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Imbuing: Useless in 3-months

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Divster

Guest
Totally agree. All imbued items should be max 50/50 and 'unpowderable.'
The market for imbued equipment is allready fine, making durability so low will make suits last ridiculously small amounts of time, there is a balance between keeping a market going and making things too irritating to appeal, 50/50 is so far beyond that balance that iut would destroy the market more than any perception you have of it not being viable enough.
 
J

JL from Europa

Guest
Makes them break faster? Meaning a higher turn over of imbued gear, more people hunting for the resources, more mules being required to make imbued gear, more people selling stuff, etc...
Yeah well I think the game should be to play it, items should be made to play with in a 25%-75% ratio. Meaning I spend 1 hour of gametime, 15 minutes is for resources, repairs, hunting for imbue reagents (all the stuff that feels like chores) and 45 minutes is for actually using the stuff I repaired or made. Now I don't record my gametime exactly but if I ever get the feeling I have to spend more time to be able to play than actually playing the way I want to I'd probably quit altogether.

I think 255 is about right, wouldn't mind it to be higher OR have it so that an item can be pof'd again to max durability for a few times like charges. 50/50 is unplayable, I would have to go back to my house, switch chars and repair my stuff. Or, thinking of those players who do not have the luxury of a mule, I would have to keep a supply of repair deeds somewhere and repair items while hunting. It wouldn't really work well, I bet a lot of players will be put off and then where is your market?
 
E

Eyes of Origin

Guest
EoO you make items FOR people? Do you imbue, then enhance and chance breaking it? And PoF it all? If so, hats off to you lol. It was hell getting 120 back when it meant something, much less doing all that for suits for my guys lol. No way could I outfit my whole guild. I would have carpal tunnel in a week.
lol yes, I make the stuff... imbue it... enhance it, if needed.. and if it breaks I do it all over again... The worst is the armor =/

but believe me, every person I made a suit for, armor pcs for or a weapon for paid for it in one way or another lol

They keep me busy, they are very creative with their templates and suits.. so even if I just made an armor pc or weapon, it might change in a week.... they keep the gold coming in and the ingrediants :) its a win win situation hehe
 
G

georgemarvin2001

Guest
Yeah, there are several people dropping by my shop every day asking for various specialty items. I've had several requests for Miasma slayers, for instance. And PvP weapons. A player might want one HLD/Lightning/SL/SSI/DI, another that's HLA/HCI/Lightning/SSI/DI, a third that's HLD/DCI/Lightning/SSI/DI, and a fourth that's HLA/HLD/Lightning/SSI/DI, a fifth that's HCI/DCI/Lightning/SSI/DI, a sixth that's SL/LL/ML/SSI/DI, and a full set of super slayers. And of course every warrior wants a 15 HCI/15 DCI/8 LMC/(either 8 STR, 8 DEX, 25 potions or 25 DI) ring and bracelet, and every mage wants a 3 FCR/1 FC/12 SDI/(either 20 LRC or 8 LMC) set.

Just think about it. That's a total of about 15 to 25 items per character, 5 to 7 characters per account. Over 100 items at 5 imbues per item per player who doesn't have imbuing himself. You need 20 relic fragments and 40 various essences to make just one weapon, and 5 relic fragments, 20 seeds of renewal and 30 essences per piece of armor. Then there's the shield; FC1 and 15 DCI are expensive. The reflect is cheap, but it takes 10 relic fragments, 10 essence of achievement and 10 essence of singularity for FC and DCI, all of which are expensive. It takes a lot of time and effort to collect all those materials. You can figure on like 5 to 10 million just in ingredients per piece of equipment that you imbue. It takes 20 seeds of renewal for stamina regen 3 and hit point regen 2, 5 relic fragments and 10 essence of order for the LMC, and a few hundred valorite ingots making blanks to get the right beginning resists per piece of valorite plate armor, so that you just have to use one imbue to resists per piece to get to all 70s. With seeds bringing ungodly amounts of gold, a 6-piece set of imbued valorite plate will cost like 60 million gold just for the materials.

The point is that only the players with like a billion gold in the bank can afford to pay like 10 million each for the hundred or so items that they want imbued. The rest of us will take years getting everything upgraded for all of our characters. And by that time, it'll already be wearing out, so we'll have to choose between buying another piece or replacing one whose durability is so low that it has to be repaired three times a day. There is going to be a market for imbued equipment for a long time to come. About the time the weekend gamers get up enough money to have you make them some really uber equipment, the first set of customers you made sets for will be ready for replacements.

When it costs about 60 million gold in ingredients alone for just one really nice set of imbued armor, decreasing durability to 50 would make imbuing totally useless. Nobody is going to spend 10 million gold for something that is going to be worn out in a week. And nobody is going to unravel all their artifacts and high-end equipment to make the relic fragments required to make that piece of imbued equipment, or go hunting all day in Abyss for 10 seeds of renewal or abyss cloth if the prices of the ingredients don't remain pretty high.

At 255 durability, I have to go home and repair my equipment after just a few battles with Lurg. And the grizzled things in the Abyss do massive damage to your equipment, too. Very few of us want to have to repair our stuff like 10 times a day, and have it wear out in less than a week. Let's face it, most of us are going to junk our imbued armor and weapons when their durability gets down to about 50; we just don't like to have to run home and repair our stuff every few minutes. Also, as much trouble as it is to get to the middle of the Abyss, I would hate to have to just get there, drop 1 grizzled then have to recall home and repair my stuff. For an active player, it an imbued weapon or shield will last about 200 repairs before its durability hits 60 or so and he junks it. That's a little over 6 months. A suit of armor will last about a year. That's not that long, really. I don't want the stuff to last forever, but making them useless junk isn't the solution, either. I think the durability is about right, as-is. Players will buy my items, then they'll come back for more in a reasonable amount of time.

