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Items need to break!!

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Connor_Graham

Guest
All that does is put it back to the fact that most everyone has their own crafter, and would simply craft or enhance their own stuff.
 

LeBaiton

New Player Protector
Stratics Veteran
Stratics Legend
You appear to have an easy answer to everything, but the truth is that without actual implementation, neither you and me would know for sure that would indeed be the case...

And with no way of testing it, I don't think we'll ever know. Nor do I think the dev team is willing to risk it, it'll either kill off the game as we know it, or it'll propel the game back to a high spot on every gamer's lists...

Anyway, I disagree...

*shrugs*
 
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Guest

Guest
<blockquote><hr>

All that does is put it back to the fact that most everyone has their own crafter, and would simply craft or enhance their own stuff.

[/ QUOTE ]

So not everyone is gonna buy the resources/kits needed to find what their looking for some will but not the majority. I have a 120smith and a 120 tailor and I only have made 1/3 of my gear. the rest I bought from other smiths. Remember this is a multiplayer game and its about interacting with people the last thing I want is to turn UO into a single player game witch its slowly becoming. My decay idea may not be the best idea but in the end weapons/armor should break over time.
 
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imported_GalenKnighthawke

Guest
<blockquote><hr>

I like insurance. I just dont think armor and weapons should last forever. If items last forever all someone has to do is upgrade thier pieces have that cycle going for a few years you have sellers only selling and able to sell high end gear basicly what we are in now. there is no middle ground for the buyer or seller. With no demand for medium ranged gear people are inclined to cut it up leaving out the noobie who may need it. Or leaving out that inspiring crafter who can only afford medium range runics. The effects of items not breaking since AOS has killed the true crafter. Something has to be done either something breaks or loose insurance or it all gets soulbound. I would rather stuff break.

[/ QUOTE ]

I remember when AoS came out.

The biggest complaint that I personally hard, at first, was that you spent more time getting dressed than playing.

You want to take us back there for some reason.

Crafting may have changed, but given the fact that most players always seem to be looking for improvements in their suits, and given that I still see armor selling for good money, it really doesn't seem to be dead.

Not all of us want to play crafters. I, for one, do not, I barely have enough time to play the one character of consequence that I actually have.

-Galen's player
 
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Guest

Guest
<blockquote><hr>

I like insurance. I just dont think armor and weapons should last forever. If items last forever all someone has to do is upgrade thier pieces have that cycle going for a few years you have sellers only selling and able to sell high end gear basicly what we are in now. there is no middle ground for the buyer or seller. With no demand for medium ranged gear people are inclined to cut it up leaving out the noobie who may need it. Or leaving out that inspiring crafter who can only afford medium range runics. The effects of items not breaking since AOS has killed the true crafter. Something has to be done either something breaks or loose insurance or it all gets soulbound. I would rather stuff break.

[/ QUOTE ]

Yeah, it sucks not being able to sell lower end gear that pops off a barbed kit, but I have it all placed on a vendor for 3k a piece, any newbie could afford it. Problem is, I don't think theres very many newbies playing this game. Secondly show me a player whos interested in medium range gear? yeah some of us are forced to use it until we get better and better, but once you achieved the best, whats the point in breaking it? Just so your crafter can make more gold? Whos being greedy now?

So playing a crafter isn't a viable play style to you. But I can think of many professions and skills that aren't viable these days. Thing is crafters have bods, and elven quests, which is more than what some skills have. Your just crying because you can't peddle your wares at Luna bank, get over it. Item breakage probably wouldn't help you with that issue. As already stated, why would someone go buy your gear when with 7 char slots they most likely have a tailor and smith to craft themselves some new gear.

Also to the argument involving soulstones, my crafter has alchemy, fletching, and cooking stoned. And I have tons of fragments that were handed out like halloween candy, so as stated it wouldn't be hard to swap and switch skills to make any item needed even if they fixed and required more skills to craft certain items, such as armslore.
 
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Guest

Guest
When I sell runic gear only the high end stuff will sell. the lower to midrange will sit on a vendor for weeks I do not overprice I pride myself at being A undercutter.
 
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Connor_Graham

Guest
"in the end weapons/armor should break over time. "

I still haven't seen any good reason why other than an imaginary forced interaction. If things were to start breaking, people would just make their own so they could save the gold it would cost to constantly replace things.
 
