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5 Ways to Improve the Game.

  • Thread starter RavenWinterHawk
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R

RavenWinterHawk

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Credited given to Der Rock for influencing the spellbook idea. Its a great idea he had. His original post is buried.

Keep in mind the idea is to quit polarizing.

1. Items all break. They all break but arent destroyed. They are broken and cannot be used till repaired. This repair requires a combination of semi rare items and NPC purchased items. They repair of a broken item must be done by a GM smith. A deed can be created but has 10000 timer. Yep the deed cant sit on the vendors (well a short time). A player must interact. OHHH THE MUST WORD. But can be given a deed. The price can be negotiated.

Point: Difference between broken and destroyed.


2. Repair deeds. Useless. Put them on NPCs and charged 1k per use. Why? essentially thats what you have. Click vendor get dead go to NPC station. Might as well make a gold sink. The repair deed is idiotic anyway. I make a repair deed, get the gold, and player redeems at a forge. Whose doing the repairs. 250 gold a deed is going price typically. Just put the option on NPCs. A nice gold sink.


3. LRC, REGS, Spellbook. (Der Rock influence) A spell book needs to be loaded (infused) with regs. Up to 1k oe each reg. Change LRC to this. It sounds crazy but... LRC works in conjunction with a spellbook infused with regs. LRC means a chance to use the infused regs in the spellbook. If it fails it would default to regs in your backpack. No regs in backpack spell fizzles.

Toss a crafter a bone: an make Infuseable Spellbooks semi rare craft.

Point: All the lameness of LRC but requires use of regs via infused spell book.

4. Insurance: 1-5 deaths 600 gold an items. 5-10 deaths 1k an items. 10-20 deaths 1500 an item. 20 or more deaths 2500 an item. Reset at server up. If you are dieing more then 5 or 10 times... give me a break. And you shouldnt be insuring the world until you can PvP better. And it will teach you a lesson and reward you for staying alive. Argh.


5. Implement random spawns and events. You need a reasons to explore. They are no longer in game. Its event.

Learn it. Do it. Saturated. Wait for something new. (how most of the events go)

There are bizzillion ideas on the boards already.
 
M

Magi Of Old Papua

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None of these are improvements, and #4 only serves to punish people who aren't professional gamers.
 
R

RavenWinterHawk

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None of these are improvements, and #4 only serves to punish people who aren't professional gamers.
Of course they are improvements.
And the punishment arguement is over cried. Punishment is when you do something wrong. Oh dieing... wait. Good point.




Time to tuffin up the game.

Maybe the LRC piece of armour has to have regs infused into the pieces.
 

Nexus

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Gonna point out where these might not work....

Credited given to Der Rock for influencing the spellbook idea. Its a great idea he had. His original post is buried.

Keep in mind the idea is to quit polarizing.

1. Items all break. They all break but arent destroyed. They are broken and cannot be used till repaired. This repair requires a combination of semi rare items and NPC purchased items. They repair of a broken item must be done by a GM smith. A deed can be created but has 10000 timer. Yep the deed cant sit on the vendors (well a short time). A player must interact. OHHH THE MUST WORD. But can be given a deed. The price can be negotiated.

Point: Difference between broken and destroyed.
Rare items would be just another grind mill, they would turn into a commodity that casual players won't have ready access to without buying them from others. This idea is imbalanced as it benefits only players who have the time available to dedicate to gathering Rare Resources. It would rob crafting, these resources would be gathered by Tamers, Warriors, and Mages not Crafter's. Peerless ingredients do enough of this, and you see the prices some of those sell for.

2. Repair deeds. Useless. Put them on NPCs and charged 1k per use. Why? essentially thats what you have. Click vendor get dead go to NPC station. Might as well make a gold sink. The repair deed is idiotic anyway. I make a repair deed, get the gold, and player redeems at a forge. Whose doing the repairs. 250 gold a deed is going price typically. Just put the option on NPCs. A nice gold sink.
Your asking to remove one of the only outlets that crafter's that aren't BoD driven have left. It's not logical to remove yet another aspect of crafting. This wouldn't be an effective gold sink either. 250 gold to an NPC, come to think of it 10000 gold to an NPC isn't really going to cut it if Items durability degradation rates means I can go out and farm 2-3 million without needing a repair. What's 10k when you consider that?

3. LRC, REGS, Spellbook. (Der Rock influence) A spell book needs to be loaded (infused) with regs. Up to 1k oe each reg. Change LRC to this. It sounds crazy but... LRC works in conjunction with a spellbook infused with regs. LRC means a chance to use the infused regs in the spellbook. If it fails it would default to regs in your backpack. No regs in backpack spell fizzles.

Toss a crafter a bone: an make Infuseable Spellbooks semi rare craft.

Point: All the lameness of LRC but requires use of regs via infused spell book.
While I'll agree Reagents need to be re-introduced to Spell Casting I don't think this is the best way. This just complicates the system, it further restricts suit building in an Item Based world. It also hampers Newer players. Yes I know we don't really get many, but Efforts to improve the game have to start with ways to Bring New Players in first and foremost. What's point of drawing new players if...They quickly get bored, discouraged by flaws in game mechanics and the game economy, and over complexity in what should be simple manners. Better to remove or Cap LRC at say 45% than to do this. It will have the same effect, but would be much simpler and easier to adjust to.

4. Insurance: 1-5 deaths 600 gold an items. 5-10 deaths 1k an items. 10-20 deaths 1500 an item. 20 or more deaths 2500 an item. Reset at server up. If you are dieing more then 5 or 10 times... give me a break. And you shouldnt be insuring the world until you can PvP better. And it will teach you a lesson and reward you for staying alive. Argh.
You say PvP, what about the newb bashing lizard men for skill gain? Should he fall victim to this? He can quickly surpass his ability to bring in gold from hunting while skill training in loss from insurance. PvPer's aren't the only ones that loot corpses.....

