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Gameplay changes I'd love to see reverted to old/revised

Raptor85

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Stratics Veteran
Stratics Legend
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)
 

Mirt

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I agree 100% these changes would be really nice and switch up a bit of this one size fits best. I actually ended up making a plate suit, imbuing it and then enhanced it with valorite. I came up with the excuse well it made sense for RP reasons, but it would be nice to see those things that are harder to get be worth something once again.
 

Wizal the Fox

Sage
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Stratics Legend
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.
If you use at least ONE non meddable arty, as most warriors do, there is absolutely no benefit to have any other part meddable. In that case:

- If you are an elf, leather is WAY under woodland. I have nothing but postenhanced Bloodwood (and sometimes a heartwood part for added HCI) on my elves dexxers. It is especially important since most (non-thrower) warriors are (or should be) elves for the 20 free mana. The small regeneration boost humans have are nothing compared to the power of having 20 free stats plus 8 or 10 free HPR from bloodwood postenhancement, not even mentionning the free Night Sight and the extremely high resists bonus.

- For humans there is in *some* cases a benefit to use dragon scales on an imbued part, as it allows to get a super high value on ONE resist and it works well if you overimbue the other resist which has the penalty (thus removing it). For example with Blue scales you get +10 Energy -3 Cold on top of the 20 random except bonus, but if you overimbue cold anyway the penalty doesn't count at all so you really have +10 from material, which is only 2 under the +12 of barbed leather, but all 10 falling in the same resist.

- Gargoyles on another hand have no incentives to use anything but leather I agree: Cloth armor is not enhanceable at all, and stone armor doesn't provide any noticeable benefit (it should work in a way similar to woodland imho)

So yes, all metal armors are basically useless (they allow to have higher Physical Resist, but in fact since nearly all warrior arties have already high Physical Resist, you normally have too much of it already, especially since warriors don't use Protection and Magic Refect), but I don't agree that leather is systematically the material of choice.
 

Mirt

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Yes but studded leather actually adds up to 16 resists per piece before any bonus. Additionally the PR is often the highest on the better artifacts which makes them far less useful.
 

Basara

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Actually, there is one useful metal armor item category

Circlets

a. Naturally medable (no mage armor required, so you can put 5 properties on them)
b. Aren't ugly, or obscure the face like as are all the other headgear
c. made with metal, so you can get Valorite bonuses to resist.
d. resist base values are 1/5/2/2/5, so fire and or energy can be Imbued to 20 (with even higher values from runic crafting so that the material and/or exceptional bonuses aren't lost). One can craft with Valorite (then look for items with little or no points into fire from Ex) with normal tools, or Verite (same thing, concerning Energy instead), to get maximum value into the piece before adding to those high bases, and other properties.

Example:
Valorite Circlet Base resists 5/5/5/5/8, plus exceptional and Arms lore bonuses. Fire can be imbued up to 20, even if crafted at the start with Valorite.
Theoretically, one could end up with something that had all 20 extra resists outside fire (12 of them in energy), and could be x/20/x/x/20 (x's adding up to 23) plus 4 other properties left to be added. I've personally come pretty close to this without actually trying for it.
 

Storm

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I use circlets on most my characters love them
As to what I would like to see added reverted is a reason for people to congregate at the town forges again!
 
T

tuuvaak

Guest
huge post that rules
posting to /agree. i like every suggestion. damage caps have to raise. i know we already do 'too much damage' but we need to crowd templates more for varieties sake. i heart crowded templates! i'd like to see more low level usefulness too.

pking during statloss with like six or seven clothing items with bless charges was amazing. it was fun having like 200 hp fully buffed =P
 

Raptor85

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Stratics Legend
If you use at least ONE non meddable arty, as most warriors do, there is absolutely no benefit to have any other part meddable. In that case:

- If you are an elf, leather is WAY under woodland. I have nothing but postenhanced Bloodwood (and sometimes a heartwood part for added HCI) on my elves dexxers. It is especially important since most (non-thrower) warriors are (or should be) elves for the 20 free mana. The small regeneration boost humans have are nothing compared to the power of having 20 free stats plus 8 or 10 free HPR from bloodwood postenhancement, not even mentionning the free Night Sight and the extremely high resists bonus.
while true, yeah, heartwod and bloodwood armor is pretty strong on elves, it does have one major downside.

...it is by far the ugliest armor in the game, and even a robe can't hide the ugliness (it pokes through the sides). Also getting good stats out of blood or heart armor basicly requires crafting then enhancing, which is prohibitively expensive especially on shards like siege, and of course the setback that only elves can wear it (i use human on my bush warrior for free tracking to go with my detect, among other uses of joat, I dont really use mana so the lacking of the +20 mana doesnt hinder me). So yeah, fringe benefits on woodland armor but with other downsides.

