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Most dropped so-called magic items in UO have become no different than "grey" drops in WoW. While the newbie player might use them for a while, or pick them up to sell to an NPC, after a while, you stop even really seeing those items as they tend to take up inventory space.
In UO, there are basically two levels of PvM loot when it comes to common magic items (taking out artifacts, peerless drops, and so on)... either a few low end on a monster that aren't even worth looking at much less picking up (except maybe for recycling), or there are so many in a situation that makes it difficult to impossible for a non-scripting player to discern if anything is worth picking up before being thrown into more combat.
Contrast that with the items that are turn-ins for Phase 3... Tribal items, golem parts, etc. They don't drop on EVERY creature and you only get one, maybe two of these items when they do drop (instead of many). Paragon chests are even more rare than the tribal items and golem parts and so on. But whereas before these were just oddities, now we have something we can do with them. The drops are decently timed and valued accordingly, but there isn't an overabundance of them and we have a way to use them and get rid of them to build up for a more desirable result.
ToT worked the same way with a couple of differences and it too was popular.
This is definitely a direction I like to see PvM taking... quality and utility with a lower drop rate vs quantity (i.e. loads of crap).
I'll take a severe nerf in terms of the amount of items that drop if it means that the lower amount leads to greater quality and usability. I hope this is the direction they are taking because right now, for the CLeanup, it's working as I'm seeing people appearing in otherwise neglected portions of the game.
Most dropped so-called magic items in UO have become no different than "grey" drops in WoW. While the newbie player might use them for a while, or pick them up to sell to an NPC, after a while, you stop even really seeing those items as they tend to take up inventory space.
In UO, there are basically two levels of PvM loot when it comes to common magic items (taking out artifacts, peerless drops, and so on)... either a few low end on a monster that aren't even worth looking at much less picking up (except maybe for recycling), or there are so many in a situation that makes it difficult to impossible for a non-scripting player to discern if anything is worth picking up before being thrown into more combat.
Contrast that with the items that are turn-ins for Phase 3... Tribal items, golem parts, etc. They don't drop on EVERY creature and you only get one, maybe two of these items when they do drop (instead of many). Paragon chests are even more rare than the tribal items and golem parts and so on. But whereas before these were just oddities, now we have something we can do with them. The drops are decently timed and valued accordingly, but there isn't an overabundance of them and we have a way to use them and get rid of them to build up for a more desirable result.
ToT worked the same way with a couple of differences and it too was popular.
This is definitely a direction I like to see PvM taking... quality and utility with a lower drop rate vs quantity (i.e. loads of crap).
I'll take a severe nerf in terms of the amount of items that drop if it means that the lower amount leads to greater quality and usability. I hope this is the direction they are taking because right now, for the CLeanup, it's working as I'm seeing people appearing in otherwise neglected portions of the game.