
Chuckles, did you read the first line of the patch notes? The one that says weapon damage has been normalized according to speed and handedness? The little weapon pictures are decoration. I could have put a kama and a bloodblade up there, or an assassin spike and a sai, or a dagger and a tekagi, or a bokuto and a tessen, or no pictures at all, and none of the stats would change whatsoever. I could change the speed at which base damage is compared to 3 or even 4 seconds and the average would never vary by more than 1.5 points. Your post is a waste of electrons.Why in the world would you use a short spear for comparison?
In the 15 years I have been playing UO and pvping I have never seen anyone use a Short Spear regularly. They are completely useless in pvp and always have been.
SSI has to be imbued into those slots and points I was counting, genius, and specials aren't taken into account because we're not comparing specific weapons, we're comparing ANY two weapons at the same base speed. Congratulations on being the only guy who managed not to understand a simple chart.Homemade comparison charts have absolutely no relevance. You didn't even take into account ssi and the specs on each weapon which are the most important factors.
Wrong. Even if we ignore parrying and bushido completely, the balance-imbued two-hander is STILL giving up an imbuing slot just to gain a whopping half-point of average base damage. It's laughable.Can I parry Yes when I hold a shield with enough dex. And Yes if I only use two handed weapons and have a certain Sammy skill. And disarm. For a Non sammy player without parry also, the two handed weapon now has a better use over a one and a shield.
OH I agree it should still give the stamina protection bonus. I think they were maybe worried about mage armor being too good *which it could be* if they allowed both the lmc bonus and stamina protection. But removing both bonuses is way overkill and does turn mage armor into a rather undesirable property.Well, my warrior still wears a violet courage and that should count as full plate. Just as many of the other artifacts should count as metal or studded armor. In particular expensive items such as gladiators collars. It's not an option to have them as only medable armor, as the mace and shield is also a compulsory item for many warriors which is medable.
Agreed, mage armor has been made to be more of a penalty then anything atm...This is moronic, mage armor takes up a property slot, yet all it does is TAKE AWAY all the bonusses. It needs to GIVE bonusses (in this case, the ability to meditate), not destroy any existing ones.
Yeah I do think there is some twohanded weapons like the ones you listed that will become much more popular. I know I plan on probably making myself a nice executioners axe and hatchet!Why in the world would you use a short spear for comparison?
In the 15 years I have been playing UO and pvping I have never seen anyone use a Short Spear regularly. They are completely useless in pvp and always have been.
Every weapon cannot be perfect or viable on all templates. That has always been and will not change no matter what is revamped.
I think the general idea is to try and make more 2 handed weapons in general more viable. Not every single one as that would be impossible.
No offense but your complete lack of pvp knowledge/mechanics makes you unable to compare any type of weapon for any scenario imo.
If you have not extensively used 1 and 2 handed melee weapons for pvp and pvm how can you possibly believe that you know what you are talking about?
Homemade comparison charts have absolutely no relevance. You didn't even take into account ssi and the specs on each weapon which are the most important factors.
I honestly think you just compared those 2 because they were same weapon class and same base speed lol.
That's like trying to compare a Maserati to a Ford Mustang. They are both the exact same because they are both fast?
Bottom line is that when all the dust settles on this revamp I am pretty sure that at the very least hatchets, executioners axes, quarter staffs and long spears are going to be very, very nasty again in pvp based upon nothing other then their amazing specs and the ability to chug while wearing them.
And what difference does the loss of your precious parry make when fighting a mage?
You are talking like a fool bud. If you put balanced on just the 2 handed weapons I mentioned they will become quite popular and deadly in pvp.Chuckles, did you read the first line of the patch notes? The one that says weapon damage has been normalized according to speed and handedness? The little weapon pictures are decoration. I could have put a kama and a bloodblade up there, or an assassin spike and a sai, or a dagger and a tekagi, or a bokuto and a tessen, or no pictures at all, and none of the stats would change whatsoever. I could change the speed at which base damage is compared to 3 or even 4 seconds and the average would never vary by more than 1.5 points. Your post is a waste of electrons.
SSI has to be imbued into those slots and points I was counting, genius, and specials aren't taken into account because we're not comparing specific weapons, we're comparing ANY two weapons at the same base speed. Congratulations on being the only guy who managed not to understand a simple chart.
