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[UO Herald] FAQ Friday #6 - 11/12/2010

watchertoo

Sage
Alumni
Stratics Veteran
Stratics Legend
[size=+1]FAQ Friday #6 - 11/12/2010[/size]
Andy Belford

12 Nov 2010 19:02:31 EST

Greetings!

Welcome to FAQ Friday - Where we've collected together answers to Frequently (and sometimes not so frequently) Asked Questions within the community.

READ MORE HERE
 
B

Beastmaster

Guest
Q: Why is it impossible to get any Fishing Power Scroll’s over 105?

Mesanna: We are making adjustments to the fishing quests so you should be able to obtain Fishing Scrolls over 105.

When are these changes due to hit the shards?
 
S

Sevin0oo0

Guest
I could see a mom & pop store having a low class html online store where you are limited to buying 1 thing at a time, but EA? they must not write their own code, geez, :loser:
 

georox

Sage
Stratics Veteran
Stratics Legend
I could see a mom & pop store having a low class html online store where you are limited to buying 1 thing at a time, but EA? they must not write their own code, geez, :loser:
Actually, the problem is EA *does* write their own code.
 

G.v.P

Stratics Legend
Stratics Veteran
Stratics Legend
Q: Why can’t we be a co owner to more than one house like we could in KR?

Mesanna: The Engineers have made this change so you will be able to Co-own up to 10 houses.
Huh? This answer doesn't make any sense to me, lol. They made it so we can't co-own to more than one so we can co-own to up to ten ... when?

ETA or it didn't happen!
 

Viper09

Grand Poobah
Stratics Veteran
Stratics Legend
Q: Why can’t we be a co owner to more than one house like we could in KR?

Mesanna: The Engineers have made this change so you will be able to Co-own up to 10 houses.
Huh? This answer doesn't make any sense to me, lol. They made it so we can't co-own to more than one so we can co-own to up to ten ... when?

ETA or it didn't happen!
Next publish perhaps?
 

MalagAste

Belaern d'Zhaunil
Alumni
Stratics Veteran
Stratics Legend
UNLEASHED
Campaign Supporter
Will it really be next publish!?!?!?

OMG what will I make my pet project next????

How soon till I get my fix for the housing...... Oh and Hey does that co-ownership include having as many co-owners as you want?
 

Viper09

Grand Poobah
Stratics Veteran
Stratics Legend
Will it really be next publish!?!?!?

OMG what will I make my pet project next????

How soon till I get my fix for the housing...... Oh and Hey does that co-ownership include having as many co-owners as you want?
It appears you will be able to co-own up to 10. But that is just my interpretation of what it says. Maybe you picked up something different whilst reading the faq. Of course it was simply a guess that it could be out next publish as it obviously doesn't say, hence that question mark in my post.

Your next pet project is up to you though...maybe cookies with soft marshmallows in them?
 

MalagAste

Belaern d'Zhaunil
Alumni
Stratics Veteran
Stratics Legend
UNLEASHED
Campaign Supporter
Will it really be next publish!?!?!?

OMG what will I make my pet project next????

How soon till I get my fix for the housing...... Oh and Hey does that co-ownership include having as many co-owners as you want?
It appears you will be able to co-own up to 10. But that is just my interpretation of what it says. Maybe you picked up something different whilst reading the faq. Of course it was simply a guess that it could be out next publish as it obviously doesn't say, hence that question mark in my post.

Your next pet project is up to you though...maybe cookies with soft marshmallows in them?
Still want to know if they are taking off the limit to how many co-owners you can have.... because it would be dumb to be able to be co-owned to up to 10 houses if each house can still only have 5 co-owners. Not very helpful. So it would be good if they said yeah or nay on that.....

And as far as my next pet project to pester the DEV's about until they give it to me...