5. Implement random spawns and events. You need a reasons to explore. They are no longer in game. Its event.

Learn it. Do it. Saturated. Wait for something new. (how most of the events go)

There are bizzillion ideas on the boards already.
Not Plausible under the current set up at EA/Mythic they don't have people available to do this that are dedicated to UO only. This is why they need the EM's back possibly 2 per shard, this way they can do at the least bi-weekly events giving each of them an entire month between events they host to prepare and plan, and the events stay frequent and varied enough that they aren't soon ignored and forgotten.


I'll give you my 5 Suggestions though.

1. Bring EM's back to the game, some how some way do it they are needed to keep a fresh feel to the game while the Live Team works on Global scale events. This will take pressure off the Live Events Team as it will reduce the demands from the players for something "new".

2. Dedicate a portion of the Development team (2-3 folks) to cleaning up the Server Code and looking for loopholes. This is all they do until bugs, exploits, and glitches are work out to a suitable level.

3. Boost Support Staffing. We need people constantly ready to investigate claims of Scripting. It's hard to catch someone in the act when a GM doesn't respond to a page until 8 hours later of they have left or logged off by then. You can't check what isn't there. What can be so "game play stopping" that the next free, not emptied Query, GM can't come and do the quick litmus check on the supposed unattended Macroer/Scriptor?, if they are guilty...Toss them in Jail make it so if one of your characters is jailed you can't log in the others until it's released....then just get to them when you can. If they log off fine...have the system generate and E-mail, to which they have to respond that is auto forwarded to a Senior GM who does nothing but evaluate, and hand out punishments for infractions when he isn't patrolling with the others . This Senior GM would arrange a meeting time and date with the player so the actions can be discussed, an appointment so to speak. If the player calls EA they tell him to wait on the E-mail and until the Senior GM makes a decision the status is in Limbo!

4. Effective Gold Sink Implementation. What this means is..You can't script it, and the game mechanics make it easy and desirable to do it. Removing LRC completely is one way, reagents were one of the biggest gold sinks ever, LRC screwed it up! Change Community Collections to GOLD ONLY Donations. Want those Mace and Shields...Drop the Gold for it. Want an Blackthorns Kryss? Drop the gold for it. Seriously, how do they figure that buying them from the Library/Museum/Zoo should cost more than buying them from another player? This works in favor of the cheaters, that's why the zoo is the least used Community Collection as taming isn't conductive to scripting. But the others....Script Lumberjacks for the Museum and Scripts buying and turning in reward for the Library..that's how players can sell items lower than NPC's because they don't have to dedicate time, or near the amount of resources (gold ect.) for the points. If you want a Gold Sink make it a frickin gold sink, not a Trashcan or Caravel Game.

5. Enhanced New Player Experience.
Open Fel back to [young] players...leave them immune to other players. This lets them see what goes on in PvP and in Fel. Everyone is born in Tram now, it's our first impression of the game as a new player..we're restricted from accessing the darker aspects of UO by that funny little tag. You can't even find out how to remove young player status through the Codex of Wisdom pop up. 40 hours or how ever much skill later they have already established an impression of UO then they slip on the other side of the moongate and WHAM they get hit by the attitude, and utter inversion of game focus PvP brings to the table. For those not expecting or ready for it, it can be revolting, especially when you wind up being the victim before you were even aware or prepared for it. Also starting Gold needs to be re-evaluated as that 1k isn't going to do a lot for them....
 

Nexus

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Oh thats mature.
I put you on ignor.

He's got a point though...All of the OP's Suggestions would work if...it wasn't for the fact that they would have devastating effects on new, casual, and not yet fully established players. While for an established member of UO Society on what ever shard they may come as a slap to the face for others they would rain down much hard. Could you imagine being New to any game and having to play catch up to established players when the game mechanics were stacked overwhelmingly against you?
 
D

Der Rock

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3. LRC, REGS, Spellbook. (Der Rock influence) A spell book needs to be loaded (infused) with regs. Up to 1k oe each reg. Change LRC to this. It sounds crazy but... LRC works in conjunction with a spellbook infused with regs. LRC means a chance to use the infused regs in the spellbook. If it fails it would default to regs in your backpack. No regs in backpack spell fizzles.
Toss a crafter a bone: an make Infuseable Spellbooks semi rare craft.
Point: All the lameness of LRC but requires use of regs via infused spell book.


keep it simpler, my thoughts about the lrc was simpler,
regular spellbooks 500 charges
exceptional spellbooks 1000 charges

+LRC bonus each 10% of lrc armor/waepon pce. gives a 10% bonus of charges
(at 100% LRC it would be 1000 charges per regular and 2000 for exceptional)

its more simpler, and u dont have to put single regs in ure backpack,
lrc user these days dont have them anyway in the backpack.

:)
 

Kellgory

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4. Insurance: 1-5 deaths 600 gold an items. 5-10 deaths 1k an items. 10-20 deaths 1500 an item. 20 or more deaths 2500 an item. Reset at server up. If you are dieing more then 5 or 10 times... give me a break. And you shouldnt be insuring the world until you can PvP better. And it will teach you a lesson and reward you for staying alive. Argh.
Or it could just encourage those not cheating to start, or punishes those players that play alot. Some of the newer players that are just getting into PVP do die alot and don't have alot of gold in the bank box. Increasing the odds that somewhere during the fight they would run out of gold and loose their items. I know there are some people that play the game with the decency to return items, but then there are others that not only won't return items, but they mock the person who lost it.

Using your figures if I played all Saturday and during that time I died 20 times then in the end if I had 10 things insured (ring, brac, gorget, hat, legs, tunic, sleeves, gloves, weapon, and a tailsman), then at the end of the day I would have lost $295,000 instead of the $120,000 that I would have lost under the current insurance system. In addition, anyone who killed me would be getting $12,500 instead of $3,000 making me their new favorite target.
 
