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Solving the broken ship rune dilemma

Zuckuss

Order | Chaos
Professional
Alumni
Stratics Veteran
Stratics Legend
The High Seas expansion was a great idea. It was long overdue and something that was greatly desired by the community, including myself, for a very long time.

The content in which it brought was a huge addition to what UO could give the player in what is still already the most dynamic and deepest of the online game worlds. It came with several types new boats, which can be customized to an extent by the players. It totally revamped fishing which desperately needed attention for years. It brought ship combat into the game as well as several new craftables and quests.

The content provided was a great idea, and it can been observed that the additions were taken from community suggetions. I commend the Development team for their efforts in putting it together.

The High Seas has been out now since October 12 of 2010.

I would like to discuss some of the issues with the High Seas expansion which are incomplete, and I would like to ask anyone who has anything that they wish to add to this, to please do so.

Broken runes from teleported boats:

I can understand and appreciate the reasoning behind the need to teleport boats away from docks, but teleporting these boats is creating a hassle to the players who actively seek to achieve the most out of the content provided by High Seas, and discouraging them from keeping their boats out on the water. The way things currently are now, the need for teleporting boats away from docks is redundant due to the fact that there is a very limited amount of people whom are comfortable leaving their boat unattended at all, or are willing to repeatedly go through the hassle of either paging and waiting for a GM, or setting sail themself on another boats, sometimes spending hours to find their lost boat.

A fisherman does not want to have to spend 20 minutes emptying his boat, after spending 2 hours fishing, because he or she is worried about their boat disappearing, the hassle of finding it, or the distant possibility of losing it altogether. Same goes for the merchant and pirate ship looters.

The roleplayer pirates are going to be uneasy about their boats disappearing in the middle of the dock scene with the Royal Navy of Nujelm. Therefore, they will have to call "time out" so that they can gather their boats back and all congregate back at the docks 45 minutes later to continue their story. Since Captain Underpants had to wake up early to take his kids to school the next morning, he had to miss the final scene thus losing the skirmish.

The New Magincia project suffered the biggest hit of all. All of those excited people who bought tickets for their waterfront homes thought that docking rights were included. Little did they know that their boat would be towed in only 20 minutes. The economy and interaction that COULD have manifested there, could have very well been set back by this. Groups will be less likley to sail over to visit their friends, to shop for animals, or to see the sights of the land of New Magincia. They will be inclinded to recall instead. Don't forget that wonderfully designed pier home on the water that would look awesome with an orc ship next to it. You may park there for less than 20 minutes. If you go over, you risk an hour of time finding it.

Blackholing/Freezing when recalling from boats:

This happens occasionally and is less severe, yet still a pain as when it does happen, the minimum requirement of solving it is relogging.




Above are a couple examples of issues which I have discussed among peers. The point is that, the content which has been provided for almost a year now, is very limited by issues such as listed above.

We all would get more out of the content. If we can at least correct the issue of broken runes, and then move to fix the blackholing, more players will actively particpate in the High Seas content. Currently it is looked upon as a somewhat risky hassle. If it comes down to removing teleportation from town docks (perhaps with the exception of the floating market) that might be something to heavily consider. I personally would rather see clogged docks than to not see a single ship on the water.


This is something I bring here because I have noticed new plans being formed as well as two booster packs which have already surfaced after the High Seas.

If we are going to put out a product and charge for it, we need to make sure that that product is satisfactory before moving on and creating a new project.

Consumers will be less likley to have faith in future boosters and might become hesitant to purchase them as they might lack faith that the product will be complete as well as work as advertised.

I humbly request that these issues, as well as any others that might be listed here in this thread, or on the UO Hall be addressed and corrected.

Many of the players who subscribe to UO have done so for many years as well as have a great passion for this game. They deserve to have a complete, finished product which they had already paid good money for.

And who knows, perhaps if these issues get solved, a few more copies of the High Seas expansions will sell, as those of us with multiple accounts will upgrage the rest of ours, as well as encourage those who are on the fence to upgrade, to do so.


If anyone has anything they would like to add about the content of the High Seas, please do.


-Zuck
 

virtualhabitat

Lore Keeper
Stratics Veteran
Stratics Legend
Clogged docks are a bad idea. While I can appreciate the spirit of your post, some folks might want to use those docks for something other than a parking lot.
Take the role players, for example, If the Royal Navy of Nujelm is doing a dock scene, they might find it difficult to place their boats anywhere near the dock. They might have to settle for the boat already there, you know the one named 420 Mary Jane 420.

It is true broken runes are no fun, but there is a far larger issue, I believe, that shuts players out of taking advantage of High Seas.

The cost of ammo. The rate at which saltpeter can be mined is nowhere near on par with which it is consumed on a ship with cannons.

The cost of saltpeter is artificially high due to the price algorithm and only two, inconveniently located NPC's selling it.

Want more people using high seas? LOWER the COST of AMMO!
 
