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Per Mesanna's request, suggestion for crafters to compete with existing loot level

Silent Singer

Certifiable
Stratics Veteran
UNLEASHED
Hello all,

At the Meet and Greet this week, a player named Urge opened the topic of creating parity of crafted items vs looted legendaries. From Larisa's transcript:

Developer Meet And Greet ~ Catskills ~ March 25th, 2019

//begin quote//

Urge says: Are there any plans on increasing crafting to become on par with loot?

Mesanna says: We are aware that crafters need a pirpose again and if you have any suggestions

Mesanna says: we would love to hear them

Urge says: Ill send some in.

Mesanna says: feel free to email me

Mesanna says: and I will make sure the team reads them

//end quote//

I gave some thought to this, here is my rough suggestion for discussion if anyone is interested.

Mythical Intensification Crafting

This process creates an avenue for crafters to compete with modern regular loot items without reducing demand for high end legendaries.

The Mythical Intensification Crafting process takes a loot item of Lesser Artifact, Greater Artifact, Major Artifact, or Legendary Artifact OR a previously Enhanced Crafted Item and consumes it in an attempt to create a Mythically Intensified item.

Mythical Intensification involves using one of five intensities:

Ruin (weakest)
Force
Might
Power
Vanquishing (strongest)

And it uses bonus strengths based on selected material levels (not all materials used initially, but can be added in a later publish):

Shadow
Gold
Bronze
Verite
Valorite

Yew
Oak
Bloodwood
Frostwood

Mythical Intensification can only be performed on weapons or shields. This means that a maximum of TWO Mythically Intensified items can be used by a single toon.

Intensification raises existing mods and adds new mods to the selected item based off of the following table:

Table 1.JPG


The process has the following steps:

1. The owner of the original item purchases an blank Mythical Craftsmanship Commission deed from NPC blacksmiths or carpenters. The deeds are priced at the following levels:

Shadow (+ 50,000 gold)
Gold (+ 100,000 gold)
Bronze (+ 200,000 gold)
Verite (+ 300,000 gold)
Valorite (+ 500,000 gold)

Oak (+ 50,000 gold)
Yew (+ 100,000 gold)
Bloodwood (+ 300,000 gold)
Frostwood (+ 500,000 gold)


2. The owner of the original item double clicks the deed, and is presented with a menu to choose the requested intensification level. Each level will have an associated cost. The costs for a level are:

Ruin (+ 50,000 gold)
Force (+ 75,000 gold)
Might (+ 100,000 gold)
Power (+ 250,000 gold)
Vanquishing (+ 500,000 gold)

Thus, the total cost of finished commission deed will be:

Table 2.JPG

Once material bonus cost is selected, the owner is given a target and asked to select the item that will be intensified. This selection will consume the item. Its original properties now appear on the deed, with the corresponding power and material levels and the name of the owner at time of selection. The deed is now finalized and ready for the crafting attempt.

3. The owner double clicks the finalized deed, and then targets a willing Legendary Blacksmith, Bowyer, or Carpenter (depending on the type of original item). Only crafters with the skill level of 120 may make an attempt. The selected crafter is given a gump showing the finalized deed, and are prompted to accept or reject the commission. If rejected, the deed returns to the owner's pack. If accepted, the deed appears in the crafter's pack. The crafter then has 3 minutes to make the attempt. If the attempt is not made within the three minutes, it returns to the owner.

4. The crafter has 3 minutes to make the attempt, and in this time can utilize the UO Store Runic Enhancing tool, if desired. If it is not used, the success of the attempt is based off of the following table:

Table 3.JPG

If the attempt succeeds, the intensified item appears in the original owner's pack. The crafter recieves the 50% of the total cost of the commission per the table above.

Restrictions:

- Only one commission can be attempted per crafter per day.

- Negative mods will be replaced with "Greatly Prized", per the following:

Greatly Prized -This will be a new mod applied to all resulting crafted items from this process. Items with the Greatly Prized modification have the following:

"This item's insurance cost is 500% of the the normal insurance cost for a similar non-intensified item."

For example, if the insurance cost for the source item was 2000 gold per death, the Greatly Prized insurance cost will become 10,000 gold per death.

For any source item that contains the following properties:

Cursed
Antique
Prized
Brittle

This property will be removed from the resulting crafted item and replaced with the following property:

Greatly Prized

For any other source item that does not contain the Cursed, Antique, Prized, or Brittle properties, the resulting crafted item will additionally receive the Greatly Prized modification.