T

T_Amon_from_work

Guest
1 & 2. Broke vs destroyed/player interaction.
Nice twist to what this game needs - but I think using a player crafter to repair is better.

3. LRC, regs & spellbooks.
Can't go with this one ... needs work IMO.

4. Increased insurance based on deaths.
Some PvM types die more than 5 times in a night. This might be hurtful ... but again, insurance is something I'd rather not see anyway.

5. Random spawns/events.
Just random spawns would make me happy. If I'm wandering in the Destard area, what's to say a drake or wyvern or lesser dragon wouldn't be wandring around as well? Just like near the Daemon Temple ... Daemons can be found in the lands.

Orc camps used to spawn all over the area outside the Brit Crossroads and down to Hedge Maze. Why can't that happen again ... anywhere!! Same for the lesser monsters ... even a Reaper now and then is good.

I'm highly in favor of added spawns ... let any EA-run events add to the mayhem with the saturation.
 

Endrik

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'll give you my 5 Suggestions though.

1. Bring EM's back to the game, some how some way do it they are needed to keep a fresh feel to the game while the Live Team works on Global scale events. This will take pressure off the Live Events Team as it will reduce the demands from the players for something "new".

2. Dedicate a portion of the Development team (2-3 folks) to cleaning up the Server Code and looking for loopholes. This is all they do until bugs, exploits, and glitches are work out to a suitable level.

3. Boost Support Staffing. We need people constantly ready to investigate claims of Scripting. It's hard to catch someone in the act when a GM doesn't respond to a page until 8 hours later of they have left or logged off by then. You can't check what isn't there. What can be so "game play stopping" that the next free, not emptied Query, GM can't come and do the quick litmus check on the supposed unattended Macroer/Scriptor?, if they are guilty...Toss them in Jail make it so if one of your characters is jailed you can't log in the others until it's released....then just get to them when you can. If they log off fine...have the system generate and E-mail, to which they have to respond that is auto forwarded to a Senior GM who does nothing but evaluate, and hand out punishments for infractions when he isn't patrolling with the others . This Senior GM would arrange a meeting time and date with the player so the actions can be discussed, an appointment so to speak. If the player calls EA they tell him to wait on the E-mail and until the Senior GM makes a decision the status is in Limbo!

4. Effective Gold Sink Implementation. What this means is..You can't script it, and the game mechanics make it easy and desirable to do it. Removing LRC completely is one way, reagents were one of the biggest gold sinks ever, LRC screwed it up! Change Community Collections to GOLD ONLY Donations. Want those Mace and Shields...Drop the Gold for it. Want an Blackthorns Kryss? Drop the gold for it. Seriously, how do they figure that buying them from the Library/Museum/Zoo should cost more than buying them from another player? This works in favor of the cheaters, that's why the zoo is the least used Community Collection as taming isn't conductive to scripting. But the others....Script Lumberjacks for the Museum and Scripts buying and turning in reward for the Library..that's how players can sell items lower than NPC's because they don't have to dedicate time, or near the amount of resources (gold ect.) for the points. If you want a Gold Sink make it a frickin gold sink, not a Trashcan or Caravel Game.

5. Enhanced New Player Experience.
Open Fel back to [young] players...leave them immune to other players. This lets them see what goes on in PvP and in Fel. Everyone is born in Tram now, it's our first impression of the game as a new player..we're restricted from accessing the darker aspects of UO by that funny little tag. You can't even find out how to remove young player status through the Codex of Wisdom pop up. 40 hours or how ever much skill later they have already established an impression of UO then they slip on the other side of the moongate and WHAM they get hit by the attitude, and utter inversion of game focus PvP brings to the table. For those not expecting or ready for it, it can be revolting, especially when you wind up being the victim before you were even aware or prepared for it. Also starting Gold needs to be re-evaluated as that 1k isn't going to do a lot for them....
/signed

I did not really care for the OP recommendations. Not sure if it was the ideas or the presentation... "Toughen up or get out". I play a game to have fun, not to be abused. Nothin personal just didnt come across well at all. As for Nexus, I liked your ideas a lot. Well thought out, logical, and presented well. Id be for all of those.
 

hawkeye_pike

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The 5 suggestions sound quite good, although I currently haven't got the nerve to think them all through thoroughly. My first impression is positive.
 
D

Der Rock

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Gonna point out where these might not work....
Rare items would be just another grind mill, they would turn into a commodity that casual players won't have ready access to without buying them from others. This idea is imbalanced as it benefits only players who have the time available to dedicate to gathering Rare Resources. It would rob crafting, these resources would be gathered by Tamers, Warriors, and Mages not Crafter's. Peerless ingredients do enough of this, and you see the prices some of those sell for.

No,sry u dont understand.
even every casual player get here and there something of value(doom for example)
if the casual gamer get a AoF, nice, he can use it, but if he already have one, and there is no need for the second one , what will casual player do ?????
right, he SELL the item. and TADAAAAAA he has gold to buy other things he need,
thats is callled econemy! u understand ?????



Your asking to remove one of the only outlets that crafter's that aren't BoD driven have left. It's not logical to remove yet another aspect of crafting. This wouldn't be an effective gold sink either. 250 gold to an NPC, come to think of it 10000 gold to an NPC isn't really going to cut it if Items durability degradation rates means I can go out and farm 2-3 million without needing a repair. What's 10k when you consider that?

if repair deeds is a aspect of crafting for u, then u do something wrong,i give repair deeds for free to eveyrone who ask me,thats only a 5 gold worth blank scroll with 1 trash hammer plink on it

While I'll agree Reagents need to be re-introduced to Spell Casting I don't think this is the best way. This just complicates the system, it further restricts suit building in an Item Based world. It also hampers Newer players. Yes I know we don't really get many, but Efforts to improve the game have to start with ways to Bring New Players in first and foremost. What's point of drawing new players if...They quickly get bored, discouraged by flaws in game mechanics and the game economy, and over complexity in what should be simple manners. Better to remove or Cap LRC at say 45% than to do this. It will have the same effect, but would be much simpler and easier to adjust to.