F

Fishy McHook

Guest
ok 1 more time. if your rune get wiped go to any dock find harbor master talk to him with guy that owns the boat he give u a rune to the boat he ownes. ok thats fixed.
 

Zosimus

Grand Inquisitor
Alumni
Stratics Veteran
Stratics Legend
Not sure if this has been suggested before.

For the Magincia issue....

The devs could put out larger docking station in the open water away from the island and have a moongate/teleporting tile placed on it. The moongate/teleporting tile actually takes you to the main dock once you are out of the boat. So the boat is safely docked at the docking station with no timer.
 
T

Tazar

Guest
The way things currently are now, the need for teleporting boats away from docks is redundant due to the fact that there is a very limited amount of people whom are comfortable leaving their boat unattended at all, or are willing to repeatedly go through the hassle of either paging and waiting for a GM, or setting sail themself on another boats, sometimes spending hours to find their lost boat.
This is still needed at least around the Fishmarket on Atlantic. It's still a solid wall around that area.
 
A

Aluma

Guest
Hear,Hear, virtualhabitat!!!. I would use my ship more if the cost to operate it were not so painful. It goes even beyond the price of ammo. It is very costly to make a heavy cannon and even with 120 skill you still have a chance to fail. The amount of material it takes to repair a ship is also a bit ridiculous. Not everyone wants to log out of a partied hunt to log in a crafter (who is probly not allowed access), be the only one repairing the boat (this is both tedious and time consuming), log that toon back out, and back in with the fighting toon.
When I and my guild do a sea hunt, it is nice to be able to delegate repair chores to diff members. Boat gets repaired quickly and back to hunting we go. But we do pay the price for using non-crafter toons to do the repairs & the price of both those materials and ammo keep us from sailing the seas more than we do.

:sword: :popcorn:
 

Hell's Ironworks

Seasoned Veteran
Stratics Veteran
Stratics Legend
One of the suggestions i posted a while back regarding powder charges was to be able to combine light charges into heavys with a skilled achemist . Wouldnt fix the high cost of saltpeter but it sure wouldnt hurt. I have 2k light charges collected from scuttled ships that i could finally put to use...

About the runes ; I thought they fixed it in last patch ? Im sure i read something about this in recent notes.

About the parking ; all i can say is that a few idiots screwed the whole cummunity with their lack of common courtesy. remember the cluster fck @ sea market at the beginning?

Id like to see more quests for Pirates. Or at least new rewards for the only quest we have.

More customization options for ships :

- Sails
- Flags
- Bow figures
- more powerfull craftable ammo using colored ingots and ingreds for example
- Ship armor ( again with colored ingots )
- at least 1 pad for deeded items on all kinds of ships
- Ship customizing tool so i can build my own

More abilities :

- Boarding tactics : With a minimum crew of 3, using special gappling hooks, we would be able to board a ship without crippling it, kill the crew and resell the ship as a whole without being able to take the loot. Could add some special loot on the sailors and captain while using this option though.

More foes :

NPC brit galley pls, wether it be evil or merchant i dont care, i just want to fight one! hehe

More goodies :

- Reward titles for pirates and pirate hunters
- related weapons and deco items
- ect



tis all for now ty :p
 
S

Sevin0oo0

Guest
All of those excited people who bought tickets for their waterfront homes thought that docking rights were included.
agreed, that suks, but in their pdf, they Do specifically list waterfronts as a "unique" feature. People read, they thought they knew what they were getting, they bought, they thought wrong. HS, Mag homes - that's an easy 2 in a row. Perhaps they'll be more careful Next time?
 
Z

Zyon Rockler

Guest
They should of made little Captain Helms instead of runes that you could just click and it would teleport you to the boat. Then if you wanted other people, you could gate them from shore. It just seems that using the runes is what bugged it. It seems that it somehow has to locate the boat.

So, maybe by linking it more like the bracelets of bonding, it would of worked better.

One thing that surprised me, was how small the docks were. I don't know about other shards but on Atlantic, we had about 100 boats. So, you would think the dock would of been alot bigger.

For example: Placing another 4 of the exact same dock, they could of named them pier 1, pier 2, would have taken away alot of the congestion. Another thing, as long as someone is in the dock, it should cost gp. So, if you want to dock for 1 hour, it would cost 10,000 gp and if you were still there after an hour, your boat would be ported.

If you wanted to stay there for a day, it would cost 1 million and if you were still there after the 24 hour period, your boat would be ported.

That would be the max you could stay, 1 day. Then they could of added another type of dock, maybe a long stretch on one of the coasts, so that you could place a boat and keep it there.

But I think, basically, the problem is, is that you have more boats wanting to dock then you have docks. So, the simple solution would be, to add more docks.

It makes no sense that the docks are always empty. By placing a toll, people could at least keep their boat there and not have to worry about being ported off but once you leave the dock, you would have to wait for another to open. So, they might want to keep it around 1 hour and then it would become very expensive to stay longer.
 
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