I think most people will agree that uo is now far too complicated, learning to play is about as simpler as flying a helicopter gunship.
But i've noticed there are ways to simplify the game without actually affecting the basic concepts of the game too much. What complicates the game i find, is that there are so many exceptions to any general rules. I think we should get rid of these irregular verbs.
So i'll start.
Durability, All wearable items including rings and robes should have durability, jewelry too.
Imbueing, All items from a monster should have 450 intensity, shields included, all items that are exceptional should have 500. fix the planesword.
Imbueing ingredients: all should come from abyss, seeds of regeneration should just spawn more often.
imbuing intensities: ranged weapons should either only be able to have 15 hci/dci imbued OR, spawn with higher than 15 in the wild. Balanced should also be spawnable in the wild.
Enhancing: enhancing with bloodwood when a piece has 2 hp regen should give 4 hpregen OR just take the hpr property away from the bloodwood.
Any item that cannot be repaired, i.e imbued or replicas should have the 'brittle' tag on them as they are indeed brittle.
casting: all skills should have the same casting caps (i.e fc2 should give the effect of fc4 for chiv/weaving (maybe slow down the weaving)
slayer spellbooks: slayers should work for all spell schools, or none, not half.
regeneration: hit point regen/stamina regen and mana regen should have the same cap OR all have diminishing returns, not 2 have a random cap and one have diminishing returns
hit point increase: like stamina increase and mana increase should have no cap, just decrease the amount that you actually can get on a piece (so in effect it's hard to get over 20)
rpd: should probably be capped at 100, since damage increase is. rpd should also reflect physical damage (as it describes) not just melee physical damage.
weapon specials: all should require tactics skill (not just the majority)
Revealing: all area spells should reveal (damage those hidden), not just the majority.
Mounts: all ethereal type mounts should look ethereal, i.e ride-able polar bear should look ethereal.
debuffs/buffs: all negative effects, i.e deathstrike/splintering, should have a debuff and not just some
not enough mana?: one kind of message to tell you when you're low, not one kind of red writing over your head for magery, and another system message for mystic etc...
OK feel free to add more, I'm just trying to create some rules in the game to simplify it. Feel free to slam me however please remember I always strive to improve/simplify the game so we can get new players.
But i've noticed there are ways to simplify the game without actually affecting the basic concepts of the game too much. What complicates the game i find, is that there are so many exceptions to any general rules. I think we should get rid of these irregular verbs.
So i'll start.
Durability, All wearable items including rings and robes should have durability, jewelry too.
Imbueing, All items from a monster should have 450 intensity, shields included, all items that are exceptional should have 500. fix the planesword.
Imbueing ingredients: all should come from abyss, seeds of regeneration should just spawn more often.
imbuing intensities: ranged weapons should either only be able to have 15 hci/dci imbued OR, spawn with higher than 15 in the wild. Balanced should also be spawnable in the wild.
Enhancing: enhancing with bloodwood when a piece has 2 hp regen should give 4 hpregen OR just take the hpr property away from the bloodwood.
Any item that cannot be repaired, i.e imbued or replicas should have the 'brittle' tag on them as they are indeed brittle.
casting: all skills should have the same casting caps (i.e fc2 should give the effect of fc4 for chiv/weaving (maybe slow down the weaving)
slayer spellbooks: slayers should work for all spell schools, or none, not half.
regeneration: hit point regen/stamina regen and mana regen should have the same cap OR all have diminishing returns, not 2 have a random cap and one have diminishing returns
hit point increase: like stamina increase and mana increase should have no cap, just decrease the amount that you actually can get on a piece (so in effect it's hard to get over 20)
rpd: should probably be capped at 100, since damage increase is. rpd should also reflect physical damage (as it describes) not just melee physical damage.
weapon specials: all should require tactics skill (not just the majority)
Revealing: all area spells should reveal (damage those hidden), not just the majority.
Mounts: all ethereal type mounts should look ethereal, i.e ride-able polar bear should look ethereal.
debuffs/buffs: all negative effects, i.e deathstrike/splintering, should have a debuff and not just some
not enough mana?: one kind of message to tell you when you're low, not one kind of red writing over your head for magery, and another system message for mystic etc...
OK feel free to add more, I'm just trying to create some rules in the game to simplify it. Feel free to slam me however please remember I always strive to improve/simplify the game so we can get new players.