- A problem of UO is that hunting in group split the loot with everyone and with it the chance to get special items. This just bring the people to solo everything in pvm.
My idea is: do not split the loot!
May sound stupid, but if every loot instance is a full loot for everyone, hunting in group will be fun again because everyone get their own FULL loot.
This will solve the fear of lose part of the loot because someone just hit the monster, and thousands of other lame thing that can be done with the current system.
- The PVP and PVM cannot coexist anymore. All the PVP improvements seriously damage PVM, all PVM improvements unbalance PVP, it's just stupid keep going this way.
Since Felucca is a PVP area make it with PVP ONLY rules, and put different rules in the other maps. So if for example the fireball is too powerfull they can nerf it on Felucca and it will stay as it is on the other places. If the enchanted apple are too powerfull and need a cooldown, you will put it on Felucca and not on the other places.
This can also be used to apply the PVP cap to PVM in Felucca so the champion spawns will be more challenging and the people who are going to do the champions will be able to PVP since while having the same rules for monsters they can improve their equipment to fight other players
By the way the faction arties must drop into the backpack if you leave Felucca, and this should be done even if the whole idea is ignored.
- Penality on death: insurance is no more a penality, noone (if not when you just start to play) care about the insurance cost because the gold is easy to get. Bless deeds also have removed the need of insurance.
So a great idea is the one used on Diablo 3: when you die all the items that you are wearing lose 10% of integrity.
This will be a perfect penality especially with all those "Cannot be repair" and "Brittle" items around
- The Collector's Book:
Around there are a lot of people who collect a lot of items/junk and for a reason or another it happen to lose 1 or more (sometimes every) of those precious items.
The idea is to make a virtual book (accessible through the paperdoll) where you can place your precious item, the server store the item data, color, form, etc... and you and whoever click in that book on your paperdoll will be ever able to see the item as it is.
Basically should work like a photo album, and obviously you still have the item.
In case the item is lost because someone stole it or your house fall or you break it, you still have it in the photo album as proof that you had it
This will also help lesser collectors to keep their home clean by taking a "picture" of the item for their photo album and then sell it.
- City market system:
A bunch of vendor in a special place of every city should allow the player to sells their items like an "Auction House". You should be able to sell every kind of item/pet and the people should be able to search for it by applying filters that match their requirements.
If you buy something from this market, part of the gold goes to the city treasure (of the city where you bought it).
The city treasure gold amount should work like the community collections evolution, the higher is the value, the more decorations/tools will be unlocked in the city. For example by filling the city treasure there could appears guards marching in formation through the streets, palisades that will evolve to strong stone walls, gardens, fountains, statues and also something magnificent that appears only to the richest city.
This system should not remove the current vendor system that could coexist for the lovers of the illegal shop search sites / people who has a lot of spare time to wander around the world and search all vendors...
- Loyalty/Virtues/Faction Points decay: as I've already said many times, this decay daily is pretty stupid because force people to login every character everyda, and this takes a LOT of time especially if some still have several accounts with characters in many shards.
I agree that this points should decay so only who is playing can get their bonus.
The solution is:
Tie the decay to the account and NOT to the characters. In this way you just have to login 1 character to prevent the decay. Then the login to prevent the decay should be once a week and not once a day in respect of the people who must work and can't play everyday (especially in this dark times).
- Simplify the game. This game is became insanely complex and this is one of the reasons that prevents new players from coming. About this I have few ideas that could help:
- Reduce the skill number:
This is a complex matter that probably will requires a lot of thinking, but basically many skills can be simply removed. Here is an easy list with few skills to use as example:- Melee Fighting: replaces Swordsmanship, Mace Fighting, Fencing, Anatomy and Tactics. Instead of calculating just the hit chances like the single skill does, it could manage hit chance and damage increase.
- Range Fighting: replaces Archery, Throwing, Anatomy and Tactics.
Instead of calculating just the hit chances like the single skill does, it could manage hit chance and damage increase. - Magic: replaces Magery, Mysticism, Necromancy, Chivarly, Spirit Speak and Evaluating Intelligence.
This just does what you can get by having for example Magery and Eval Int with just 1 skill. - Stealth: replace hiding and stealth. What's the point in having 2 skills?
- Animal Taming: replaces taming and lore with the same result . What's the point in having 2 skills?
- Healing: replaces healing and veterinary and allows to heal people and pets.
Now, as you can clearly see there are less skill so more space in the skill cap? no.
Each skill plain as it is should provides the capability of a skill of 80 (in the current system). In Order to use the full power of a skill you must take 1 or more mastery in that skill and each mastery will be charged into the skill total.
This idea should be more clear with an example: you raise melee fighting to 120, but without a mastery it just works like a combat skill at 80. Then you decide to take the mastery in swordsmanship, at this point the skil works at full strenght like having 120 swords and tactics, but if you use a mace fighting weapon it will work like if you have 80 in mace fightning.
This will increase the current skill total by the curent melee fighting value (in our example +120), and every other mastery you take will just add +120 to the total.
This system will prevents to raise different skills for the same purpose and for a new player is easy to understand what Melee Fighting does instead of trying to understand 3-4 skills and their complex effect.
- Reduce the operations and tools number:
- It's true that having a tool for every crafting skill is realistic and nice to see, but it's very tricky to manage all those items around if you have more working skills.
A solution could be add a Tools Box that allows you to open every crafting menu without having 10 different tools. - There are several operations that may result not quick to understand especially to new players. For example getting the hide then cut it to leather. Something like that could be simplified by making all knife like the butcher knife that automatically generates leathers.
Another operation not very easy to understand for new players is the war/peace. I have a friend that after 10 years of using only a mage doesn't even know what war/peace does
Basically for a spellcaster is all easy, you cast a spell and target the enemy and you are attacking, so for a melee/range fighter should be the same. Maybe instead of a war/peace button putting a sword that gives a target would be best so everyone will quickly understand it.
This will also prevents the newbies to ride their horse without killing it for mistake
Insurance: many new players doesn't know what insurance is. What about if there is an auto-insurance option that auto-insure the items when you wear them? Even if they don't know what insurance is when they die and lose gold, their just learn it instead of losing items
- It's true that having a tool for every crafting skill is realistic and nice to see, but it's very tricky to manage all those items around if you have more working skills.
- Reduce the skill number:
- Lumberjacking:
Some improvements are really needed to lumberjacking, like adding some kind of "elven axe" that could generate a monster (like the gargoyle pickaxe).
More important is that since we are in 2012 would be nice to see at least the tree stump instead of a full tree when the spot has been depleted. I'm not saying to add an animation of the tree falling because will be too much, but at least set a flag to the tree to say the client that has been chopped down and let the client to show a stump instead of a tree is something doable....
- Footstep Sounds:
Again, since we reach 2012 should be nice to hear different footstep sounds for different terrains instead of the same sound for every kind of ground