- There are so many varieties of refinement components we'll get from looting stuff and of course it doesn't seem to stack!!!
Sure they will, sport. Now go sit down and let the big kids talk. Maybe try reading and understanding what's in front of you next time, before you spend six paragraphs muttering pointlessly about how nobody uses short spears.You are talking like a fool bud. If you put balanced on just the 2 handed weapons I mentioned they will become quite popular and deadly in pvp.
Which quite clearly means that the proposed changes to 2 handed weapons will be substantial and viable.
Which quite clearly also means that your chart was complete nonsense no matter what cute little pics you thought to use
So its not possible to just raise or lower a certain resist 5 points without raising/lowering any other?Sorry this information was missing from the notes. Each armor type has an order in which resist are added and removed.
No kidding I have no idea why they wouldn;t be made stackable from the start! I mean we are going to have to collect a ton of this crap it sounds like if we want to to this refinement thing. As it is right now if they donlt let it stack I wonlt bother with it. I was kinda excited about the resist thing. But heck that doesn;t even seem towork like I hoped it would. I want to be able to add points to specific resists not go up and down the resist list adding a point to each. Though I guess the order does depend on the type of armor? Wonder why they can;t just tell us how that works? Like ok with this armor you start here and this armor starts here. Eh guess it gives me a lot of stuff to test.This publish had damned well better not go live without this **** stacking.
- You've got to be ******* kidding me.
Sooooooo tired of new things being introduced into the game that do not stack when they're quite obviously going to be gathered in quantity.
It just seems they cant introduce any mechanic without a load of hidden underwater rules that aren't displayed anywhere in game. Users will have to experiment endlessly, read through a decade of patchnotes, beg the devs to clarify in an ask&answer, or read many pages on third party sites to get an understanding what they have to do.But heck that doesn;t even seem towork like I hoped it would. I want to be able to add points to specific resists not go up and down the resist list adding a point to each. Though I guess the order does depend on the type of armor? Wonder why they can;t just tell us how that works?
My thoughts xactly.Yes this is what we needed........ more complicated forumlas that someone has to research on a 3rd party site to understand.
Also once again some of this crap is so vague, how can we really understand how it works? For instance... is the 3% per peice an additional mod added when the piece is created, inherant on the piece or just increases the cap and u still have to get the mods. Plus, my 2 cents on this is giving somone a total of 58% LMC seems OPed. Anyone not running med will almost certainly have to switch to studded, bone, etc.
My brain hurts......
Do you Devs seriously really not understand that outside of a few obsessed PvPers, Ultima Online never was about stat-capping and math-watching, and introducing it in Age of Shadows was what destroyed the community back then?
Indeed, this. Simplify, simplify, simplify. (And stackable, stackable, stackable!)So please, please, please reconsider before making what is likely to be a colossal mis-step on the scale of Age Of Shadows again. You may love the design, but it absolutely kills the flow of Sandbox type games.
Video? Pictures? Please!I made a suit today on TC for my elf: 69/69/69/69/80 and only sacrificing 2% MAX DCI penalty. It wasnt made as well as I would on production shards but still managed 150 str, 205 stam 97 mana, 55% LMC, 55% SSI (icluding 30% on weapon) and 1150 luck (all with with an invigorate bard in tow adding +14 to all stats).. Fought a few unbound ev's. Wow I really like these changes. Almost "too good to be true" really.
I'm wondering how much time will need to be spent finding armor refinement materials, if people choose to use them. I really wasn't seeing a lot of the components as stealables. Have not read yet any feedback from anyone regarding how often they show up in treasure chests, on ships, or as champ spawn boss loot. And with 336 different armor refinement items that come as loot or as stealables, how long is it going to take to get the ones you really want? And will the devs adjust the drop rate so that the most desirable ones have the lowest drop/spawn rate? Only time is going to tell.Where is is playing time going? Even now, everyone is planning suits and strategies (if he is also expert in crafting) and not out playing the pvp he signed up for. On the other hand crafters are sitting around wondering what to do. In the near future, the crafter style player will be resigned to filling special orders, hoping the person who orders can supply all the needed materials for the crafting and hoping that the resulting "deal" will be a beneficial economic transaction for both.
