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Bring back regs!

cazador

Grand Inquisitor
Stratics Veteran
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Honestly I think aos was such a hit because it was such a massive overhaul. I'll never forget the day I logged in with new resists, flamestriked myself, died and logged out for two years.


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Izzy MBC

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I would like to see a return of reagents for Spells in some form for the casting of traditional Magery, some kind of incentive.

To see the once Fundamental Ingredients for casting the original Magic School now completely irrelevant (at least, specifically for the aforementioned action of Casting Spells) due to the presence of magical armour that is capable of completely mitigating Reagent requirement, is kinda ridiculous in my opinion.

I'm actually ashamed to say I can't remember any more the ingredient requisites for most the spells I've cast a million plus times now. (At least I can say I know the words though)

One can always argue, "If you miss using Reagants so much, don't wear LRC", but I'd be inclined to retort with, "If the Devs have built-into the game this (which I feel is approaching to) a "God Mode, Hand-Hold" ability - it's kind of hard to ignore their intentions regarding how Magery should be (best) wielded".
For there is virtually no trade-off, except for maybe needing insurance on my LRC Armour, which costs a negligible pittance anyway.

These are my thoughts.

Edit: I also actually miss the element of the (small amount of) micro-management. Especially when one is picky, I always used to have 75 of each exactly, or 150 of each at a time, before starting every Adventure. Needing to remain concious of the spells I have cast and their approximate quantities during the adventures, so I have an idea of what I retain in reserves without directly checking. Picking up reagents off the Forest floors was "a thing".
The tours of many Britannia Mage shops for buying up Reagents was a little annoying (aye, there is the tedious aspect), but it really was't that bad. A nice reason to visit the various cities I seldom frequent now, especially the "backwater" Mage shops in weird-ass locations.
 
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Deraj

Sage
Stratics Veteran
Stratics Legend
I could come here and say, "We need a statue in the middle of Luna that, when clicked, immediately dispenses 10m gold per click" and then to any criticism of it say, "Well then just don't click it if you don't want it, leave me alone!" But that would be missing the point, because it would be clear to anyone here that such a thing affects everyone, regardless of whether they choose to indulge in the gold dispenser or not. This is the nature of the MMO.

Nearly every item attribute in this game has a cap because without one, they would often times be severely overpowered. It's easy to consider LRC as something that can't get overpowered and yet at 100% it completely nullifies an entire game mechanic, the cost of casting spells with very little trade off, as well as killing any potential for what reagent cost could offer us. We could have reagent bags that function like quivers (maybe something equippable, maybe something with item attributes), we could have advanced reagent gathering from gardening or whatever else that adds a new economic dimension, we could have trade offs such as lower spell power for LRC or higher spell power for no LRC for more template variety. Some of these are awesome ideas from this thread but rely on the concept of players needing reagents for spells.

Imagine Lower Ammo Cost going to 100%... surely we can all see the problem with that? No arrows required to shoot a bow. No need for fletchers to craft them, or adventurers to harvest resources for them. Little to no demand for them. Diminished value to arrows and bolts. It's not just about one's personal experience of seeing the arrow count go down when the bow is fired - the are far more aspects to this that affect everyone in the game. Sure, a little bit of LAC is nice to have, but with too much you lose one more piece of the actual game, where challenges, obstacles and barriers exist to be overcome, ideally through cooperation or competition between groups of players.
 

cazador

Grand Inquisitor
Stratics Veteran
Stratics Legend
I personally think when they originally started lrc they had no idea how insane the armor would become. Before LRC was a trade off, only the best suits had 100lrc 70 in resists and maybe a bit of mana regen now it's like ok..well I have 140 lrc 100's+ in each resist and capped at every possible stat..it's become absolutely nuts. I don't think they should remove lrc completely, partially because many people will have the same thought when they added resists to begin with like I did. But my god, something needs to be fixed here or just start handing out test center type robes with maxed stats and call it a bonafide testing game.