LOL reduce lrc to 45 % help NEW player more then what we have now????
oh boy, every new player can loot/or collect from the ground fast a trashy 100% lrc for the first time skilling phase.
think first please
 

Petra Fyde

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Given my choice, I'd simplify. There are too many permutations to understand. How many people just look at all the properties and give up trying to understand them? I sure do.

MR/LMC/MI ? Convert the lot into one property, no varying intensities, the item either has it or it hasn't and call it 'mage's boon'

Now do the same for stamina and hit point modifiers.
Stamina = Warrior's Boon
Hit point, I don't know but I'm sure someone can come up with a suitably RPG name. Let's get back to being a massively multiplayer role play game. Put the mystic element back and take out the maths degree requirement. Please?
 
R

RavenWinterHawk

Guest
Gonna point out where these might not work....



Rare items would be just another grind mill, they would turn into a commodity that casual players won't have ready access to without buying them from others. This idea is imbalanced as it benefits only players who have the time available to dedicate to gathering Rare Resources. It would rob crafting, these resources would be gathered by Tamers, Warriors, and Mages not Crafter's. Peerless ingredients do enough of this, and you see the prices some of those sell for.



Your asking to remove one of the only outlets that crafter's that aren't BoD driven have left. It's not logical to remove yet another aspect of crafting. This wouldn't be an effective gold sink either. 250 gold to an NPC, come to think of it 10000 gold to an NPC isn't really going to cut it if Items durability degradation rates means I can go out and farm 2-3 million without needing a repair. What's 10k when you consider that?



While I'll agree Reagents need to be re-introduced to Spell Casting I don't think this is the best way. This just complicates the system, it further restricts suit building in an Item Based world. It also hampers Newer players. Yes I know we don't really get many, but Efforts to improve the game have to start with ways to Bring New Players in first and foremost. What's point of drawing new players if...They quickly get bored, discouraged by flaws in game mechanics and the game economy, and over complexity in what should be simple manners. Better to remove or Cap LRC at say 45% than to do this. It will have the same effect, but would be much simpler and easier to adjust to.



You say PvP, what about the newb bashing lizard men for skill gain? Should he fall victim to this? He can quickly surpass his ability to bring in gold from hunting while skill training in loss from insurance. PvPer's aren't the only ones that loot corpses.....



Not Plausible under the current set up at EA/Mythic they don't have people available to do this that are dedicated to UO only. This is why they need the EM's back possibly 2 per shard, this way they can do at the least bi-weekly events giving each of them an entire month between events they host to prepare and plan, and the events stay frequent and varied enough that they aren't soon ignored and forgotten.


I'll give you my 5 Suggestions though.

1. Bring EM's back to the game, some how some way do it they are needed to keep a fresh feel to the game while the Live Team works on Global scale events. This will take pressure off the Live Events Team as it will reduce the demands from the players for something "new".

2. Dedicate a portion of the Development team (2-3 folks) to cleaning up the Server Code and looking for loopholes. This is all they do until bugs, exploits, and glitches are work out to a suitable level.

3. Boost Support Staffing. We need people constantly ready to investigate claims of Scripting. It's hard to catch someone in the act when a GM doesn't respond to a page until 8 hours later of they have left or logged off by then. You can't check what isn't there. What can be so "game play stopping" that the next free, not emptied Query, GM can't come and do the quick litmus check on the supposed unattended Macroer/Scriptor?, if they are guilty...Toss them in Jail make it so if one of your characters is jailed you can't log in the others until it's released....then just get to them when you can. If they log off fine...have the system generate and E-mail, to which they have to respond that is auto forwarded to a Senior GM who does nothing but evaluate, and hand out punishments for infractions when he isn't patrolling with the others . This Senior GM would arrange a meeting time and date with the player so the actions can be discussed, an appointment so to speak. If the player calls EA they tell him to wait on the E-mail and until the Senior GM makes a decision the status is in Limbo!

4. Effective Gold Sink Implementation. What this means is..You can't script it, and the game mechanics make it easy and desirable to do it. Removing LRC completely is one way, reagents were one of the biggest gold sinks ever, LRC screwed it up! Change Community Collections to GOLD ONLY Donations. Want those Mace and Shields...Drop the Gold for it. Want an Blackthorns Kryss? Drop the gold for it. Seriously, how do they figure that buying them from the Library/Museum/Zoo should cost more than buying them from another player? This works in favor of the cheaters, that's why the zoo is the least used Community Collection as taming isn't conductive to scripting. But the others....Script Lumberjacks for the Museum and Scripts buying and turning in reward for the Library..that's how players can sell items lower than NPC's because they don't have to dedicate time, or near the amount of resources (gold ect.) for the points. If you want a Gold Sink make it a frickin gold sink, not a Trashcan or Caravel Game.

5. Enhanced New Player Experience.
Open Fel back to [young] players...leave them immune to other players. This lets them see what goes on in PvP and in Fel. Everyone is born in Tram now, it's our first impression of the game as a new player..we're restricted from accessing the darker aspects of UO by that funny little tag. You can't even find out how to remove young player status through the Codex of Wisdom pop up. 40 hours or how ever much skill later they have already established an impression of UO then they slip on the other side of the moongate and WHAM they get hit by the attitude, and utter inversion of game focus PvP brings to the table. For those not expecting or ready for it, it can be revolting, especially when you wind up being the victim before you were even aware or prepared for it. Also starting Gold needs to be re-evaluated as that 1k isn't going to do a lot for them....



Good suggestions.

