• Hail Guest!
    We're looking for Community Content Contribuitors to Stratics. If you would like to write articles, fan fiction, do guild or shard event recaps, it's simple. Find out how in this thread: Community Contributions
  • Greetings Guest, Having Login Issues? Check this thread!
  • Hail Guest!,
    Please take a moment to read this post reminding you all of the importance of Account Security.
  • Hail Guest!
    Please read the new announcement concerning the upcoming addition to Stratics. You can find the announcement Here!

More suggestions

yadiman

Journeyman
Stratics Veteran
Stratics Legend
1) So the game started with a max skill level of 700. Over time, many new skills have been added and they also increased the caps to 120, meaning that many players can only have 6 skills. I'm suggesting that they increase the cap by 50-100 points. Obviously, they have to strike a balance, characters should be fun to play with many abilities at our disposal, but we need diversity as well. Even if it was increased by 50 points, characters could get the rest of a skill with jewelry. As mentioned in other threads, other things that increase diversity is to revise the 300 point requirement for specials. I also like the idea of having a resist spells item (since it's pretty much mandatory for most characters anyway).

2) THE Slayer. My warrior can hardly pick up anything because my backpack is full of slayers. I'm suggesting a long, hard, expensive way to create a slayer that works on all mobs. It would work at 100%. Super slayers can change to 150% with only 50% extra damage taken from opposite creatures. Single slayers could be 150 or 200.

3) Loot at events. Once a month per account (not shard), I think there should be a very high chance for participating players to receive an artifact or replica that is currently obtainable. Expensive items would be very rare tho.
 

Eärendil

Legendary Mall Santa
Supporter
Stratics Veteran
Stratics Legend
1) So the game started with a max skill level of 700. Over time, many new skills have been added and they also increased the caps to 120, meaning that many players can only have 6 skills. I'm suggesting that they increase the cap by 50-100 points. Obviously, they have to strike a balance, characters should be fun to play with many abilities at our disposal, but we need diversity as well. Even if it was increased by 50 points, characters could get the rest of a skill with jewelry. As mentioned in other threads, other things that increase diversity is to revise the 300 point requirement for specials. I also like the idea of having a resist spells item (since it's pretty much mandatory for most characters anyway).​
>Oh, please not. I finished 21 chars with different templates and suits - and there is nothing more frightening than the imagination of re-working all of them, adding new items and so on... Today, it is fairly easy to build an uber-template that works on 90 percent of all mobs and bosses. Why change it? PVM-Players have never been more powerful than they are now. PVP - no idea, not my business...
2) THE Slayer. My warrior can hardly pick up anything because my backpack is full of slayers. I'm suggesting a long, hard, expensive way to create a slayer that works on all mobs. It would work at 100%. Super slayers can change to 150% with only 50% extra damage taken from opposite creatures. Single slayers could be 150 or 200.​
>OH MY GOD! Even worse! Why not having a "Instant-Kill"-Sword like in U7 (Glass Sword)? Hit once and kill EVERYTHING by 100%? Honestly, even if I unterstand your backpack problem, this is far too easy. There should be some thrill in getting adequate slayers and designing suits around them. By the way: You can put your slayers in a chest and that those out ouf it, you need for the next hour... No need for carrying them all around ;-)
3) Loot at events. Once a month per account (not shard), I think there should be a very high chance for participating players to receive an artifact or replica that is currently obtainable. Expensive items would be very rare tho.​
>Well, far too easy again. Why making everything simple? Why killing what makes is thrilling - effort? Nah :)
 
Last edited:

Penderrin

Seasoned Veteran
Supporter
Stratics Veteran
Stratics Legend
UNLEASHED
I was just thinking today that I would like a summoning ball for my slayers like the pet ball. Such would allow the linking of maybe 5 weapons of choice to summon if needed and more uses for the Solen transmogrifyadaptlocationability powder, whatever the heck its called.
 

Petra Fyde

Peerless Chatterbox
Alumni
Stratics Veteran
Stratics Legend
1) So the game started with a max skill level of 700. Over time, many new skills have been added and they also increased the caps to 120, meaning that many players can only have 6 skills. I'm suggesting that they increase the cap by 50-100 points. Obviously, they have to strike a balance, characters should be fun to play with many abilities at our disposal, but we need diversity as well. Even if it was increased by 50 points, characters could get the rest of a skill with jewelry. As mentioned in other threads, other things that increase diversity is to revise the 300 point requirement for specials. I also like the idea of having a resist spells item (since it's pretty much mandatory for most characters anyway).

2) THE Slayer. My warrior can hardly pick up anything because my backpack is full of slayers. I'm suggesting a long, hard, expensive way to create a slayer that works on all mobs. It would work at 100%. Super slayers can change to 150% with only 50% extra damage taken from opposite creatures. Single slayers could be 150 or 200.