This. Has it been fixed yet, that you can tell?Ok im having an issue with the stackable npc refinement resources given from the barrels. It seems every time I put mats form the stack into my pack the weight doubles and wont go away when items are removed. I'm now at 0/125 items in my pack which wieghs 548 stones. This is kind of like the cannonball bug. Except I cant reset my wieght. Closing and restarting the client doesnt help. Any ideas?
No fix for it. I had to abandon my crafter and make a new one. I did find out a few things on the new crafter though. I was using the leather braid thingers. Remove the braids from the stack and place them on the ground. then pick them up and put them in your pack. If you get wieght bugged go through one of the moongates to the refinement areas. It should reset your wieght. Unfortunatly I fiddled with it so much on my orginal crafter, he is now too encumbered to move or use a gateThis. Has it been fixed yet, that you can tell?
Wow. Were you using braid purchased from weaver NPCs or from a redeemed commodity deed from one of the barrels?No fix for it. I had to abandon my crafter and make a new one. I did find out a few things on the new crafter though. I was using the leather braid thingers. Remove the braids from the stack and place them on the ground. then pick them up and put them in your pack. If you get wieght bugged go through one of the moongates to the refinement areas. It should reset your wieght. Unfortunatly I fiddled with it so much on my orginal crafter, he is now too encumbered to move or use a gate
The message you are receiving is meant to direct you to the correct location to be able to apply the refinements should you be in the incorrect location when you try. The messages depend on whether you are in Fel or Tram, and direct you to the appropriate shop (The shops where the moongates lead on Test Center).And have you figured out what's going on with the message about having better success if you go to xyz shop? I haven't tried again since the other night.
They were braids from the deed barrels.Wow. Were you using braid purchased from weaver NPCs or from a redeemed commodity deed from one of the barrels?
Are you saying that the application of refinements is ONLY supposed to work at NPC shops? I was able to apply them in my house on Test Center and got the message along the lines that I had skillfully and expertly applied the refinement. So what's the point of the message being the same in both locations? It doesn't make sense that you get the same message in both places and then in other places you MIGHT get another message but it doesn't seem to affect anything, i.e., you still end up making the plating, etc. Can you please explain further what the intent is so we know if things are properly or we need to report something as a bug? And why did I get a message to go to Fel Bucs Den? The barrel for smithing refinements that you get to from the Haven gate is at the Brit smith shop on Test Center.The message you are receiving is meant to direct you to the correct location to be able to apply the refinements should you be in the incorrect location when you try. The messages depend on whether you are in Fel or Tram, and direct you to the appropriate shop (The shops where the moongates lead on Test Center).
You can take the components (Wash, Scour, Polish etc) and combine them with the raw materials (Alloy, Braid, Solvent) anywhere. Doing so will yield you plating, resin, or threads. These refinement tools need to be used at one of the locations mentioned in the message.Are you saying that the application of refinements is ONLY supposed to work at NPC shops? I was able to apply them in my house on Test Center and got the message along the lines that I had skillfully and expertly applied the refinement. So what's the point of the message being the same in both locations? It doesn't make sense that you get the same message in both places and then in other places you MIGHT get another message but it doesn't seem to affect anything, i.e., you still end up making the plating, etc. Can you please explain further what the intent is so we know if things are properly or we need to report something as a bug?
Actually I thought this over I think only 55 is possible not 58 because only 5 pieces of nonmed armor count towards the inherant lmc. So 55% is the max possible.Yeah I think there should be a cap on the lmc 55% at most probably 50. 58 seems like way too much but guess more testing will be necessary like how good the stamina protection of studded and so on is.
Yep its frustrating really. Ahh well guess I do really need to get on test center and test this stuff. I am happy right now for the most part about the armor and weapon changes. Minus something things like them not balancing resists, no parry/evade on twohanded weapons with balanced and of course this refinement mess. Oh and of course the incredibly bad HLD/DCI changes. I have no idea why they think those are a good idea! I wish they would just make it so that you can;t over cap DCI!It just seems they cant introduce any mechanic without a load of hidden underwater rules that aren't displayed anywhere in game. Users will have to experiment endlessly, read through a decade of patchnotes, beg the devs to clarify in an ask&answer, or read many pages on third party sites to get an understanding what they have to do.
Example of popular online game with bad graphics and simple rules: http://www.realmofthemadgod.com/
Why can't UO just ditch the AOS garbage and get back to the basics?