I would just add you dont need to insure everything for everything. If you bashing lower end stuff. Or in places where you can get to your body. You dont need all that insurance. The goal for insurance is for risky spots. It cost you gold. Insurance is just to cheap and over used. Keep it. Just modify it with death consecquences.

For the repair deeds of 250 gold. I dont see that impacting crafters really. You main characture can trump the gold deeds can make in a week. Quite easily.

Repair deeds cost 5 gold. It can be rethoguht.
 
R

RavenWinterHawk

Guest
He's got a point though...All of the OP's Suggestions would work if...it wasn't for the fact that they would have devastating effects on new, casual, and not yet fully established players. While for an established member of UO Society on what ever shard they may come as a slap to the face for others they would rain down much hard. Could you imagine being New to any game and having to play catch up to established players when the game mechanics were stacked overwhelmingly against you?
My goodness. How is it even remotely devistating. Seriously. I give new players millions. Please what would make any of these changes remotely devasting to a new player?
 
R

RavenWinterHawk

Guest
Given my choice, I'd simplify. There are too many permutations to understand. How many people just look at all the properties and give up trying to understand them? I sure do.

MR/LMC/MI ? Convert the lot into one property, no varying intensities, the item either has it or it hasn't and call it 'mage's boon'

Now do the same for stamina and hit point modifiers.
Stamina = Warrior's Boon
Hit point, I don't know but I'm sure someone can come up with a suitably RPG name. Let's get back to being a massively multiplayer role play game. Put the mystic element back and take out the maths degree requirement. Please?
Actually. Simplify is to my heart. Id love that. And wish they would.


However, since everyone gripes about devastation, I cant see thing be removed.

So you get what you point out. OVER COMPLEXITY. Yep and my ideas add to it.
 

Nexus

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No,sry u dont understand.
even every casual player get here and there something of value(doom for example)
if the casual gamer get a AoF, nice, he can use it, but if he already have one, and there is no need for the second one , what will casual player do ?????
right, he SELL the item. and TADAAAAAA he has gold to buy other things he need,
thats is callled econemy! u understand ?????
You run Doom on your mule?, yea you can get things here and there...but as hard hit as crafting is, it would be better to boost it with something crafter's can do for themselves without needing support characters. I know many Vet players who've never done Peerless, never done Doom, they are entitled to that choice same as you are to do those activities. Why should they be restricted?
if repair deeds is a aspect of crafting for u, then u do something wrong,i give repair deeds for free to eveyrone who ask me,thats only a 5 gold worth blank scroll with 1 trash hammer plink on it
It's an aspect of the crafting trade, you might give them away, how many do you see for sale on your shard? How about the people that refuse to buy duped or scripted Barbed kits? What else do they have?

LOL reduce lrc to 45 % help NEW player more then what we have now????
oh boy, every new player can loot/or collect from the ground fast a trashy 100% lrc for the first time skilling phase.
think first please
Well we all go along well enough without LRC before AoS, your speaking out of your like of the property not that it isn't necessary. Yes it helps New Players, but at the same time how hard would regs really be to get these days? Shard Populations have dropped a lot. The number of NPC's selling Regs have increased a good bit too. On the whole I don't see it as being really a big issue not having it.
 

Nexus

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My goodness. How is it even remotely devistating. Seriously. I give new players millions. Please what would make any of these changes remotely devasting to a new player?
You give millions to them, how many others give them nothing.....

Your insurance suggestion alone would destroy the fun aspect of new players as once they hit a point where low end mobs are too easy, yet mid range is still tough they would expend their limited gold simply in insurance and then re-gearing characters. How much does a mediocre set of armor cost these days? I see pieces selling for 25-100k+ for each piece and those aren't the best pieces either..Where do you expect a newblet to get that kinda gold without turning to a Gold Seller?, if someone doesn't hand it to them?
 
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Der Rock

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Given my choice, I'd simplify. There are too many permutations to understand. How many people just look at all the properties and give up trying to understand them? I sure do.

MR/LMC/MI ? Convert the lot into one property, no varying intensities, the item either has it or it hasn't and call it 'mage's boon'

Now do the same for stamina and hit point modifiers.
Stamina = Warrior's Boon
Hit point, I don't know but I'm sure someone can come up with a suitably RPG name. Let's get back to being a massively multiplayer role play game. Put the mystic element back and take out the maths degree requirement. Please?

it simply would helped ALOT if the Dev´s had made the status window in KR better

with a simple current/max
like HitChanceIncrease 35(green)/45max(gold) would help a lot

the missing of DIRECT information ingame is horrible

or do u know that if u wear let say +30 skill yewelery SpiritSpeak it doesn´t affect some necro spells at all,
or do u think every new and/or veteran tamer player know that if they change his yewelery with +taming skill, because they found something better, will affect his pet loyality
and so on

sure uo is much to complicated because of the lack of ingame information
 
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Der Rock

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You run Doom on your mule?, yea you can get things here and there...but as hard hit as crafting is, it would be better to boost it with something crafter's can do for themselves without needing support characters. I know many Vet players who've never done Peerless, never done Doom, they are entitled to that choice same as you are to do those activities. Why should they be restricted?[/QUOTQ]



In this case my friend u are right, and that for i posted in the thread

"Is the economy still ruined"

the following:


6.a healthy economy is not only a question of gold

- keep player busy in ALL templates and playstyles helps the economy
supply and demand keeps the economy healthy,
but forcing player to do all the same is the death of economy.
give every template/playstyle special prospects, so that one playstyle is the supply and demand of the other playstyle and back.
 
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RavenWinterHawk

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Or it could just encourage those not cheating to start, or punishes those players that play alot. Some of the newer players that are just getting into PVP do die alot and don't have alot of gold in the bank box. Increasing the odds that somewhere during the fight they would run out of gold and loose their items. I know there are some people that play the game with the decency to return items, but then there are others that not only won't return items, but they mock the person who lost it.

