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High Seas 2.,0--Let's post suggestions here

Gem

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Ahoy all!

They announced this weekend that a new High Seas Update is in the works!! Let's list our favorite ideas here please.

For starters:

--Make cannon use much easier please
 

Lord Arm

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is this the high seas that has endless fishing scripts running everyday and nothing has been done about it? theres nothing that can even come close to killing u on the high seas. people have been scripting from day one and have never been caught.
 

Basara

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is this the high seas that has endless fishing scripts running everyday and nothing has been done about it? theres nothing that can even come close to killing u on the high seas. people have been scripting from day one and have never been caught.
You need to go back to whatever alternate dimension you escaped from - You're not describing fishing on any shard in this reality - unless the scripters are multiboxing an entire crew for ship defense.

I have a Mystic Mage that work champ spawns up to the boss (but the bosses take forever solo), but trying to fish in some areas (like east of jhelom) I routinely get my ass handed to me by pirates, to where I won't go there solo anymore. And that's with me at my keyboard the whole time. For that matter, I often have the sea life play stupid games with me, and box my ship in, to where I have to kill a bunch of dolphins or normal (not fished up, so just the base chance for a tmap and none for MIB) serpents just to be able to move to the next spot to fish.
 
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Basara

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One thing that was definitely mentioned by the devs was streamlining the making of cannon propellant.

I brought up the baits in the Q&A, and that they need to be an additive bonus instead of a multiplicative one (+3% instead of the existing tiny chance x103%)

Other suggestions that could be made...

  1. Changing the fishing quests to be more like the trade orders, in that you don't lose progress from failing to complete and don't get smaller quests at random times.
  2. Reworking the lobster traps to nearly eliminate the junk crustaceans, and lower the loss rate. I lose more traps in one trip than the entire fleet on "The Deadliest Catch" do in a season, and get practically nothing to show for it from the traps I do recover.
  3. With or without #2, revaluing the crustaceans to be like the dungeon fish. They are WAY undervalued for the effort.
  4. Doing another loot revamp pass on the chests for Fishing and TH. The paper items do not need to be in SOS without some reason for their survival - but would be logical in TH chests (yet, it was the TH chests that magery/necro scrolls were removed from, not SOS). Add Spellweaving and Mysticism scrolls to at least one chest type (Gargoyles have sophisticated sailors, so their scrolls might be better protected. Similarly, SW scrolls, since they aren't even craftable, might not even be paper, but crafted on something else, like sheets of silver).
  5. Update/add to the fishing-specific loot.
 

Gem

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One thing that was definitely mentioned by the devs was streamlining the making of cannon propellant.

I brought up the baits in the Q&A, and that they need to be an additive bonus instead of a multiplicative one (+3% instead of the existing tiny chance x103%)

Other suggestions that could be made...

  1. Changing the fishing quests to be more like the trade orders, in that you don't lose progress from failing to complete and don't get smaller quests at random times.
  2. Reworking the lobster traps to nearly eliminate the junk crustaceans, and lower the loss rate. I lose more traps in one trip than the entire fleet on "The Deadliest Catch" do in a season, and get practically nothing to show for it from the traps I do recover.
  3. With or without #2, revaluing the crustaceans to be like the dungeon fish. They are WAY undervalued for the effort.
  4. Doing another loot revamp pass on the chests for Fishing and TH. The paper items do not need to be in SOS without some reason for their survival - but would be logical in TH chests (yet, it was the TH chests that magery/necro scrolls were removed from, not SOS). Add Spellweaving and Mysticism scrolls to at least one chest type (Gargoyles have sophisticated sailors, so their scrolls might be better protected. Similarly, SW scrolls, since they aren't even craftable, might not even be paper, but crafted on something else, like sheets of silver).
  5. Update/add to the fishing-specific loot.
I agree with ALL of these!
 

Lord Arm

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You need to go back to whatever alternate dimension you escaped from - You're not describing fishing on any shard in this reality - unless the scripters are multiboxing an entire crew for ship defense.

