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LumberJack looking for a break ...

Lady Storm

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I just spent over 6 hours chopping wood, what I could find (which was not much ) changed in a matter of a few hours!
Example: Yew tree got 44 boards off it, marked a rune to come back.
The yew tree changed to a Ash after the 2nd chopping. ok i can use ash.... 40 min later it changed again!! to oak. ok I understand the need to shift the types for gross farming by bots but ALL the trees and so soon??

The ligit non farmer needs some love.
My Lumberjack would like a Detector
Just to difine the area contains the wood type say in a 8x8 square area. It dont have to say where but give a break to know you got say: Ash, Yew, Frostwood in that area around you. You do the hunting for it.
or
a prospector for trees that upgrades the wood you chop.
 

RawHeadRex

Slightly Crazed
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I just spent over 6 hours chopping wood, what I could find (which was not much ) changed in a matter of a few hours!
Example: Yew tree got 44 boards off it, marked a rune to come back.
The yew tree changed to a Ash after the 2nd chopping. ok i can use ash.... 40 min later it changed again!! to oak. ok I understand the need to shift the types for gross farming by bots but ALL the trees and so soon??

The ligit non farmer needs some love.
My Lumberjack would like a Detector
Just to difine the area contains the wood type say in a 8x8 square area. It dont have to say where but give a break to know you got say: Ash, Yew, Frostwood in that area around you. You do the hunting for it.
or
a prospector for trees that upgrades the wood you chop.
good idea.:thumbup1: maybe develop this tool for every crafting type as long as it's not able to be abused.
 

Lady Storm

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Cant see it being abused as with the detector you would need to aim on a tree and it only would tell you what is around you not where it is, or the prospector tool would have limited charges perhaps
 

Warpig Inc

Babbling Loonie
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Stratics Legend
We need an elemental based champ with rarewood treefolk. Treefolk as nasty as the ones that spawn at the wildes champ by Swoop. And as I mentioned in the past. There needs to be a reaper hatchet that works like the gargoyle pickaxe. Jack the trees around the Royal City Moongate. Good spread there of the high three. Just nothing to work the museum with.
 

Llewen

Grand Inquisitor
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How's this for an idea?

Trees that actually look like the tree you would get the wood from! A dynamic tree spawn where you can just look at the trees and tell what kind of wood they will produce, and if you mouse over them, they actually say what kind of tree they are! When the node is depleted all the trees in that node area are replaced with stumps which grow back and once they are full grown, they can be harvested again!

I know this will never happen, but I'm certain it's possible and probably not as technically challenging as it might seem to be. It would mean replacing the trees with dynamic objects, but that might not be as bad as it seems. If they could make it so that the entire node is one object, it would reduce the number of dynamic objects significantly.
 

Lord Chaos

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How about simply returning things to how they were and remove the randomness of resources. :thumbup1:
 

Snakeman

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How about simply returning things to how they were and remove the randomness of resources. :thumbup1:
Sure as h3$$ can't get any worse then it is now. Try filling a val or ver large plate bod... Heck I'll be on SS by the time I ever had enough val to fill one. Real fun :(.
 

Llewen

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How's this for an idea?

Trees that actually look like the tree you would get the wood from! A dynamic tree spawn where you can just look at the trees and tell what kind of wood they will produce, and if you mouse over them, they actually say what kind of tree they are! When the node is depleted all the trees in that node area are replaced with stumps which grow back and once they are full grown, they can be harvested again!

I know this will never happen, but I'm certain it's possible and probably not as technically challenging as it might seem to be. It would mean replacing the trees with dynamic objects, but that might not be as bad as it seems. If they could make it so that the entire node is one object, it would reduce the number of dynamic objects significantly.
Hmmm, and actually now that I think of it, in some sense the trees must already be dynamic objects of some sort or you wouldn't be able to target a tree, or have the problem with hacks that allow you to run through them (if they actually exist). I don't think this would be that big a problem to implement. Now making sure it doesn't look goofy because of the shapes of the nodes might be a challenge. I don't know whether they are perfectly square, or a more random shape.
 
