Out of 60 invulnerability attempts, only five times have I gotten all five. This stated 15% chance is complete rubbish. For Protection through Fortification, I'm not even running at 10% success for the bonus mod, despite the official 30% chance. Today I actually got two invulnerability refinements for studded leather. Both gave me four properties. A hardening refinement gave me just three. Statistically that's a roughly 50-50 chance of all three failing to give the bonus mod, but cumulatively with my last several weeks, something is broken. I never, never had a reason until now to believe there's any problem with UO's RNG.
Compounding this is that refinement types are so specific that many are useless. Woodland? Hide? GARGOYLE STONE?! I can't even give those away.
And getting refinements by stealing is an insult to intelligence until NPC behavior is overhauled. My other character two tiles away doesn't notice the theft of an item weighing one stone, but an NPC eight tiles away does? There are certain shops so crowded that it's not worth the bother.
Because of all the guard whacks, I use that second character to res my thief, rather than repeatedly running to the healers. I could almost swear a GM was playing a guard, because when trying to res a few tiles away, oftentimes a guard who was formerly still would suddenly start wandering around and stop right on the ghost, preventing me from ressing.
Come on, Devs, you implemented this new system. At least tell us if you've given us something crappy that you're going to abandon!
Compounding this is that refinement types are so specific that many are useless. Woodland? Hide? GARGOYLE STONE?! I can't even give those away.
And getting refinements by stealing is an insult to intelligence until NPC behavior is overhauled. My other character two tiles away doesn't notice the theft of an item weighing one stone, but an NPC eight tiles away does? There are certain shops so crowded that it's not worth the bother.
Because of all the guard whacks, I use that second character to res my thief, rather than repeatedly running to the healers. I could almost swear a GM was playing a guard, because when trying to res a few tiles away, oftentimes a guard who was formerly still would suddenly start wandering around and stop right on the ghost, preventing me from ressing.
Come on, Devs, you implemented this new system. At least tell us if you've given us something crappy that you're going to abandon!