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Please Mesanna, can we upgrade the overlands loot at Felucca

FrejaSP

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In the past, newbies and crafters would hunt at the forest, desert, the gravyards, the orc and lich spots and the swamps. This may work for Trammel too, but on Siege we only have Felucca and I would love to see people busy hunting, mining, lumbering, running vendors. We need the feeling back from living in a player town and defend it against attack.

No one is around, that hurt player towns and the fights around the player towns.

There is only need for small changes.

1. Upgrade loot to a lesser Shame level 1 version, something like the lesser to greater magic items from Shame but not the artifacts, that would give some useful unraw for young crafters, even a few relic if lucky.

2. Bring back the random brigand and gypsy spawn and the locked / trapped chests/barrels. Increase the loot a little, maybe a few small gems and a chance for a rare item, that be deco or imbuing resources or maybe a talisman.

3. Add a few npc vendors and a minter at the player towns far from a gate or a npc town, maybe at the old guard houses, a innkeeper and a stable would be nice too. That would help player towns too.

Some of the animal and monsters could use a little more power but only a little, else they get to hard for newbies and crafters with little combat skills.
A lot newbies don't feel like going to dungeons as their skills are to low to put up with PK's or there friends are not on to make them safe in numbers. Same with crafters, they are not that much for dying in a dungeons. At overland, they can easier find a healer and get back to body and the overlands PK's often like to RP and share some fun with their victims and give them a good fight.

Yes I know, a lot won't agree with me, but I had most fun in UO, when you did see people at the overland, including roaming PK's and anti PK's trying to protect the weak and the crafters.

I know we on Siege can't ask for changes only on Siege but I believe this would work on all shards, I would also love to see 2x drop and fame on Siege Felucca like on the rest of the shards. And remove the 3x prices and higher price for classic houses and old ships on Siege. Some of our old rules hurt more than they help.

Same with limit to one char. I see a lot quit Siege because they only can have one char and can't test new skills without using RL cash for soulstones, a lot can't afford that and a lot can't afford multi account like me.

Thanks for reading
 
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FrejaSP

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Lots of views but no comments :(
 

SlobberKnocker

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looks like some solid suggestions. I've always been a big proponent of anything that gets more people in the towns (outside of luna on prodo shards). I think its a travesty that brit is a ghost town on most shards outside of some sporadic sw focus activity at wbb.

off topic but since the inception of being able to add housing how has siege's population been?
 

CovenantX

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Shame loot needs to be rolled out all over, however, like Dungeon Shame (whetstone) there should be something specific to certain dungeons, so that people would continue to hunt there.
Covetous has its own array of artifacts + void-pool, Tram despise on prodo shards as well, (but the mistake with despise, is there's nothing to just 'farm').

I do hope the dungeon revamps continue soon at least, but the overland would work too, anything that makes the old content worth doing again.
 

FrejaSP

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The houses did help Siege, more are staying but there are still to many who give up. I really believe it would help, if they again could hunt near guard zone or their house, until they feel more skilled to go to the dungeons. UO had always been about the community, it was friends, who made you stay and made you play for hours. In the early years of UO, people was hanging out around the houses and in the town near their house.
Even when Trammel do not have the PK's to make people group up to be safe, it would be nice to see shops in the player towns and RP places like player runned Inns.
I know we do have to many shards now, and that is a problem, Siege is not the only shard, who need more players. To keep new players, they need to have fun from playing and feeling they are a part of the community and someone need them.
All the dungeons are great but they do not build community.

I don't really believe it is dying to PK's, that make players give up Siege, it more fear for dying, that make them leave their good stuff in the bank. It is still a little to hard to replace a lost suit as we have to few crafters running shops. Imbuing is very time eating and when people risk to lose the suit 5 min later, they can't afford to pay a lot for it.