S

Sevin0oo0

Guest
randomness, or not, which would have a greater negative impact on Bots? I used to have a tram/fel resource library, complete w/ html colored titles, just kinda lost interest after i had to trash it when the locations became 'just locations'. Strip farming, oh what fun, seems suitable only for a bot.Something else they 'fixed'.
 

Llewen

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How about simply returning things to how they were and remove the randomness of resources. :thumbup1:
Sure as h3$$ can't get any worse then it is now. Try filling a val or ver large plate bod... Heck I'll be on SS by the time I ever had enough val to fill one. Real fun :(.
Strip farming, oh what fun, seems suitable only for a bot.Something else they 'fixed'.
The change wasn't just about scripted farming and bots. The change was also about making higher end resources harder to come by. Something which it has done quite successfully. It's a shame that all the time and effort that went into creating resource libraries was lost, but to be perfectly blunt, those libraries were bad for UO's game economy...
 

Lord Chaos

Always Present
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Except higher end resources have no real game value so much beyond the others, except in their rarity. All this has done is yet again punish the legit player trying to have fun.
 

Llewen

Grand Inquisitor
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Except higher end resources have no real game value so much beyond the others, except in their rarity. All this has done is yet again punish the legit player trying to have fun.
Hmmm, spoken like someone who doesn't do a whole lot of crafting. Just the fact that you need the rarer materials for high end bods gives them greater value. They also are useful for making items that can be unravelled for relic fragments. The various woods are useful for adding mods to items, and bloodwood is certainly one of the most useful. And with ores the progression is even more clear cut.

And given your posting record, I'm not sure you qualify as a spokesman for "the legit player"...
 

Lady Storm

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Stratics Legend
Ladys ... Gentilmen ... excuse me for a second to imput this in. If you havent noticed those of us who do go out mining and chopping or harvesting wool / cotton is for game play. We create things. A tool such as the detector or the prospector for wood could be a good thing for the ligit player. I can see the Detector with a setting like the picks and shovals to detect wood or ore types. It wont point you to where exactly, a bot cant dig or chop if its not got a pedetermined spot to do so.
I too have had bods to fill but for the lack of finding ore to match it is a pain in the royal tush, as for wood you try making up a Frostwood anything if you cant find the wood!!
The rewards stump is a nice idea and I will make me up one, along with a few ore/gem carts but for the long term....... I need the help. I put in 6 hours hunting down some usable wood for a bloody set of furni. That was 5 hours too much out of my day. I could well imagine the fustration of the poor person who dont have the time to spare as I do for this hunting. And people wonder why the farmers make so much gold???
Let me let you in on something the changing is wrong way thinking..... they should have made it too easy to find the wood types then the farmers wouldnt have a bloody chance to sell 1 stick of wood as anyone could find a tree they need and do their own chopping. Same with ore.
 

Llewen

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I put in 6 hours hunting down some usable wood for a bloody set of furni.
Did it ever occur to you that maybe a set of furniture made from frostwood is supposed to be rare, and a challenge to make? I'm not sure that the problem here is the randomized resources, the problem is that we all got spoilt with what are supposedly rare resources being as common as dirt and just as easy to find.

Now that they are much more challenging to find a lot of people have their noses out of joint, while if they had always been as hard to find as they should have been from the beginning, no one would think anything of the current situation...
 
O

Old Man of UO

Guest
... I put in 6 hours hunting down some usable wood for a bloody set of furni. That was 5 hours too much out of my day. ...
*scratches head*

Furniture? Really??

Wouldn't a dye tub have been faster? You can come pretty close to most wood colors, except heartwood.
 