- For humans there is in *some* cases a benefit to use dragon scales on an imbued part, as it allows to get a super high value on ONE resist and it works well if you overimbue the other resist which has the penalty (thus removing it). For example with Blue scales you get +10 Energy -3 Cold on top of the 20 random except bonus, but if you overimbue cold anyway the penalty doesn't count at all so you really have +10 from material, which is only 2 under the +12 of barbed leather, but all 10 falling in the same resist.
In the end though, i get more open spots for imbue making exceptionally crafted leather, if you dont bump over 16 it doesnt eat an imbue slot and i can get most resists in the 70's before imbue. resist-wise it actually ends up the same between dragon and normal leather, but the leather you can burn fewer imbue slots to make a 70's suit. (I've actually been wearing dragon scale lately, as a matter of style, but it costs me almost twice as much per suit to make dragon suits as it does leather, and the stats are the same in the end (except the dragon suit isn't meadable)

- Gargoyles on another hand have no incentives to use anything but leather I agree: Cloth armor is not enhanceable at all, and stone armor doesn't provide any noticeable benefit (it should work in a way similar to woodland imho)

So yes, all metal armors are basically useless (they allow to have higher Physical Resist, but in fact since nearly all warrior arties have already high Physical Resist, you normally have too much of it already, especially since warriors don't use Protection and Magic Refect), but I don't agree that leather is systematically the material of choice.
They allow hire base physical resist, but after exceptional bonus with a 6 piece leather half the time your phys is 65 to 70 already anyways, resistwise an exceptionally crated plate and a exceptionally crafted leather will have the exact same total resists every time (both are 15 base and exceptional bonus is not dependant on armor type)


Basicly, what it really comes down to though, is that yeah, for someone who doesnt need med you won't feel the loss of med using plate armor (obviously)....but there's no benefits to the plate armor, only the downside when it really should be a tradeoff. (unless you count the +6 total resist to the entire suit as the benefit of wearing valorite plate, but in practice you still need to bump with imbue for all 70's and it ends up no stronger than a 6 piece barbed suit.)


And yes to town forges....they should do it like the queens forge, bonus to blacksmithy skill while at a town forge (would help with craftable artys or training blacksmiths).
 

Wizal the Fox

Sage
Stratics Veteran
Stratics Legend
while true, yeah, heartwod and bloodwood armor is pretty strong on elves, it does have one major downside.

...it is by far the ugliest armor in the game, and even a robe can't hide the ugliness (it pokes through the sides). Also getting good stats out of blood or heart armor basicly requires crafting then enhancing, which is prohibitively expensive especially on shards like siege, and of course the setback that only elves can wear it (i use human on my bush warrior for free tracking to go with my detect, among other uses of joat, I dont really use mana so the lacking of the +20 mana doesnt hinder me). So yeah, fringe benefits on woodland armor but with other downsides.
The ugliest woodland part is the legs, and fortunately I don't use them on my dexxers since I need the slot either for Tinker's Legs or Fey Legs. On the other hand the woodland gorget does actually look much better than a leather one.

As for cost, yeah basically you need a charge of Forged Tool for Bloodwood as it pushes the total imbuing weight in the 700s (crazy!), but considering the cost of ingredients and PoF, that's just 1 mil or so more :)

Regarding Mana, it is a stat like any other, and even a dexxer can't run with just the 10 base mana from 10 int, so having 20 extra mana allows to put less int and more dex/str.

20 mana is actually an imbuing weight of 275, Night Sight = 100, 4 or 5 x HPR2 from Bloodwood = 400 to 500, and 4 or 5 x 6 extra resists from Bloodwood = 100 to 120, so you are actually gaining an imbuing weight of 875 to 995 by using an Elf with Bloodwood, that is the equivalent of +94 to +106 skill bonuses so unless you really are using MANY of the JOAT +20 skills benefits it just makes more sense to be an elf and imbue some skills bonuses on jewelry.

In the end though, i get more open spots for imbue making exceptionally crafted leather, if you dont bump over 16 it doesnt eat an imbue slot and i can get most resists in the 70's before imbue. resist-wise it actually ends up the same between dragon and normal leather, but the leather you can burn fewer imbue slots to make a 70's suit. (I've actually been wearing dragon scale lately, as a matter of style, but it costs me almost twice as much per suit to make dragon suits as it does leather, and the stats are the same in the end (except the dragon suit isn't meadable)
Yes, the total resists you can get from Dragon Armor isn't better, but it allows to push ONE resist over the top. I do use one part dragon on a char because I needed mid-high 20s energy resist for instance. It is good to know that the possibility exists, so unlike metal armor, dragon armor is not totally useless.[/QUOTE]
 

CovenantX

Crazed Zealot
Stratics Veteran
Stratics Legend
UNLEASHED
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)
I Agree with your list, and add one to it.

add weapon base damage re-balancing (increase 2h melee weapons damage so they'd be used again)

Pre-patch talon bite would be a good example.
 
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