Maybe we need an add to expensive bonus, if the crafter is legend, something like 5 and better basis bonus, most armor do only have a basis of 15-16, except garg, that do have 30, that mean a store brought armor is very crappy, same with a lot monster loot. Make it 25 for leather, clothes, leaf, ring, chain, hide, 30 for studded, bone, dragon and 35 hats, plate, stone, woodland armor. Fix garg neckless and earrings, so they get matrial bonus. If we got this changes, tailors, carpenters and smiths could put at least 5*60 but if they mix it 5x70 resist suit together without imbuing.

I believe this could bring the smiths and carpentes back, as they could sell suits, the imbuers then could buy and imbue.

It would also lover the price on suits as time is money too
 

FrejaSP

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On Siege we only have the old Despise dungeon, it could need shame loot. Coveteus level 1 could be great for newbies but the loot really sucks so not even newbies go there, that could need lesser shame loot too.
 

Goldberg-Chessy

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Huhza?

Crafters with little or no combat skills need easier things to hunt for better loot?

Crafters that signed up to play on a shard that was specifically designed to be more tedious and difficult?

Riiiiiight
 

FrejaSP

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Huhza?

Crafters with little or no combat skills need easier things to hunt for better loot?

Crafters that signed up to play on a shard that was specifically designed to be more tedious and difficult?

Riiiiiight
Maybe the stuff on overland should be less agressive unless you attack it. Maybe if you attack a bear and there is 2 more near, all 3 will fight you to give some challenge to the ones who want it. If the bear are alone, you will only fight the one you attack. Same with a gypsy, orc, brigand spawn, if you don't attack it, you are safe but if you attack, all get aggressive to you.
However the spots like orc fort, the liches at Yew, the desert, the deep forest and the swamp, stay away from there if you are a crafter with no combat skills. Overland is not only for crafters.
 

Tina Small

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Instead of changing the loot to "Shame loot" on overland spawn, I think what might work better would be to use something like the amalgamator baskets that you get from the cleanup system or the elixers from the alchemist quests to let you combine certain resources to get better resources.

For example, maybe you could use an amalgamator to convert 10 magical residue into 1 enchanted essence, or convert 10 enchanted essence into one relic fragment. Or be able to combine 10 regular leather to get 1 spined leather, or 10 spined leather to get 1 horned leather, or 10 horned leather to get one barbed leather. Or combine 10 regular boards to get 1 oak board, 10 oak boards to get 1 ash board, 10 ash boards to get 1 heartwood board or bloodwood board (I'm never quite sure which one is actually rarer than the other!), and 10 heartwood or bloodwood boards to get 1 frostwood board. This is an idea that might be useful on any shard, not just Siege or Mugen. Edited to add: I would not go so far as extending to Siege and Mugen at this time the "double resources because it's Fel" rule that exists elsewhere. I think that's too significant of a change to make and would rather see something like the amalgamator concept given a shot first.

I am really hesitant to see the existing loot table outside of Shame/Wrong/Covetous and the raiders at the brigand camp between Skara and Yew just be completely thrown out the window. The reason for my reluctance is that it seems to me to be much harder, if not almost impossible, under the Shame loot system to get "clean" single-property jewelry that can then be imbued further. For example, I rarely find Shame jewelry that has just FC 1 on it, or just FC 1/FCR 2 on it, or maybe even FCR 3 with just one or two other properties that are actually useful or can be swapped to something more useful (e.g., a skill in group 1 to a different skill in group 1). However, I do regularly get jewelry like that from regular old spawn that doesn't use the Shame loot system. On Siege (and elsewhere), I always save those pieces plus any +14 or +15 jewelry pieces that aren't also sporting unusable properties. I can then use the imbuing ingredients I have at hand on Siege (which rarely include relic fragments, unless I buy them from someone's commodity broker, and never includes the high-end imbuing ingredients from t-chests or the Abyss) to make the pieces more useful.

