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Should the Devs offer 'A Repair Bag'

EDA_GL

Journeyman
Stratics Veteran
Stratics Legend
It would function almost like a salvage bag....except this one will repair everything it in (with a passed skill check). Drop all your gear into this bag, stand next to an anvil/forge, have the proper tools in your main backpack and just toggle a drop-down menu. Voilà! Since the dev team is just giving us new stuff and an occasional bug fix every 6 months, why not give us something useful?

Flame away.
 
O

Old Man of UO

Guest
Not a flame, but how would you distinguish this from the salvage bag? What I am thinking is being in a hurry and dropping my armor in the wrong bag. Hmm... okay... make it a repair box instead.

Wouldn't the repair-er need to have all the relevant skills... blacksmithy, tinkering, tailoring, fletching, etc?
 
B

Barl DeAbreago

Guest
I would disagree with this only because it makes blacksmith repairs completely useless.

I personally miss the time of having to go and find player blacksmiths in the corner of britain to repair or craft me new armor. That is something the game has lost along the way and won't get back.

I'd feel bad for the smiths if they couldn't even make the 10 gp off of repair contracts anymore because everyone had their own 'fix my stuff' bag.
 

EnigmaMaitreya

Crazed Zealot
Stratics Veteran
Stratics Legend
*Shrug*

A Minor segway .....

I would be just as happy if they added all the crafters waste products to the Salvage bag.

What I also think would be constructive / helpful would be to add an option to the Salvage Bag to transfer the contents of the Salvage Bag to a nearby Trash Barrel.
 

MalagAste

Belaern d'Zhaunil
Alumni
Stratics Veteran
Stratics Legend
UNLEASHED
Campaign Supporter
Perhaps the OP is like me and suffers on the border of carpal tunnel??

However... I've said this before and I'll say it again... I'd much rather they removed the repair deeds from the game all together and returned to letting the actual crafters do the work but make a "box" or something at the smith shops or somewhere at the bank (with a forge and anvil nearby) where a "customer" would place their items in the box and chose what they need done ie repairs, enhancement, or imbuing and then the crafter they want to do the work much like a vendor contract works.. the crafter then can do the work right there in the box where both the customer and the crafter can "see" what's being done and both get the message about pass or fail and then ONLY the owner of the items can remove them from the box. But when he chose's a crafter to do the work he chose's and they settle on a "price" for the work... gold is automatically withdrawn from the bank. Then both parties are satisfied we can return to having crafters actually crafting and being out in public again and people can get their stuff fixed by actual players not some lousy scroll.
 
B

Beer_Cayse

Guest
... However... I've said this before and I'll say it again... I'd much rather they removed the repair deeds from the game all together and returned to letting the actual crafters do the work but make a "box" or something at the smith shops or somewhere at the bank (with a forge and anvil nearby) where a "customer" would place their items in the box and chose what they need done ie repairs, enhancement, or imbuing and then the crafter they want to do the work much like a vendor contract works..
Up to here I agree.

... But when he chose's a crafter to do the work he chose's and they settle on a "price" for the work... gold is automatically withdrawn from the bank.
Disagree somewhat. When the smithys were in full bloom many moons ago, "tips" were graciously accepted but not required. I submit that if we want "community" in this regard, the financial transactions be strictly between player and crafter without Big Brother automagically tapping finances. Besides if a player approaches a smith with ingots he's willing to give in lieu of repairs, it's an effective barter system.
 
B

Beer_Cayse

Guest
Modify Tinker and Carpenter to allow salvaging on the same ratio as Smith and Tailor. Thus the "no love for ..." scenario is removed. It's not easy selling Tinkered items - except lockpicks and some miscellaneous items. Training would get a boost however by the ability to recover **some** of the resources used.
 

EnigmaMaitreya

Crazed Zealot
Stratics Veteran
Stratics Legend
Modify Tinker and Carpenter to allow salvaging on the same ratio as Smith and Tailor. Thus the "no love for ..." scenario is removed. It's not easy selling Tinkered items - except lockpicks and some miscellaneous items. Training would get a boost however by the ability to recover **some** of the resources used.
Heck I would be happy to not need to find those silly items. tinker, carpentry, fletching etc and move them to the trash can.
 
