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Item durability, and the SotA model

G.v.P

Stratics Legend
Stratics Veteran
Stratics Legend
The SotA model per the other thread suggests RG is going to make it so players craft base weapons which are modified through actual gameplay, so that if you kill say 100 lizardmen, your weapon then becomes lizardman's bane. The other part of it is that he suggests the only way to get equipment at all will be through player crafted items (for the most part), so that the game inventory will be mostly (if not completely) player created.

I know we can't adopt that plan, but it's a fairly interesting model. I'm not even sure if UO could support a system in which a weapon could "upgrade" through actual use. But what if instead of landing a super arty, as we all know only expands a ceiling from the get go, we had intuitive weapons which we could hone through gameplay?

Like a small model would be say you apply blackrock to a katana and it becomes "an enchanted katana," which can record a tally of how many of a specific creatures of one type you have killed. Can't imbue, can't enhance.

Say you kill:

(base) = 40 DI
25 lizardmen = lizardman protection 10% added
50 lizardmen = lizardman killer 20% added
75 lizardmen = SSI +10
100 lizardmen = HPR +2, lizardman protection 15%
125 lizardmen = Hit Stam Leech 10%
150 lizardmen = lizardman killer 30%

etc. etc.? I know the short answer is "too much work," but seems like a pretty cool concept to me
 
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Pawain

I Hate Skilling
Governor
Stratics Veteran
Stratics Legend
UNLEASHED
Sounds interesting. There's many properties that could be added. After a while your weapon could end up looking like a dungeon artifact. The more you kill the more properties your equipment can get. Sounds like a lot of work for the devs to figure out what you get for each mob.
 

Zerbee

Journeyman
Stratics Veteran
Stratics Legend
Have secret things like Kill 100 Ferrets and your weapon turns into a Super Slayer of all types or something.
 

Warpig Inc

Babbling Loonie
Stratics Veteran
Stratics Legend
Could see more use of the cirle of creature types. Types that get along vs the other side of the circle with creatures that hate the other side. We had a point system that put you at odds. Kill loads of a creature type and they loath and agro you more as do the types to the left and right on the circle. Kill enough of the type and the creatures on the other side of the circle would accept you more. Play the system right and there could be a creature type that could just ignore you.

Demon ,Undead and Repond on one side. Fey, Reptile and Arachnid on the other. Elemental and new Plant type the buffers between. There is already a history between the creature types on how they would face off across the circle. And when the Orc race is launched. You might not want to step in their city if your killing spree has been unsavory. Gargoyle with a lot of demon blood on their hands would explain the outcast gargoyles. And an Elf with a taste for pixielegs with side of scrambled dragon egg would explain the Drow Elf with seperate ability grouping through selective killing and RP Questing. A Paladin with a taste for pixie legs and unicorn steak could open up a skill path with other then unique spells. And the title AntiPaladin. Neg Karma powered spells. Umbra tithed dishonored guard.
 
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