Using your figures if I played all Saturday and during that time I died 20 times then in the end if I had 10 things insured (ring, brac, gorget, hat, legs, tunic, sleeves, gloves, weapon, and a tailsman), then at the end of the day I would have lost $295,000 instead of the $120,000 that I would have lost under the current insurance system. In addition, anyone who killed me would be getting $12,500 instead of $3,000 making me their new favorite target.
Geez no offense but you stink. Just kidding.

Well your case is costly. But it shows how insurance is way over used. My opinion is a price for dieing. A way to feel the death. Cut the cost back. I dont care much about the gold amounts more about the progression.

Remember the next day you start over.

But come... you die, your right back. I know I dont get PvP. Im old school. I liked the looting and danger of old. But is it really fun to die and rez and die, fight, kill, rez, die and on and on.

What do you get out of it for my curiosity?

Isnt death more like a dang inconvience then a consequence?
 
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RavenWinterHawk

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You give millions to them, how many others give them nothing.....

Your insurance suggestion alone would destroy the fun aspect of new players as once they hit a point where low end mobs are too easy, yet mid range is still tough they would expend their limited gold simply in insurance and then re-gearing characters. How much does a mediocre set of armor cost these days? I see pieces selling for 25-100k+ for each piece and those aren't the best pieces either..Where do you expect a newblet to get that kinda gold without turning to a Gold Seller?, if someone doesn't hand it to them?
Argh we must play 2 different games. For monsters. A slayer weapon. Some mid range armour 60's above. Basic hit jewelry or FC and you can do pretty much do what every you want against monsters.

Dont forget, peeps are around to rez.

Make 20k in 30 minutes against Rune Beetles by casting 2 EV's

Gold isnt that tight I guess im saying. Give newbs some credit. A few weeks of playing they can learn.

Really? This one idea is now going to turn people to GOLD SELLERS.

I dont think so.
 

Aran

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Geez no offense but you stink. Just kidding.

Well your case is costly. But it shows how insurance is way over used. My opinion is a price for dieing. A way to feel the death. Cut the cost back. I dont care much about the gold amounts more about the progression.

Remember the next day you start over.

But come... you die, your right back. I know I dont get PvP. Im old school. I liked the looting and danger of old. But is it really fun to die and rez and die, fight, kill, rez, die and on and on.

What do you get out of it for my curiosity?

Isnt death more like a dang inconvience then a consequence?
This is a video game. Death doesn't have to be "consequential." In fact, that takes away half the fun.
 

Kellgory

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Maybe they should have a shard that combines elements of Siege and "normal" production shards. Nothing is blessed or insurable, you can transfer to and from the shard (everything blessed will be unblessed when transferred to shard and would regain blessed status again when transferred off), you can have as many chars as you have slots, only guard zones are in town, other than that its fair game to attack anyone, and gaining skills work the same as the other shards.

The most common complaints I keep reading about is how items and insurance have ruined PVP, and people don't want to play on Siege because of the restrictions (ie char and training gains) as well as you can't transfer to or from that shard.

This way you could transfer in on your uber archer decked out with the multi-million suit and armed with a bow crafted by a higher entity that given to you late one night in a flash of light and sound while playing impaired. The only problem is, that once you die all of these items will be lost and used against you.
 
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Der Rock

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Maybe they should have a shard that combines elements of Siege and "normal" production shards. Nothing is blessed or insurable, you can transfer to and from the shard (everything blessed will be unblessed when transferred to shard and would regain blessed status again when transferred off), you can have as many chars as you have slots, only guard zones are in town, other than that its fair game to attack anyone, and gaining skills work the same as the other shards.

The most common complaints I keep reading about is how items and insurance have ruined PVP, and people don't want to play on Siege because of the restrictions (ie char and training gains) as well as you can't transfer to or from that shard.

This way you could transfer in on your uber archer decked out with the multi-million suit and armed with a bow crafted by a higher entity that given to you late one night in a flash of light and sound while playing impaired. The only problem is, that once you die all of these items will be lost and used against you.
LOL
why not simply go uninsured to fell same efect
:)
 

Nexus

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LOL
why not simply go uninsured to fell same efect
:)

Because on Siege unlike a standard Prodo Shard everyone plays by the same restrictions and rules. Going uninsured to Fel on a prodo shard would be just plain stupid. Almost everything players wear in PvP on Siege is easily replaceable, PvP suits there aren't based on Artifacts and Runic made gear. Trying to run that way on a Prodo shard just can't work unless everyone was forced to go no insurance in Fel.
 
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eccentricjules

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Not Plausible under the current set up at EA/Mythic they don't have people available to do this that are dedicated to UO only. This is why they need the EM's back possibly 2 per shard, this way they can do at the least bi-weekly events giving each of them an entire month between events they host to prepare and plan, and the events stay frequent and varied enough that they aren't soon ignored and forgotten.
I second that, I don't see why this is so difficult to keep new events going. On Napa we had a lot of events where they placed one or more items (that doesn't decay) in hidden location(s) and I would spend WEEKS looking for them.... Is it really so hard to have a game of hide and go seek? Or a game of "collect 600000 deamon bone"? I can't see how small tasks like this would really take so much time... you would think ONE EM could handle tasks like this for all shards. Plus we have had plenty of NPC that will trade items (like the guy in Tokuno you give the 10 marties to) so you could always automate it... like some NPC Guard General standing in the Castle who turns your.... uhhh blood red boulders into event sandals or something like that.

I need some busy work!
 

Landicine

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1. I don't see the point. Either items all break or no items break. It isn't going to create interaction for smiths like in the old days. More people have smiths, and this basically punishes people for not having smiths rather than encouraging social interaction.