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Guest

Guest
<blockquote><hr>

I can assure you that people would use soulstones in order to make anything they wanted. If the point is to diversify and make crafting a commodity that is needed again then your idea needs to be honed to prevent the problems facing crafting now. Believe it or not decay isn't the only problem with crafting in the buyer/seller sense.

When people say that everyone has a crafter they are not just saying that to disagree with you. They are saying that because it's true. This game is over 10 years old. The majority of the players I have talked to in my 9+ years have been playing for anywhere from 3-5 years on average. In that time a great number of people have very advanced smiths and tailors. The fact is that even if this change is made the sheer number of people with crafter is a really valid argument. One that should not be dismissed so easily.

Now. Since we are not disagreeing and merely trying to build. Allow me to offer a possible suggestion. One I have spoke about in the long past when people seemed to care.

The faction system is capable of tracking accounts and can be set to only allow 1 char per account for faction purposes. If we use that system for crafting specilization we can limit the availability for others to be able to craft anything. In this regard we eliminate the need to pair up skills on the crafters and merely enter a specilization. If we created, for example, 3 paths of specilization for each skillset and limit the paths to 1 per account the impact will much less severe in relation to do it all mules. It seems to me this would solve the problem of soulstone and the 5 tailor/smith accounts as well. Mulitiple accounts aside this would seem to be a valid solutions and would still meet all the goals you have set forth. Comments?

[/ QUOTE ]

I am not arguing that most players do not have a crafter. I think you are correct in thinking they do. But will every player do several specializations or just 1 or 2?

Lets take your point of 1 path per account. I know several people that play only crafters or mostly crafters. I will use myself as an example. I have 5 characters, 3 are crafters one is a miner. I only have 1 adventurer type. Instead of one path per account what about one path per character? That would solve the soulstone issue and allow some diversification such as Carpenter-Bowyer-Tailor-Smith on one account, but only having one specialization like I mentioned with Chivalry-Magery-Elf/huma-Necromancy etc.

All of this is meaningless if the crafter does not make or have the opportuiny to make some of the best items in the game. The combination of crafting specialization--breakage could then be a favorable solution.
 
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Guest

Guest
<blockquote><hr>

<blockquote><hr>


Your missing a point I made that takes the I have a crafter or have a friend crafter out of the equation to some extent.

Ninja Smith combo--can make Ninja items with special properties but can only make normal GM items of other Kinds

Necromancer Smith--can craft items with special properties that will benefit Necromancers but only normal GM items of other kinds.

[/ QUOTE ]

I like this idea. One, possibly less-objectionable, way of looking at it is as an extension of the existing additional skill prerequisites for crafting instruments (Musicianship) and abbatoirs (Magery).

More thoughts:

New craftables could require varying levels of additional prerequisites--the more powerful the item, the higher the skill required. Additionally, I'd like to see recipe requirements for the higher-end items, and maybe epic quests (as per Spellweaving) for the top-level ones.

Perhaps production chains could be implemented with new specialized item components, much like the one for the Runed Switch. If non-specialized exceptional items are required as components of new items (as exceptional clothing can be used to create arcane clothing), then we might also see renewed interest in them (other than as fodder for BODs).

Finally, this proposal wouldn't require a major deviation from existing game systems. Along the same lines, this does seem to fit with EA/Mythic's pattern of adding items to keep the game fresh.

Just my two obsidians' worth of wishful thinking.

[/ QUOTE ]

Some of the points you bring out are valid. If you want to be a crafter your character has to really be committed to it. Epic Quests atc mean the casual crafter wont be doing it. But no recipes that can be sold or transfered, the character that does the quest gets the recipe no one else.
 
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Guest

Guest
Here is your asnswer Connor. Lets say nothing ever breaks and we keep insurance. You buy your castle, and have all your gear at top of the line. Now what is your purpose in playing any longer? Lets examine:

You can collect tons of rubble and sell it, has nothing to do with items breaking or insurance.

You can go to events and collect tons of shields, swords, and cloaks for a turn in. Have you noticed not many loot anything else off the event mobs? Again has nothing to do with breaking or insurance.

You can do champ spawns and collect scrolls and then sell them. Again, this has nothing to do with breaking, this is a consumable item.