Perhaps the quantities of high-end imbuing ingredients that you get in treasure chests on Siege and Mugen could also get a slight upward nudge, e.g., instead of getting 2 on some chests you get 3, etc. If it's not a really radical change, I think such a small bonus would be consistent with some of the other small bonuses Siege and Mugen provide, such as slightly better resists on exceptionally crafted items based on your arms lore skill, more uses on crafted and BOD reward shovels and pickaxes, etc.

Instead of completely getting rid of the idea that NPCs charge more on Siege and Mugen, I'd rather try first just changing to 2X pricing for their wares (as compared to other shards), instead of 3X. And/or perhaps investigate the idea of using the governor system on Siege and Mugen to somehow let citizens use their city loyalty level to let them choose between lower NPC prices in their city of choice to the same as on production shards or to take advantage of some other perk such as the trade deal buffs.

Edited to add: Also, to make it easier to acquire the small gems, perhaps give the drop rate for miners to get the small gems a slight upward nudge on Siege and Mugen and slightly increase the number of small gems dropped by monsters that already drop them (e.g., if a monster currently drops 4 small gems, it will drop 5).
 
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FrejaSP

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Some good ideas Tina. I still believe the idea about lesser shame loot would work, without hurting Shame and this stupid mega hard raiders brigand spawn. maybe limit the counts of mods that can be added to the items. It should never be as powerful as in Shame but a little more useful that what we have now.

I like the amalgamator baskets idea but believe 5 leather/hide to upgrade to next color is more fair. 1000 plain to get one barded leather is insane, that will be 125 plain to get one barded. With board and ingots, I believe 2-3 would be right. With magical residue, 10 would be right to get to essence and 10 to get to relic, that will be 100 magical residue for 1 relic.
 

flappy6

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they could just flood the shard with artifacts , like use the doom system but any monster on the shard counts(doom systems- after so many monsters killed you get a drop) , that way it would be easier to make suits and wont be heart broken if you lose it, i mean really any artifact on siege is like a cursed arty on a production shard. seems silly to make them so rare that you wouldnt even use if you got an orny or a sash.....also seems like a waste of time to play siege with a gm made generic suit if you can go play atlantic and play your charcter decked out. and if you live on siege and you dont like this idea because you dont want your artifacts to be worth less ,then you really dont want the shard populated
 
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flappy6

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and i wouldnt say put every arifact in it,maybe like the top 50 items,could even add a drop of ingredients or imbuing items,(50 taint drop in your back pack)
 

FrejaSP

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Better access to good stuff would sure make it fore fun, that alot like to PvP but if you can't afford at somewhat good stuff, PvP is less fun, special if you need to use hours farming/crafting to be able to PvP.
When I ask for bettet resource drop and higher resist on crafted stuff, i's because Siege is not only PvP, we do have alot busy crafters who run shops to serve the PvP and PvM community but they like to hang out and do events too. using hours a day to stock your vendors are just to much if you have a RL too.

You are right, to us are cursed artifact great as cursed mean nothing to us.

The problem is t find changes that help Siege but also will be welcome on normal shards. We can't expect Devs to make more special Siege rules as they are a problem, when we get new patches and they have to use extra time to make it fit Sieges code
 

Warpig Inc

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Ocllo. add in some lower end rare ore eli and normal & spine leather producers. Most of the area is a quick dash to the guardzone. Besides if a player goes there looking to PVP they are sad. For higher end critters with better loot and mats. If character can't kill it your not high enough to use the mats crafting or unravelling. It is SP. If a player wishing to be a crafter is not teaming up with a hunter for little back scratching. They are both skating up hill unless they have more then one account and a vist to the store for soulstones.
 

Tina Small

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Ocllo. add in some lower end rare ore eli and normal & spine leather producers. Most of the area is a quick dash to the guardzone. Besides if a player goes there looking to PVP they are sad. For higher end critters with better loot and mats. If character can't kill it your not high enough to use the mats crafting or unravelling. It is SP. If a player wishing to be a crafter is not teaming up with a hunter for little back scratching. They are both skating up hill unless they have more then one account and a vist to the store for soulstones.

