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[News] FoF: What a Week!

Larisa

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Posted to <a target="_blank" href=http://www.uoherald.com/news/>uoherald.com's</a> <a target="_blank" href=http://www.uo.com/fof/fiveonfriday97.html>Five on Friday:</a> <blockquote><span class=osi>



<font size=+1>FoF: What a Week!
</font> Jeremy Dalberg
15 Feb 2008 17:47:11


Publishes, chats, bunnies, and explosions - just another week in UO! This week's Five on Friday covers some info about the recent publish, details about item properties, and more!</p>

"When I'm crafting an item with a runic tool, do all properties have an equal chance of being used??"
</p>

Not necessarily - some properties are more common than others, and it depends on the type of item. Here's a general overview of the weighting:</p> <ul> Shields and wands - all properties have an equal chance to be rolled [/list] <ul>Fishing poles - Spell Channelling is twice as common as everything else; all others are equal[/list] <ul>Jewelry - All properties are equal, with two exceptions: Night Sight is quite rare, and skill bonuses are grouped - see the note below.[/list] <ul>Talismans: Slayer, Crating bonus, crafting exceptional bonus, and creature resists are all weighted equally - all others are substantially more rare.[/list] <ul>Melee weapons - DI is quite common, HLA is uncommon, Hit Area is quite rare - all others are equal [/list] <ul>Missile weapons - Same as melee, except DCI is quite rare as well.[/list] <ul>Armor (non-elf) - Night Sight is uncommon and hp regen and stamina regen are rare; all others are equal[/list] <ul>Elf armor - as above, except night sight isn’t even an option [/list]

Property "groups": Certain types of properties are rolled as a group - slayers and creature resists on talismans are rolled for as a property, and then the sub-type is rolled. All the references to them above refer to the chances of these types being rolled as a group - any specific element of the group will of course be much more rare. This also means that you can't get, say, more than one slayer type on a particular item.</p>

Elemental resists are slightly different - the math works out such that rolling any resist is the same chance as rolling another of the "regular" properties, but they are actually treated as five separate properties - so you can roll bonuses to more than one resist on a single item.</p>

Skill bonuses on jewelry are a little bit different - the available skills are divided up into five groups of five or six skills apiece and then the subtype is rolled. It's possible to get more than one skill bonus, because they actually are treated like five different properties.</p>

Missing patch note + explanation:
</p>

Some folks have noticed a change that didn't show up in the patch notes - the omission was intentional, as it was a fix for a particularly nasty exploit. However, it does have some gameplay impact, so we'll explain it here. The note itself:</p>

- Commodity item prices changed so that the sell price is never greater than the base price, and the buy price never drops below the base price</p>

What this means is that vendors now have a "base price" for commodities - they won't sell those items for less than that base, nor will they buy the items from players for more. Prices will still fluctuate depending on how many of those commodities have recently been bought or sold, but players won't be able to make a profit by finding a vendor with a low sell price on, for example, arrows and selling them to a vendor with a high buy price.</p>

We are aware that this impacts the Doom vendor and healer rather more than the others, and we'll be looking into tweaking them for the next publish.</p>

"The Life Leech and Mana Leech properties seem to be outside of the proper <a target="_blank" href=http://guide.uo.com/itemproperties_3.html> Intensity Range </A> when I use a runic weapon. What's the deal?"
</p>

The chance to hit on Mana and Life Leech (but NOT Stamina Leech) are scaled based on the swing speed of the weapon. First, the SSI, if any, is run through an equation to create a modifier. Then that modifier is divided by 4 and multiplied by the intensity to get the actual proc chance (capped at 100%, of course.) Then, if it's a ranged weapon, the chance is cut in half. Faster weapons will have a smaller chance, and slower weapons will have a larger one, at the exact same intensity value. (The tooltip, as near as we can tell, is correct as to the actual chance for the effect to go off. It's just not at all representative of the intensity.)</p>

What this means is, short of running some wacky math on every weapon you create, a crafter can't really tell what intensity he's rolled on a given weapon. I've updated the <a target="_blank" href=http://guide.uo.com/itemproperties_0.html>Item Properties </A>page with a note to that effect :p</p>

(Again, none of this applies to Stamina Leech - its intensity is simply its chance to hit / 2.)</p>