Imagine if you got a powerscroll and ate it but were left with the scroll remaining to use on a different character or sell it to another. In a matter of months there would be no powerscroll market. That is what you want for weapons and armor?


Ever try selling minor artifacts? Dont see them selling much nowdays.

So when it comes down to it, what will people buy when they have their weapons and armor? The only thing they buy is consumable items. Saturation means only new players buying anything not consumable. With no shelf presence I dont see tons of NEW players coming to play UO. Maybe you do. If you just want new items all the time all you get is 2 weeks of rush sales then items sit there.

I asked before what shard and location of your vendors so I can see what you sell, as you claim your vendors do quite well.
 
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Guest

Guest
Those that only care about themselves are blind to whats around them.

This thread has many valid reasons why Items need to break if you were not so eager to troll then you would notice.
 
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Connor_Graham

Guest
"Saturation means only new players buying anything not consumable."

How long has AoS been out? Yet people still buy armor and weapons.


"In a matter of months there would be no powerscroll market."

How long have powerscrolls been out? A player only needs 1 scroll per skill per character, and according to your logic, this is no different than armor not breaking, yet there is still a scroll market.


"Ever try selling minor artifacts? Dont see them selling much nowdays."

The ones that are actually decent sell pretty well, and even the mediocre ones sell to new players if priced right. I had 2 chests completely full of minors when I came back to UO last year, and I'm down to my last 10 or so of them. Hell, I even sell the Phillips Steeds fairly well. So yeah, I have tried selling minors, and have done quite well at it.


"I asked before what shard and location of your vendors"

And I've said many times it's on Pacific right across from the Orc Fort.
 
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Connor_Graham

Guest
"This thread has many valid reasons"

I have yet to see one that actually makes sense. What most of it boils down to is "because they should", which isn't a valid reason.
 
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Guest

Guest
<blockquote><hr>

Lets take your point of 1 path per account. I know several people that play only crafters or mostly crafters. I will use myself as an example. I have 5 characters, 3 are crafters one is a miner. I only have 1 adventurer type. Instead of one path per account what about one path per character? That would solve the soulstone issue and allow some diversification such as Carpenter-Bowyer-Tailor-Smith on one account, but only having one specialization like I mentioned with Chivalry-Magery-Elf/huma-Necromancy etc.

[/ QUOTE ]
Herein lies our division point. You have multiple crafters spread out amonst characters with multiple skillset. You do not have a super mule as the majority of playes do from what you are telling me. This makes your proposal tailor made(pun intended) to your particular case and does not conform to what I claim to be the norm as far as the majority of crafters. The other issue is that making it only 1 per character doesn't exclude the 5 tailor/smith accounts from dominating the market, which they would.

I still believe the best aproach is 1 specialization per skillset per account. Anything less wouldn't be worth implimenting because all it would server to do is make those of us with sole crafter characters at a disadvantage. So while I like your proposal in the long run excluding a good portion of crafters merely because they chose to maximize the skillset based on character conservation. It also doesn't stop a potential problem with the old BOD account holders have a distinct advantage over everyone else.
 
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Guest

Guest
Did you read my comment about powerscrolls or did you purposely take it out of context?

I know people that eat one of every 120 they get on each character--Its called making the account more valuable.

oh Connor BTW how is the scroll market place for 5's and 10's. Many have pointed out they are saturated and thus worthless. But before you can post your answer I will answer for you. Connor's response: " I sell them quite well on my vendors."
 
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Guest

Guest
<blockquote><hr>

"This thread has many valid reasons"

I have yet to see one that actually makes sense. What most of it boils down to is "because they should", which isn't a valid reason.

[/ QUOTE ]
Thats cause you cant see past your own greed and dont realize this game is a mmo not a single player consel game.

I willing to bet you never played UO till after AOS. Before AOS items broke crafters had a demand for their items. Aos brought us new item setups wich involved the need for insurance, The fact that items today can break if neglected tells me the devs wanted things to break sometime. Pair up insurance with items that last forever and you basicly take out a player base who strictly was into being the crafter. Now that people cried to the devs to hand out everything on a silver platter the process needs looked into again.
 
