R
RavenWinterHawk
Guest
Do we really need more items that allow us to accelerate character developement?
Do we really need to raise skill cap?
Do we really need to worry about what a player can become with stats and items?
No
No
No
Its my 10 year opinion that the game has lost purpose beyond the above.
Please Devs take my ideas and the many many many others people generate and bring some exploration activity immersion back to the game. Yes EAI. Not the silly chained events we have. Theyre nice for about an hour. But they arent EAI's.
Let me keep it simple.
1. Institute stealing again. No. Like this. Generate items with tags of "A Black Market Item". This tag allows these items to be stolen. Generate 1000 different items found on land, on sea, in corpses, on npc's, rare drops etc.
Now you add a dimension. Wandering exploration purpose.
2. Institute random spawning monsters with random drops of 1000's items. Who cares, just items that you may or may not get. Unleash the minators all over Malas.
3. Dump #2 into treasure chests and lock boxes (in dungeons)
4. Now if you dont like the above, implement things on that line. I dont care what. But static spawns, events (though fun) that dont end, are well boring eventually.
You have nothing dynamic in UO that incorporates exploring the lands as 1 or in groups. Why not? The key is exploration and wandering.
Its painfully obvious.
Do we really need to raise skill cap?
Do we really need to worry about what a player can become with stats and items?
No
No
No
Its my 10 year opinion that the game has lost purpose beyond the above.
Please Devs take my ideas and the many many many others people generate and bring some exploration activity immersion back to the game. Yes EAI. Not the silly chained events we have. Theyre nice for about an hour. But they arent EAI's.
Let me keep it simple.
1. Institute stealing again. No. Like this. Generate items with tags of "A Black Market Item". This tag allows these items to be stolen. Generate 1000 different items found on land, on sea, in corpses, on npc's, rare drops etc.
Now you add a dimension. Wandering exploration purpose.
2. Institute random spawning monsters with random drops of 1000's items. Who cares, just items that you may or may not get. Unleash the minators all over Malas.
3. Dump #2 into treasure chests and lock boxes (in dungeons)
4. Now if you dont like the above, implement things on that line. I dont care what. But static spawns, events (though fun) that dont end, are well boring eventually.
You have nothing dynamic in UO that incorporates exploring the lands as 1 or in groups. Why not? The key is exploration and wandering.
Its painfully obvious.