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Dear Devs, please remove timer from Exodus keys

Kyronix

UO Designer
VIP
Stratics Veteran
Stratics Legend
UNLEASHED
The flip side to that problem is if the players think the content (time/actions spent gathering the keys) is tedious and not worth their time. That would invalidate the gathering content AND the peerless content.

As a few have pointed out, gathering many of the keys in an exercise in RNG frustration, and is, quite frankly, boring. Consider the amount of time it takes to start a Corgul run compared to a Lady M, Travesty, or Dreadhorn. Dropping off a map and a few minutes of sailing compared to an unknown amount of time due to the fickle RNG key drops. This, of course, doesn't even touch the disparity in the perceived value of the loot, as Corgul drops far more desirable items than any peerless. Another potential invalidation.

In any event, removing timers from keys doesn't invalidate the content which generates them, after all, someone will still have to engage it to attain the keys. Removing the timers will simply allow those who want to do a peerless run either the liberty to take their sweet time in acquiring the keys, or to purchase them from someone who might find the gathering content entertaining.

Being able to have a stock of keys, which still have to be gathered anyway, isn't going to harm the game. Less grindy tedium in UO would be greatly appreciated.
These are valid points and I agree fully. One of the driving forces behind making the keys to the Exodus encounter available from a variety of sources was to try and avoid a "grindy" feel to it as much as possible...don't feel like fighting your way to their acquisition? Maybe hop on a thief and steal them instead and get some loot along the way - or craft the one you may be missing.

I think what any one person considers an acceptable level of "grind" is a very personal opinion, one that ranges from an outright objection to killing more than one of anything to complete complacency and enjoyment when repeating the same task hundreds if not thousands of times. The take away message here, I think, is that there is a balance to be struck between a necessary repeatability but a sufficient level of reward along the way while also providing a broad number of options to appeal to different play styles. Definitely some good food for noodling!
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