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Guest

Guest
<blockquote><hr>

<blockquote><hr>

Lets take your point of 1 path per account. I know several people that play only crafters or mostly crafters. I will use myself as an example. I have 5 characters, 3 are crafters one is a miner. I only have 1 adventurer type. Instead of one path per account what about one path per character? That would solve the soulstone issue and allow some diversification such as Carpenter-Bowyer-Tailor-Smith on one account, but only having one specialization like I mentioned with Chivalry-Magery-Elf/huma-Necromancy etc.

[/ QUOTE ]
Herein lies our division point. You have multiple crafters spread out amonst characters with multiple skillset. You do not have a super mule as the majority of playes do from what you are telling me. This makes your proposal tailor made(pun intended) to your particular case and does not conform to what I claim to be the norm as far as the majority of crafters. The other issue is that making it only 1 per character doesn't exclude the 5 tailor/smith accounts from dominating the market, which they would.

I still believe the best aproach is 1 specialization per skillset per account. Anything less wouldn't be worth implimenting because all it would server to do is make those of us with sole crafter characters at a disadvantage. So while I like your proposal in the long run excluding a good portion of crafters merely because they chose to maximize the skillset based on character conservation. It also doesn't stop a potential problem with the old BOD account holders have a distinct advantage over everyone else.

[/ QUOTE ]

No I do have a "mule" he is a tinker, smith, tailor, scribe, carpenter, mage, armslore.

if I did as you suggested and as I added, He would have to decide on one of those crafting skills to take the path of. Which means on an account of 6 slots you could have:

Bowyer
Smith
Tailor
Carpenter
Scribe
Something else

Now if you had multiple accounts you would have acess to many more specializations. But with no scrolls for recipes and recipes learned on the character that did the path quest those people would be tied up taking quest after quest after quest--all of which would be different. I play a game that has crafting now--Take a smith for example the smith has to decide at some point armor or weapons. If they chose armor they can still make low grade weapons, very low grade, but all their training from that point forward is for fantastic armor. This game also allows all characters to be crafters as well. Yet there is no overwhelming number of top tier crafters. Yet crafters make the best weapons and armor. Because it takes a committment to become a crafter. A serious commitment.

But if it ended up that only one path per account is the best solution I would be for it. But I think 1 path per character and Quest taker gets the recipe and it cant be sold or traded would get the results we are after. Again assuming crafted items were the best in the game.
 
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Connor_Graham

Guest
I play a game that has crafting now--Take a smith for example the smith has to decide at some point armor or weapons. If they chose armor they can still make low grade weapons, very low grade, but all their training from that point forward is for fantastic armor. This game also allows all characters to be crafters as well. Yet there is no overwhelming number of top tier crafters. Yet crafters make the best weapons and armor. Because it takes a committment to become a crafter. A serious commitment.


WoW huh?.......
 

LeBaiton

New Player Protector
Stratics Veteran
Stratics Legend
<blockquote><hr>

"This thread has many valid reasons"

I have yet to see one that actually makes sense to me. What most of it boils down to is "because they should", which isn't a valid reason.

[/ QUOTE ]I fixed your text...

Btw, the earth is flat, and anyone who says otherwise is a dork...
 
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Guest

Guest
<blockquote><hr>

I play a game that has crafting now--Take a smith for example the smith has to decide at some point armor or weapons. If they chose armor they can still make low grade weapons, very low grade, but all their training from that point forward is for fantastic armor. This game also allows all characters to be crafters as well. Yet there is no overwhelming number of top tier crafters. Yet crafters make the best weapons and armor. Because it takes a committment to become a crafter. A serious commitment.


WoW huh?.......

[/ QUOTE ]

Nope wrong again Connor

BTW I ran all the way to the Orc Fort in Malas, dont find your shop across from it, unless your at a Different one in Malas. You do know there are two, maybe more. So please which one and where? Thanks cause as a ghost I cant look at vendors. Really hate dying on an untrained char while trying to see your vendors.
 
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Guest

Guest
<blockquote><hr>

<blockquote><hr>

"This thread has many valid reasons"

I have yet to see one that actually makes sense to me. What most of it boils down to is "because they should", which isn't a valid reason.

[/ QUOTE ]I fixed your text...

Btw, the earth is flat, and anyone who says otherwise is a dork...