2. NPCs doing repairs aren't a terrible idea.

3. Lower reagent has been in the game, and I don't think it has broken things as much as people complain. Thieves can't steal reagents is one of the big things lower reagent broke, but insurance hurt thieves a lot more. I remember my first trip to the Doom Gauntlet was on a mage using reagents. I ran out very quickly and had to leave. The phrase "sorry, no reagents to heal" is problematic.


4. Insurance that scales based on how incompetent you are is terrible. Stupid. Foolish. It punishes bad players even more. It locks people out of pvp or high scale events (how many times did people die to the original fires in Magincia). If a player is dying lots and lots, they are already seeing a hit to their bank balance. Making it worst just means they will go do something else (another game, real life, etc.).


5. I like to randomly explore. Stuff like this would be good as long as it wasn't implemented in a careless way.
 

Nexus

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Revert to pre-publish 16.

Game Fixed!
You'd think that but I doubt you'd be right, If UO had never progressed in terms of complexity on the Player end of things and just on the NPC end then the game would have rapidly stagnated and players would have left in droves. The longer delays in new content, and lack of progressive expansions the past few years is evidence to that.
 

Nexus

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I second that, I don't see why this is so difficult to keep new events going. On Napa we had a lot of events where they placed one or more items (that doesn't decay) in hidden location(s) and I would spend WEEKS looking for them.... Is it really so hard to have a game of hide and go seek? Or a game of "collect 600000 deamon bone"? I can't see how small tasks like this would really take so much time... you would think ONE EM could handle tasks like this for all shards. Plus we have had plenty of NPC that will trade items (like the guy in Tokuno you give the 10 marties to) so you could always automate it... like some NPC Guard General standing in the Castle who turns your.... uhhh blood red boulders into event sandals or something like that.

I need some busy work!
I'd still love to see 2 per shard, this way they can get to know their player base, and would be afforded time to develop more encompassing and stimulating events than "hide and seek". Could you imagine having invasions or random odd spawns popping up over the course of a few weeks a month? It would keep the game interesting as you'd never know when and where....
 
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Prince Caspian

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My own five:

1 - Ban scripters, dupers and cheaters.
2 - Ban scripters, dupers and cheaters.
3 - Ban scripters, dupers and cheaters.
4 - Ban scripters, dupers and cheaters.
5 - Ban scripters, dupers and cheaters.

Let's put out the fire consuming the building before we add on to it.
 

Nexus

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My own five:

1 - Ban scripters, dupers and cheaters.
2 - Ban scripters, dupers and cheaters.
3 - Ban scripters, dupers and cheaters.
4 - Ban scripters, dupers and cheaters.
5 - Ban scripters, dupers and cheaters.

Let's put out the fire consuming the building before we add on to it.
Bringing back a Volunteer program somehow would help with this, complaints could be pre-filtered through the volunteers so that people would get caught in the act and not through luck that a GM happens to wander off of DAoC or Warhammer and answers a UO Page.......
 
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UltimaSword

Guest
Credited given to Der Rock for influencing the spellbook idea. Its a great idea he had. His original post is buried.

Keep in mind the idea is to quit polarizing.

1. Items all break. They all break but arent destroyed. They are broken and cannot be used till repaired. This repair requires a combination of semi rare items and NPC purchased items. They repair of a broken item must be done by a GM smith. A deed can be created but has 10000 timer. Yep the deed cant sit on the vendors (well a short time). A player must interact. OHHH THE MUST WORD. But can be given a deed. The price can be negotiated.

Point: Difference between broken and destroyed.


2. Repair deeds. Useless. Put them on NPCs and charged 1k per use. Why? essentially thats what you have. Click vendor get dead go to NPC station. Might as well make a gold sink. The repair deed is idiotic anyway. I make a repair deed, get the gold, and player redeems at a forge. Whose doing the repairs. 250 gold a deed is going price typically. Just put the option on NPCs. A nice gold sink.


3. LRC, REGS, Spellbook. (Der Rock influence) A spell book needs to be loaded (infused) with regs. Up to 1k oe each reg. Change LRC to this. It sounds crazy but... LRC works in conjunction with a spellbook infused with regs. LRC means a chance to use the infused regs in the spellbook. If it fails it would default to regs in your backpack. No regs in backpack spell fizzles.

Toss a crafter a bone: an make Infuseable Spellbooks semi rare craft.

Point: All the lameness of LRC but requires use of regs via infused spell book.

4. Insurance: 1-5 deaths 600 gold an items. 5-10 deaths 1k an items. 10-20 deaths 1500 an item. 20 or more deaths 2500 an item. Reset at server up. If you are dieing more then 5 or 10 times... give me a break. And you shouldnt be insuring the world until you can PvP better. And it will teach you a lesson and reward you for staying alive. Argh.


5. Implement random spawns and events. You need a reasons to explore. They are no longer in game. Its event.

Learn it. Do it. Saturated. Wait for something new. (how most of the events go)

There are bizzillion ideas on the boards already.
I like these ideas a lot. Especially the random spawn. I am always a fan of exploration for a reason.
 

phantus

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Of course they are improvements.
And the punishment arguement is over cried. Punishment is when you do something wrong. Oh dieing... wait. Good point.




Time to tuffin up the game.

Maybe the LRC piece of armour has to have regs infused into the pieces.
This game doesn't need tuffin up. It's needs something for people to do. It needs timely updates. It needs good system perfected and built upon that it already has instead of leaving them rot and moving on to other(crappy) things.

Throughout UO's history there have been many good ideas and systems. These have been abandonded and ignored because UO cannot maintain focus. The producer of the month saga has taken it's toll on UO. UO needs to work on things that it's teams do not have the resources to work on.

There is no excuse for a game that bills nearly competatively to other games to lack in what it offer in comparison. Simply put. UO does not compare to what is currently being offered. Little by little and slowly but surely more and more people find this out and leave. Many players still play UO for friends or guild obligations rather than love for the game.