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Izzy MBC

Journeyman
Stratics Veteran
Stratics Legend
Campaign Supporter
Nearly every item attribute in this game has a cap because without one, they would often times be severely overpowered. It's easy to consider LRC as something that can't get overpowered and yet at 100% it completely nullifies an entire game mechanic, the cost of casting spells with very little trade off, as well as killing any potential for what reagent cost could offer us.
And at first thought; unlike tampering with other attributes (Such as LMC, MR, FC/FCR etc.), actually adding a cap to LRC would not really affect the amount of Spells we can currently wail madly at the current iteration of Mobs we face now in-game. The former set of attributes allow the flow of spells to be delivered exactly the same, yet with a new 50-80% LRC cap (just for example), and combined with holding 200 of each reagent, it's still a long session of blasting the hell outta champ spawns or what have you.
So what we can tackle remains the same, just operation time is now finite :)

I personally think when they originally started lrc they had no idea how insane the armor would become. Before LRC was a trade off, only the best suits had 100lrc 70 in resists and maybe a bit of mana regen now it's like ok..well I have 140 lrc 100's+ in each resist and capped at every possible stat..it's become absolutely nuts. I don't think they should remove lrc completely, partially because many people will have the same thought when they added resists to begin with like I did. But my god, something needs to be fixed here or just start handing out test center type robes with maxed stats and call it a bonafide testing game.
Without exercising a lot of restraint, and a lot of creativity/ingenuity, I imagine it would be difficult to avoid Power inflation after 15+ years, and not have it spiral out of desirable control. It's vaguely (very vaguely) like DragonBallZ, every single time a new enemy comes along they're even more ridiculously powerful as characters grow. What did they reach, SSJ4 for Goku? Heh.

I'm sure I don't need to say any thing in this area really, the fact people can Solo once considered "insanely powerful mobs" kinda says it all. Years ago one of my friends casually Solo'd a Paragon Balron by himself as a Swordsman (Well, an Axeman), I mean what the flying heck...

To relate to the subject at hand, the LRC seems completely uncontrolled and adding to the "Power inflation crisis".

Hope this makes sense...
 

MalagAste

Belaern d'Zhaunil
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I don't know archers have been limited by the amount of arrows they can carry for years. Since the advent of 100% LRC they have been the ONLY class of character so severely limited.
 

cazador

Grand Inquisitor
Stratics Veteran
Stratics Legend
I don't know archers have been limited by the amount of arrows they can carry for years. Since the advent of 100% LRC they have been the ONLY class of character so severely limited.
They made quivers so you have unlootable arrows, Lower Ammo Cost, Made potions weigh more so it took a bit of organization to keep stocked. But we still have LRC which they added just to add it. It wasn't an incentive, it wasn't a enchantment that's lasted a certain time, just a complete dismissal of any supplies needed what so ever. It was a lazy attempt to add something useful. Instead of balancing it like they did with the 80%lmc 4/6 casting and 80% sdi characters they left it alone and said screw it.


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Deraj

Sage
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Stratics Legend
I don't know archers have been limited by the amount of arrows they can carry for years. Since the advent of 100% LRC they have been the ONLY class of character so severely limited.
Absolutely, I definitely know the pain of arrow capacity, but instead of having 100% LAC and essentially cutting off branches of gameplay, they introduced ways to increase an archer's supply through LAC, and quivers which provide both weight reduction and insurable arrows.
 

MalagAste

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Absolutely, I definitely know the pain of arrow capacity, but instead of having 100% LAC and essentially cutting off branches of gameplay, they introduced ways to increase an archer's supply through LAC, and quivers which provide both weight reduction and insurable arrows.
Arcane clothes ....... insurable/Blessable Regs.
 

Mervyn

Babbling Loonie
Stratics Veteran
Stratics Legend
There should be a cap on Lower Reagent Cost of 95-99%

I tell you the truth.

Also, can someone please explain why spellweaving spells require no resources?
 

Deraj

Sage
Stratics Veteran
Stratics Legend
Also, can someone please explain why spellweaving spells require no resources?
I never understood that either, or why Spellweaving has no secondary skill like so many other equivalents (spirit speak for necro, eval for magery, etc). But I just chalk it up to bad design like everything else in that god forsaken expansion.
 

cazador

Grand Inquisitor
Stratics Veteran
Stratics Legend
I never understood that either, or why Spellweaving has no secondary skill like so many other equivalents (spirit speak for necro, eval for magery, etc). But I just chalk it up to bad design like everything else in that god forsaken expansion.
At least it didn't have dinosaurs..through an apparent Time portal. So now we have..

