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Future Suggestions

  • Thread starter Sharpshooter
  • Start date
  • Watchers 3
S

Sharpshooter

Guest
Here’s a list of suggestions that I thought about over time for a new UO if the UO team decides to start from the ground up somewhere in the future.
UO Battle
1. To bring up the UO Battle menu you will need to find an NPC battle master which can be found in each town and city and then say or select the right command. In the menu there will be a number of selections which are Join, Make, Team, and Favorites.

2. Join: This will show a list of details from left to right match types, map names, players (current/max), clvl (min/max), status (started or queuing), and latency. At the bottom right corner there will be stop and refresh button. When you’re refreshing the list will automatically search and show matches that are not full, not empty, and not private.
At the bottom left corner there will be a filter button which will bring up a popup window that will give you options to determine what you want to just show based on the specifications that have been made which are latency (will only show a list of matches that are at or below the given value), favorites (check marking this will only show a list of matches/maps that you have on your favorites list), status (will only show a list of matches depending on the given selections which are any, started, or queuing), and clvl (will only show a list of matches that are at or in between the given min/max value).

3. Make: This is where you will select a verity of match types like arena, death match, team death match, elimination, team elimination, a CTF version like in UT2K4 and Nox, another CTF version like in Day of Defeat, GVI (Guardians Verses Invaders) which is like a version of Assault in UT2004, K Wars (Kingdom Wars) which is like a version of Onslaught in UT2004, and other match types. Select a verity of map names that are made for those types of matches.
Input the values for the number of wins and/or duration to determine when the match will end. Input the number of max players. Input the values for the minimum and/or maximum clvl. You can have it be private.

4. Favorites: In this section there will be 2 buttons at the bottom center of the window which are filter, join, and stop. The options in the filter window are the same except the favorites option can’t be selected. Clicking on the join button will automatically search and join the available match/map that you have selected.

5. Team: This section is where you can make a team before joining or making a match.

6. The team and the queuing section of the match will have their own chat feature.

7. To have players join your team or join a match that you’re in you would type in the right invite command or right click on their name that’s on your friends, guild, and/or faction list and select the right invite command.

8. Teams won’t be able to join a team based match if one side doesn’t have enough room to support the amount that’s in a team.

9. Players will be able to use their mercenaries, tamed creatures and/or summons in the map there playing in if the person that designed the environment had it set to allow them to be used.

Miscellaneous Suggestions
1. A value level which is scaled from 1-10 affects an item’s cost/chance value which is the same for all items that fall under that level.

2. There wouldn’t be mirror versions of Britannia and The Lost Lands. The locations that only existed in Trammel and the locations that only existed in Felucca would be part of the non mirrored version of Britannia and The Lost Lands.

3. NPC paragons would spawn throughout all facets of UO instead of just Ilshenar.

4. Add 4 more treasure map levels which will bring the total to 10 and also the skill level requirements would be spread out evenly for each treasure map level. Below is an example.

map lvl>skill lvl
1>>>>>>12
2>>>>>>24
3>>>>>>36

5. Add auction houses. In order for you to put an item up for auction you will need to buy a permanent slot from the auctioneer that requires the minimum character level and gold which will increase each time you buy a slot.
The amount of gold you will need to pay for the selected auctioning duration would automatically be subtracted from your bank once you have accepted to auction your item/s. The buyout and bidding fee (that’s less than the buyout fee) will be subtracted from the current sold value up to x% at the highest value level.

6. Bankers and minters can transfer your items for a fee to characters that are within the same shard that you’re in. The total fee will be based on each item’s value level that’s been added to the transfer window.

7. Banks will start with a low item storage limit for each new character. Each time you buy more storage from a banker or minter the minimum character level and gold will increase.

8. There would be hardcore shards which upon death there would be a chance that your character will stay dead permanently. There’s a high chance from NPCs and a low chance from players and their followers. If your character didn’t become dead permanently when it got killed it will gain immunity from becoming dead permanently against players and their followers for a duration which will decrease as your character’s level increases. The duration would reset each time your character dies. The immunity wouldn’t be effective against NPCs. Hardcore shards would use the normal rule set. If a player became permanently dead then any items that were blessed or inshored would be left on his or her corps instead.

9. You’ll be able to get rewards from in-game achievements that you have completed. To receive your reward/s you’ll have to look for a wondering NPC adventurer. You wouldn’t be able to get the same reward more than once per character. Achievement rewards are soul bound meaning they can’t be stolen, transferred, traded, sold, or picked up by any other character and will be with you if you die.

