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for the other characters

  • Thread starter peanutbutter
  • Start date
  • Watchers 1
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peanutbutter

Guest
by other, i mean: crafters, fishers, t-hunters, thieves, ets... the non-combatants.

several questions:

1) why are there no (or relatively few) events that are non-combat related?
2) why are items dropping that are ruining the inscription market?
3) why can tinkers make so much JUNK?
4) why does wood in UO reality weigh so much more than metal? that makes NO sense.
5) about tinkers... why does a bracelet or ring that costs 100k to create end up being no better than something i could pull off an ettin?
6) why are "highly rare fish" only worth 1 gold? duh?
7) why can't thieves do much of anything... really...?
8) why do bards have such an effect on animals (who can't possibly have the understanding to appreciate music) and relatively NO effect on people?
9) why can't fishers (pirates) hire magic casters to guard their ships?
10) why, since AoS, does it seem that the devs are trying everything they can to destroy the crafter's game experience?

and, the 11th question: can we do something about it please?

suggestions:

1) make non-combat events. simple. do it. be creative... :bowdown:you can do it.

2) :scholar:boost inscription. allow us to go to 120 skill (without the SDI) and craft items that will match or beat the books that have dropped in the event. add mods like +wrestlin or +peacemaking or whatever to the books. give us the chance to compete for goodness sake

3) allow tinkers to make items out of the junk they can currently make... like, give them a 1 in 10,000 chance to create a globe that acts as a moongate:love: or a 1 in 1,000 chance that they can make a tool with endless uses:love: or a 1 in 500 chance that they can make a butcher knife that auto-skinns anything killed or auto chops fish in your backpack:love:

4) make wood weight the same as metal (or less). i mean, you hate on LJr's and fletchers and carpenters enough as it is. not only is it totally unrealistic:coco: that wood would weigh more than METAL... it's not right to make it so.

5) boost magical tinker made jewelry. something that costs as much and uses rare materials should ALWAYS have more and BETTER mods than ANYTHING you can loot off of a monster corpse:yell:. tell me, what was an ogre doing walking around with a 1/2 ring with 10 lrc (not great, but...) when i can't even make something that good after going though 500k in materials? w... t... f...?also, allow tinkers to choose if they want to make a brilliant amber ring OR bracelet, rather than only giving them a choice. it's not realistic.

6) it's a HIGHLY RARE FISH. anything RARE should be of value:scholar:. fishers have a tough life as it is. they need to be able to make money somehow, yet it is mostly denied. also, instead ov only pulling up boots, why not other stuff? like, i dunno, maybe body parts? (hmmm... sound like an event idea????) maybe fishers have the chance to pull up items of value.. REAL value... anything. be creative...

7) thieves... jeez. FIX them.

8) bards... jeez... FIX them.

9) people have been griping for years :yell:that there's nothing to do on the water but float a boat. please be more creative. allow people to hire ship-hands (archers and casters) that can be trained up to fight water wars and/or protect their captains.

10) stop making drop loot that is so much better than craftable loot. nothing that comes from a savage idiot monster :spider: should be better than anything a professional can craft. at BEST, monster loot should have to be "fitted" or "adapted" or "harvested" by a professional before it can be used by anyone.
 
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Nat/Bella

Guest
Couldn't aqree with you more. I gm'd tinkering, carpentry and alchy, threw in stoneworking and glassblowing, and thought that would be good enough to get a nice vendor shop going. I have an elder smith too. Well there is nothing I can make that sells, other than kegs, unless I find a guild that does dungeon runs, so that I can get assorted body parts and other vile things. Glassblowing isn't even worth the cost of the book. Unless you want to start a kinky vendor. I'd even make the empty bottles if getting sand was a bit easier. All in all, I'm totally disappointed.
After 11 years in the game, I'm going to give Lotr a go, they have a free two week trial period going.
 
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peanutbutter

Guest
120 inscription?! Good Lord, please...no!
keep in mind that i'm only looking for a solution that allowes scribes to make better stuff... stuff that will sell. it doesn't have to be 120 inscrib... just boost the mods. make scribed books and stuff BETTER than ANYTHING you can get in an event or whatever.

we deserve better for the work and $$ we've put into it.
 

Gildar

Babbling Loonie
Stratics Veteran
Stratics Legend
1) make non-combat events. simple. do it. be creative... :bowdown:you can do it.
Do you have suggestions for non-combat events that the developers could run?
All the good ones I can think of require at least one, preferably more, real people being there to manage them.
 
S

sapphirediablo11

Guest
Do you have suggestions for non-combat events that the developers could run?
All the good ones I can think of require at least one, preferably more, real people being there to manage them.
really hard to make a main stream event none combat related, unless it is the preparation build up crafter only items donation thing or something :| but the EMs should be able to do something with it i have plenty of ideas in mind... and if i know anyone who is an EM i will them em what it is :D
 
D

Dragon Slave.

