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Publish 86.0.1 Treasure map chest loot

Cupid

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While I appreciate the changes, would you please reduce the number of items. I just did multiple maps level 2-6 with the level 6 digger having 2200 luck. While those dug with luck appeared slightly better than those dug with no luck, it is still an awful lot of stuff to look through. I would think a 75% reduction would be fine dontcha think ? Eyeballing 30-60 lesser and minor items is time consuming and hard on my aging eyes. Would rather not resume the non look chest popping after such a promising change.
 

Cupid

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Oh, sorry I am one of them, one of the reasons I post so infrequently.
 

Cupid

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Perhaps the chest could become movable or sendable to either my house or into the trash for points, great suggestions guys.
 

DreadLord Lestat

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While I appreciate the changes, would you please reduce the number of items. I just did multiple maps level 2-6 with the level 6 digger having 2200 luck. While those dug with luck appeared slightly better than those dug with no luck, it is still an awful lot of stuff to look through. I would think a 75% reduction would be fine dontcha think ? Eyeballing 30-60 lesser and minor items is time consuming and hard on my aging eyes. Would rather not resume the non look chest popping after such a promising change.
I agree, the only thing that I even look at in the treasure chests are the jewelry. I would love to be able to either get clean up points for anything in the chest when you destroy it or let the chests act like a soul forge so that I can bring my imbuer and unravel the rest on the spot.
 

Cupid

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I am sorry I mentioned anything regarding quality as I would only care to see something done about the quantity, I would think 5-20 magic items would suffice. Frankly I don't have room to store things gotten with my garbage points so they just accumulate, thankfully they stack. LOL dare I say that perhaps with such a radical reduction in item count there would be a slight chance at better stuff LOL, sorry I will get back to digging now.
 

DreadLord Lestat

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Quality of loot in it does need to be addressed. I have not tested it out on test center yet so this is only based on what is in game but the loot is horrible on quality and there is way too much to look at so it isn't even worth it to me. I would love to see less items but better quality. I am not looking for uber loots, just usable items. I also miss having the gems in with the treasure. It would be nice if they included some of the new SA gems that are not sold by vendors. :)
 

Lady Storm

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Talk about wanting cake and eating it too.......geesh
You got a loot upgrade.. cant you be happy for a bit?
Think of it this way... you have a better chance of getting a good piece out of hte mix then if the chest only had say 30 pieces in it...
Personaly I wanted more regs added from the ML group.
Its damn near impossible to get some on smaller population shards.
As many dont want to go do the same old mobs over and over to get enough.
 

DreadLord Lestat

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I am not complaining about the loot but how much of it do you actually keep from the chest? I may find a ring or bracelet that I keep but I usually only keep the regs, gold, essence, artifact and blue or pink if I am lucky. The armor and weapons aren't even worth looking at because most mods don't work together and a much better one can be imbued. I would much rather have a small amount of useful drops then a ton of useless ones. As I said earlier, I have not had a chance to copy my t-hunter over to test and try out the update. Just my two cents... :thumbup1:
 

Tina Small

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I'd like to see the quantity of the loot stay the same on chests you fish up or open with lockpicking. For me and I imagine others as well, the chests are a good source of items to unravel or to imbue properties on to train up imbuing. And some other thrifty souls might like just smelting all the metal stuff for ingots!
 

DreadLord Lestat

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I'd like to see the quantity of the loot stay the same on chests you fish up or open with lockpicking. For me and I imagine others as well, the chests are a good source of items to unravel or to imbue properties on to train up imbuing. And some other thrifty souls might like just smelting all the metal stuff for ingots!
I know what you mean, I use to do that with the treasure chests but I am too lazy to make multiple trips now. My t-hunter is a tamer and I use my GD so I cannot bring a beetle or packy. I do take my MIB chests home and unravel those. :)
 

Endrik

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Sorry, but I would prefer to keep the number of items as is. This is kind of like the argument to take away item insurance because it reduces your level of risk; if you want more risk, then do not insure your items. Easy fix.

