No, this isn't about virtues, see the other threads for that.
A lot of things don't make sense anymore in UO, and yeah, some of it has been for a long time, but with the updates lately since items are being changed around anyways maybe some of this could be looked at?
1. Give a reason to wear non-leather armor again...right now there's not much reason to wear plate, it's extremely heavy, lowers your mana regen, and if all valorite (which is quite rare to actually mine without a bot now) you get what, 6 resist bonus over a leather suit. Since mage armor consumes 100 points as a property maybe give all metal armor a 50 point bonus to imbue cap (that way so it makes it a tradeoff once again, plate you can get more resists/mods but cant med without mage armor mod, which would bring it down to 450 useable). Basicly just if it's non med 500 cap for monster loot, 550 cap for exceptional, maybe we'll see studded, bone, and plate armor actually being used by warriors again, so they can fit in that one little extra mod.
2. The pvp damage cap was a great idea.....10 years ago. Now with all the buff items heavy weapons aren't really useful anymore, with the damage cap you can do just as much damage in pvp with a dagger or kryss as you can with an ornate. Even worse for melee characters as ranged weapons like bows do more damage and its now trivial to add velocity to a bow for a extra 10 damage a hit beyond cap...and myst, mages, and tamers have no damage cap, and many of their attacks can easily hit for 40+, or have pets that hit for over 80. Removing the cap might not work so well but maybe at least give reason to use the slower weapons by having a higher cap, say 60, for 2 handed weps? Make hallys, scythes, and other mean weapons have some use!
3. bring back the bounty system, if memory serves the reason it was taken down was for the "teen" rating we couldnt be allowed to carve other players up anymore to take their heads. Well, while I still think it was a incredibly stupid idea to go for a teen rating, why not just bring it back without needing the head as proof....maybe drop a deed saying that you killed them instead of a severed head.
4. alchemy...with the addition of enhance pots there's no real reason to have alchemy on anymore when not actually making the potions, you get a higher bonus from the items than from 100 points in the skill, perhaps this should be the other way around?
5. lumberjacking...this used to give a pretty nice damage bonus, now at GM skill the difference isn't even really noticable (even after the recent changes), would be cool if it just gave a flat bonus over the 300% cap, much like inscription does for magery.
6. poisoning...it really....really sucks being limited to only a few weapons that can be poisoned. the old system where you could poison anything was much....much better. The old poisoning system (complete with oil rags) would rock to have back, and can even keep the new changes as well (use real poisoning skill on the character using the poisoned weapon to determine if the poison level on the blade is bumped up, if they have insufficent skill for the level of poison on the blade it won't ever poison)
7. charged items.... though i've heard reports of some dropping in thew new shame on TC1, these are still the coolest thing that was ever in UO, why they were gotten rid of back then for the diablo2 system baffles me. maybe make earrings, sashes, etc... with charges start spawning in dungeon chests again?
8. random camps....the world looks like a barren wasteland without the random evil mage camps, brigand camps, and gypsy camps that used to spawn, not much more to say here, but bring back the old versions of them before the new changes that broke houses plz !
9. loot tables...again, I know there's changes in the works, but this is a different idea that might even be a simpler change. A lot of the old "high level" monsters were never really designed to be a trash mob people cut through like they dont exist, daemons, ogres, etc... were supposed to be a challenge and hunting in groups was more common in dungeons then. Now they're so weak there's no point being around them in groups, which makes their loot tables kinda suck (the old "higher end" monsters tend to carry a LOT of..what is now considered "trash" items, but pre-imbue/ml artys were actually pretty good.)
basicly 99% of what they drop is crap, not even worth taking to unravel for residue, yeah you get the decent piece here and there, and the paragons of course are a different story, but it would be a lot better if the loot tables on all these creatures were changed to drop fewer items but in higher intensities, maybe give reason to kill them again? (instead of doing a ton of work to dip monsters in paint, buff the stats, and rename them)
A lot of things don't make sense anymore in UO, and yeah, some of it has been for a long time, but with the updates lately since items are being changed around anyways maybe some of this could be looked at?