That would be the ability to "alter" items into "male/female", or anything from one class to something in the same class... so take the ugly crimson cincture and turn it into a nice woodland belt for my elves. And while I'm on the subject that would also mean altering "gargish" back to Human... silly that it only goes one way. Even if I have to train "altering" as a new crafting skill..... I want to turn floppy hats into bandanna's.... and ugly masks into some sort of helm or something.

And this could take new ingredients like blackrock and other useless items like the wood you get from reapers and fur like you get from the boura.
 

Elric_Soban

Babbling Loonie
Stratics Veteran
Stratics Legend
Sounds like Mysticism is getting nerfed again. Maybe I'l stop working it for now.
 

cdavbar

Lore Master
Stratics Veteran
Stratics Legend
ts into bandanna's.... and ugly masks into some sort of helm or something.

And this could take new ingredients like blackrock and other useless items like the wood you get from reapers and fur like you get from the boura.
In a past (about a week before HS or so) ask the dev question i had the devs stated that they are looking into uses for boura fur.

I say at the very least let us spin it and get at least 6 balls of yarn (i say six becuase it is so damned heavy compared to other stuff.
 

MalagAste

Belaern d'Zhaunil
Alumni
Stratics Veteran
Stratics Legend
UNLEASHED
Campaign Supporter
In a past (about a week before HS or so) ask the dev question i had the devs stated that they are looking into uses for boura fur.

I say at the very least let us spin it and get at least 6 balls of yarn (i say six becuase it is so damned heavy compared to other stuff.
True that!
 

Tjalle

Grand Poobah
Stratics Veteran
Stratics Legend
UNLEASHED
Campaign Supporter
And as far as my next pet project to pester the DEV's about until they give it to me...

That would be the ability to "alter" items into "male/female", or anything from one class to something in the same class... so take the ugly crimson cincture and turn it into a nice woodland belt for my elves. And while I'm on the subject that would also mean altering "gargish" back to Human... silly that it only goes one way. Even if I have to train "altering" as a new crafting skill..... I want to turn floppy hats into bandanna's.... and ugly masks into some sort of helm or something.

And this could take new ingredients like blackrock and other useless items like the wood you get from reapers and fur like you get from the boura.
One step ahead of you... :p

http://vboards.stratics.com/uhall/8664-armour-style-change-option.html

Heh.
 

G.v.P

Stratics Legend
Stratics Veteran
Stratics Legend
Still want to know if they are taking off the limit to how many co-owners you can have.... because it would be dumb to be able to be co-owned to up to 10 houses if each house can still only have 5 co-owners. Not very helpful. So it would be good if they said yeah or nay on that.....
It has to be more than 5 per house cause we have 7 chars per account and I know I have co-owned 7 of my chars to the same house. I don't know, I need something to eat to think about this simple math, lol.

Just someone let me know when we can co-own to more than 1 house w/ 1 char ;D.
 

Martyna Zmuir

Crazed Zealot
Stratics Veteran
Stratics Legend
And as far as my next pet project to pester the DEV's about until they give it to me...

That would be the ability to "alter" items into "male/female", or anything from one class to something in the same class... so take the ugly crimson cincture and turn it into a nice woodland belt for my elves. And while I'm on the subject that would also mean altering "gargish" back to Human... silly that it only goes one way. Even if I have to train "altering" as a new crafting skill..... I want to turn floppy hats into bandanna's.... and ugly masks into some sort of helm or something.

And this could take new ingredients like blackrock and other useless items like the wood you get from reapers and fur like you get from the boura.
One step ahead of you... :p

http://vboards.stratics.com/uhall/8664-armour-style-change-option.html

Heh.

This. We need this next!

Armor types should all have the same base resists as well at this point. Why should leather be the BEST armor in the game? Why does dragon armor have craptastic resists? Or ringmail? Why must everyone wear a robe?

Give us the ability to change the look of any wearable (non weapon) in the game to another graphic applicable to the same slot!
 