Humans
Wizards
Warriors
Necromancers
Paladins

Uhm..

Elves
Samurais
Ninjas
Spellweavers

Uh..

Gargoyles
Mystics

And uhm yea

Dinosaurs..


The direction of a medieval rpg is quickly becoming a prehistoric rpg. I would of loved to hear that brainstorming meeting



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Dot_Warner

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The dinosaurs, Eodon specifically, has been part of the Ultima canon since the 1990 game Worlds of Ultima: Savage Empire. In that game, the Avatar gets drawn into Eodon due to a failed experiment and spends the rest of the game trying to unite the various tribes against the myrmidex (who are a slave race created by the Kotl...who are alien reptiloids.) The myrmidex have siezed control of the Kotl power source, a corrupted moonstone, and must be stopped before they threaten all of Earth. (The Kotl are virtually extinct, all that remains of their species is the Sakkhra tribe)

Yes, Earth...which is where Eodon is. Its a hidden, unmappable valley very similar to Marvel's Savage Land.

UO's Eodon is different in a few major respects, however. There are fewer tribes, no below-ground areas, and no high-tech ruined alien city to be found...yet. We also had Minax's Shadowguard shoehorned into the valley, though that can be explained away due to the Timelord's influence - he had to teather Shadowguard to something...
 

Dot_Warner

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UNLEASHED
As for LRC... leave it alone. To late to change it now. If you don't like it, don't use it.

There's precedent in Ultima canon as well, the Ring of Shal from Serpent's Isle obviates the need for reagents completely.
 

Dot_Warner

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So when do the space travel, laser guns, magic flying carpets, and space ship come into play?

..a lot of things are in ultima "lore" doesn't mean it makes sense in UO
Anything can "make sense" in UO if done right, its a fantasy game with a rich single-player legacy to draw on. Stop trying pigeonhole it based on your bias.
 

cazador

Grand Inquisitor
Stratics Veteran
Stratics Legend
Anything can "make sense" in UO if done right, its a fantasy game with a rich single-player legacy to draw on. Stop trying pigeonhole it based on your bias.
All I know is I want a Klingon race that flies around in a hijacked Enterprise ship..obviously they would called Klinguns and the Entaprize..regardless tho.

On a more serious note, there are very very few people who've even played any other Ultima or even care for its lore. It's not me pigeonholing anything. I'm just being a realist. It looks quite ridiculous to any new player.

Them:"So what you're saying is I kill mongbats, harpys, dragons.."

Me:"Yep and they just added dinosaurs!!"

Them: " o_O...Fallout is fun you should try it"


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Dot_Warner

Grand Inquisitor
Governor
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:rolleyes:

Right, because UO is realistic and not ridiculous as it is. I'll remember that next time I'm teleporting somewhere to go throw lightning and fire from my fingertips at something as my enchanted rock creature wails on it and throws birds at it...or better yet, the mechanical wolf/scorpion/kittygoyle/humanoid robot that I created in my spare time.

People might not have played Ultima, or cared for its lore... der.. wait.. why are they playing an MMO based on it then? Seriously, that line was funny. UO is based on Ultima and all its lore. You're just going to have to be a realist and STFU/cope.
 

cazador

Grand Inquisitor
Stratics Veteran
Stratics Legend
:rolleyes:

Right, because UO is realistic and not ridiculous as it is. I'll remember that next time I'm teleporting somewhere to go throw lightning and fire from my fingertips at something as my enchanted rock creature wails on it and throws birds at it...or better yet, the mechanical wolf/scorpion/kittygoyle/humanoid robot that I created in my spare time.

People might not have played Ultima, or cared for its lore... der.. wait.. why are they playing an MMO based on it then? Seriously, that line was funny. UO is based on Ultima and all its lore. You're just going to have to be a realist and STFU/cope.
I never played a Utima game until after I played UO and liked it...you make no sense. I also liked Final Fantasy VII but never played its predecessors... Derp derp!


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Dot_Warner

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Derp derp!
I'll try to write simpler for you.