[/ QUOTE ]

Lets be nice. Connor looks at UO from his unigue perspective. He wants things to stay the way they are because they are:
Convienient for him
or
Easy for Him
or
The way he likes them
or
Whatever reason he wishes.

Some people are willing to accept change because it might be better. But in Connor's defense he might think that change can hurt the game he likes. But I agree with you he could use a little more of an open mind.
 
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Connor_Graham

Guest
"So please which one and where?"

The abandoned one that has the housing in it. I'm on the north side directly across from the north gate of the fort.
 
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Connor_Graham

Guest
"But I agree with you he could use a little more of an open mind. "

Before retirement, I specialized in new operation start ups, which required change daily, if not even more often than that. You won't find a more open minded person than myself.

Nice try though. I'll keep the cigar this time.
 
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Connor_Graham

Guest
<blockquote><hr>

His vendors are 90% consumable items.

[/ QUOTE ]

70-75% maybe, but then I'd be stupid not to.

My weapons and armor vendor does very well. I had over 30 radiant scimitars on it, and most of those sold, along with all but 1 ornate axe.
 
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Belmarduk

Guest
Havent read through the whole tread but yes items should break !
Edit: ALL items - rares and such would not break of course because they would not be used.
Even furniture in houses should wear - slowly
 

LeBaiton

New Player Protector
Stratics Veteran
Stratics Legend
<blockquote><hr>

My text was accurate as it was thanks.

[/ QUOTE ]No it wasn't, your truth is not my truth, and I'd like you to stop claiming it is...
 
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Guest

Guest
<blockquote><hr>

<blockquote><hr>

"This thread has many valid reasons"

I have yet to see one that actually makes sense. What most of it boils down to is "because they should", which isn't a valid reason.

[/ QUOTE ]
Thats cause you cant see past your own greed and dont realize this game is a mmo not a single player consel game.

I willing to bet you never played UO till after AOS. Before AOS items broke crafters had a demand for their items. Aos brought us new item setups wich involved the need for insurance, The fact that items today can break if neglected tells me the devs wanted things to break sometime. Pair up insurance with items that last forever and you basicly take out a player base who strictly was into being the crafter. Now that people cried to the devs to hand out everything on a silver platter the process needs looked into again.

[/ QUOTE ]

Comparing pre-aos to the game we have today is like comparing apples to oranges. It's not the same, everyone knows it. If all you needed to do was kill cows and mine ingots to replace your armor, this would be a non issue.
 
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imported_Electrolyte

Guest
<blockquote><hr>

Your missing a point I made that takes the I have a crafter or have a friend crafter out of the equation to some extent.

Ninja Smith combo--can make Ninja items with special properties but can only make normal GM items of other Kinds

Necromancer Smith--can craft items with special properties that will benefit Necromancers but only normal GM items of other kinds.

The list goes on. A smith is a smith and can make all the items but they have to decide on a specialty in order to make items with properties.

The same thing would happen with Tailors. So all those mules out there will not be a benefit as they are today.

Now before everyone yells foul--think about what would be better for the game--not better for the individual. Your Tailor Smith Tinker Carpenter Scribe Miner Mage wont be end all.

[/ QUOTE ]

I think this may be one of the best ideas I've heard for a crafting revamp! It adds to the level of control we have, without turning crafting into a test centeresque item machine... it's character skill based, and best of all, it would help to create some real diversity among crafter templates!

I know it would take a lot of work on the dev side to make this happen, but with how well the arms lore changed happened (meaning the system rolled out and worked as intended, fairly bug free... I'm not arguing the merits of the change here).

I am the Electrolyte, and I approve this change.
 
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imported_Hawkeye_Pike

Guest
Items breaking leads to item hoarding.
Much better would be, to limit the insurances to 5 a character.
 
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imported_BlacK RaiN

Guest
<blockquote><hr>

Exactly, when it was that way, things weren't how they are now. Would be totally different since it's already gone to item based uo, can't go back now.

[/ QUOTE ]

How do you know it can't go back in design?


There's plenty of ways that would make this work. The trick is... picking the right one.

But, we have to discuss that first... what the nay-sayers can't figure out for some reason.
 
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Guest

Guest
<blockquote><hr>

I feel every item needs to break sometime and get replaced.