"So, what with all the <a target="_blank" href=http://boards.stratics.com/php-bin/uo/showflat.php?Cat=&amp;Number=7623152&amp;page=0&amp;view=collapsed&amp;sb=5&amp;o=31&amp;fpart=1> Exploding Houses </A> in Luna, I'm a bit worried about my own stuff. Should I be?"
</p>

Not if you're not cheating! We're dead serious about banning people who violate our Terms of Service, but we are also committed to careful research and thorough investigation. If you're in danger of getting your house blown to smithereens, trust me, you know about it.</p>

There is one caveat, though (isn't there always?) If you have a vendor on another person's house, and that house gets blown up, your vendor will also suffer a gruesome fate. Vendor contracts are buyer-beware - make sure you know the reputation of that Luna vendor you're about to tie your name to, and be cautious if you don't know them personally. Customer Service will not restore a vendor lost in this manner, nor will they reimburse for losses.</p>

"When did the jwilson slimes return?"
</p>

Those vile critters reappeared with the most recent publish. Consider the return of this <a target="_blank" href=http://uo.stratics.com/database/view.php?db_content=hunters&amp;id=220> Historic </A> monster part of Wilki's final gift to you - no creature, from the mighty dragon to the lowly slime, escaped his glance.</p>

Playguide Update Roundup:
</p>

This week's changes were all about integrating Pub 50 into the documentation, plus some bonus updates as I work my way backwards through patch notes of yore:</p>

<a target="_blank" href=http://guide.uo.com/itemproperties_0.html> Item Properties </A>: Added the note about the Arms Lore DI bonus and how it can cause an item to exceed the DI cap, added note about intensity ranges of Life and Mana Leeches and corrected their effects, clarified Self Repair, and added a bunch of whitespace because the page was giving me a headache.</p>

<a target="_blank" href=http://guide.uo.com/itemproperties_3.html> Runic Properties </A>: Changed all the min/max intensities to match the current publish</p>

<a target="_blank" href=http://guide.uo.com/miscellaneous_9.html> Bulk Order Deeds </A>: Added the bonus high-level blacksmiths now get to receive colored BODS. (Note, this page is iffy at best at the moment - don't rely on it.)</p>

<a target="_blank" href=http://guide.uo.com/atlas_29.html> The Facets </A>: Added info about double meat resources in Felucca. (Thoroughness is my watchword! No patch note too trivial! :p)</p>

<a target="_blank" href=http://guide.uo.com/weapons_12.html> The Artifacts </A>: Added info about the new Doom artifact drop system.</p>

<a target="_blank" href=http://guide.uo.com/skill_1003.html> Skill and Management </A>: Updated with stat cap and management info.</p> <p

Guarenteed Gain System: Updated with new stat gain info.</p>

Necromancy : Clarified Vampiric Embrace garlic damage.</p>

<a target="_blank" href=http://guide.uo.com/skill_5.html> Parrying </A>: Added info about Dex penalty.</p>

<a target="_blank" href=http://guide.uo.com/skill_2.html> Animal Lore </A>: Added Base Damage as one of the items Animal Lore reveals.</p>

<a target="_blank" href=http://guide.uo.com/skill_14.html> Detect Hidden </A>: Clarified mechanism of determining success.</p>

<a target="_blank" href=http://guide.uo.com/skill_52.html> Bushido </A>: Added weapon skill requirement for Evasion.</p>

What's To Come:
</p>

Next week the <a target="_blank" href=http://www.uoherald.com/liveevents/08vday.php> Valentine's Day Scavanger Hunt </A> is the big story, plus we'll have a fix for the Salvage Bag bug and the weird rubberbanding y'all have been seeing this week.</p>

The following week is the Town Hall in Jacksonville, then a week or two after that we are planning to get the next publish to Test Center, chock-full of eventy and bug-fixy goodness. Stay tuned for more details!</p>

Jacksonville Town Hall
</p>

Remember, the first Town Hall of the new year will be March 1 in Jacksonville, FL at Dave and Busters. Please do <a target="_blank" href=http://www.mythicentertainment.com/uo/> RSVP </A> so we know how much salsa to order!</p>

For our mid-Atlantic players, the May Town Hall meeting is also posted - you can get details on the <a target="_blank" href=http://town.uo.com/luncheon.html> Town Hall Page </A> and RSVP for that one as well. If you're in the neighborhood, don't miss out!</p>

Fansite News
</p>

If you missed out on the Stratics House of Commons chat this week, you can read the transcript <a target="_blank" href=http://uo.stratics.com/php-bin/show_content.php?content=26291> Here! </A> </p>