MalagAste

Belaern d'Zhaunil
Alumni
Stratics Veteran
Stratics Legend
UNLEASHED
Campaign Supporter
Exactly Martyna..... that's what I"m talking about...... I'm sooo sick of everyone wearing a robe.
 
A

Arafel Ilianna

Guest
I'm sure I will get hammered for saying this, and perhaps I am the only one that feels this way, but PLEASE DO NOT NERF MYSTICISM!

Before anyone gets to spun-up about my plea, please allow me to flesh it out.

First of all, I want to make clear that I am speaking solely from a PvM perspective. From everything I have read, seen, and overheard, ALL of the combat and magic systems in the game could use a good balancing effort WHEN IT COMES TO PVP, such that when two players want to fight each other, ANY character class/template will have a fighting chance. I understand that in the PvP discussion, players have been complaining bitterly about various templates and imbalances both perceived and legitimate for a long time. I don't PvP. I don't care for PvP. But for those that do, I stand with you--PLEASE Dev Team--get the game systems that affect PvP fixed/balanced ASAP!

But, it needs to be equally understood that PvM relies on a completely different set of parameters than PvP EVER will. Why? There are two primary reasons: one is computer AI versus human AI. But the second--and vastly more important reason--is that player characters have but a FRACTION of the hit points that monsters in the game do.

No, I am not talking about zombies and mongbats--I am talking about higher end critters. Ever since Age of Shadows was released, there have been more and more creatures introduced into the game with well over 200, 500 or even 1,000 (or more) hit points. The hit points for characters are capped. Because of this, we have seen melee weapons slowly gain in effectiveness (e.g., 20% DI was once rare; now an exceptionally crafted weapon will have at least a 40% DI--with much higher percentages available for runic or imbued weapon creation). This has forced two significant changes in the game--first, players are now constantly on the hunt for the most devastating weapons they can find--making MOST weapons found on monster corpses as loot and virtually ALL weapons found on NPC vendors obsolete and irrelevant (and who has not seen complaints about the worthless loot found on most monsters in the game?)! Second, players are increasingly forced to find partners to do things with in the game. While I am all for Guilds, Factions, and the spirit of cooperation generally, this is not always a sensible, feasible, or even welcomed situation. For a myriad of reasons, players often want or need to play UO alone--and anyone who will not understand or accept that is automatically alienating many players.

If we are to fight monsters that have thousands of hit points, we must be given the tools to do so!

For purposes of illustration, consider how this plays out in a PvP setting. In PvP, there seems to be much complaint that the "stealth-archer" and, more recently, the "mystic-mage" are unfair templates--that they are too strong. What makes ANY character template "too strong" in PvP is a simple equation of four factors: 1.) how MUCH damage the template can deliver; 2.) how OFTEN the template delivers this damage; 3.) how MUCH damage the template can undo, heal, avoid, or repair at once (including the removal of curses or poison); and, 4.) how QUICKLY the template can repeat this healing effort. Essentially, (and assuming no cheating takes place) a PvP battle is decided by these four factors in that, with the experience and skill of the opposing players held equal, the winner of the duel will be the combatant that can deal the most damage in the shortest amount of time, while also being able to heal enough damage to stay alive.

While the interface mechanics are largely the same, PvM is very different. Even the strongest monsters typically do NOT deliver the same amount of damage with each blow that characters can deliver against the monsters. A top flight melee character is expected to deliver well over 100 points of damage with every blow. Magic wielding characters must generate hundreds of hit points of damage in every minute of game play. But the monsters usually will not deal more than 50-80 points of damage in a single blow. Characters typically regenerate stamina, mana, and hit points (through healing) faster than monsters do. Top-flight monsters start with huge pools of hit points, stamina, and mana--but don't typically regenerate these vital resources quickly. So, while balanced PvP means that both sides are delivering and healing about the same amount of damage with every passing round, PvM has evolved into a scenario where the monsters have the edge at the beginning, but are slowly worn down over the course of a given battle by characters both delivering more damage at a faster rate, and healing the damage they receive at a faster rate. Thus, PvP and PvM are VERY DIFFERENT worlds. Against the backdrop of that realization, consider the idea that Mystics are too strong and must be nerfed. Perhaps this is true for PvP. Perhaps tweaks need to be made to all of the skills (including mysticism) to achieve fair and balanced PvP combat. When it comes to PvM combat, however, mysticism is NOT the problem. It does NOT need to be nerfed. Instead, the OTHER, older skills need to be adjusted so that they "catch up" a bit.