Don't think of it like you're running a grocery store and want the same customers to come back every day; think of it like you're running a hardware store; you'll have regular customers, who will want various items from time to time. Some of them will wear out fast, others will last for years. But if you sell a good product for a fair price, you'll stay in business for many years. People will send their friends over. Other people will come by every few weeks or months. And a few will be back every week or so.
 

ACB1961

Lore Keeper
Stratics Veteran
Stratics Legend
You know I just don't get it. Of course everyone will be finished in 3 months. We're done now. We've been done. The money was made in the first month.

I don't get the purpose of this post. Is the purpose so someone who finally got to 120 imbuing can make gold? The dev folks knew what was going to happen before they introduced imbuing. Here's why I think they did it. They have always introduced something to force us to keep playing frantically. This is just their method of keeping themselves in business. Every so often they totally destroy how everything works in the game. They did it again with imbuing. Every item any of us have was pretty much useless as soon as imbuing came out.

They will do it again many times if the game continues. I would LOVE to explain it to you, but I think my old TOS probably includes this. It was pretty broad.
 
E

Eyes of Origin

Guest
You know I just don't get it. Of course everyone will be finished in 3 months. We're done now. We've been done. The money was made in the first month.

I don't get the purpose of this post. Is the purpose so someone who finally got to 120 imbuing can make gold? The dev folks knew what was going to happen before they introduced imbuing. Here's why I think they did it. They have always introduced something to force us to keep playing frantically. This is just their method of keeping themselves in business. Every so often they totally destroy how everything works in the game. They did it again with imbuing. Every item any of us have was pretty much useless as soon as imbuing came out.
They will do it again many times if the game continues. I would LOVE to explain it to you, but I think my old TOS probably includes this. It was pretty broad.
Not true... there are still items out there that have over 500 intensity that cannot be replaced by anything imbued.
 

KalVasTENKI

Babbling Loonie
Stratics Veteran
Stratics Legend
Makes them break faster? Meaning a higher turn over of imbued gear, more people hunting for the resources, more mules being required to make imbued gear, more people selling stuff, etc...
People already mass farm resources.. Many many mules are required to make imbued gear, there is quite a strong demand for this. Everybody is making huge profits already. Maybe not as much as they did when Imbuing first came out but it's still a nice income.
 

hakeem

Journeyman
Stratics Veteran
Stratics Legend
This is just a wild idea at this point. But there's also a problem with mages and archers not wearing out their armors as fast as warriors. So, again, just a wild idea right now and I'd need some of you more informed players to fill it in.

What if they took clothing, and made it "mage"-clothing, and made it fit in an armor slot instead of the clothing slots? Gave it an armor rating. So you'd have Mage Tunics, Mage Robes, Mage Skirts, etc.

Now, make these and leather armor limited in durability as you suggest.

Now, add on some penalties to each, penalties to Mage Clothing that doesn't fit archers or warriors, and penalties to Leathers that doesn't fit Warriors or Mages.

Is this idea worth pursuing?

Edit to add: And of course penalties to metal armors that doesn't fit mages or archers.
Wondered when the nerf archers posts would hit. For yer info, had a perfect ring made for my archer. repaired it when it hit appx 240 each time. Guess what? had to remake it once already, and now that one is at 11 of 28.
No, archer stuff never wears out. Don't get me started on imbued (or any) bow durability loss. I currently have a non imbued bow(of course) self repair 5, sitting at 143 of 200.
Wanna explain that?
 

Ezekiel Zane

Grand Poobah
Stratics Veteran
Stratics Legend
Wondered when the nerf archers posts would hit. For yer info, had a perfect ring made for my archer. repaired it when it hit appx 240 each time. Guess what? had to remake it once already, and now that one is at 11 of 28.
No, archer stuff never wears out. Don't get me started on imbued (or any) bow durability loss. I currently have a non imbued bow(of course) self repair 5, sitting at 143 of 200.
Wanna explain that?
You are repairing stuff way too early for one thing. The difference in chance to lose one point of durability is minimal between 255 and 100. You're going to lose a point most of the time no matter what. Wait until your items are under 100 before you repair them. I repair my gear when it gets under 50. I get many more repairs out of it than you are by repairing at 240.
 
W

Walkerboh77

Guest
i think the implementation of imbuing (equivelent to spell crafting in daoc which has been around far longer...which is where they probably got the idea for UO) was silly. If they had retained the model from daoc things would be far better. In daoc the cost of ingredients are cheap!! the only thing that costs a lot is the service itself.

did low cost ingredients hurt the spell crafting market? no...it actually encouraged constant buying of SC'd suits...despite the low cost ingredients ...the service was in HIGH demand....SCers make a large profit because it cost next to nothing to make the suit...and it put good gear in the range of noobs and casual players who can't afford to spend 4-10 million on one piece of gear.

IMO this is how it should have been implemented in UO....the ingredients if they insist on making them drop as loot need to be far far far more common.

durability on imbued gear should automatically be set at 125 after imbuing....
with the combination of plentiful and cheap ingredients 125 dur is no issue...because it will be cheap to replace......

this game's economy is ridiculous. and silly decisions like low drop rates on ingredients just facilitates such a warped economy....there are already plenty of sinkholes for money in this game.....ingredients should not have been one of them.


edit: this was a great opportunity for the devs to add something useful to the useless skills in the game...like forensics/cooking/fishing/cartography....etc

for example stacks of higher end ingredients should be present in treasure chests dug up from t-maps.....make them useful again
 
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