Since devs say, during the latest UOHoC chat, that they are "looking into updating the MIB's and Treasure Chests in the futrue", I'd like to present my thought on it.
I'd like to focus on Treasure hunting for the moment.
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According to my thoughts, treasure hunting has following features:
- searching where treasure chests are burried itself gives a pleasure
- fighting and conquering guardian monsters is interesting
- rewards in treasure chests are also attractive in treasure hunting
But the second and the third one are not restricted only to treasure hunting. Fighting monsters in Doom or in SA dungeons is and should be also attractive. And the rewards are and should be also correspondent with efforts paid for them. So, if new monsters or new items are introduced into game, these pleasures in treasure hunting get relatively decreased. Therefore, revamping guardian monsters and rewards should be continually done according to game evolution. In other words, these 2 features are not the pleasure of treasure hunting itself.
Then, what is the pleasure specific for treasure hunting? I think it is searching treasures.
But, as you all know, PCs find no pleasure in searching treasures. Why? Because the places where treasure chests are burried are all found and recorded in databases.
At this point, we should consider two cases - treasure hunting for soloing and for party.
When you do treasure hunting alone, there's no problem, because you don't need to refer to databases. You can spend time for searching treasure chests as you like.
But if we do it in party, we find another problem. Actually, this is an essential problem in treasure hunting in UO.
When we do treasure hunting in UO, the person who can search treasure chests are restricted to PCs with a cartography skill. Thjs can guarantee the entity of cartography, but means at the same time that PCs without cartography can do nothing in searching treasure chests in UO. So when we go treasure hunting in party, PCs without cartography must wait for Cartographers to find treasure chests, in inoccupation.
This is the essential problem of treasure hunting in UO. I read once a diary of treasure hunting on a fan site. There was no database at that time. That player had a cartography skill, and seached treasure chests for some time but couldn't find them. In the meantime, other members went somewhere to do other things, and he found himself alone.
If you can find party members who can wait until you finaly find treasure chests, there's no problem. Unless you can find such party members, you can't help refering to the database. The database arose from the necessity to avoid the problem mentioned above.
If we can't solve this problem, there's no other way to revamp treasure hunting than to introduce attractive guardian monsters or to revamp the reward. But, as already mentioned, it is not revamping treasure hunting itself.
Then, I'd like to make a propositon: a special party system for treasure hunting.
- A cartographer can form a special party
- Members in the party can have the same skill value of Cartographer as the partyhost(=Cartographer)
- Copies of the treasure map deciphered by the partyhost emerge in backpacks of party members
- Party members can read the copied map and can search the place where threasure chests are burried
In this way, all members can play substantially treasure hunting without Cartography, and Cartographer doesn't lose its entity.
Of course, this process should be coded carefully, so that it shouldn't be used for duping.
Then, the places where treasure chests are burried should be randomized. It will be very difficult to search the places, but the difficulty will be spreaded among party members.
How about this?
I'd like to focus on Treasure hunting for the moment.
--
According to my thoughts, treasure hunting has following features:
- searching where treasure chests are burried itself gives a pleasure
- fighting and conquering guardian monsters is interesting
- rewards in treasure chests are also attractive in treasure hunting
But the second and the third one are not restricted only to treasure hunting. Fighting monsters in Doom or in SA dungeons is and should be also attractive. And the rewards are and should be also correspondent with efforts paid for them. So, if new monsters or new items are introduced into game, these pleasures in treasure hunting get relatively decreased. Therefore, revamping guardian monsters and rewards should be continually done according to game evolution. In other words, these 2 features are not the pleasure of treasure hunting itself.
Then, what is the pleasure specific for treasure hunting? I think it is searching treasures.
But, as you all know, PCs find no pleasure in searching treasures. Why? Because the places where treasure chests are burried are all found and recorded in databases.
At this point, we should consider two cases - treasure hunting for soloing and for party.
When you do treasure hunting alone, there's no problem, because you don't need to refer to databases. You can spend time for searching treasure chests as you like.
But if we do it in party, we find another problem. Actually, this is an essential problem in treasure hunting in UO.
When we do treasure hunting in UO, the person who can search treasure chests are restricted to PCs with a cartography skill. Thjs can guarantee the entity of cartography, but means at the same time that PCs without cartography can do nothing in searching treasure chests in UO. So when we go treasure hunting in party, PCs without cartography must wait for Cartographers to find treasure chests, in inoccupation.
This is the essential problem of treasure hunting in UO. I read once a diary of treasure hunting on a fan site. There was no database at that time. That player had a cartography skill, and seached treasure chests for some time but couldn't find them. In the meantime, other members went somewhere to do other things, and he found himself alone.
If you can find party members who can wait until you finaly find treasure chests, there's no problem. Unless you can find such party members, you can't help refering to the database. The database arose from the necessity to avoid the problem mentioned above.
If we can't solve this problem, there's no other way to revamp treasure hunting than to introduce attractive guardian monsters or to revamp the reward. But, as already mentioned, it is not revamping treasure hunting itself.
Then, I'd like to make a propositon: a special party system for treasure hunting.
- A cartographer can form a special party
- Members in the party can have the same skill value of Cartographer as the partyhost(=Cartographer)
- Copies of the treasure map deciphered by the partyhost emerge in backpacks of party members
- Party members can read the copied map and can search the place where threasure chests are burried
In this way, all members can play substantially treasure hunting without Cartography, and Cartographer doesn't lose its entity.
Of course, this process should be coded carefully, so that it shouldn't be used for duping.
Then, the places where treasure chests are burried should be randomized. It will be very difficult to search the places, but the difficulty will be spreaded among party members.
How about this?