Before Stygian Abyss came out, the most powerful player-character force in a PvM setting was a mage-tamer leading a greater dragon. The greater dragon was largely introduced for two reasons--to add a greater challenge for stronger player characters to test their mettle against, and to give a more powerful tool to tamers to deal with the stronger monsters that had been introduced into the game to that point. The problem was that greater dragons were so strong that other skill classes couldn't compete with them in terms of the damage they delivered. So, greater dragons were nerfed. A problem remains however: nerfing greater dragons (and other tamed pets) was only half the solution that was needed. The other half of the solution is to strengthen the remaining skills, classes, and templates. Consider that, even after the greater dragon was nerfed, the most powerful character was STILL the mage-tamer leading a greater dragon! Fencers, macers, archers, swordsmen--and even other mages--could not (and cannot) deliver the kind of damage that a greater dragon can--nor can they sustain the amount of damage a greater dragon can absorb in a toe-to-toe fray. Perhaps the next most powerful force after the mage-tamer was the mage-arcanist, and only because of the highly controversial and hotly debated spell, Word of Death.

Then, along came Stygian Abyss and the skill known as Mysticism. FINALLY, a skill is introduced that can really stand up well against the tougher monsters. The reality is that mysticism is STILL weaker than the mage-tamer coupled with a greater dragon, but, at least, it is tough enough to stand up to the harshness of the Stygian Abyss' tougher creatures.

I am sure that, in the PvM world, nobody wants to see the situation where every monster stronger than a regular dragon needs to be tackled by a tamer with a high-end pet, or a large group of players, but that is what has evolved. Few if any swordsmen or macers can stand up to a greater dragon by themselves--and if they do, they are usually the most advanced characters in the game, and it still takes a few minutes of hard effort to secure the victory. The complaint is NOT that defeating a high-end monster takes a lot of effort--it is that using a greater dragon requires so much LESS effort compared to other (non-taming) skills!

Having mysticism as strong as it is means that there is finally an alternative to the "uber-strong" mage-tamer/top-flight pet pairing. I submit that Mysticism is the only skill that is properly balanced against the Stygian Abyss' hardest denizens (even though it is STILL not as strong as the mage-tamer/greater dragon combo). The problem, then, is NOT that Mysticism is too strong--it is that the other character classes are too weak! The solution is not in nerfing the mystic--rather, it is found in finally addressing the deficiencies of older skills.

I firmly believe that ALL skills (mysticism included) should behave differently in a PvP setting than they do in the PvM setting. I agree with the continued pleas of the PvPers that the various skills need to be adjusted, buffed, nerfed, and otherwise balanced. Please--go ahead and make those long-overdue corrections Dev Team! BUT, be prepared to have different code written for the way skills behave in the PvM setting, because PvM IS DIFFERENT from PvP, as outlined previously. In PvM, recognize that you have created a huge abundance of ultra-powerful creatures--skeletal dragons, bone demons, Dark Fathers, Peerless Bosses, Skeletal Liches, Medusa, the Slasher of Veils, Corgul--(the list goes on and on)--and you need to provide and maintain the tools for FIGHTING these monsters! In PvM, don't nerf the arcanist! Don't nerf the tamer! Don't nerf the mystic! Instead, start improving the other skills so that they can be more competitive too! I want to be able to take my macer confidently into battles that only greater dragons dared to fight before! I submit that most players would prefer and welcome a UO where ALL (combat) skills/classes/templates had an equal place on the battlefield, rather than just leaving the toughest fights to the tamers and their high-end pets!