Into PvP? Like factions, but want more people to fight? Check out the <a target="_blank" href=http://www.uoguide.com/faction.html> Factions War </A>teaser movie. This looks like it's going to be a truly epic event :)</p>

Bunnies, bunnies... it must be <a target="_blank" href=http://www.uo.com/images/bunnies.bmp> BUNNIES! </A> </p>

Jeremy</p>
 
M

MYUO

Guest
This is a much better explaination on the NPC price change. Basically, dev artificially set a ceiling (player sells to NPC) and a floor (NPC sells to player) prices. The change significantly reduces the role of NPC on UO economy, as resources will be mostly traded among players. This change looks like a a bandage fix and it is much less elegant than the old dynamic pricing system.
 
G

Guest

Guest
Necromancy links to this thread. Are we looking for this link?
http://guide.uo.com/skill_49.html

If so, please fix Corpse Skin as well:
"Effect: Inflicts necrosis upon the skin of the Necromancer or another target, making them more resistant to poison, cold and physical damage, but extremely vulnerable to fire. Duration in Seconds = (Caster's Spirit Speak - Target's Resist) ÷ 2.5 + 40"

-15 fire, -15 poison. 100% cast at 60. =P raises cold and physical
 

Larisa

Publishing Manager, Stratics Leadership
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FIxed that link sorry.....too many links I check them all but some slip through sorry!
 
G

Guest

Guest
Actually it was a great week for UO.

Thanks a lot for everything. I know my friends, guild mates, and I appreciate it.
 
I

imported_Fran Fury

Guest
Thank you! This is imo one of the better FOF's we have had in quite awhile.


Jeremy..at some point in the future, is there any chance of the fish steaks falling into the meat category for double steaks in fel?
 
P

pallas

Guest
I will also agree it was a _very_ good week for UO, well done team.

very nicely done FoF as well.
 
I

imported_Loquacious Wrath

Guest
I agree with the last two posts as well. Nice work Jeremy, hope you got a nice Valentines gift and/or dinner, because you deserve it.

What was the salvage bag bug? The only problem I experience is a 3-5 second lag while salvaging 100+ bandanas. Other than that, sometimes salvaging my cut cloth accidently occured. But this was really user error.
 
S

Sergul'zan_SP

Guest
Thank you, Wilki. Your little "addition" means a lot to us veterans.

As far as the rest - great!!! Now here's more:

*Summoning balls - they are a bane to PvP.

*Factions - Can we say bugged to all hell? I can't even JOIN one to get into the atlantic event!!!! Please help!!!! (the character is several years old and receives "You cannot perform another action" every time he clicks the stone. Bug report submitted a few weeks ago.

*1/2's and 1/3's. These are the only *required* resource to PvP that aren't craftable.

I would take a moment to tell all of the devs that we appreciate the latest efforts and this last publish was solid! Then I'd like to say that as a veteran of UO and with several accounts: Let's keep it going!!!!!
 
G

Guest

Guest
Alright, we got the jwilson slimes back, runic changes, valentines day content and finally some punishment for scripters... When do we get our silver steeds back?
 
P

Paris_Hilton

Guest
Fantastic FoF!




I can not find anything to complain about.





That makes me very happy.








But....



Since everyone else is asking for stuff, I'd like to ask for a target house sign option (like we can target other players) for reporting cheating going on inside player houses.
 
G

Guest

Guest
You can target players in houses all the time I do it on pac every day.
 
G

Guest

Guest
<blockquote><hr>


Example : Crafting a Verite Ring Mail Tunic with an Agapite Runic Hammer.

Let's say we've crafted that Verite Ring Mail Tunic we talked about earlier using an Agapite Runic Hammer. First the item is created, and we have a Verite Ring Mail Tunic with 6% Physical, 6% Fire, 3% Cold, 8% Poison, and 4% Energy resist.

Now, since we used a Runic Hammer to create the item, extra magical properties are added to the item.

An Agapite Runic Hammer always attempts to apply 4 random magic properties to any weapon or piece of armor it was used to craft, so our Verite Ring Mail Tunic will now get 4 random magic properties in addition to its base resistances.

The system first determines a random property from the list of properties that can be applied to Armor pieces. Let's say the first random property chosen is Luck, which adds to the player's total Luck stat when the item is worn, giving them a chance at finding better magic items as loot when they kill a monster.

