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The new eye candy is nice, but when will refinements be fixed?

Kyronix

UO Designer
VIP
Stratics Veteran
Stratics Legend
UNLEASHED
My requests to the Dev's would go something along these lines:

1 - Seriously UP the rng for both Fortification and especially Invulnerability drops.
2 - Make the distribution of refinements for armor types more uniform.
3 - Make them STACK for pete's sake, given how many different types there are.
4 - FIX the guard whacking silliness for container stealing...
5 - Implement what PlayerSkillFTW said, below :
I noticed that you were fishing up MiBs in Trammel. You have a far greater chance of getting higher level components in Felucca. This is the case for all situations where components are generated (T-Maps, Mibs, Champ Spawns etc.) As for the distribution of the armor types for each component, a random armor class is chosen at the time of creation for the specific component. One thing to remember when looking at the results, is that this random selection applies to every instance where a component is created on the server, not specifically the ones you pull out. As I've stated in the past, in order for an item to stack all data stored on that specific object must be identical, and that is not the case with components. The stealing issue related to components spawning in out of reach containers is something that will get fixed in a future publish, in addressing that I can have a look at the NPCs calling guards as well...while they should definitely not have X-Ray vision, even a legendary thief that tries to steal from a container isn't going to be 100% successful if the NPC is staring them down. This has been the case since as long as I can remember stealing dried onions from the Moonglow Alchemists way back when they were the hottest thing since fruit baskets.

We are currently investigating a means to allow you to combine lower level components to get higher level ones similar to what Frarc suggested in the thread. Look for this in a future publish. Thanks for the feedback :D
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