Lady Storm

Grand Inquisitor
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Stratics Legend
The furni was requested from my crafter and they asked for that wood. Tantamount it had to be that kind not color. (I had offered to dye it to the closest color to that woodtype) I dont question my orders from long standing customers at my shop who pay well for my work. I just think its a good idea.
Wood Area Detector or Prospectors for Wood
Ether one would be great.
 

Llewen

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I just think its a good idea.
Wood Area Detector or Prospectors for Wood
Ether one would be great.
I agree, but I'd still love to see trees that are distinct for the wood produced.
 

Lady Storm

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Yes would be nice hun but I think it would be hard unless they stop the mad shifting of tree wood. The Detector or Prospector would be easer to make then pull the shifting.
 

Lady Storm

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Looked into the stump reward seems you have only 10 boards a day and random type~ thats not going to help me much when you need alot more then 10
 

Basara

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with the stumps, The random type is 1 in 7 (each equally likely), not the normal chopping percentages. I have 3 stumps, and average about 40-50 frostwood every 10 days. Not much, but a hell of a lot more than I was getting from chopping.

I, too, would welcome some sort of mechanism to parallel the PT/GPA of miners - as for now, I have enough Oak, Ash and normal wood stockpiled for my needs, and was getting more Yew and the "-woods" from my stumps than from chopping, so soulstoned it off for now.

As for mining, I don't have any problem with the higher ores - in fact, typically my shortages are for Dull Copper. Then again, I do mine with Prospector's tools and Gargoyles pickaxes in combination, almost exclusively. By doing so in areas where each resource square (in the Trammel ruleset) gives 15-30 ore per trip, you get a lot of colored ore from digging, plus that of the elementals. Doing in the Fel ruleset would be even more.
 

Hannes Erich

Seasoned Veteran
Stratics Veteran
Stratics Legend
How's this for an idea?

Trees that actually look like the tree you would get the wood from! A dynamic tree spawn where you can just look at the trees and tell what kind of wood they will produce, and if you mouse over them, they actually say what kind of tree they are! When the node is depleted all the trees in that node area are replaced with stumps which grow back and once they are full grown, they can be harvested again!

I know this will never happen, but I'm certain it's possible and probably not as technically challenging as it might seem to be. It would mean replacing the trees with dynamic objects, but that might not be as bad as it seems. If they could make it so that the entire node is one object, it would reduce the number of dynamic objects significantly.
THIS sounds like old-school thinking. I could have seen Origin/Lord British doing something this intuitive and "real worldy". They wanted Britannia to seem like a living, breathing world.

Resource systems (among other systems) have since become increasingly dumber--I don't mean that as an insult, but rather in the true sense of the word. But in any case, I doubt BioWare Mythic has considered taking UO back to its idealistic roots in the algorithmic sense (in the historical sense they have, and I applaud them).

(Indeed, and I mean this as no slight to a great studio, but I doubt the devs are even aware of the earliest conceptual ideas Origin had in mind for UO and its future...Oh, what could have been!)
 
F

Fink

Guest
It would be nice if you could add a rare timber veneer to a plain piece of furniture. Rather than make a table out of solid bloodwood you could just consume a few boards giving a plain table a bloodwood finish. To add properties to a weapon or armour you would still need to craft them entirely from the special material.

Or possibly make timber stains, using the plain stain system but using lumber pulp instead of plant clippings. These may only work on wooden items.
 
Z

Zyon Rockler

Guest
Wood should give durability bonuses as well as damage increase and so on from the lowest piece of wood to the most rare, giving the highest.

Alot of things need to change with the imbuing system in place because it just doesn't make sense. To try and find a piece of wood that does absolutely nothing for you when you can simply imbue the property. The way things are now, durability would be the hardest to get as well as damage increases above 50.

The furniture should not be hued at all because the process doesn't look to good. It colors the hinges, the locks, the knobs and basically washes the detail off the item. Unless, that is fixed, the color should not change. The wood should actually give the furniture a durability, like a timer. This would make making furniture important and also the types of wood that are used for that furniture. Color should not really be that important to people as much as functionality.