Okay, Kyronix came and fixed my bugged crafter on Test Center (she became overweighted after picking up some braid from a redeemed commodity deed). We also figured out that the message I saw Friday night was indeed from trying to apply plating to something while at the wrong location.You can take the components (Wash, Scour, Polish etc) and combine them with the raw materials (Alloy, Braid, Solvent) anywhere. Doing so will yield you plating, resin, or threads. These refinement tools need to be used at one of the locations mentioned in the message.
Patch Notes
2013 Feb 22 23:22 GMT
Changes to Publish 81 have been patched to TC1. Click on more for the updated publish notes.
Components can be combined with 20 raw materials available from NPC Merchants:
Blacksmiths
(Malleable Alloy)
Weavers
(Leather Braid)
Carpenters
(Solvent Flask)
Because there would be nothing to do. UO is an mmo not a flash game. I'm all for simplification and clarification of current stuff, but going back to pre aos... they might as well just shut the game down.Example of popular online game with bad graphics and simple rules: http://www.realmofthemadgod.com/
Why can't UO just ditch the AOS garbage and get back to the basics?
I'm not saying they need to go back to exactly the same ruleset as we had before AOS, I'm saying that the AOS stuff should be scrapped and the game reworked into a smooth and clear ruleset. Not necessarily a very simple one, but an easy to understand one with quite a bit of depth to it. The easy to learn, hard to master saying comes to mind.Because there would be nothing to do. UO is an mmo not a flash game. I'm all for simplification and clarification of current stuff, but going back to pre aos... they might as well just shut the game down.
Ha ha - surely you jest. Lets enjoy the www.uo.com coverage of 'crafting' here http://uo.com/Craftingover the years UO (Ultima Online) has turned into UO (Unrelated and Over-Complicated)
After the dust settles I really hope there is a good guide produced by the dev team.
Yeah there really needs to be an "advanced" crafting guide in there as well. Something that explains how things like imbuing and reforging and of course this new refinement system works.Ha ha - surely you jest. Lets enjoy the www.uo.com coverage of 'crafting' here http://uo.com/Crafting
Lets see..no mention of reforging, imbuing etc. Lets remember that this is the MAIN PAGE for UO that any new character will start with in terms of understanding the game. Now lets consider why they don't stick around long. Its like giving someone a car and expecting them to maintain it with a user guide that says 'insert key, start car'.
ksara........its getting stupid.....over the years UO (Ultima Online) has turned into UO (Unrelated and Over-Complicated)
After the dust settles I really hope there is a good guide produced by the dev team.
I donlt know we will see they have listened to some of our feedback. Not sure why they seem to be refusing to listen to certain things though. I mean I understand sometimes the feedback players give is not really good because they are just trying to help themselves or its just ranting lol. But things like the HLD/DCI changes being bad have been well explained same with why it is important to balance resists and why making mage armor lose all the stamina bonuses and inherant lmc is a bad idea. However despite these issues I do feel the publish is starting to go in the right direction. I am actually quite happy about somethings, like having more viable options for armor and weapons. I certainly donlt want the publish to go live as it is though. The above issues need to be addressed at the very least and I personally think they should ditch the refinement system. But to be honest if they put the refinement system as it is now I will probably just ignore it.Based on the Dev posts....it's full steam ahead with these horrible additions.
That's the end for me if this garnage goes through.
I can't shake the feeling there is more to the refinement system than what we've seen so far. There has to be a good reason why all those new items were added but identical ones can't be stacked with each other. And it seems very incomplete to me to go to all that work to create a system that only lets you raise or sacrifice resists for some other property just with respect to nonmeddable armor. I'm wondering if something similar will be rolled out that lets you do the same for meddable armor if you sacrifice or add some property that would be useful to spellcasters.I donlt know we will see they have listened to some of our feedback. Not sure why they seem to be refusing to listen to certain things though. I mean I understand sometimes the feedback players give is not really good because they are just trying to help themselves or its just ranting lol. But things like the HLD/DCI changes being bad have been well explained same with why it is important to balance resists and why making mage armor lose all the stamina bonuses and inherant lmc is a bad idea. However despite these issues I do feel the publish is starting to go in the right direction. I am actually quite happy about somethings, like having more viable options for armor and weapons. I certainly donlt want the publish to go live as it is though. The above issues need to be addressed at the very least and I personally think they should ditch the refinement system. But to be honest if they put the refinement system as it is now I will probably just ignore it.