10. Fully use 3d computer graphics like in those 1st, 2nd, and 3rd person games.

11. There can’t be two or more characters with the same name within the same shard.

12. Players would be able to steal from other players and their followers without requiring being in the thieves guild.

13. Have an online store within UO so that players can use their credit card to buy items like holiday & special items, community collections, house deeds and other items. A number of items would require gold and a credit card while other items would just require a credit card.

14. Have a DND (do not disturb) feature that would ignore any incoming messages and commands to you.

15. Have a friends feature that will have the same list of player names that’s been added show up on all your characters on your shard.

Please note that I still have lots more to put up so I'm not done yet.
 
S

Sharpshooter

Guest
Player Homes
1. Each time you price an item your vendor will charge a fee that’s x% of the current price value which will vary depending the value level. Every x days your vendor will charge a fee that’s x gold times the number of items that have a price.
2. Under the house storage summary it would just show lockdowns used/max, secure containers used/max, and vendors used/max. The number of items added to a secure container wouldn’t affect the number of lockdowns being used. Securing a container would automatically lock it down without using up any lockdowns.
3. Your house wouldn’t go condemned if you have another house on a different shard but would go condemned if you have another house on the same shard.
4. When one of your characters owns a house all of your other characters would be owns as well.
Miscellaneous Items
1. Each container such as bags, pouches, chests, etc would have their own different storage capacity instead of having them all at the same capacity and having a weight limit.
2. A bag of sending will use up to x charges at the highest value level.
3. The reserve house placement tool would replace the house placement tool which would create a faded structure that you have successfully placed. Once placed the item gets removed from your inventory and the faded structure (that’s only visible to you) temporally reserves your spot for a duration. The item will not be blessed. The addition to its menu will show the different cost values (in real money) for the house deeds.
4. Using the house deed will let you place the actual structure on the spot that you have reserved.
Non Player Characters
1. When there are two or more players within the same named location as the NPCs that spawn there, the NPCs will have more base experience and max health by x% the next time they spawn. Eventually the base experience will stop increasing while the max health will still go up as more players enter the same named location as the NPCs that spawn there.
2. Innocent NPCs will only be affected by harmful AOEs when attacking them.
3. Normal NPCs would have a low chance of spawning as an elite rank outside of the dungeons.
4. Normal NPCs would have a medium chance of spawning as an elite and a low chance as a champion rank in the normal part of each dungeon.
5. Normal NPCs would have a high chance of spawning as an elite, medium chance as a champion, and low chance as an elite rank in the raid part of each dungeon.
6. Elite, champion, and ultimate ranked looks like a normal NPC but with higher stats (damage, defense rating, attack rating, attack speed, and casting speed as simple examples) and potentially more abilities.
7. The max number of items that will be available to loot off NPCs that are killed will be based on their level. For example a level 1–10 NPC will have up to 2 items while a level 11–20 NPC will have up to 4 items. There will also be a fixed chance of getting additional items within a contained item such as pouches, bags, boxes etc. that will be available to loot off NPCs that are killed. The fixed chance is different for each normal, enchanted, unique, boss, paragon, and black rock infected NPCs.
8. Enchanted, unique, boss, paragon, and black rock infected NPCs will be able to spawn no higher than elite ranked.
9. When a guard is summoned onto a player that’s marked as a rogue (which is explained further below under the name Aggressive, Rogue, Competitive Marks, and Reputation Status) there will be an x% chance on having the guard instantly killing that player which is based on his/her character level. If instantly killing the player fails then the guard will attack him/her instead which will do physical damage on each hit based on x% of that players maximum health which is based on his/her character level. The guard will ignore resistances and immunities when attacking.
 
S

Sharpshooter

Guest
10. Guards will always have a successful chance on instantly killing the player’s followers that are marked as a rogue when the guards are summoned or attacking.

11. Guards will be immune to all damage types and debuffs, have an attack speed of 1 second and a movement speed that’s about the same as a paragon.

12. Healers will be able to resurrect you for a fee if you’re a criminal which will increase as your character’s level increases. The fee will be 2x the amount if you’re a murderer.

13. Blacksmiths will be able to repair weapons and armor for a fee which will vary depending on their value level plus the amount of durability that needs to be repaired. The fee will be 2x the amount if you’re a criminal and 3x the amount if you’re a murderer.