Guest
I'd say no to 120 inscribing. Don't want to train it anymore. Instead just fix it as is, so that the possibility of crafting better spellbooks can be done at 100 skill.

For crafters make rare resources easier to get, or boost the quality of jewelry and other items that can be crafted with said rare resources.

For fishers, love the idea of pulling up rare items, anything but shoes and sandals. Also would love a spawning pirate ship, similar to te evil mage, orcs, lizardman, and other spawns. Something to make being on the high seas more adventurous and dangerous. Even add pirates, or a new expansion, for pirates and a new fort or doc out in the ocean.

No real issue with bards. Works fine to me.

Tinkers, well they can make alot of junk. What else do you really want from them? Maybe new junk to make?

Thieves, Limit or cap insurance to a set number of pieces, say 5-10 items, the royal insurer of britannia won't insure more than that if your gonna travel in dangerous places like felucca. Insurance companies have to protect themselves too. Also remove passive reveal, hard to play a thief, when you can't even snoop your victims with out getting revealed. Also allow random stealing, to actually try and steal an item that can be stolen. Why when you random steal, it checks against an insured item? Thats lame. And lastly allow thieves to have a chance of successfully stealing against npcs, and monsters. Why not?
 
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peanutbutter

Guest
Do you have suggestions for non-combat events that the developers could run?
All the good ones I can think of require at least one, preferably more, real people being there to manage them.
sure... incorporate clue finding via fishing into the murder mystery stuff.

have an event where you have to use camping to find items key to the event...

use cartographers as the only means to obtaining maps to key locations in an event

allow blacksmiths to create armor specific to defending against invaders

give fletchers recipes to make the only ammo that can kill particular foes

allow carpenters to donate items to build city defenses

make a foe that can only be defeated by tinkered golems

allow cooks to make food that , when eaten, grants access to an event area



all of this creates a market for crafters and non-combatants to play with. that is what we do. that is the game for us.

those ideas took me 30 seconds... it's not that hard...


or...

just hire me. i'll take 40k per year and guarantee some killer events. i can't code, but i understand the limitations and can generate and organize ideas for events/changes that will make the game more interesting
 

Gildar

Babbling Loonie
Stratics Veteran
Stratics Legend
sure... incorporate clue finding via fishing into the murder mystery stuff.

have an event where you have to use camping to find items key to the event...

use cartographers as the only means to obtaining maps to key locations in an event

allow blacksmiths to create armor specific to defending against invaders

give fletchers recipes to make the only ammo that can kill particular foes

allow carpenters to donate items to build city defenses

make a foe that can only be defeated by tinkered golems

allow cooks to make food that , when eaten, grants access to an event area



all of this creates a market for crafters and non-combatants to play with. that is what we do. that is the game for us.
All good starts (I quite like the cartography and fishing thoughts)... but none of them are full events. Most of them, without modification, do more to annoy combatants than they do to give non-combatants something fun to do. Can you expand on those to make events that give non-combatants closure?
 

Silly Seadog

Sage
It's My Birthday
Stratics Veteran
Stratics Legend
UNLEASHED
allow cooks to make food that , when eaten, grants access to an event area
Arrrrr, add in peyote seed drops fer gard'ners ta grow which can be harvested fer ingredients ta be used in cookin' and alchemy! =)
 
P

Pasquinade

Guest
Preach it, peanutbutter! You are so right!
Give my crafters SOMETHING worthwhile to do!
 
P

peanutbutter

Guest
All good starts (I quite like the cartography and fishing thoughts)... but none of them are full events. Most of them, without modification, do more to annoy combatants than they do to give non-combatants something fun to do. Can you expand on those to make events that give non-combatants closure?
i'll think something through while i'm finishing essays for finals week.

honestly, my thoughts lean more towards giving crafters a high level of involvement during events, rather than simply events for crafters only. i hate exclusion... hate it. if i think of an event that is for crafters (fishers, cooks, the whole bunch), then i am excluding killers - the very thing that i dislike about UO events: exclusion.

but, i'm sure i can think of something either way.

as far as annoying combatants: good. if including more types of characters in events and tightening co-dependence in the community is annoying, i'm all for it. :eek: ... so they have to track down a real person to help them instead of an NPC. that's a good thing... isn't it?
 
P

peanutbutter

Guest
Arrrrr, add in peyote seed drops fer gard'ners ta grow which can be harvested fer ingredients ta be used in cookin' and alchemy! =)
agreed. no reason why alchemists / botonists shouldn't be able to grow (fields of) reg producing plants.
 

Gildar

Babbling Loonie
Stratics Veteran
Stratics Legend
as far as annoying combatants: good. if including more types of characters in events and tightening co-dependence in the community is annoying, i'm all for it. :eek: ... so they have to track down a real person to help them instead of an NPC. that's a good thing... isn't it?
Forced to track down a real person to participate? Bad. Encouraged to track down a good person to have a noteworthy, but unnecessary, advantage? Excellent.
 
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