If you do not like looking through 20-60 items, then don't. Pick the first 5-10 off the top of the pile and ignore the rest. That is basically what you are asking anyway, except your request would affect everybody else who does use the extra items. So, instead of asking the devs to change the game for everybody, how about just exercising a little self control and just stop looking through loot when your eyes get tired. Simple fix.

Sorry, I do not mean my post to come off as rude or disrespectful of your comment. It just seems the most logical approach to this issue is on the user end, not the developer end.
 

Viquire

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A larger number of items simply means more opportunity for the RNG to create something \worth keeping. I like that concept, and I can find lots of uses for other items.
 

Warpig Inc

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EC grid there is no need to go beyond the third line of loot. EC grid seems to put the best stuff first. What is needed is a new trapped in a crystal bonding pet "an Oscar The Grouch" or " Chia Pet Quagmire" One slotter that works as a pet trash barrel for rolling points on the hunt. And for those that don't know it. Quagmire are 100% poison resistant. Hey one those new wagons that works as a blue beetle/trash barrel combo could work also. To prevent the river of tears from overflowing lets not make the crystal or wagon a 16 year vet reward. Or do BooooHhaaaHaaa Ha.
 

Lady Storm

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I'm with Miri and Tina...
I cant tell you how mnay times we go hunting and my trips with the 2nd account with my packies goes home for the very same thing Miri pointed out. Semi good pieces I have over the years boosted up for new players as gifts.
Everything hasa use if it isnt it goes the trash for points....
I remember some person asked a old dev team person why there was so much junk in one... the answer was... (remember back then the chests were lootable for a few minuted by any one after the initial opening period) it made for items a younger less experienced player could use to work with. Smelting, etc. Back then the t hunters use to put all the junk on the ground for others to have at.
Remember back then we had alot of players. It was bound to be found an picked at.
 

R Traveler

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I got it. OP complaining about luck bump on number of items in t-chest loot. Not quality but quantity.
 

Warpig Inc

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The main butt burner about loot. Play long enough and be hard pressed to find anything better. There is no driving force for players to hunt for loot that needs an imbue and/or enhance to support a dedicated vendor stocking. New players will be able to now hunt weak kills for better then barbed and val kit goods. Gear has allowed players to solo things that should be a community/guild hunt. Lack of crafters doing nothing but crafting for others has destroyed the community. What made UO great was the community. Not this upsidedown pyramid building of gear strength/availability to make the players happy.

Shooting crafters in the foot and then giving them a math problem headache. Then asking to see their pinky finger to distract them has not been good for the game.

My new land ideal that we travel to naked. A land/game area with slower weaker drop rates. No BOD rewards system but a crafter quest system with no better then medium grade runics. Gold coins are rare and few allowing the insurance system without it becoming a crutch. Land would have a new currency system. Gems already in place with a gold value exchange. It would be a way to correct all the mistakes that snowballed into what UO is today. And we would still have the main world for those that perfer the to much for to little world. Fighting fire with fire is not always the best answer. There needs to be a better risk for reward and not have the early days when someone would kill you in the Delucia cow pasture for a small pile of leather.
 

Smoot

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The main butt burner about loot. Play long enough and be hard pressed to find anything better. There is no driving force for players to hunt for loot that needs an imbue and/or enhance to support a dedicated vendor stocking. New players will be able to now hunt weak kills for better then barbed and val kit goods. Gear has allowed players to solo things that should be a community/guild hunt. Lack of crafters doing nothing but crafting for others has destroyed the community. What made UO great was the community. Not this upsidedown pyramid building of gear strength/availability to make the players happy.

Shooting crafters in the foot and then giving them a math problem headache. Then asking to see their pinky finger to distract them has not been good for the game.