On Siege and Mugen, unless the devs or an EM put in a special gate or teleporter pad, Ocllo is out of reach for non-mage characters who don't have access to a crystal portal to get to the bank and who don't want to sail there from somewhere else. Non-mage characters would also have a problem leaving Ocllo without access to a gate or teleporter pad. And if you have a mage character that is able to gate to/from the island, you would want to make sure you have an extra LRC suit or reagents in your bankbox or access to a specially-placed gate or teleporter pad or carrying a boat before going to Ocllo if there is any chance your character will be killed and lose his/her suit or reagents.
 
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Petra Fyde

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(but the mistake with despise, is there's nothing to just 'farm').
Actually, while I don't do it often, I do sometimes 'farm' despise hearts to spend with the wisp outside. I buy mostly MR3 and MR4 jewellery.
 

CovenantX

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Actually, while I don't do it often, I do sometimes 'farm' despise hearts to spend with the wisp outside. I buy mostly MR3 and MR4 jewellery.
I meant shame-loot, gold, etc. The hearts buy you ephemeral items (which also, the wisps items are WAY too random), It would be hard for someone to just buy one or multiple item(s) and build a suit around it and expect to get a replacement with the same or better stats by time the one(s) they're using breaks.

Ephemeral item, can be good for training (depends on what kind of training), but they don't last more than a few days if you're actively hunting anything.
Where as brittle/cannot be repaired items, can last twice as long if you're on a tamer, mage, thrower, or an archer, and able to kill things before they do damage to you, thus preventing durability loss (not including weapon).

This is why very few people use the actual artifacts from the Void Pool. It's far better to get the real ones, and sometimes far less time consuming as well.
 

FrejaSP

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Lets say basis resist was increased with 15 % and weapon got a basis damage increase of 15%, that alone would make the loot on overland a little better for newbies, and it would also count for items brought from NPC vendors and crafted of a young crafter, who not yet can make exceptional items.

Then give the items a chance to get max intensity on 1 - 2 mods instead of 4-5 mods with very low intensity, this way, there may be items worth to imbue and for newbies to use, that could be 1/2 or 1/3 jewelry or a weapon with a maybe SSI and a hit lighting or maybe SC and mageweapon.

The loot is not all bad, it just need to be tweaked a little, so maybe there was 2% chance for unraw of a relic and 20% for essence.

I really don't like BODs and Heartwood quests, as they are singleplayer games in a multiplayer game. I would like an alternative to them.
Maybe when you make clothes from wool or cotton, you have a chance, that the bolt of clothes get a rare color, maybe 1 % chance
Maybe some monsters (on overland) that give leather also have a small chance to give talisman, recipes and runic sewing tools and up to 110 tailor PS
Maybe Lumberjacks had a chance find a runic fletching or carpenter tools, recipes at the ground when lumbering, they only spawn if the char are doing lumbering or on monsters who attack them when lumbering
Same with Miners, they should have a chance to find smithing, tinkering runic, recipes, ancient hammers and 110 smith PS.

It would all help to make crafters and newbies use overland again and I believe it would make it more fun for new UO players. Doing BOD's or Heartwood quests are no fun for most players but can be helpful for young crafters to make a little gold from training, special as NPC Vendors don't buy their crafted items on Siege.

More players using overland would make Siege more fun. Sure it would increase the risk for dying to PK's but the risk would be worth it and help build the community and guilds.
 

kaio

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I thing in general loot needs to be upgraded siege or not.
Iv'e played alittle on siege. I did get alot of help from the NEW2 guild, witch was nice :)
Me and a buddy did hunt in Wrong, when we had like 70..80 magery, we casted blade spirits, it did take time killing those visious creatures. But it was duable, and over time we got
decent suits.
So in my experience i dont see any need for making things easiere for crafters. All we had was basically 70++magery and meditation skill..
Would like to see an easiere way to get basic gems, and stuff like that.
 