The Luck property for a single item can have an intensity of 1 to 100. That is, each armor piece with a Luck property can add between 1 and 100 points to the character's Luck stat when the item is worn. Normally, when applying this property the amount of Luck added to the armor piece will be a random number between 1 and 100.

However, since we used an Agapite Runic Hammer to craft this item, any property it adds can only have an intensity between 40% and 80% of the property's maximum value.

So when the Luck property is added to our Verite Ring Mail Tunic, the randomly chosen Luck intensity will be between 40-80 instead of 1-100.Using the Agapite Runic Hammer meant we were ensured to get at least a good value (40 Luck), but we can't possibly get the best value (100 Luck).


The 3 remaining random magic properties will then be added to the Verite Ring Mail Tunic in the same way, all having minimum and maximum values determined by the fact that we used an Agapite Runic Hammer to craft the item.
The types of magic properties that can be added are the same as those that can be randomly found as monster loot. In an earlier feature spotlight on Item Properties, examples of these properties were listed, such as:

[/ QUOTE ]

taken from this Ruinic info UO.com
 
S

Suggestor

Guest
So... the playguide now states that there is a 50 weapon skill requirement for evasion to work.

While such updates are nice, it would be better if the updates were complete. What about the additional evasion bonus for those with GM tactics and anatomy? That information was already made available some time ago. Having it in the playguide would really help those trying to build a template.
 
I

imported_ParadoxUO

Guest
Give me a J!

Give me a E!

...

... J E R E M Y!

* wildly waves the pompoms *
 

Elric_Soban

Babbling Loonie
Stratics Veteran
Stratics Legend
<blockquote><hr>

What this means is that vendors now have a "base price" for commodities - they won't sell those items for less than that base, nor will they buy the items from players for more. Prices will still fluctuate depending on how many of those commodities have recently been bought or sold, but players won't be able to make a profit by finding a vendor with a low sell price on, for example, arrows and selling them to a vendor with a high buy price.

[/ QUOTE ]

That was an exploit? What's wrong with playing merchant and making profit?
 
P

Paris_Hilton

Guest
<blockquote><hr>

You can target players in houses all the time I do it on pac every day.

[/ QUOTE ]




You can't target hidden players?




*edit*


Oh and I wish to target a house that has acquired a pouch on it's steps containing an obscene amount of weight.

Belongs to one of my Fel neighbors that I reported months ago for tailor bod filling or skill gaining (How to tell the difference? I just heard tailoring and saw leather flying through the air) while he was afk.

I KNOW HE WAS AFK BECAUSE HE CONTINUED TO TAILOR THROUGH THE 7 OR 8 SPELLS I CAST TO KILL HIM. Ok maybe it took 10 spells but I don't pvp so my Idocer had to take on the role of assassin that day.

The afker stood in the same spot dead until the game logged him out for inactivity. He also DID NOT call any of the members of the huge guild that I had seen in his house prior to me whacking him to come and avenge his death.


So yeah I KNOW he scripted afk then.


Apparently he graduated to script mining while I was off playing Wow.



But yeah I wish to report houses sometimes, when players are hidden, or when their house signs are objectionable. I really can't stand there for months watching the house to see if the owner might return so I can target him.
 
I

imported_AustinRules

Guest
Did she say it would be nearly a month or so before they will have another patch addressing the problems we have...especially in KR?? What happened to the KR team? Are they all in Warhammer now?
 
E

Elydir

Guest
<blockquote><hr>

"When I'm crafting an item with a runic tool, do all properties have an equal chance of being used??"

Not necessarily - some properties are more common than others, and it depends on the type of item. Here's a general overview of the weighting:

Elf armor - as above, except night sight isn’t even an option

[/ QUOTE ]

Well I just proved this statement is WRONG!

Checkout this freshly made set of leaf arms



I commend your efforts at getting the documentation in line with reality Jeremy, but someone fed you some crap on that one. I held off saying anything yesterday about the FoF until I had a chance to do some runic creations today. I appreciate the sense of clarity you are trying to bring to the week's events but I thought FoF was about questions that had not yet been answered. Wasn't most all of this material covered this week already? Organizing the chaos is great and necessary but some of us look forward to new answers every Friday.
 
E

Elydir

Guest
I just confirmed Barbed Runic kits are also giving out 3 properties instead of the promised 4-5. See this example.