[/ QUOTE ]

You can't replace every item, though. Runic made stuff would be essentially impossible to replace exactly, and a slight difference in the item can invalidate the entire suite, it all has to mesh well.

Not to mention...alot of items are dyed hues that can't be acquired anymore.


Trust me on this...replacing items regularly would not be a boon to crafters. In the days when people regularly wore crafted armor, they just made their own crafter mule. People don't like being dependant on others.
 
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imported_Electrolyte

Guest
<blockquote><hr>

Items breaking leads to item hoarding.
Much better would be, to limit the insurances to 5 a character.

[/ QUOTE ]

I dunno, I have mixed feelings on insurance... it's definitley a good gold sink, but even though it helps to take gold out of the world, it certainly doesn't do anything about items...

as a side note, does anyone know what, if any, lore there is surrounding insurance and where it came from? Or did it just pop into being?
 
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Ah Beng

Guest
<blockquote><hr>

as a side note, does anyone know what, if any, lore there is surrounding insurance and where it came from? Or did it just pop into being?

[/ QUOTE ]

Insurance was sorely needed as being pk'd non-consensually and losing one's hard earned gear drove many to quit UO.

Item breakage is not a good solution, unless you make every piece of armour/weapon artifact-like. Connor is right, making items break won't bring back community. Everyone has his own crafter nowadays.

The only thing that might bring back community is merging Tram with Fel (using Fel ruleset), and developing a consensual pvp switch (making both trammelites and feluccans happy).
 
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Guest

Guest
<blockquote><hr>

and developing a consensual pvp switch

[/ QUOTE ]

There already is one and thats stepping into a moongate. Like said before everyone may have a crafter but not everyone Uses his/her crafter to make thier gear some people dont want to waste their time and rather be doing something else. whats wrong with UO today is everyone does not understand the effects of crying and wining for easy leet items and then flooding the system with said stuff its still pretty early but its going to do more harm than good. The AOS allstar does not realize the effects of items lasting forever. The system get stale and then noobs ask for more then more then more, like turning in everything for an new shiney. so in the End for the better good of the game Items need to break!!
 
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Kith Kanan

Guest
<blockquote><hr>

<blockquote><hr>

I'm not arguing that point. This thread is about item decay and breaking. Should crafting change in such a way to accomodate it then I'll be all for it. If different metals and armors can be used in combination to make the properties that we need to play then no problem, I'm onboard.

It won't make the economy any better however. It will make it worse. Instead of buying the items that I havn't been lucky enough to craft myself I will be able to tailor make all the gear I need with the mods I need and so will all the others with crafters. The few players that don't have crafters will need to buy goods unless they are friends with one that won't mind doing it for them. I myself know a whole host of people with crafters that would make anything anyone wanted for free. This "problem" that people claim exists is not even close to as black and white and many paint it to be. If it was it would have been changed long ago.

[/ QUOTE ]

Your missing a point I made that takes the I have a crafter or have a friend crafter out of the equation to some extent.

Ninja Smith combo--can make Ninja items with special properties but can only make normal GM items of other Kinds

Necromancer Smith--can craft items with special properties that will benefit Necromancers but only normal GM items of other kinds.

The list goes on. A smith is a smith and can make all the items but they have to decide on a specialty in order to make items with properties.

The same thing would happen with Tailors. So all those mules out there will not be a benefit as they are today.

Now before everyone yells foul--think about what would be better for the game--not better for the individual. Your Tailor Smith Tinker Carpenter Scribe Miner Mage wont be end all.

[/ QUOTE ]

Well with soulstones and multible accounts it would make no diff to me , but im sure it would piss some peopel off , as long as I get more control over wtf I'm crafting it would be an ok trade , if I dont get more control then no way in hell I would say
 
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Guest

Guest
My 2 cents:

The problem with item breakage is that different archetypes have wildly different rates of wear-and-tear on their gear. It creates a whole new level of complexity in the decision between playing a warrior or a tamer, a fast weapon or a slow weapon.

In addition, a warrior now has to make a painful choice about when and whether to pull out that heirloom great weapon they once found. You no longer go hunting with your best gear, but rather the best gear you can afford to lose.

Normally I don't mind complexity, but this is an unpleasant sort of complexity to me. On the other hand, I'm very curious what will happen with the ethereal void in upcoming events. What we see hinted at so far suggests that it is a place you won't want to take your normal gear.
 