My new land ideal that we travel to naked. A land/game area with slower weaker drop rates. No BOD rewards system but a crafter quest system with no better then medium grade runics. Gold coins are rare and few allowing the insurance system without it becoming a crutch. Land would have a new currency system. Gems already in place with a gold value exchange. It would be a way to correct all the mistakes that snowballed into what UO is today. And we would still have the main world for those that perfer the to much for to little world. Fighting fire with fire is not always the best answer. There needs to be a better risk for reward and not have the early days when someone would kill you in the Delucia cow pasture for a small pile of leather.
i commend your ideals warpig, but thats just not going to happen in EA UO. many player would enjoy this, thats why many freeshards are so popular.
 

Lady Storm

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So Smoot your saying if the dev did what the "other " shards of the non-paying variaty have done those who play over there would return to the UO land of paying for the game?
I dont think so.
You see once they get somethingfor nothing its hard for them to pull out their wallet and start to pay for what they get for nada.....

As for the loot in the chests and mibs ... leave it alone.
I understand after years of play you want things stream lines you time and patience is thin.
Sorry ... get up off your lazy boney butt and do the work.
This is not club med.
Nothing has changed but your attitude for the work... so get back with the program and do the chests the way they come.
 

Olahorand

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Well, both static and spawning dungeon chests still hesitate to give magic loot at all.
 

Veldrane

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Well, both static and spawning dungeon chests still hesitate to give magic loot at all.
It's off the Main topic but I'd love to see dungeon chests get some love. The overall loot change will help but I still would love them to get a closer look to see if they can be made "fun" again. Not sure how'd they'd do that though.
 

R Traveler

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Did the SoSs get bumped too.
I copied my 110 fisher to TC1. :pirate:
1110 luck, Trammel, near Skara Brae.

chest #1
30k gold
lesser items 12
minor items 4
old style wands 2
regs, scrolls, gems
nothing worth keeping

chest #2
10k gold
grapevines
minor items 6
regs, scrolls, gems
nothing worth keeping

chest #3
30k gold
cleverly map
lesser items 11
minor items 4
greater items 1
old style wands 2
regs, scrolls, gems
nothing worth keeping

chest #4
20k gold
special net
cure of defense (reinforced, hide)
lesser items 4
minor items 8
regs, scrolls, gems
nothing worth keeping

17 more SOS, no ancient :sad3:

UPD: best item was antique ring SSI 5%, DI 25%, two skills +5 each and one resist +5%
 
Last edited:

R Traveler

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Found one ASOS

40k gold
white net
scour of defense (reinforced, plate samurai)
gloss of hardening (deflecting, woodland)
gloss of protection (deflecting, garg stone)
lesser items 15
greater items 7
old style wands 2
regs, scrolls, gems
nothing worth keeping

best items are
prized ring HCI 10%, DCI 15%, SDI 12%, two skills +5 each
antique ring SSI 5%, DI 25%, int 8, skill +5, luck 50
 

Miri of Sonoma

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I was under the impression that the chest loot revamp wasn't in yet except to incorporate shame-type items. I could be wrong though.
 

Lady Storm

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Miri they talking of their hauls from TC1 they sent over a copy of their characters from other shard to test out.
 

Miri of Sonoma

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Aye I realize that but have they done the SOS and treasure chest changes yet? Other than the global loot changes? I thought I saw somewhere that the chest revamps were not included in this publish.
 

Storm

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Aye I realize that but have they done the SOS and treasure chest changes yet? Other than the global loot changes? I thought I saw somewhere that the chest revamps were not included in this publish.
This was from Herald notes
magical items (weapons, armor, and jewelry) will now spawn with properties generated via new loot property generation. These include items found,

  • On Monsters

  • In SoS Chests

  • In Treasure Chests

  • In Dungeon Chests

  • In Khaldun Puzzle Chests

  • From Dredging Hooks

  • From Quest rewards
  • Loot obtained from monsters, SoS Chests, Treasure Chests, Dredging Hooks, and as Quest Rewards will be influenced by the luck of the individual getting the loot.
 

RaistlinNowhere

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i havent done a Tmaps since ges, but have a doubt right now. Does the guards have loot? because lv6-7 guards could worth look their loot too.
 
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