The HPR accounts for 1 runic property. The energy is normal for barbed leather so no bonus there. The physical and the fire account for the 5% Arms Lore bonus at GM as they would normally be 4 and 5 with barbed leather. That leaves the cold and poison bonuses as the other 2 runic properties. The durability and strength requirements match non-runic pieces I made. So that was only 3 properties from a barbed runic.

I've been sitting on my precious 4 runic kits for months now awaiting this patch only to find its still bugged to death. Guess all I can do is try my luck and finish them off because you guys will never fix this mess before summer's end. Maybe you should hire some of the scripters, at least their stuff apparently works.
 
G

Guest

Guest
<blockquote><hr>

Missing patch note + explanation:

Some folks have noticed a change that didn't show up in the patch notes - the omission was intentional, as it was a fix for a particularly nasty exploit. However, it does have some gameplay impact, so we'll explain it here. The note itself:

- Commodity item prices changed so that the sell price is never greater than the base price, and the buy price never drops below the base price

What this means is that vendors now have a "base price" for commodities - they won't sell those items for less than that base, nor will they buy the items from players for more. Prices will still fluctuate depending on how many of those commodities have recently been bought or sold, but players won't be able to make a profit by finding a vendor with a low sell price on, for example, arrows and selling them to a vendor with a high buy price.

We are aware that this impacts the Doom vendor and healer rather more than the others, and we'll be looking into tweaking them for the next publish.


[/ QUOTE ]This is why I do not like (the inevitable) churn and turnover on 'my' UO dev team; you basically get a whole new team every couple years and they start thinking features are bugs and bugs are features!

http://update.uo.com/design_482.html
http://www.uo.com/cgi-bin/newstools.pl?Article=7993

FEATURE, not exploit. This was intentional. Say, for example, people on your shard **cough, mine, cough** are too lazy to go anywhere but Luna to buy anything ... you can make a tidy profit buying things elsewhere and reselling them there (whether to and from NPCs, or to and from players). Yes, it means that in extreme cases you can turn a few thousand gold into a few million in a few hours, but then the NPC prices get equalized and you can't do it again until the shard has an NPC reset a few months later. Big deal.

But hey - that's fine. I'll just go tame one of those "certain buff dragons" and make my gold the same way I usually do - no skill, just All Kill.

 
G

Guest

Guest
<blockquote><hr>

<blockquote><hr>

Missing patch note + explanation:

Some folks have noticed a change that didn't show up in the patch notes - the omission was intentional, as it was a fix for a particularly nasty exploit. However, it does have some gameplay impact, so we'll explain it here. The note itself:

- Commodity item prices changed so that the sell price is never greater than the base price, and the buy price never drops below the base price

What this means is that vendors now have a "base price" for commodities - they won't sell those items for less than that base, nor will they buy the items from players for more. Prices will still fluctuate depending on how many of those commodities have recently been bought or sold, but players won't be able to make a profit by finding a vendor with a low sell price on, for example, arrows and selling them to a vendor with a high buy price.

We are aware that this impacts the Doom vendor and healer rather more than the others, and we'll be looking into tweaking them for the next publish.


[/ QUOTE ]This is why I do not like (the inevitable) churn and turnover on 'my' UO dev team; you basically get a whole new team every couple years and they start thinking features are bugs and bugs are features!

http://update.uo.com/design_482.html
http://www.uo.com/cgi-bin/newstools.pl?Article=7993

FEATURE, not exploit. This was intentional. Say, for example, people on your shard **cough, mine, cough** are too lazy to go anywhere but Luna to buy anything ... you can make a tidy profit buying things elsewhere and reselling them there (whether to and from NPCs, or to and from players). Yes, it means that in extreme cases you can turn a few thousand gold into a few million in a few hours, but then the NPC prices get equalized and you can't do it again until the shard has an NPC reset a few months later. Big deal.

But hey - that's fine. I'll just go tame one of those "certain buff dragons" and make my gold the same way I usually do - no skill, just All Kill.



[/ QUOTE ]


Well i dont know if it was a feature.
But I think the change is logical.
If a merchant next town over is getting a run on arrows. Hed know something is up. And adjust.

Same way, i adjusted with bronze hammers. I didnt have to wait to sell my entire stock. I noticed..."wow the were sold in 40 minutes."

I didnt raise the price by 1 gold. I raised it to market comparison.
 