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Guest

Guest
<blockquote><hr>

Insurance was sorely needed as being pk'd non-consensually and losing one's hard earned gear drove many to quit UO.

[/ QUOTE ]
It would also be no fun being afraid to answer a phone or a doorbell for fear of losing irreplaceable stuff.
 
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Guest

Guest
<blockquote><hr>

Insurance was sorely needed as being pk'd non-consensually and losing one's hard earned gear drove many to quit UO.

[/ QUOTE ]

Stop making things up...la
 
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Guest

Guest
<blockquote><hr>

<blockquote><hr>

and developing a consensual pvp switch

[/ QUOTE ]

There already is one and thats stepping into a moongate. Like said before everyone may have a crafter but not everyone Uses his/her crafter to make thier gear some people dont want to waste their time and rather be doing something else. whats wrong with UO today is everyone does not understand the effects of crying and wining for easy leet items and then flooding the system with said stuff its still pretty early but its going to do more harm than good. The AOS allstar does not realize the effects of items lasting forever. The system get stale and then noobs ask for more then more then more, like turning in everything for an new shiney. so in the End for the better good of the game Items need to break!!

[/ QUOTE ]

Come on tell all of us AOS all stars, that have played the game probably as long if not longer than yourself the supposed effects. So far you've made no case, but to say it's good for trade, and you have storage houses full of gold so it wouldn't effect you to lose something as you can afford to go toss away millions replacing it. Tell us how it's better for the game, been waiting ten pages for you to explain how you selling your crafted items to the rest of us is better for the game. And when you exaust your argument it resorts to name calling. Considering your post count, and date your screen name was made, for all we know your the Aos All Star that never played pre-aos. pre-tram, etc. And have no idea what your talking about..

PS. If you think we don't want to waste our time playing our own crafters to make our own gear, then you should know we certainly don't want to waste our time and resources putting together new suits. ;]
 

LeBaiton

New Player Protector
Stratics Veteran
Stratics Legend
<blockquote><hr>

Tell us how it's better for the game, been waiting ten pages for you to explain how you selling your crafted items to the rest of us is better for the game.

[/ QUOTE ]It's not only crafted items, it's about (enhanced) loot too. Let's forget about PvP, and the need for uber leet gear to compete for a moment, alright?...

PvM, example: T-hunting

Two reasons for the fact that hardly anyone sells t-maps anymore:
1.) Maps are far too easy to get.
2.) Maps are not worth doing.

Regarding 2: Loot sucks, it's very rare to end up with a usable piece of armor or weapon from a chest. The only thing that's still worth something is jewelry, but that's only because crafted jewelry often sucks mods-wise. The only item worthwhile is that very rare occassional find, and you'll have to do lots and lots of maps to have that happen...

Why am I explaining the current t-hunting problems in a thread about items breaking / not breaking? There are a couple of reasons...

Loot in t-chests "sucks" because the properties on the loot cannot be compared to the stuff people wear on their characters right now. Thus, saying it "sucks" is purely in the eye of the beholder, it's not true, but caused because people expect a certain standard nowadays. That standard has been continuously increasing since the AoS implementation...

BRSK material creates the best armor available. When I was t-hunting 5 years ago, I could sell off my loot on a vendor to other players and make a living because BRSK armor was rare. Now we're 5 years further into the future, BRSK armor is fairly common due to duping and simply because of the fact that people had the chance to gather BODs for five years. However, when I dig up a t-chest, the loot is still the same as it was five years ago, but now, I can't compete with BRSK armor anymore, mod-wise, and price-wise...

The niche the middle market had in this game has mostly disappeared due to the high end section availability and demand. Just look at the new runic changes. The fact that spined kits and horned kits produce such high end stuff now. The fact that PvM'ers and t-hunters like me complain about loot properties. The cry for ever more powerfull arties and rewards...

We're in an upwards spiral, and we're never getting out, unless something gets done...

That's where item breakage comes in...

Everything affects everything in this game, it's all tied together, it's not simply a "remove insurance and let items break" thing, it's far bigger. The fact that armor and weapons never leave the game causes market saturation, the martket saturation creates an influx in prices and expected item standards, the influx in prices and expected item standards causes t-maps to be not worth doing, people stop being t-hunters, or worse, leave the game...