FrejaSP

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Yes the new loot in dungeons are fine. The reason I want to help crafters is, Siege need a lot more vendors with decent crafted suits and with suits made from new loot. The PvP'ers don't want to use a lot time do farming or crafting to PvP 5 min, it's special hard for new PvP'ers.

Tina Tink is a crafter but making decent suits for my vendor are far to time eating, special the resist part is a pain.

The best loot should always be in dungeons but I would love to see players using the overland too as that's where you will get the feeling of living in UO. When UO and Siege was young, there was a lot life at overland, miners, lumber, crafters, young PvM'ers, good PvP'ers protecting them and lonely PK's killing them, many times in a RP way. That was where you made friends and allies.

Now the overland and the player towns are empty, that's sad
 

Obsidian

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I think the new loot system should be rolled out throughout Ilshenar. That would bring some much needed attention to that facet.
 

FrejaSP

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Ilshenar do have Paragons, but I agree, the loot could need a tweak, also in the chests
 

Smoot

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Random weekly spawn of a crimson dragon (but maybe triple the hp of a normal crimson dragon)
Only in Fel.
1 Guaranteed clean legendary item per dragon.
 

kaio

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Yes the new loot in dungeons are fine. The reason I want to help crafters is, Siege need a lot more vendors with decent crafted suits and with suits made from new loot. The PvP'ers don't want to use a lot time do farming or crafting to PvP 5 min, it's special hard for new PvP'ers.

Tina Tink is a crafter but making decent suits for my vendor are far to time eating, special the resist part is a pain.

The best loot should always be in dungeons but I would love to see players using the overland too as that's where you will get the feeling of living in UO. When UO and Siege was young, there was a lot life at overland, miners, lumber, crafters, young PvM'ers, good PvP'ers protecting them and lonely PK's killing them, many times in a RP way. That was where you made friends and allies.

Now the overland and the player towns are empty, that's sad
Let me understand this correctly.
Siege needs filled vendors with nice suits, made by crafters, and with looted stuff from new dungeons.
All this because, PVP'ers dont have time to farm ?

What siege need is more stuff on NPC vendors to be sold, like gems, so the crafters could actually imbue decent gear.
 

FrejaSP

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Kaio said:
Let me understand this correctly.
Siege needs filled vendors with nice suits, made by crafters, and with looted stuff from new dungeons.
All this because, PVP'ers dont have time to farm ?

What siege need is more stuff on NPC vendors to be sold, like gems, so the crafters could actually imbue decent gear.
No, NPC vendors do not help building the community, Crafter, farmers and PvP'ers do, as they depent of each others. Siege do not need NPC vendors as long we can get the stuff from monsters, animals, treasure chests, mining and lumbering.
 

kaio

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No, NPC vendors do not help building the community, Crafter, farmers and PvP'ers do, as they depent of each others. Siege do not need NPC vendors as long we can get the stuff from monsters, animals, treasure chests, mining and lumbering.
That is so true, 10 years ago..Now not so much, now we talk 2014 in game search, new land masses, booster packs etc etc..Siege need to evolve alittle, letting people place a house, really issent enough.
 

Captn Norrington

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in my opinion, siege should be exactly like UO was in 1999, I mean 100% the same, no trammel, no malas, no ilshnar, no ter'mur no tokuno, just felucca, no new dungeons either, and no new skills like imbueing...it should be the most pure version of the game in existence. or if not siege, they should make a new shard that is like that.
 
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FrejaSP

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Can't agree with that, except Malas and Trammel, this 2 facets I don't need. I loved UO in 1997-1998, in 1999 it ws already ruined of stat loss.
Special the last years have healed alot of the damage AoS did and I like imbuing alot
 

kaio

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in my opinion, siege should be exactly like UO was in 1999, I mean 100% the same, no trammel, no malas, no ilshnar, no ter'mur no tokuno, just felucca, no new dungeons either, and no new skills like imbueing...it should be the most pure version of the game in existence. or if not siege, they should make a new shard that is like that.
This could be fun actually :)
 
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