G

Guest

Guest
Kaleb - good catch, will fix.

Suggestor - I'm literally going backwards through the patch notes. I don't think I've hit that one yet. As I mentioned in another thread, I have about seven more years of notes to work through :p

Elydir - wow, that was boneheaded of me, given that I verified that bug myself last week :p The FoF describes how it's SUPPOSED to work; it does not, in fact, work that way right now. I'm not sure if the fix is planned for the next publish or a later one, but it's definitely on our crafting bug list.
 
G

Guest

Guest
<blockquote><hr>



Elydir - wow, that was boneheaded of me, given that I verified that bug myself last week :p The FoF describes how it's SUPPOSED to work; it does not, in fact, work that way right now. I'm not sure if the fix is planned for the next publish or a later one, but it's definitely on our crafting bug list.

[/ QUOTE ]
*frowns*
Really wish you would've caught this before we burned our barbed kits. They aren't that easy for the average player to get ya know...
 
G

Guest

Guest
I swear I posted about it... *frowns*

Anyway, sorry for the misinformation - it's the same kind of bug as mage armor on leather, and needs an engineering fix.
 
J

james the first

Guest
Thank You Ruby,

I know the vendors were previously set up to allow for being able to make gold off of buying and selling to them, however I couldn't find the documentation on it. Thank You.

<blockquote><hr>

Some buying habits of players will have a more significant effect on NPC shopkeeper prices. This applies to all shards except for Siege Perilous and Mugen. (See Vex’s recent Team Comment for more details &amp; insights on these changes.)
The more stackable items, excluding reagents, sold to a specific NPC shopkeeper, the lower the price that the shopkeeper will charge for those items. For every 1000 units bought from a player, the price will drop by 1 gold piece per unit.
The more stackable items, excluding reagents, purchased from a specific NPC shopkeeper, the higher the price that the shopkeeper will charge for those items. For every 1000 units sold to a player, the price will increase by 1 gold piece per unit.
Shopkeepers will always stock 500 of their respective items, and can always purchase up to 500 of their respective items in one transaction.)
NPC shopkeepers will always buy one of these types of items at 1 gold less per unit than what they charge for it. The minimum “sell price” is 2 gold and the minimum “buy price” is 1 gold.


[/ QUOTE ]

<blockquote><hr>

With Publish 21 we will introduce a new feature to NPC shopkeepers that will allow them to adjust their prices based on actual player supply and demand. It will allow for some new <font color="blue"> opportunities for craftsmen to profit, </font> while closing a few loopholes with shopkeeper inventories. This feature has been up on the In Concept and In Development sections of the UO.com Web site before. Concerns about the long-term stability of the system caused us to pull it. Until now, we simply haven't been able to re-address that feature.

[/ QUOTE ]


It was not an "EXPLOIT" at all. I laughed when I read that they were considering it an exploit. There were actually stratics bulletins considering it a new "skill" or "profession" called "trading," AND it was openly encouraged by that UO administration. &lt;--- Poor attempt at a "Fayled style."


This FEATURE, not EXPLOIT, was added to address this issue of a group of players on a particular shard, which happend to be a shard I played on, from creating a supply/demand/price situation in which this group had the only reasonably affordable resources, thus making them very rich. This feature added in pub 21 allowed player regulation and player policing of vendor prices, at a profit, to anyone who was willing to take the time to do it. Accordingly, developers and EA staff no longer had to mess with vendor prices or manually reset them regularly.

I am no economist, and I am WAY too lazy to bother with it myself, but with the changes in this publish, I do wonder what will keep lets say, a guild of 30 or so, from mass-purchasing commonly used resources, running the prices up to say NIX prices or more, and then opening a vendor mall with resources on it at half price of what is available on a NPC vendor? If no one can make a profit by selling to NPC's, why would anyone level the vendor prices to a fair market value again?

The "we consider this an exploit" statements greatly undermine my confidence in the EA Mythic team.
Sometimes I will level vendor prices, especially at Luna where people training crafting skills where they can access their bank box will push the prices WAY up. It is REALLY REALLY boring, I don't like doing it, but I can make alot of easy gold doing it. It makes me wonder if I am on some "exploiter list" somewhere for doing something I was encouraged to do by previous UO administrations. I really think they should apologize for ignorantly calling me an exploiter/accusing me of exploiting a game system. I think players level vendor prices ALOT more than they realize.
 