None of your suggestions fix what is wrong with UO. A good start would be with customer service.(not on your list)

EDIT: Number 5 is a good suggestion. I recant the above. It is, however, part of the things the teams do not have the resources to do.
 

ColterDC

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My own five:

1 - Ban scripters, dupers and cheaters.
2 - Ban scripters, dupers and cheaters.
3 - Ban scripters, dupers and cheaters.
4 - Ban scripters, dupers and cheaters.
5 - Ban scripters, dupers and cheaters.

Let's put out the fire consuming the building before we add on to it.

QFFT!!!!

I don't care how many quests, skills, races, etc you add to any game if the cheaters are running rampant.

UO is being killed by the apparent inability of the Devs to stop all the cheating.
 
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Fink

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Given my choice, I'd simplify. There are too many permutations to understand. How many people just look at all the properties and give up trying to understand them? I sure do.

MR/LMC/MI ? Convert the lot into one property, no varying intensities, the item either has it or it hasn't and call it 'mage's boon'

Now do the same for stamina and hit point modifiers.
Stamina = Warrior's Boon
Hit point, I don't know but I'm sure someone can come up with a suitably RPG name. Let's get back to being a massively multiplayer role play game. Put the mystic element back and take out the maths degree requirement. Please?
Yes please. I too dislike the proliferation of number-crunching in the game. Contrary to popular belief, not every UO player is a natural-born "mathlete".

I'm not sure if it can be workably reversed, but I could also see properties being rounded on a per-case basis to simplify things - eg: LRC % would be 5/10/15/20 for regular loot - then those increments could have fantasy names like the old weapon & armour scale of yore; mage's boon of bewitching, warrior's boon of resilience, rogue's boon of adroitness, etc. Item ID could again have a purpose, revealing the math on items for those who really want explicit detail.
 

Masuri

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Raven, some thoughts for you:

Your first idea seems interesting at first, until you remember that UO's population is only going to continue going down, down, down, unless EA does something drastic (not likely). Many shards are already close to empty. This idea to force more player interaction just penalizes people stranded on those shards without a population. Telling them to move isn't the answer. Telling them to make their own smith mule defeats the purpose. The truth is, as games age and decline, the best ones implement systems to make up for dwindling populations. WoW and CoH upped experience gain, to get noobs to the endgame faster. GW added heroes and better henchmen to help players flesh out their groups. UO added repair deeds and powders of fort. On the larger shards, players already step up and offer craft days with free repairs. This isn't the age for UO to be implementing systems that deny the low pop - just the opposite.

Of course, in #2 you express your disdain for repair deeds, and ask for them to be sold by NPCs for a gold sink. I submit to you that the crafter is already participating in the gold sink since he must buy the scroll he inscribes from an NPC. Taking out the crafter middleman undermines the concept of a player economy. The deeds weren't supposed to replace smiths - they were supposed to allow people to repair even when no smiths were online, while still participating in the crafting economy. Fantastic solution. People have been begging for things like this in other games for years - SWG's Image Design skill comes to mind.

The infused spellbook seems needlessly complicated to me. LRC was originally added to the game for a couple of reasons: 1) to reduce the tedium of nearly every player having to buy reagents, 20 at a time, from various vendors constantly; 2) to balance Magery in a game world where it was no longer a skill in every character's template, thus unduly punishing a single 'class'; 3) to make Magery and Necromancy more accessible to new players monetarily; and 4) to bring UO up to date with other games, most of which had no reagent use, reagents for special spells, or had done away with most of their own reagent system already (eg: AC). Fudging around with spellbooks at this late of date undoes basically all of that. I agree with the urge to create money sinks - this just isn't a good one.

Your insurance idea was spun around by several in an economy thread last week, and continues to be a bad idea. Death in UO is already pretty crappy compared to other games. It's easy, and it can happen to even the best players thanks to lag. Even when you're rich, it's annoying. When you're not rich, it's an agonizing hit to your wallet, your fame, and your time - a long sullen run back to the corpse, which is plenty enough deterrent not to suck. It penalizes people for being unlucky, lagged, or bad players - it penalizes people who are losing at UO, even more than just the feeling of losing, it's rubbing salt into a wound. It won't encourage people to be safer or smarter, it will just encourage noobs to quit, and everyone else to log out.

Random spawns are devastating to the noobie and annoying to most everyone else. This is an argument often seen in the Oblivion community; Oblivion is leveled, meaning that by default, a level 5 character will enter a dungeon and see level 5 monsters. De-leveling mods will change that up, so that sometimes a level 5 character will see level 1 mobs, and sometimes level 20 mobs that eat his face. Needless to say, being destroyed by ubermobs when you just wanted to beat up some skellies, is obnoxious. It's a good way to drive noobs from a game - and that's assuming that insurance isn't jacked up as you want, which would make basic hunting even more potentially catastrophic for new and middling players.

I absolutely agree with you that there are a lot of great ideas on the forums. But there are many better ideas than these five for accomplishing your (laudable) goals: increasing interaction, adding gold sinks, and creating new content. Nevertheless, posts like yours are critical to getting everyone thinking about how to improve the game, so thank you.

I'll add mine, very generally:

1) In order to increase interaction, the shards must be consolidated. Moongates between the shards or voluntary free transfers would be ideal. Several threads already exist on the best way to make this happen with a minimum of housing whining.

2) In order to reduce the inflation, gold sinks which target the wealthiest players must be introduced. These should be in the form of voluntary perks - housing basements, special titles, new hues and clothing, unique house tiles and deco, custom events hosted by EA staff (a la Gemstone III), all paid for with in-game money. None of them should in any way affect PvM or PvP.

3) In order to make the world feel alive, a seer program must be reinstated, with new story-driven content (NOT automated city invasions) on each shard every week.

All three of these would also help attract and retain new players, which is critical to UO's future. These actually solve the problems without undoing old fixes or creating any "aegrescit medendo" scenarios.
 
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