Trees need to be cut down and then turn into a dirt patch with a sapling where they can slowly mature. It would even be neat to be able to cut the tree down and then chop it up into logs, that would be an interesting animation and make it more involved because you would have to target a few times.

If a tool was created, i'm sure everyone would use it. The problem might not be so much being able to find it but it might be that there is really just not that much. It is possible that there are only a few trees that have rare wood on them, only the devs would know the production rates, so, having a tool might not actually help. Maybe they just need to increase the amount of blood wood, frost wood, and so on.
 

Lady Storm

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Well Zion the last Dev lead did say the percentage of all wood able to be found in the game (all known facits at that time preTer Mur) It was very low. The idea behind the tool is for ligit crafters to find the wood they need. I can chop trees all day and only find plain, oak, ash. Its not easy to get Yew an Heartwood but I have found a few trees every other time I go out to hunt up Frostwood. Bloodwood and Frostwood seem to be so hard that if I find a spot I try to get all I can before it disapears which it does rather quickly(most times by the second chop time).
Ether way the two tools I came up with would give the average Lumberjack a fair chance to get these exotic woods without spending weeks to get enough for small work. I may have a few hours to spare each week but the average adult works and has little time to hunt up trees. It's one of the reasons the farming got so big - the demand for product and little time made for Farmers to go hog wild for $$ not to mention that the Dev decided to play musical chairs with the wood spawn.
 
Z

Zyon Rockler

Guest
I would have to agree. You would think that the skill would have a bearing on the ability to gather rare types of wood. Like, adding 120 lumberjacking so that you could have a better chance of finding it and then adding tools to help locate along with the damage bonus that would come with it.

But, they made it so difficult to find resources that it is actually diminishing supply, which is probably their plan. I just wish they would turn the spawn back up alittle. Its' being random is enough but with it being harder to find as well. I think there was only 6 trees for frostwood. I would really like to see the math on probability.

I mean even with a tool, let's say you find that one tree and now you give 50 people the tool, the tool now pretty much becomes worthless but I would definately love to have a tool. I think that would be great, like a compass, cause right now I feel pretty lost.
 
Y

Yen Sid

Guest
I have gm'ed 1 lumberjack, never got anything higher than Heartwood. Deleted that toon thinking I wouldn't need another lumberjack, wrong, started another and I'm at ~95 and still nothing higher than Heartwood.
 
T

Trevelyan

Guest
Heres one for Devs (whoever he is) to think about

Gargoyle hatchet - Looted off gargoyles in the underworld

Upgrades the wood type on a given tree and has a small chance to summon a WOOD ELEMENTAL (rehued treefellow) :D
 
Y

Yen Sid

Guest
Heres one for Devs (whoever he is) to think about

Gargoyle hatchet - Looted off gargoyles in the underworld

Upgrades the wood type on a given tree and has a small chance to summon a WOOD ELEMENTAL (rehued treefellow) :D
I like this, but what Gargoyles are there in the Underworld? Maybe we should just annihilate the refugees in Ter Mur :gun:.
 

Lady Storm

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I like the treefellow idea but my poor LJ is no fighter - lover yes, fighter no. Good luck on the LJ gming guys I for one know how much its gunna take to get there got 4 gms and working on 5th all different shards of course.

The Dev wont give us hued trees, that I can guarantee you.
But...
Our best bet is the Prospector They can do one of two things make a second type hammer like the ore prospecting tool and easily hue it to a forest green and lable it for wood. Or add propertys to the original prospecting tool that can be switched to wood via a tab. The art is paid for and just a low amount of work to make one. As with the ore the wood choice would raise the tree to the next lvl of wood type and give the message that you have found that next lvl.

The Detector would take a bit of finagling by them and as it looks the Dev dont have the man power with the Bioware needing all the Dev help for their projects. But it too would be a good idea to run with.
Lets face it we need help.
 