- The final item will have the following naming convention:

"A Mythically Crafted (insert material type added) (insert item type name) of (insert intensity level) Wrought By (insert crafter's name) for (insert commissioning player's name)"

Example Names:

"A Mythically Crafted Golden Heater Shield of Power Wrought By Calavera for Lord Pawain"

"A Mythically Crafted Valorite Longsword of Vanquishing Wrought By Calavera for Lord Pawain"

"A Mythically Crafted Bloodwood Bokuto of Might Wrought By Calavera for Lord Pawain"

Sample Items:

Initial Item is a Wooden Shield with the following mods:

Brittle
Spell Channeling
Reactive Paralyze
DCI 15%
SSI 5%
Fire 5%
Durability 75/75

If Yew // Might is attempted and successful, this item could become:

Greatly Prized
Spell Channeling
Reactive Paralyze
DCI 21%
SSI 9%
Fire 5%
Durability 75/75

- or perhaps -

Greatly Prized
Spell Channeling
Reactive Paralyze
DCI 15%
SSI 9%
Fire 9%
Durability 75/75

However, if the same initial item was used in a successful Valorite // Vanquishing attempt, it could become:

Greatly Prized
Self Repair 5
Spell Channeling
Reactive Paralyze
LMC 8%
FC 1
Luck 100
DCI 30%
SSI 10%
Fire 10%
Durability 75/75

and it would have cost the following resources:

- the original item, which is consumed in the attempt
- 1,000,000 gold, half of which is automatically deposited into the crafter's bank box on success
- 1 charge of the UO Store Runic tool (assuming one was used by the crafter)

This provides crafter with a way to create nice items using existing 'almost there' legendaries or from player created enhanced weapons and shields. It also provides continual demand for loot items as 'fodder' for the process when folks choose not use the Runic tool. And for those great pieces you don't want to fail on, it provides more demand for a UO Store item that can generate revenue for the game.

I'll post this over at the official forum too since some of the devs aren't following this board as closely now.

Thanks for reading.
 

Laura_Gold

Certifiable
Governor
Stratics Veteran
Stratics Legend
UNLEASHED
Take away randomness.
Let us make exactly what we want to make (You know, a better "imbuing")

Let ALL properties that can be found on loot be imbued.

Fold enhancing, reforging, and refinement into imbuing.

Make crafting be destination-oriented. Specify what properties you want, then you get a requester telling you how much of each ingredient or charged runic or skill will be needed to make that. Then you make it with all those things in your pack.

If you want to make crafters more relevant
o No repair deeds. Repair has to be performed by a crafter.
o Crafter has an increased chance at "repair without weakening" depending on how damaged the item is.
- Grandmaster and above skill should always repair without weakening something that is less than 10% damaged. This will mean that people will want to get stuff repaired early and often.
- Legendary blacksmith/tailor should have a good chance to increase "permanent" durability when repairing. You know, make the item better than before.
 

celticus

Crazed Zealot
UNLEASHED
Take away randomness.
Let us make exactly what we want to make (You know, a better "imbuing")

Let ALL properties that can be found on loot be imbued.

Fold enhancing, reforging, and refinement into imbuing.

Make crafting be destination-oriented. Specify what properties you want, then you get a requester telling you how much of each ingredient or charged runic or skill will be needed to make that. Then you make it with all those things in your pack.

If you want to make crafters more relevant
o No repair deeds. Repair has to be performed by a crafter.
o Crafter has an increased chance at "repair without weakening" depending on how damaged the item is.
- Grandmaster and above skill should always repair without weakening something that is less than 10% damaged. This will mean that people will want to get stuff repaired early and often.
- Legendary blacksmith/tailor should have a good chance to increase "permanent" durability when repairing. You know, make the item better than before.
I keep on dreaming...
 

Porky

Seasoned Veteran
Stratics Veteran
Don't make it too complicated. Maybe let the imbuers imbue more properties per item instead of just 5? Or, raise the property intensities that an imbuer can imbue.
 

Merus

Crazed Zealot
Stratics Veteran
Stratics Legend
UNLEASHED
I would add a small chance to receive an “artificers gem” when unraveling high property weight legendary items.

The gem could be used on any imbuable item to create an “artificers item” which would increase the imbuing budget to 1200 and allow up to 12 properties. It would also increase the imbuing caps to the max property cap (example mana regen cap would change from 2 for regular imbuing to 4 for artificers imbuing).

All artificers imbuing would have a 100% success chance.

This would keep some value to hunting while adding value to some of the higher end legendary items with mismatched properties and let crafters start creating better items.
 

Gnoopey

Journeyman
Governor
Stratics Veteran
Stratics Legend
All what Laura_Gold 'said' up in post #2 except the stuff about repair deeds. Repair deeds are done by crafters so taking them away would make no sense - but they should also repair without decreasing durability - especially if the repair deed was done by a crafter at the skill cap!

Automatically put imbuing skill back to below master level to folks who call an artificier an 'imbuer' (!) ;-)
 

Obsidian

Crazed Zealot
Alumni
Stratics Veteran
Stratics Legend
Campaign Supporter
All what Laura_Gold 'said' up in post #2 except the stuff about repair deeds. Repair deeds are done by crafters so taking them away would make no sense - but they should also repair without decreasing durability - especially if the repair deed was done by a crafter at the skill cap!

Automatically put imbuing skill back to below master level to folks who call an artificier an 'imbuer' (!) ;-)
This was my exact thought too. I really liked Laura's post except the bit on repair deeds. Those need to remain in game.

I think it may be time to increase the number of mods an item can have. I strongly agree with the idea that every mod that can come from a drop needs to be available for imbuing. Especially SSI on rings an bracelets.
 
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