1. Give a reason to wear non-leather armor again...right now there's not much reason to wear plate, it's extremely heavy, lowers your mana regen, and if all valorite (which is quite rare to actually mine without a bot now) you get what, 6 resist bonus over a leather suit. Since mage armor consumes 100 points as a property maybe give all metal armor a 50 point bonus to imbue cap (that way so it makes it a tradeoff once again, plate you can get more resists/mods but cant med without mage armor mod, which would bring it down to 450 useable). Basicly just if it's non med 500 cap for monster loot, 550 cap for exceptional, maybe we'll see studded, bone, and plate armor actually being used by warriors again, so they can fit in that one little extra mod.
2. The pvp damage cap was a great idea.....10 years ago. Now with all the buff items heavy weapons aren't really useful anymore, with the damage cap you can do just as much damage in pvp with a dagger or kryss as you can with an ornate. Even worse for melee characters as ranged weapons like bows do more damage and its now trivial to add velocity to a bow for a extra 10 damage a hit beyond cap...and myst, mages, and tamers have no damage cap, and many of their attacks can easily hit for 40+, or have pets that hit for over 80. Removing the cap might not work so well but maybe at least give reason to use the slower weapons by having a higher cap, say 60, for 2 handed weps? Make hallys, scythes, and other mean weapons have some use!
3. bring back the bounty system, if memory serves the reason it was taken down was for the "teen" rating we couldnt be allowed to carve other players up anymore to take their heads. Well, while I still think it was a incredibly stupid idea to go for a teen rating, why not just bring it back without needing the head as proof....maybe drop a deed saying that you killed them instead of a severed head.
4. alchemy...with the addition of enhance pots there's no real reason to have alchemy on anymore when not actually making the potions, you get a higher bonus from the items than from 100 points in the skill, perhaps this should be the other way around?
5. lumberjacking...this used to give a pretty nice damage bonus, now at GM skill the difference isn't even really noticable (even after the recent changes), would be cool if it just gave a flat bonus over the 300% cap, much like inscription does for magery.
6. poisoning...it really....really sucks being limited to only a few weapons that can be poisoned. the old system where you could poison anything was much....much better. The old poisoning system (complete with oil rags) would rock to have back, and can even keep the new changes as well (use real poisoning skill on the character using the poisoned weapon to determine if the poison level on the blade is bumped up, if they have insufficent skill for the level of poison on the blade it won't ever poison)
7. charged items.... though i've heard reports of some dropping in thew new shame on TC1, these are still the coolest thing that was ever in UO, why they were gotten rid of back then for the diablo2 system baffles me. maybe make earrings, sashes, etc... with charges start spawning in dungeon chests again?
8. random camps....the world looks like a barren wasteland without the random evil mage camps, brigand camps, and gypsy camps that used to spawn, not much more to say here, but bring back the old versions of them before the new changes that broke houses plz !
9. loot tables...again, I know there's changes in the works, but this is a different idea that might even be a simpler change. A lot of the old "high level" monsters were never really designed to be a trash mob people cut through like they dont exist, daemons, ogres, etc... were supposed to be a challenge and hunting in groups was more common in dungeons then. Now they're so weak there's no point being around them in groups, which makes their loot tables kinda suck (the old "higher end" monsters tend to carry a LOT of..what is now considered "trash" items, but pre-imbue/ml artys were actually pretty good.)
basicly 99% of what they drop is crap, not even worth taking to unravel for residue, yeah you get the decent piece here and there, and the paragons of course are a different story, but it would be a lot better if the loot tables on all these creatures were changed to drop fewer items but in higher intensities, maybe give reason to kill them again? (instead of doing a ton of work to dip monsters in paint, buff the stats, and rename them)