3) Loot at events. Once a month per account (not shard), I think there should be a very high chance for participating players to receive an artifact or replica that is currently obtainable. Expensive items would be very rare tho.
1. Yes the cap is 700/720. But they also provided the way to go over the cap with jewellery and other items. This has to be taken into account when thinking of balance issues. With the right jewellery and items it is possible to exceed the skill point cap. I don't see a need to actually increase it.
2. Decide what you plan to hunt and only carry the appropriate slayers for that hunt. Leave the rest at home.

3. Not sure where you're going with that one, so I won't comment on it.
 

yadiman

Journeyman
Stratics Veteran
Stratics Legend
>Oh, please not. I finished 21 chars with different templates and suits - and there is nothing more frightening than the imagination of re-working all of them, adding new items and so on... Today, it is fairly easy to build an uber-template that works on 90 percent of all mobs and bosses. Why change it? PVM-Players have never been more powerful than they are now. PVP - no idea, not my business...
Well it's happened before, they increased caps to 120, total to 720. Implemented skill jewelry and mage weapons. Is 50 points really going to ruin all 21 of your chars?.... I think with the increase in total number of skills and inter-dependence of a lot of skills, it would increase diversity.​
>OH MY GOD! Even worse! Why not having a "Instant-Kill"-Sword like in U7 (Glass Sword)? Hit once and kill EVERYTHING by 100%? Honestly, even if I unterstand your backpack problem, this is far too easy. There should be some thrill in getting adequate slayers and designing suits around them. By the way: You can put your slayers in a chest and that those out ouf it, you need for the next hour... No need for carrying them all around ;-)
Over-dramatic much?​
>Well, far too easy again. Why making everything simple? Why killing what makes is thrilling - effort? Nah :)
Shrug​
 

yadiman

Journeyman
Stratics Veteran
Stratics Legend
2. Decide what you plan to hunt and only carry the appropriate slayers for that hunt. Leave the rest at home.
Well there's a lot of instances where you cannot do this. Champ spawns in lost lands, events, even just farming in stygian abyss. Maybe someone is at the spawn you want to do, so you go do another. And i still provided a way for the current slayers to be useful by increasing their power.
 

Gorbs

Sage
Stratics Veteran
Stratics Legend
Apparently I've been playing this game wrong for all these years. I generally carry four weapons on a dexer at a time and only two will have slayers (for PVM). I haven't played my dexer in pvp in awhile, but generally carried 3-4 weapons as well due to wanting/needing specials be available.
 

MalagAste

Belaern d'Zhaunil
Alumni
Stratics Veteran
Stratics Legend
UNLEASHED
Campaign Supporter
Bah..... not liking any of this ...... don't want the game on easy mode..... infact I'd like it to get a whole heck of a lot harder...... and NOT by just adding more HP to the Mobs...... but by adding some AI..... REAL AI. Not just give a mob kitchen sink AI..... give it some intel....

Tired of the game being a soloist paradise.

Want to go back to being able to do a guild hunt and actually not have the guild be BORED STIFF.

No I don't think we should have one weapon... you want to cry about having to carry a ton of slayers try being an archer with healing carry 8 to 10 bows, 3 full quivers, and 200+ bandages then try looting anything. I've done that for YEARS. Got enough space in my pack to get an arty or two and that's it.... haven't been able to loot gold in years... Weight is an issue and I'm not wasting charges of PoT on 3k in gold.

So I don't want to hear any crying and with 56+ Characters I sure as SHOOT don't want to have to redo all their skills and crap because they changed everything on me again..... hell most my characters don't even have a decent imbued suit or otherwise....
 

Eärendil

Legendary Mall Santa
Supporter
Stratics Veteran
Stratics Legend
Yadiman, perhaps they should develop a "UO Light"-mode for you - you can select the light mode on the start-window, just like this...



Just kidding, no offense :gee:
 
Last edited:
T

Tazar

Guest
I carry a full set of slayer spellbooks at all times. Basically one general use book, a scrappers with each slayer type, and the fey slayer, necro book, chiv, bush, and ninja. Total - it is over 30 books (40+ if you count rune-books). I still have plenty of room in my pack for loot and other items.
 

Warpig Inc

Babbling Loonie
Stratics Veteran
Stratics Legend
The only arguement for any skill boost is for our Mules. Below added skill groups for imbuing would give mules a 135 skills addition. Some solo players draw no blood to enjoy the game but with a harvester blade.

Skill group (6) for imbueing - Mining/Fishing/Tailor/Carp/Fletching.

Skill group (7) for imbuing - Arms Lore/Fishing/Scribe/Imbue/Cartography

Skill group (8) for imbuing - Tinkering/Alky/Lumber Jacking/Blacksmith/Cooking


PVM weapons. Doom no brainer. Abyss weapon spread for those that don't finnish. Ilsh has no end game but paragon chest. Everywhere else set two runebooks to default, Home - Dungeon X. Fel insured deaths in champ spawn areas cost 10x more and needing a large purse at champs cured.