This can be applied to all kinds of player carreers and playstyles, not just t-hunting. It's but one example...

Think about it...
 

LeBaiton

New Player Protector
Stratics Veteran
Stratics Legend
And I would just like to add, a lot of the stuff that's currently happening to the game is because we're stuck in that upwards spiral. There's lots of talk about temporary fixes, but hardly any talk about fixing the game's bigger picture, and unless people start to realize that, we'll just make the oncomming years of UO a lot harder on ourselves. We'll only be expecting more, better and faster, and frankly, that's becomming pretty boring...
 
G

Guest

Guest
<blockquote><hr>

The cry for ever more powerfull arties and rewards...

[/ QUOTE ]

I have yet to see someone ask for what you just described. Noone asks for more powerful arties and rewards. They ask for different ones. They ask for something new to trade. They don't ask for more power. This is a complete phallacy that is constantly being spread around like the manure it is.

Treasure hunting loot has been crap since AoS and only saw a small increase when the level 6 maps were added. While I sympathize with you because I would love to have more interest in maps as well it's not anything that breaking is going to make happen. I will make my own stuff and so will everyone else. It will still be better than tmap loot. The only thing going to make it better is a loot bump. Even suggesting that will make people cry. There will be pixel crack accusation and cats and dogs raining from the sky. An ugly scene.
 
G

Guest

Guest
Maybe you all play the game for the wrong reasons. I play to kill stuff, and have fun. Always have. The only loot besides doom arties that ever meant anything to me was the Napa EM Event items, that had special hues, and names, with no mods. It's not always about the loot. My house decorations mean more to me than most of my armor. And once my armor is set, it shouldn't just poof, because you want to sell me on your wares. I take care of my gear, repair it, pof, etc. Wanna sell me something take your crafters and complete some bods, I'll buy your pof and cbless deeds all day long. T-hunting can be fun and challanging, but whats the point if all your worried about is the loot. Same can be said with most of this game. I don't want more, I just want what I do have to last, so I can go play the game.
 
K

Kith Kanan

Guest
<blockquote><hr>

<blockquote><hr>

Tell us how it's better for the game, been waiting ten pages for you to explain how you selling your crafted items to the rest of us is better for the game.

[/ QUOTE ]It's not only crafted items, it's about (enhanced) loot too. Let's forget about PvP, and the need for uber leet gear to compete for a moment, alright?...



[/ QUOTE ]

I play to pvp , I pvm to pvp ... lets not forget about pvp ....
pvm gear is piss easy to aquire pvp gear is not..............
 
I

imported_BlacK RaiN

Guest
<blockquote><hr>

PS. If you think we don't want to waste our time playing our own crafters to make our own gear, then you should know we certainly don't want to waste our time and resources putting together new suits. ;]

[/ QUOTE ]

But, someone does want to waste their time crafting... that's the point.

You can just buy the suits you want and if you have a relationship with a crafter... he/she will put together your suits FOR you.


When I see a single argument saying this is a bad thing... I'll concede.

All you people are crying about is how you don't feel like depending on other people... or even yourselves for getting things done. Since once you've got it just insure it and call it a day.

Some people don't like doing the same crap you do... get it? got it? good.
 
G

Guest

Guest
Yeah, and unless your playing siege where you can only have one character type, then playing your crafter on production shards, in the sense of making gold and selling your goods is pointless when everyone has their own crafter. I rarely buy from others if it's something I can make myself, which when it comes to crafting armor I can make my own with my own crafters mark. So if you want to play a crafter, go turn in those bods, I'll buy your pof... :]
 

Dean478

Seasoned Veteran
Stratics Veteran
Stratics Legend
I miss the old days when Smiths were so defined. Now days everyone is a mule.. :S
 
C

Connor_Graham

Guest
"When I see a single argument saying this is a bad thing... I'll concede. "

When I see a single argument showing this is a GOOD thing....I'll concede.


I haven't seen one yet other than the imaginary community a few of you are convinced will emerge, even though most people have their own crafters and won't need to buy anything from anyone else.



"Some people don't like doing the same crap you do... get it? got it? good. "

Right back at ya.
 
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