You said:
there are very very few people who've even played any other Ultima or even care for its lore.
Then I said:
People might not have played Ultima, or cared for its lore... der.. wait.. why are they playing an MMO based on it then?
In that context, it fairly obvious that "der.. wait.. why are they playing an MMO based on it then?" is in reference to people "not caring for it's (Ultima) lore."

UO is quite heavily based on Ultima canon, including a lot of the weirdness and potpourri of genres. The dev teams have mainly stayed with the core medieval theme, but we also have multiple flavors of magic, elves, ninjas, cyborgs, flappy gargoyles, mechanical life, half-machine-half-demons, time travel, and now more dinosaurs. But you want to complain because dinosaurs are the most fantastical thing on that list?

:facepalm:
 

cazador

Grand Inquisitor
Stratics Veteran
Stratics Legend
Ok ok...shotty on the first le3t spacecraft!! Maybe we'll even have a space invader mini game with ty fighters and sweet lewtttz


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Aran

Always Present
Stratics Veteran
Stratics Legend
There should be a cap on Lower Reagent Cost of 95-99%

I tell you the truth.

Also, can someone please explain why spellweaving spells require no resources?
It's the difference between a Wizard and a Psion.
 

old gypsy

Grand Poobah
Professional
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Campaign Patron
I still use regs frequently. Heck, I'm even using them to grow plants since I moved to a 7x7.
 

Mervyn

Babbling Loonie
Stratics Veteran
Stratics Legend
On my tamer, i have 120 lore and 120 veterinary, and i don't bother healing my pet with bandages anymore because it takes a resource, i just heal with Gheal, at least if i only had 95% LRC i might use the veterinary skill.
 

Caelyr

Adventurer
Stratics Veteran
To see the once Fundamental Ingredients for casting the original Magic School now completely irrelevant (at least, specifically for the aforementioned action of Casting Spells) due to the presence of magical armour that is capable of completely mitigating Reagent requirement, is kinda ridiculous in my opinion.
...
One can always argue, "If you miss using Reagants so much, don't wear LRC", but I'd be inclined to retort with, "If the Devs have built-into the game this (which I feel is approaching to) a "God Mode, Hand-Hold" ability - it's kind of hard to ignore their intentions regarding how Magery should be (best) wielded".
For there is virtually no trade-off, except for maybe needing insurance on my LRC Armour, which costs a negligible pittance anyway.

These are my thoughts.

Edit: I also actually miss the element of the (small amount of) micro-management. Especially when one is picky, I always used to have 75 of each exactly, or 150 of each at a time, before starting every Adventure. Needing to remain concious of the spells I have cast and their approximate quantities during the adventures, so I have an idea of what I retain in reserves without directly checking. Picking up reagents off the Forest floors was "a thing".
The tours of many Britannia Mage shops for buying up Reagents was a little annoying (aye, there is the tedious aspect), but it really was't that bad. A nice reason to visit the various cities I seldom frequent now, especially the "backwater" Mage shops in weird-ass locations.
You may miss it, but that 'small amount of micro-management' would be considered bad game design by modern standards. Even when you ignore everything else that's going on in UO. Which, in case it's been forgotten; the game's worthwhile content is mostly accessible at an endgame stage, after having trained and geared a character. If you're getting bored of flamestriking repeatedly, you're already playing below half capacity, and should step your game up. Throw some more spells into the mix. The micro-management then becomes about mana, how you use it, and how you time your spells (particularly out of protection, which you won't be using if your concern is having your hand held, right?).

This weird nostalgia fetishism of the 'glory days' has nailed the developer's feet to the floor as they endlessly try to placate a (literally) dying player base while attempting to make small innovations and upgrades to a now-18-year-old game. Innovations which streamline the gameplay experience, and make it less tedious and frustrating to play. It can and has been argued that this makes the game less rewarding. But if I wanted to pay to work a second job, I'd be playing EVE Online.

I dunno. If it's micro-management you're after, plant some seeds, start a consumables vendor. Deco your house. There's plenty to potter around with.
 