T

thelust6

Guest
I think the theme of such an item would be a good idea...like a mass repair bag with skill checks needed for specific repairs, no other function necessary
 

Basara

UO Forum Moderator
Moderator
Professional
Governor
Stratics Veteran
Stratics Legend
Wiki Moderator
UNLEASHED
Campaign Supporter
I would disagree with this only because it makes blacksmith repairs completely useless.

I personally miss the time of having to go and find player blacksmiths in the corner of britain to repair or craft me new armor. That is something the game has lost along the way and won't get back.

I'd feel bad for the smiths if they couldn't even make the 10 gp off of repair contracts anymore because everyone had their own 'fix my stuff' bag.
I think the OP meant a bag for the CRAFTER to use.

That way, for example, a person could unequip their gear into the bag, pass it to the crafter, and the crafter repair the stuff in one pass. Would actually make the old-style repairing for others easier...

As the Salvage Bag requires you to STILL have scissors to salvage cloth/leather, and a smith tool, and be by a Forge & Anvil, to salvage smith items, AND require skill checks (tailor for tailor, mining for smith), a repair bag would STILL require the skills to DO the repair, and the tools as well. And, like with the salvage bag, skill checks are involved to see if you can repair an item, and if there is durability loss.
 

Tina Small

Stratics Legend
Stratics Veteran
Stratics Legend
Would the game look at each item individually to determine if it would be repaired, or would the repair success rate (success with no durability loss, success with durability loss, or failure to repair) apply the same to each item in the bag? If the same success rate applied to all items in the bag, I probably wouldn't bother using it.
 

slayer888

Lore Keeper
Stratics Veteran
Stratics Legend
Actually, I think the best way is having the repair deeds change to something as per the following:-

1. Change it to just showing the skill level: say "120 blacksmith" on the scroll or deed

2. Now with the above change, it should be able to stack.

Now it should be more efficient I guess.

Hope you guys know what I am talking about.
 
F

Fink

Guest
have the proper tools in your main backpack
That part would annoy me, does already with the salvage bag. Why not go that little bit further and have the code check for the tool wherever it is in your inventory? It's doable, UO:Assist does it. I keep all my tools in a box; my main pack's relatively tidy & I prefer it that way.
 

EnigmaMaitreya

Crazed Zealot
Stratics Veteran
Stratics Legend
That part would annoy me, does already with the salvage bag. Why not go that little bit further and have the code check for the tool wherever it is in your inventory? It's doable, UO:Assist does it. I keep all my tools in a box; my main pack's relatively tidy & I prefer it that way.
I know that the characters Bank Box and Main Back pack are the same object. The items are tagged to show up in the two different containers. It is what can lead to Lag on a character that has a ton of stuff in the Bank Box as it is essentially being dragged with the character every where across all zone lines etc. It is just the way things were done back then, Everquest does the same thing.

The above is not to say they can not, it is to say that for TugSoft to do it is not necessarily the way UO would do it. I am not trying to be flip or silly. I am saying that from an execution and bonding/pairing perspective the UO Client-UO Server is not the same as TugSoft->Uo Client-UO Server.

I would like very much for them to implement your suggestion yesterday. I have a bad feeling there may be a hole open up for exploitation, as there were several exploits that allowed usage of things in the Bank Box when you were at your house, in a dungeon etc.
 

Tina Small

Stratics Legend
Stratics Veteran
Stratics Legend
That part would annoy me, does already with the salvage bag. Why not go that little bit further and have the code check for the tool wherever it is in your inventory? It's doable, UO:Assist does it. I keep all my tools in a box; my main pack's relatively tidy & I prefer it that way.
Yeah, I agree. I switched over to using the salvage bag though because it returns more resources than using UO Assist's smelt or recycle options.
 
S

Scratch

Guest
Are you that obese in RL that the number of mouse clicks you currently make to repair your garbage put you into a sweat or what?


Now that sheetz funny, I dont care who you are.

Seriously tho, you wear 6 pieces of armor and carry maybe half a dozen weapons. Is it too much to use a deed really?

You want to cry for more stuff in game....how about a jewelry box to act like a bod book saving us lockdowns in our houses. At least that would be desired by more of the population than a anti deed bag request
 
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