I have a Mystic Mage that work champ spawns up to the boss (but the bosses take forever solo), but trying to fish in some areas (like east of jhelom) I routinely get my ass handed to me by pirates, to where I won't go there solo anymore. And that's with me at my keyboard the whole time. For that matter, I often have the sea life play stupid games with me, and box my ship in, to where I have to kill a bunch of dolphins or normal (not fished up, so just the base chance for a tmap and none for MIB) serpents just to be able to move to the next spot to fish.
I see u have no clue about the fishing scripts or u just want to devert my post. these fishing scripts will kill, gather the leather, empty chars back packs ,auto loot the mibs and maps ect... one guy has done this for years with 10 to 20 ancient sos, 60k deeds of horn leather, ect..., and has never been caught. I can not talk about the programs and would never gives names here. this is the one thing that needs to stop.
 

arkiu

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My first impression of high seas 1.0 a while back was that it was extremely boring, required unecessary amounts of mindless grinding to progress a fisherman to legendary -- where upon doing so was highly unsatisfying, and lastly there was so little actual content and so few rewards (loot). I also feel that there is more content in many previously released pubs than there was in HS so all in all it totally sucked. The idea of shooting cannon balls at opposing ships was only cool "in theory" but ultimately there is only very limited use in doing so and obviously having to do it is once again grindy and tedious.

My suggestion is to KISS and whip up a cool looking underwater dungeon and throw in a spawn or two and keep the loot/drops worth while. Make it such that those poor souls (including myself) who wasted a significant portion of our lives raising Fishing to 120 have a really solid use for our fisherman. But again keep it simple and think FUN and not GRIND when putting together content.
 

Gem

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Underwater dungeon--very cool idea :)

Lord Arm, no one is dissing or diverting you. This thread is for everyone to offer their ideas or opinions. You offered your opinion, Basara offered some ideas. Both are in keeping with the thread, IMHO.
 

Basara

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I did diss him a little in a different reply, over his belief that he thinks something is pervasive on all shards and constant since HS release, when the situation MIGHT exist on 1 or 2 shards - and when something like it was mentioned before as happening tyo any extent, it was over 6-7 years ago, right after HS was released. I've never seen the type of scripting he described on my shard (even then!), nor at any of the few I play as a diversion since (a few hours a month I play one of my gift gatherers on other shards, so I don't forget what it was like as a new character starting out with no resources).
 

Deraj

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My suggestions and thoughts:

1. I have to admit, and this may be an unpopular opinion but I like the way cannons work in terms of firing them (the crafting part sucks though). I hope that with whatever change they make they retain the same feel to it if that is possible.

2. Fishing Quests. I have long been a critic of certain systems like BODs or Trade Quests which are purely single player systems with no multiplayer functionality. If High Seas is getting a pass this is an opportunity to improve upon that. My suggestion would be to provide guild-level fishing quests and crew-level fishing quests.

Guild-level fishing quests could work the same as solo quests but larger in proportion, however they would not scale based on any number of people but can be progressed like solo quests and contributed to by anyone within a guild. Crew-level fishing quests could be shared by all members of a party present at the time of acceptance and would scale based on the number of players in the party, and progress based on a calculated average of all the party members' individual fishing quest progression. The multiplayer quests should take (eventually, as the players progress) considerable amount of time, days or even up to a week to complete and the rewards should be considerable.

The multiplayer quests should also not direct players to a different town. What I mean is, if you accept an order in Vesper, it should go to Vesper. Completing the quest should contribute to the city's treasury. The solo quests can remain as they are.

3. Ditch the floating shanty town and move all that functionality over to Buccaneer's Den. Make Bucs a no-recall zone that can only be accessed by boat (no moongates either). Get rid of those stupid tunnels below the town and add a proper pirate tunnel-dungeon with some kind of new encounter. Get rid of that ridiculous casino on Fire Isle and move it to Bucs where it should have been all along. Bucs Den should be the real center of High Seas content in my opinion.

4. Ditch the pirate hunt quest and find a new way to distribute the orc boat plans. On that note, beef up the pirate loot and generate more pirates in the Britannian seas. Pirates of varying difficulty and loot would be cool.

5. Please get rid of the "normal" lobsters and crabs. Those things make fishing quests unbearable and they serve no meaningful purpose.

6. Remove the footwear pulled up from fishing. That stuff drives me crazy. Surely I'm not alone in that sentiment.
 
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afk

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I think i would prefer fishing to stay solo, no guilds. They can expand the pirate part for guilds, like fleet battles, this i don't mind.

As far as cannons being able to make max amount with 1 shot instead of 1 every 2 second grind, would help.