Capt. Lucky

Grand Inquisitor
Stratics Veteran
It would take a lot of time, work and gold to put together one uber suit that does it all. If your going for 100% LRC then your very very likely paying the price somewhere else. It's all about trade offs. There's so much LRC stuff in the game now it would make little difference to even think about stopping it. Mostly resulting in mages in general being more powerful in the long run.
 

kaio

Lore Master
Stratics Veteran
Stratics Legend
I would for 1 carry reagents, if i had a blessed reagent bag :)
Then i would make this super uber mage-archer, and pwn u all :p
 

cazador

Grand Inquisitor
Stratics Veteran
Stratics Legend
We should already have blessed containers. A craft able blessed reagent bag is a good idea. I'd even go as far as saying on death you only lose 75% of what's in the bag. 50% weight reduction 75% loss prevention. And it can only hold reagents. Never ever ever ever needing reagents to cast a spell makes as much sense as ninjas killing dinosaurs in UO.


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Izzy MBC

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I had written a long post, which some of you may have read already before I removed it all.

I am not removing it because I regret my post, or because I feel I'm mistaken in my view.

Instead, it's because I remember it's pointless to talk about (like many things) matters such as this because no matter what I believe or how passionate I am in conveying my thoughts, it is never going to be the way I believe it should be.

So it's pointless to talk about it.

(Especially if it inadvertently leads to an argument about some thing that we have no power to change - now that is ridiculous!)
 
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cazador

Grand Inquisitor
Stratics Veteran
Stratics Legend
I had written a long post, which some of you may have read already before I removed it all.

I am not removing it because I regret my post, or because I feel I'm mistaken in my view.

Instead, it's because I remember it's pointless to talk about (like many things) matters such as this because no matter what I believe or how passionate I am in conveying my thoughts, it is never going to be the way I believe it should be.

So it's pointless to talk about it.

(Especially if it inadvertently leads to an argument about some thing that we have no power to change - now that is ridiculous!)
Btw you're slacking on YouTube vids!!

Don't be discouraged, stratics is all about calling your ideas/thoughts stupid. The devs do read though and use ideas. I had made a post some time ago about how to make all armor useful again. By adding a 3% Inherant Lower Mana cost to studded etc..and they actually did. Wether or not it was from my lengthy obnoxious post is another question. I'll take the credit tho!


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Thoronnar

Journeyman
Stratics Veteran
Please don't, there are just too many regs... it will be a pain for a mage/necro for example to load ALL possible regs. Some of us don't play all day, and it will take a very long time to reload regs every time you want to use your mage. However, they could introduce something like "magical essence" one of these would be required for casting a spell (maybe just some spells not all). This would be more similar to arrows, but then mages will be on the unlucky side as they will have to carry LRC + "magical essence". Archers would only have to carry arrows... I think it is good the way it is....
 

Nexus

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Please don't, there are just too many regs... it will be a pain for a mage/necro for example to load ALL possible regs. Some of us don't play all day, and it will take a very long time to reload regs every time you want to use your mage. However, they could introduce something like "magical essence" one of these would be required for casting a spell (maybe just some spells not all). This would be more similar to arrows, but then mages will be on the unlucky side as they will have to carry LRC + "magical essence". Archers would only have to carry arrows... I think it is good the way it is....
You know there is an idea in that, how about it become this "Essence" become a new Alchemist craftable and it act as a universal reagent made from 1 by combining 1 of each of the existing reagents?
 

Thoronnar

Journeyman
Stratics Veteran
You know there is an idea in that, how about it become this "Essence" become a new Alchemist craftable and it act as a universal reagent made from 1 by combining 1 of each of the existing reagents?
Right.... but then LRC would disappear and mage suits would be incredibly powerful.
 

cazador

Grand Inquisitor
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Stratics Legend
Right.... but then LRC would disappear and mage suits would be incredibly powerful.
I don't think regs should necessarily be only for the current Magery spells. I think lrc should be soft capped at 65% with a diminishing return above. Kind of like how mana regen works. So with 65% lrc you use a reagent 35% of the time. Where at 70% lrc you would use a reagent 34% of the time so 5% above cap would yikes a 1% less chance of consumption. So at 100%lrc you would consume a reagent 28% of the time. So I mean essentially if you hammer down a suit with a ridiculous amount of Lower Reagent cost you could make it almost irrelevant, but you would have to sacrifice so much to do it.