O

Old Man of UO

Guest
Heres one for Devs (whoever he is) to think about

Gargoyle hatchet - Looted off gargoyles in the underworld

Upgrades the wood type on a given tree and has a small chance to summon a WOOD ELEMENTAL (rehued treefellow) :D
We already have the Corroded Hatchet with +5 Lumberjack skill... why not just make that up the wood level by +1? Should be simple and wouldn't require a new item.
 

Lady Storm

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Yes that would be an idea but.... not all have that hatchet, Old Man of UO.

While the prospecting tool exsists and has limits ie: charges you use up.
This would be the more logical choice, just give it a menu for what you want to prospect.
No need for a special way to get it, and it would make it more non ground fodder in the smithys. Its not that hard to add the small content to the next patch if they were up to it.
 
O

Old Man of UO

Guest
Yes that would be an idea but.... not all have that hatchet,...
Nor do I have a Corroded Hatchet, but I know where to find one! However, that doesn't mean the ways to get one couldn't change, perhaps through a Heartwood quest or some such.

I'm just saying that there are many items already existing that would benefit for a secondary use, and the hatchet would fit very well for this use.
 

Lady Storm

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Very true, many can do the same and get the hatchet. Only one thing, it dont upgrade the wood spawn. It gives the lower Lj that+5 in skills not a boon in a better wood it only lets a lower end player who might be close to a wood lvl ty for it. The Prospector would let them get the next lvl wood if the LJ was GM. (or say if the LJ was 85.1 they could get he next lvl wood for his skill lvl.)
I would like the Detector too but that would take more work for the Dev team to do. I dont think they would spend that much time to code it in detection would require the tool to read a grid of trees with in the pramiters. List off the possibles (oak ,ash ,etc) in that grid.
The truely easy out for this would be the Prospector tool given by the Smith Bods.
The menu adition for chance at tree wood is the only sound one of my ideas. Now if Cal and the guys want to atempt the detector.... who am I to stop them ?? hehe
 
O

Old Man of UO

Guest
Very true, many can do the same and get the hatchet. Only one thing, it dont upgrade the wood spawn. It gives the lower Lj that+5 in skills not a boon in a better wood it only lets a lower end player who might be close to a wood lvl ty for it. The Prospector would let them get the next lvl wood if the LJ was GM. (or say if the LJ was 85.1 they could get he next lvl wood for his skill lvl.) ...
Heh... I know it doesn't upgrade the wood spawn level, just suggesting that they add that ability to the hatchet to automatically upgrade the level. However it's done, keep it simple and PLEASE improve the ability to get high end wood!
 

Llewen

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Trees that actually look like the tree you would get the wood from! A dynamic tree spawn where you can just look at the trees and tell what kind of wood they will produce, and if you mouse over them, they actually say what kind of tree they are! When the node is depleted all the trees in that node area are replaced with stumps which grow back and once they are full grown, they can be harvested again!
THIS sounds like old-school thinking. I could have seen Origin/Lord British doing something this intuitive and "real worldy". They wanted Britannia to seem like a living, breathing world.
Well a dynamic world is really one of the holy grails of MMO development. First there are the technical challenges of potentially millions of dynamic objects or entities, and then there is the challenge of creating a world that players can alter and enhance, without it being a world that players can also destroy. But the further down this road developers can go, the more interesting, and engaging their games will become.

It would be nice if you could add a rare timber veneer to a plain piece of furniture. Rather than make a table out of solid bloodwood you could just consume a few boards giving a plain table a bloodwood finish. To add properties to a weapon or armour you would still need to craft them entirely from the special material.

Or possibly make timber stains, using the plain stain system but using lumber pulp instead of plant clippings. These may only work on wooden items.
You M'Lady, are a very advanced thinker when it comes to UO. Definitely some cool ideas there. :)
 
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