G

Guest

Guest
The fact of being able to make money off the vendors wasn't an exploit in itself - there was a related exploit, however, which required an immediate fix.
 
G

Guest

Guest
Have to agree here. Elf leaf armor is coming out with night sight .

Just made 2 dozen pieces using a Spined Runic Sewing Kit; 5 of them had night sight as a property.
 
J

james the first

Guest
Yes mam, and as I ask around in some dark alley's about it, I believe it was more of a bug than and exploit. <blockquote><hr>

NPC shopkeepers will always buy one of these types of items at 1 gold less per unit than what they charge for it.

[/ QUOTE ] I am not going to research the rate at which the current prices will change, as I stated I am lazy, however it seems if a person had a few hundred million laying around they could conceivably make say every bowyer on a shard charge 45 gp per arrow. Then cross shard arrows in commodity deeds from some unknown foreign japanese shards and sell them to players, making a tremendous profit. Which is very similar to what was done by gold hungry players past. Previously, if you tried to make vendor prices that high, someone would gladly bring them down for a profit. I don't know if this is still going to happen. Which lead me to believe this exploit fix will lead to more problems. I hope someone takes this into consideration.
 
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Guest

Guest
<blockquote><hr>

&lt;p&gt;There is one caveat, though (isn't there always?) If you have a vendor on another person's house, and that house gets blown up, your vendor will also suffer a gruesome fate. Vendor contracts are buyer-beware - make sure you know the reputation of that Luna vendor you're about to tie your name to, and be cautious if you don't know them personally. Customer Service will not restore a vendor lost in this manner, nor will they reimburse for losses.&lt;/p&gt;

[/ QUOTE ]

That is idiotic. It's punishing not just the scripter but the player who decides to use the scripter's house because of its location. I don't know about everyone else but I don't do background checks on the owner of the house my vendor is on. And even if I did I doubt I would find anything noteworthy, even if the owner is a scripter.
 
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Guest

Guest
That's likely the Mage Armor bug, on leather items. That I *know* I posted about :p
 
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Fayled Dhreams

Guest
Heh! ... what ya missed out on "having" was a central "point" ... in this case it could be ...

"They" didn't specifically SAY ... just what "exactly" ... the "particularly nasty" exploit Was ...
had something to do with vendors ... and the pricing structure ... aye! tis all they said.

And all they did ...
was reset ... redefine ... how CLOSELY ... buy/sell per item per vendor
would could be ...

Used to be ... 1gp differential ... yes?
you could sell for 1gp less ... than whatever the buy was
yes?

now?

You can buy the price up ... by buying mass quantities ...
oops!
the sell back price ... doesn't follow ... any more ...
get it?
buy sell prices used to "follow" each other closely
sell-&gt;1gp-&gt;buy ...buy&lt;-1gp&lt;-sell ... 1 gp differential

now ... the gp differential ...
IS "dynamic" ... not static always "1gp" ..so that the NPC ... CAN take GP out of the economy.(fix the inflooding from the exploit ... whatever it WAS)
sell&lt;- ?gp -&gt;buy ... buy&lt;- ?gp -&gt;sell

Eh? see it? I think you do ..(note: -&gt;,&lt;- are arrows ... not math symbols ... not smiley icons ... arrows of direction)

I think you see it ... (here:"If no one can make a profit by selling to NPC's")
just not the FULL implication ...
Yeah, the "follow on" PLAYER adaptations to the change ...

Which will be, in the NEW area created by the change ( sell&lt;- ?gp -&gt;buy ... buy&lt;- ?gp -&gt;sell )
The new grey area: "?gp"
Also known as: "the market" &lt;&lt; thats where Market forces can now come into play.

Sure ... "running the prices up to say NIX prices or more" &lt;&lt; can happen ... BUT
that'll be maintainable only while there is just one alternate source of arrows ...
When "some other" person/entity sees what gp is to be made ...
And likes it ...
price war !
Sure ... no competition = monopoly ...
Monopolies ... as a general, but not all inclusive, rule .... are to be avoided.