Dungeons
1. All dungeons will have two sections; normal and raid. Players that aren’t in a raid group will only be able enter the normal section of each dungeon while players that are in a raid group will only be able enter the raid section of each dungeon.
2. The raid part of the dungeons will have a different layout then the normal part of the dungeons.
3. While NPC levels in normal dungeons will be fixed the NPC levels in raid dungeons will be based on the total of all the player levels divided by the number of players that are in the party.
4. Your raid party’s progress will automatically be saved to only the one that’s the raid leader each time the party kills a raid boss.
5. Each account can only have one raid dungeon be saved and all of your characters will be linked to that saved raid dungeon.
6. NPC bosses will respawn when the raid leader’s saved progress for that raid dungeon gets deleted either automatically after x days or replaced when the party kills an NPC boss in a different raid dungeon. NPCs that aren’t bosses will respawn after x minutes.
Experience Bonus
1. The power hour will give x% more EB.
2. The x% EB for each party will increase when there are two or more players in the party. Eventually the EB will stop increasing when it reaches a certain number of players in the party.
3. The experience bonus will apply to characters, skills, mercenaries, and tamed creatures.
 
S

Sharpshooter

Guest
Experience Earned Based On Character Level VS. NPC Level
1. If the level difference is within +/- x levels (IE within +/- 5 levels) then the experience earned will be 100%.
2. If the level difference is +/- x–x levels (IE +/- 6–10 levels) then the experience earned will scale between 100% and 0%.
3. If the level difference is more than +/- x levels (IE more than +/- 10 levels) then the experience earned will be 0%.
4. Players will be able to share character experience with others by making or joining a party.
5. The player will only be able to share experience for their own party if he or she is within the same named location as there in.
6. The shared amount that you will get is based on your level vs. the NPC’s level regardless of the other player’s level and which player or follower in your party killed the NPC.
7. As your character level increases the amount of experience earned gradually decreases. Below is an example. Note: this doesn’t apply to experience bonuses.
character lvl>exp%
1–99>>>>>>100–5
Experience Earned Based On Skill Level
1. As your skill level increases the amount of experience earned gradually decreases. Below is an example. Note: this doesn’t apply to experience bonuses.

skill lvl>exp%
0–119>>100–5

2. Some skills will have a higher experience requirement then other skills. For example level 0 meditation will require less experience to get to level 1 meditation while level 0 magery will require more experience to get to level 1 magery.

3. Players can share skill experience with other players by making or joining a party.

4. The player can only share experience for their own party if he or she is within the same named location as there in.

5. You can only get the shared amount of experience for your skill if the player in your party is working on the same skill as you are and if you and player’s arrow is pointing up for that skill.

6. Your skill level vs. the other player’s skill level will affect the amount of skill experience is shared which works the same way as if it were your character’s level vs. the NPC’s level.
 
S

Sharpshooter

Guest
Stat Bonuses from Strength, Intelligence, Vitality, Dexterity, and Special
1. Each point of strength will increase your unarmed and weapon’s melee physical damage by x%, and maximum weight by x amount.
2. Each point of dexterity will increase your defense rating by x amount, attack rating by x amount, weapon’s range physical damage by x%, block rating by x amount, and critical strike damage by x%.
3. Each point of intelligence will increase your maximum energy by x amount, energy regeneration by x amount, and spell damage by x%.
4. Each point of vitality will increase your maximum health by x amount, maximum stamina by x amount, health regeneration by x amount, and stamina regeneration by x amount.
5. Each point of special will increase your maximum special energy by x amount, special energy regeneration by x amount, and special damage by x%.
Regeneration
1. The starting value for each regeneration will be x over x seconds.
2. Regeneration won’t take effect until you’re no longer taking damage or attacking for x seconds.
Ratings
1. If your defense rating is the same as your opponent’s attack rating then the chance to dodge will be 50% or if your defense rating is above or below your opponent’s attack rating then the chance to dodge will be above or below 50%.
This works the same way when it’s your attack rating verses your opponent’s defense rating.
The hard cap will be at 95%.
There’s a soft cap on successfully attacking and/or dodging against enchanted, unique, boss, paragon, and black rock infected which will be different for each of them.

2. The chance of blocking will be based on your block rating verses your opponent’s attack rating. Blocking will take a fixed –x% on attack rating for it to occur against normal, enchanted, unique, boss, paragon, black rock infected, and players and followers which will be different for each of them.
The chance of blocking will take effect each time dodging fails and vice versa.
There’s a soft cap on successfully blocking against enchanted, unique, boss, paragon, and black rock infected which will be different for each of them.
The hard cap will be at 95%.
Each time blocking succeeds it goes on a cool down.