Change the property name to Lesser Reagent Consumption or something more fitting. Add new spells for every magic school that ignore the property all together.

Crafting bonus: Enchantments that can put on suits. If you're wearing leather armor/or Mage armor you can Enchant a gem that adds 5 charges to a piece of armor each charge acts as 1 spell that would consume a Reagant. Max charges per piece is 20.That's 6 pieces of armor at 20 charges which means 120 spells can be casted without any reagents.

Alchemist Craft the Gem with 25 of every reagent.
Skill requirements (100Alchemy/100inscription)
20% Chance Success

Tailors apply the Enchantment with 1 piece of leather/iron/wood/stone depending on armor type and 2 leather straps(crafted by tailor from leather)

Flame on! I was bored lol


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sirion

Sage
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Stratics Legend
When I re-joined UO back in 2005 or so, I was surprised to learn of LRC on my first day, because it absolutely made no sense. Casting spells without using the actual reagents? But then, I remembered what happened when you die in the legacy days: archers lose their arrows, mages lose their reagents, and that means dis-continuity of gameplay, which is a serious problem for the players especially when you die alone.

Not having to check and re-check what amount of reagents have left in the backpack....aye, especially when you are out hunting for a couple hours. (even if UOA has the function)
Some ideas sound cool, but the DESIGN approach must work for practical reasons in gameplay.
 

Laura_Gold

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Before anything like that happens, it would be good if the NPC vendors carried more than 20 of each reagent. 20 isn't even enough for ONE mage to have a day's adventure. Now imagine if every mage wanted to buy some. (Yes, I wrote Mesanna about this May 2012).
 

BrianFreud

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Personally, I play only mages, and I feel that mages have had the wrong end of the nerf stick for a good long time now - too long. Yes, if you aim for a particular boss, and specifically set gear/spellbook/etc, then cast the right set of spells, you maybe can get better dps than some other template... then that other template moves on to the next type of mob, while the mage again drops to last place in dps. Even how many RCs you see, vs EVs - EVs serve to distract a mob, RCs serve to kill them.

If we're talking pet/summon damage, compare a GD to a RC to an EV or greater demon (lol). Today's mobs end up dispelling (with near 100% success) EVs anyhow... it's time for us to stop being roadside attractions, and return to being "Merlin"s.

Mages seriously could stand to see 9th and 10th circle spells. Make LRC % drop off some amount with those spells, perhaps being "too complex for your armor to fully provide for", so that 100% is only 80% for 9th circle, and 60% for 10th.
 

Deep Ellum Dan

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Before anything like that happens, it would be good if the NPC vendors carried more than 20 of each reagent. 20 isn't even enough for ONE mage to have a day's adventure. Now imagine if every mage wanted to buy some. (Yes, I wrote Mesanna about this May 2012).
The more the NPCs are farmed, the higher their inventory next time they renew, up to 500 each

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Hill Top

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This is all!

At least make them useful for something other than making potions. Make new spells that require them and ignore the lower reagent cost.


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I disagree I feel regs should be deleted from game.
 

cazador

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I disagree I feel regs should be deleted from game.
Cool! Everyone is entitled to their opinion. At that rate let's delete bandages/arrows/potions and any other resource..or how Lower Ingot cost for smiths, Lower Lether Cost..catch my drift


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The Craftsman

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Actually UO peaked between AoS and SE which means it hit it's high point after LRC was introduced :p
And then promptly nosedived to the pitiful levels we have today when everyone started to slowly realise that the game had been destroyed and what we are left with is the item based, watered down, easy mode version of UO that we have today. Yeah ... LRC and all the other crap that destroyed the playerbase were a great idea.
 

Thoronnar

Journeyman
Stratics Veteran
The effects of eliminating regs would affect alchemy way too much, as well as mage suits. The work needed to balance the game after deleting regs would be absurd. It is better if developers focus their time on something else. Eliminating regs seems to be very low priority thing to me, if even considered.
 

Corwyn

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I'd hate to see the removal of regs, simply out of respect for the Ultima games, which did use regs.

That's my $0.02.
 
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