It Is Easier ... through competition ... to avoid monopolies ... not iron clad formulatic ... easier

for example ... your one guild, jacks the available arrow price up to unafordable levels ...
Sells at some level cheaper ...
"I" come in... and under cut their price by ~~ 10%
Sure ... they could buy me out to maintain their price structure ... need to really ... wont be making any gp as long as my cheaper supply lasts ...
But: I don't have to sell to them ... Like a NPC would ... I could charge them Double their price
Or
Sell only to my guild, solo players I choose ...
of course ...
I ALSO have to watchout for some one cutting under MY price
If its mr Monopoly ... maybe I can wait him out ...
Thing is ....NOW "prices" have taken a second drop ...

and ^all ^that ^plays ^out (as an active market dynamic)

ONLY while NIXs prices ... remain astronomical ... (ie static)
What IF for this ONE specific case ...NIX prices drop quicker ... than any other NPC
For the Game ... any gp to NIX = a "drain" of GP from the economy ...

Then we have a "dynamic throttle" introduced For The Guild and Me to consider ...
Not too likely that BOTH the guild and I ... will have much selling ... IF Nix is half our price ...
Huh?
(Nix doesn't have to "run for re-supply")
(Now) Nix doesn't have to purchase from players ... at a continuously rising cost (gp coming into the system ... "faucet")
(Now) Nix can say: no thanks ... I have enough ...but to help you out ... I'll buy those arrows at 1gp per dozen ...

Yep (says Nix) "I AM selling at 12gp per ... so what?"
"Whatcha wanna do? buy or sell? thems my prices NOW ..."

Player choice
Market dynamics

Its a new thang ...
Less gp flooding in
More (than before) gp trickling out ...


Time will tell
 
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Elydir

Guest
But Jeremy, the 2nd picture I posted doesn't have "Mage Armor" as a property. Yet it only got 3 properties. Look above at my 2nd post.
 
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Guest

Guest
That's what I mean - since leather armor doesn't use the mage armor property - it doesn't need it - when a piece of leather gets created and rolls that property, it gets automatically removed, but not replaced. This is an annoying bug that's been around a very long time, and the end result is that leather can be missing a property.
 
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imported_Gwendar-SP

Guest
I sure hope the lag problem gets fixed. At times i move at a step p a u s e step p a u s e rate. Can be downright dangerous no matter what one is doing.
 
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Brantith

Guest
yes I understand their is an explote, with the NPC vendors money system, But the fix has a sad affect. Every so often, I like to create a new charater and play this character as a new player (not gettting gold from my others) I started out as a crafter, what a magor shock it was to go buy ingots and cloths to craft with. 22gp per ingot my goodness no crafting here. So wanting to help anyone starting the game I went to sell some ingot from my other charaters to NewHaven NPCs, shock again to only get 5gp per. I notice arrow &amp; bolt in the same fix as other item. Is this helping attrack new players or scare them. I did not sell stuff but rather layed it oin ground, like that help much as I doubt new players got much.
I like to suggest a fix to the system would be to put 4-6 gp difference in buy and sell and it would make sense but not as it is now and getting worse buy at 22 sell for 5???
Brantith
 
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james the first

Guest
LoL wow....

Someone could probably write a book entitled "Fayledisms."

I thought I knew what I was talking about until you replied. Now I am not sure I know what my name is. Guess that's what I get for poorly "imitating" you, Fayled.


I thought this "&lt;--" this looked more like it was pointing to the previous paragraph when typed it, but the "it looks like an arrow" thing is hilarious.

I think NIX prices are high because people buy the heck out of em, as are the luna vendors, at times. Accordingly, I think now any NPC vendors prices could be made to do the same, if you had enough gold to invest in it, and then you could under sell NPCs with stuff you make or xshard or dupe, or whatever the current trend is this month. Me, presonaly, am not going to try to keep up a high enough supply to keep up with a group of economy-wise players to force them to bring there supplies down. I might sell some to make some quick money... but couldn't keep up with a dedicated group/guild regularly x sharding them or making them. Cause I am lazy. In the previous scenario a group of guilds/players did try to compete with the people who were makig supply/demand/price problems, which is how I became enlightened to the old situation, and somewhat amused by UO economics. Another one of those UO community quirks you don't get with other games. Ultimately EA fixed the problem, and if another one arises they'll probably
fix it to.

I am all about taking gold out of the economy. I think EA should knock two zeros/places off of everything. 100 gold becomes 1, 1000, becomes 10 etc. That way I don't have to do so much thinking/counting, cause I am Lazy.

Thank You all who took a moment to hear my opinion, not that it is more important than anyone elses, or really matters


I feel like a celebrity, I got Jeremy and Fayled to reply, and a few more post counts to my pathetic number.
 
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