3. A damage resistance rating of 1 = x% reduced to that damage type.
The hard cap will be at 95%.
 
W

Woodsman

Guest
Player Homes
3. Your house wouldn’t go condemned if you have another house on a different shard but would go condemned if you have another house on the same shard.
Sorry, misunderstood that you meant a new UO.

Still, you create an overcrowded situation no matter how you phrase it.
 
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S

Sharpshooter

Guest
Character Level
1. The items that you will be able to use at that character level.

2. Skill levels will have a soft cap which will increase each time when you reach a certain character level. Below is an example.

minimum clvl>max slvl
1>>>>>>>>>>>12
11>>>>>>>>>>24
21>>>>>>>>>>36
31>>>>>>>>>>48
41>>>>>>>>>>60
51>>>>>>>>>>72
61>>>>>>>>>>84
71>>>>>>>>>>96
81>>>>>>>>>>108
91>>>>>>>>>>120
100>>>>>>>>>120 + (applies only to items and abilities that give you + skills.) The + skills is effective by the skill level’s soft cap. The + skills would have a hard cap of 130.

3. If you are within x levels of that player’s level then you will be able to cause negative actions on that player and his/her followers.

4. If you aren’t within x levels of that player’s level that’s a marked as a rogue then you will only be able to cause positive actions on innocent players and their followers.

5. Each character level you will get x attribute points, x status points (health, stamina, special energy, and energy only), 1 skill level point to distribute and 1to your unarmed melee physical damage. The x attribute points and x status points will automatically be distributed if you have chosen to make a premade character.

6. Attributes would have a soft cap that will increase each time when you reach a certain character level. Below is an example.


minimum clvl>max attributes
1>>>>>>>>>>30
11>>>>>>>>>60
21>>>>>>>>>90
31>>>>>>>>>120
41>>>>>>>>>150
51>>>>>>>>>180
61>>>>>>>>>210
71>>>>>>>>>240
81>>>>>>>>>270
91>>>>>>>>>300
100>>>>>>>>300 + (applies only to items and abilities that give you + attributes.) The + attributes is effective by the attribute’s soft cap. The + attributes wouldn’t have a hard cap.
 
S

Sharpshooter

Guest
Starting Stats, Attributes, and Items for Premade and Custom Character Creation
1. If you decide to make a custom character you will start with a default value of x health and energy, x stamina and special energy, x defense rating and attack rating, 1–1 unarmed melee physical damage, 0 strength, dexterity, intelligence, vitality and special, x attribute, x skill, and x status (health, stamina, special energy, and energy only) points to manually distribute, x maximum weight, and the appropriate items for the skills that you picked during the process of making your custom character.
2. If you decide to make a premade character you will start with the default values that will be the same as when making a custom character however instead of having x attribute, x skill, and x status points to manually distribute they will automatically be distributed which will be different for each profession. You will also be given the appropriate items for the profession that you have selected.
3. The same amount of x attribute, x skill, and x status points that will be given to you to manually distribute will be same amount that will automatically be distributed.
Debuffs
1. They include stats, skills, abilities, doing damage for a duration, movement, attack speed, casting speed, healing, and the controlling of your characters and/or followers.
Bounty System
1. If you have gold in your bank then you will be able to place a bounty on the murderer that killed you.
2. The amount of gold that you placed will be taken out of your bank and added to that murderer’s bounty.
3. Regardless of your current reputation status if you successfully turned in a player’s head that’s a murderer (regardless of who or what killed that player) to a guard in any town or city within x amount of time that player will get a penalty (assuming that player has a bounty on him or her) which will decrease the player’s current skills and attributes up to -x% at max character level. The player’s followers will also get the penalty.
4. Players wouldn’t get the gold reword after turning in the murderer’s head instead the current gold value on the murderer’s bounty will add up to x more murderer duration increase and up to -x% more current skills and attributes decrease at max gold value.
5. The player’s stats and skills will return to normal when he or she is no longer a murderer. The follower’s stats and skills will also return to normal.
 
S

Sharpshooter

Guest
Sorry, misunderstood that you meant a new UO.

Still, you create an overcrowded situation no matter how you phrase it.
The reason why I thought about the suggestion is to give most players an opportunity to have their own house instead of fewer players due to a number of players hogging the available space because of them owning multiple houses within a shard.

The UO team can always make more space when it’s needed by making a new facet and allow players to place houses on the other facets like Ilshenar, The Tokuno Islands, and Ter Mur that weren’t allowed before.
 
