Other games are level games, you will have to get new items when you grow in levels.
Yes because when you hit max level your point is completely negated? When you get a final template of gear then you will never lose it. Thats part of what makes those game so successful.
In UO, the crafters will be out of business if you can't lose your items.
AoS made it harder to replace your items and we got item insurance. It was very bad for UO and the crafters.
Crafters went out of business the day everyone had a 120 tailor and 120 smith and access to the same runics that other crafters had. What hurt crafters is that people made their own crafters and stopped buying off of other crafters not that people reached final template gear and never lost it again.
We are moving the right way, with changes to runic and more drops of artifacts and it's time to start remove item insurance.
Removing item insurance would be the STUPIDEST thing you could ever do to this game, and I'm willing to be the day after they made that change the subscripton numbers would drop by 1/2.
The facts, that we can lose items in UO is not killing UO, items just need to be easier to replace.
We don't lose items in PvP. The items don't sudenly disapear. The items simply change hands. If you want to make the arguement that when items drop to a corpse in PvP they should suddenly disapear then I could understand that. Then you could turn insurance off in Felucca and all the players on production shards can pvp in the same crap you wear on Siege.
Before AoS, my shop had customers ordering 20 gm weapon of same kind and 10 suit of gm armor.
Before AoS this game had 250k players. Now it most likely has less than 100k. Before AoS new players still came to UO. Now you are lucky to see one new player. You are making a spurlious coordination arguement. You are simply looking at the fact that the items are not being lost and trying to compare that to the fact that people aren't buying anymore. You aren't considering any other mitigating circumstances such as everyone has their own crafters and the game is losing more population daily than it is gaining.
Now I can't make 20 weapon and 10 suit to a customer because of the mods will make most of the weapon useless for the customer that made the order.
That is an issue with item properties. I 100% agree item properties need looked at, but that has nothing to do with losing items.
Wooden items are a better than leather and metal. If I make a bloodwood suit, I know each item will get hitpoints mods but I still can't control mods from runic tools and runic tools are still to hard to get for me as I hate using hours for bods and in heartwood, I rather use my time in the wilderness gathering resources and in my shop dealing with my customers.
Yes and that is a problem with the magical item property crafting system. It is an oversight by the developers at the time that ML was designed. They should have never introduced the special properties on wood the way they did without stepping back to think that maybe just maybe the same should hapen for metal and leather goods. Again that has nothing to do with item loss, but I 100% agree it was shoddy design by the development team that was rushing out ML.
I really hope they will rewarp crafting and give the crafters more control over the mods they get.
I absolutely hope they do this as well. At the same time I would like a revamp of the BOD system to get rid of the useless stuff (dc/shadow runics, decorative crap, etc.) and give players with 120 tailoring/120 blacksmithy much better odds of getting bods that aren't junk (or at the very least if they have to be junk then make them just like 10-20 daggers or 10 of everything else).
UO do not need to be like other games!
Unfortunately that is incorrect. UO needs to mirror the best aspects of successful games as best as they can without losing the UO feel. Those games are successful because of those fresh ideas. If UO wants to stay boring old and stale then it should never try to learn from the ideas that other games had, but thankfully that is not the direction the developers are going.