For new content i would like to see a doom style dungeon in that you have to use a key to gain entry(golden skulls), and the key can be gained through fishing.
 

Deraj

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Don't get me wrong, I'm not saying fishing shouldn't be solo-able, but why can there not be multiplayer functionality?
 

afk

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Don't get me wrong, I'm not saying fishing shouldn't be solo-able, but why can there not be multiplayer functionality?
several reasons, one it would open the door to "guilds of one", also they would want extra fishing content just for groups and things would roll down hill from there. There is no reason a group can't go fishing together now.
 

Deraj

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I disagree. Sure, nothing is stopping multiple players from fishing in the same boat arbitrarily, but fishing requests require each player to have their own separate boat, and then sends them to different cities across the map to deliver their fish. There is no common reward or benefit to actually working together. By your very logic I could have my own guild of one at this very moment, running multiple accounts, even scripting, to gain additional fish for the solo quests, so I don't see how that is an argument against having multiplayer quests. If there is a way to control for these things through game mechanics then great, but all of these suppositions for how players can potentially abuse does not refute the fundamental idea that an MMO, that is, a Massive Multiplayer Online game, should have systems which benefit and encourage group play.
 

afk

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By your very logic I could have my own guild of one at this very moment, running multiple accounts, even scripting, to gain additional fish for the solo quests, so I don't see how that is an argument against having multiplayer quests
You would need multiplayer quests, and the higher reward, for this(guilds of one) to be worth doing, as you yourself basically said in line above.

but all of these suppositions for how players can potentially abuse does not refute the fundamental idea that an MMO, that is, a Massive Multiplayer Online game, should have systems which benefit and encourage group play.
That is a personal opinion, nothing fundamental about it.

UO is a sandbox style MMO which is primarily about the ability to play solo or in group, but group play is not required. Group questing is heading in the direction of a themepark MMO, and to be hones t if i wanted to play that kind of game, i would play WOW.
 

Deraj

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You would need multiplayer quests, and the higher reward, for this(guilds of one) to be worth doing, as you yourself basically said in line above.
The ability to finish fishing quests faster by hauling greater quantities of fish would increase the reward rate. Thus your argument that players soloing group-capable quests is a reason why we shouldn't have group-capable quests applies equally to solo quests as well, meaning it's moot.

That is a personal opinion, nothing fundamental about it.

UO is a sandbox style MMO which is primarily about the ability to play solo or in group, but group play is not required. Group questing is heading in the direction of a themepark MMO, and to be hones t if i wanted to play that kind of game, i would play WOW.
It's not an opinion, it's literally the classification of the game: MMO = Massive Multiplayer Online (I'm not trying to be condescending, just driving my point). There is a reason why this game is "online" and accessible by thousands. Even in the talk given by Richard Garriott and Starr Long at the party, the very inspiration for this game (the proverbial rocket in the face) was drawn from the notion that playing with/against players is much more fun than playing against AI. Multiplayer experience is the fundamental purpose of UO.

UO is a sandbox style MMO which is primarily about the ability to play solo or in group, but group play is not required.
I do not disagree with this statement at all - even though I have made the point that the fundamental purpose of UO is multiplay, I do not believe this precludes or abolishes the notion of solo-play. But...

Group questing is heading in the direction of a themepark MMO, and to be hones t if i wanted to play that kind of game, i would play WOW.
What exactly is so themepark about group questing? How is providing a common mechanical goal for multiple players to work towards "themepark" in nature? I don't really understand where this notion comes from at all.
 

afk

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It's not an opinion, it's literally the classification of the game: MMO = Massive Multiplayer Online (I'm not trying to be condescending, just driving my point).
\
Hmmm.....I think i'll leave this thread and you to your opinions before it degenerates further:)
 

Mene (DF)

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Eye Patches for pirates ;) and better clothes for see-driving peoples - for the RP part of this..

Ships: like to see gondolas or other smaller ships
 

Merlin

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1) More valuable sea-battles! The current pirate battles are far too easy and loot isn't worth while.
2) The current way cannons fire is far too tedious and grindy. A step or two needs to be cut down here.
3) Changing the way it works to fight Corgul. Preferrably something that is instanced.
4) A new "boss" of some kind.

Those are just some quick thoughts, many in line of what has already been posted. Firing cannons has long been the biggest concern I've heard over the last 5 years. Hopefully it's something they look into.
 
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