S

Sharpshooter

Guest
Aggressive, Rogue, Competitive Marks, and Reputation Status
1. Players and their followers will be marked as a rogue when they instantly become or while they’re still a criminal for x duration which will vary depending on their karma level if one of the actions is caused in a negative way which are attacking an innocent player and/or one of his/her followers, attacking and/or killing an innocent NPC, looting from an innocent player and/or his/her follower’s corps, looting from an innocent NPC’s corps, looting from an NPC’s corps that a player rightfully killed (more detail about this is explained further below under Looting Rights).
Assisting a criminal and/or one of his/her followers that’s marked as a rogue, failed to steal from an innocent NPC, or failed to steal from an innocent player or one of his/her followers. If stealing was successful then the player and his/her followers will only be marked as a rogue towards that player and his/her followers, guild and/or faction (if that player is in a guild and/or faction).

2. Players and their followers will be marked as a rogue when they instantly become or while they’re still a murderer for x duration which will increase depending on their karma and character level if one of the actions is caused in a negative way which are helping a murderer and/or one of his/her followers that’s marked as a rogue or if you or one of your followers killed an innocent player.

3. Killing a player that’s a criminal will give up to x karma at his/her max character level. Killing a player that’s a murderer will give 2x the amount. You can’t gain karma if you’re still a criminal or a murderer.

4. If you’re still a criminal or a murderer bringing the head of the murderer that has a bounty on him/her to a guard will decrease the duration you have left before becoming innocent again by up to –x% at their max character level. You will not be able to do this if the murderer has the penalty.

5. Guards can be summoned against players and their followers for the duration they are marked as a rogue which will increase as his/her character’s level increases. Guards can’t be summoned against them when they’re not marked as a rogue. The only way guards can’t be summoned against players and their followers is when the players succeed on stealing from an innocent NPC, player or one of his/her followers.

6. When you’re marked as a rogue you can’t use recall or use a gate that other people made to get you and your followers to a marked location but you and your followers can use a gate that you have made. You and your followers will automatically get rejected out of a player’s home and can’t enter any player homes except your own when you and your followers are marked as a rogue. You can’t inshore items while your marked as a rogue.

This is all for now and the rest I'll finish up tomorrow.
 

Shakkara

Slightly Crazed
Stratics Veteran
Stratics Legend
NO! BAD! BURN THE HERETIC!

Levels are the worst game mechanic ever invented by mankind, and I refuse to play any game that has a level mechanic.

Raph's Website; Do levels suck?

1. Each point of strength will increase your unarmed and weapon’s melee physical damage by x%, and maximum weight by x amount.

2. Each point of dexterity will increase your defense rating by x amount, attack rating by x amount, weapon’s range physical damage by x%, block rating by x amount, and critical strike damage by x%.

3. Each point of intelligence will increase your maximum energy by x amount, energy regeneration by x amount, and spell damage by x%.

4. Each point of vitality will increase your maximum health by x amount, maximum stamina by x amount, health regeneration by x amount, and stamina regeneration by x amount.

5. Each point of special will increase your maximum special energy by x amount, special energy regeneration by x amount, and special damage by x%.
Could you explain how this is balanced? As I see, a warrior needs Strength for weapon damage, Dex for accuracy and critical strikes, Vitality to swing fast and not die, and Special (whatever stupid thing that is) to fuel special moves.

Wheres a mage character needs just Intelligence and Vitality and can spend the rest of the points as he pleases, maybe on Dex for the defense bonus but it's not essential.

And there is a significant difference between melee and ranged characters, melee characters need strength + Dex, while ranged characters only need Dex, while Dex is better than Strength due to all the nice bonuses such as def bonus, block bonus and critical strike bonus being tied to it.

Hybrid characters as we know them will get it even harder as they probably need both Intelligence for regular mana and Special for the secondary type of mana.
 
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Shakkara

Slightly Crazed
Stratics Veteran
Stratics Legend
Aside from the comments, what do you hope to accomplish by posting all of this? Do you expect the devs to use any of your mechanics years in the future? Unlikely. Do you expect them to be integrated in the current UO eventually? Very unlikely.

Why not keep it to yourself and build your own RPG? Or load up some alternative UO software, program in your rules, invite people over, see if it is fun?

Also, it seems more like a giant wishlist of changes rather than being a game design thing. What would be your overall vision for the new UO, and how do these mechanics help accomplish that? I'm missing the introduction chapter here.
 

LordDrago

Certifiable
Stratics Veteran
Stratics Legend
This does not sound like UO. Sounds like a totally different game, and looks to remove some fundamental concepts of UO (e.g. levelling?!?!)
 
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