Third suggestion translation. Make all drops a token or deco items with a point value. Add another turn in NPC for theese points with a list of must have goodies of vary point values that inflate in cost with desire. Controled change out of goodies on list to add spice and avoid flooding world of top choices. Top choices can be brought back later toned down or brittle.
 
Last edited:

CovenantX

Crazed Zealot
Stratics Veteran
Stratics Legend
UNLEASHED
The only arguement for any skill boost is for our Mules. Below added skill groups for imbuing would give mules a 135 skills addition. Some solo players draw no blood to enjoy the game but with a harvester blade.

Skill group (6) for imbueing - Mining/Fishing/Tailor/Carp/Fletching.

Skill group (7) for imbuing - Arms Lore/Fishing/Scribe/Imbue/Cartography

Skill group (8) for imbuing - Tinkering/Alky/Lumber Jacking/Blacksmith/Cooking
I agree with this, adding the skills you listed above to imbuing would make mule-templates able to fit more into it, without creating overpowered Pvm/pvp templates.

I have a view point sort of like how it used to be (not exactly) but close to it, Pre-AoS, Surpremely Accurate weapons increased tactics by 25.0 skill Exceeding the 120 skill cap. to bring you up to 145.0 tactics...
I think they should bring something like this back, but only for skills, such as crafting skills, Stealing, fishing, resource-gathering. NOT for fighting/caster skills (so that imbalancing pvm/pvp wouldn't occur). (bard-skills are in between (IMO))

The only thing you get with crafting (going above 100.0) is an increased chance to Enhance items & Craft them exceptionally. so basically it reduces your chance of wasting resources... it has no effect on the damage increase/resistance bonus from crafting items, only Arms Lore does.


Basically what I'm saying is (for certain skills) allow skill increase items to exceed the cap, exactly how Ancient Smithing Hammers & Smithing Gloves of Mining do.
Primarily focusing on stealing, there are many items that add stealing skill, you could reach 190.0 stealing (if you could exceed the 120.0 skill cap) and they (the Devs) could add more stealable rares/items that weigh higher amounts (taking the increased property caps from shame loot into account), and you would then have a reason to use +20 stealing ring/bracelet to reach a maximum level.

Skill Increase items would be more sought after, improving the incentive to use the new loot system.
 

Eärendil

Legendary Mall Santa
Supporter
Stratics Veteran
Stratics Legend
Honestly, we are talking about "luxury". The game has enough severe problems which deserve attention first - before we ask for such goodies...
 

Warpig Inc

Babbling Loonie
Stratics Veteran
Stratics Legend
I always liked the ideal that fletching and arms lore should work with archery like tactics and anatomy. But, not in concert with each other. Archery being a purely two handed weapon skill should make healing a little difficult. Want to bork up your archer template with anat and heal, go for it. We have chiv now for rezing friends.

Lumberjacking works with axes. Why not copy and paste code for mining and bashing weapons bonus? Fencers already get the best of poisoning. Throwing gettting cries for nerf so must of done something good there.

The year of the ass they should give every mule skill character at log in with proper skills choice of an full apron or sash with a random 10 mule skill. Suprise us. It is already the year of the Bug so we can fantasize today for the future.
 
Last edited:

yadiman

Journeyman
Stratics Veteran
Stratics Legend
Another reason for the change, warriors have to have all these weapons at champ spawns plus a set of pvp weapons, and some additional lrc gear, making their insurance much higher than the typical mage.

But yes, I hate change too. We should go back to having fel only, no private homes, no secure containers, no delay on spells... Innovation is stupid
 

Thunderz

Certifiable
Stratics Veteran
Stratics Legend
A year or so ago there was a good sugestion about the fact of carrying lots of books and wepons to maybe have a book satchel that holds books but doesnt count towards weight and items and also a kinda sheaf for wepons that again is seperate from your back pack. This would make carrying spell/rune books and multiple wepons alot easier.

Thunderz
 

Sauteed Onion

Lore Keeper
Stratics Veteran
I think instead of adding a skill cap increase, they just need to rework the way skills work in general in pvm and pvp. People set their templates completely differently (in more cases than not anyhow) and gear up differently to achieve things in those fields. What I dislike about most of the newer publishes is what seems like changes made for the better for one side adversely effect the other. If we were to add a 50 point cap on top of what we can currently achieve on top of skill enhancing jewelry and items; pve would be about as spectator sport as it can be; and throw a wrench into alot of pvp'ers gears until they spent time relearning new methods of maximizing their bad assery or whatever they want to think of it as (pwningness, l33tn355, skill, coolness; etc). Just my meows.
 
Top