Just my opinion here of course--and I mean no offense to anyone.

Respectfully,

Arafel Ilianna
 
C

Calliope

Guest
A lot of text - and all of it hits the nail squarely on the head!:thumbsup:
 

Chardonnay

Visitor
Stratics Veteran
Stratics Legend
I'm sure I will get hammered for saying this, and perhaps I am the only one that feels this way, but PLEASE DO NOT NERF MYSTICISM!

Before anyone gets to spun-up about my plea, please allow me to flesh it out.

First of all, I want to make clear that I am speaking solely from a PvM perspective. From everything I have read, seen, and overheard, ALL of the combat and magic systems in the game could use a good balancing effort WHEN IT COMES TO PVP, such that when two players want to fight each other, ANY character class/template will have a fighting chance. I understand that in the PvP discussion, players have been complaining bitterly about various templates and imbalances both perceived and legitimate for a long time. I don't PvP. I don't care for PvP. But for those that do, I stand with you--PLEASE Dev Team--get the game systems that affect PvP fixed/balanced ASAP!

But, it needs to be equally understood that PvM relies on a completely different set of parameters than PvP EVER will. Why? There are two primary reasons: one is computer AI versus human AI. But the second--and vastly more important reason--is that player characters have but a FRACTION of the hit points that monsters in the game do.

No, I am not talking about zombies and mongbats--I am talking about higher end critters. Ever since Age of Shadows was released, there have been more and more creatures introduced into the game with well over 200, 500 or even 1,000 (or more) hit points. The hit points for characters are capped. Because of this, we have seen melee weapons slowly gain in effectiveness (e.g., 20% DI was once rare; now an exceptionally crafted weapon will have at least a 40% DI--with much higher percentages available for runic or imbued weapon creation). This has forced two significant changes in the game--first, players are now constantly on the hunt for the most devastating weapons they can find--making MOST weapons found on monster corpses as loot and virtually ALL weapons found on NPC vendors obsolete and irrelevant (and who has not seen complaints about the worthless loot found on most monsters in the game?)! Second, players are increasingly forced to find partners to do things with in the game. While I am all for Guilds, Factions, and the spirit of cooperation generally, this is not always a sensible, feasible, or even welcomed situation. For a myriad of reasons, players often want or need to play UO alone--and anyone who will not understand or accept that is automatically alienating many players.

If we are to fight monsters that have thousands of hit points, we must be given the tools to do so!

For purposes of illustration, consider how this plays out in a PvP setting. In PvP, there seems to be much complaint that the "stealth-archer" and, more recently, the "mystic-mage" are unfair templates--that they are too strong. What makes ANY character template "too strong" in PvP is a simple equation of four factors: 1.) how MUCH damage the template can deliver; 2.) how OFTEN the template delivers this damage; 3.) how MUCH damage the template can undo, heal, avoid, or repair at once (including the removal of curses or poison); and, 4.) how QUICKLY the template can repeat this healing effort. Essentially, (and assuming no cheating takes place) a PvP battle is decided by these four factors in that, with the experience and skill of the opposing players held equal, the winner of the duel will be the combatant that can deal the most damage in the shortest amount of time, while also being able to heal enough damage to stay alive.

While the interface mechanics are largely the same, PvM is very different. Even the strongest monsters typically do NOT deliver the same amount of damage with each blow that characters can deliver against the monsters. A top flight melee character is expected to deliver well over 100 points of damage with every blow. Magic wielding characters must generate hundreds of hit points of damage in every minute of game play. But the monsters usually will not deal more than 50-80 points of damage in a single blow. Characters typically regenerate stamina, mana, and hit points (through healing) faster than monsters do. Top-flight monsters start with huge pools of hit points, stamina, and mana--but don't typically regenerate these vital resources quickly. So, while balanced PvP means that both sides are delivering and healing about the same amount of damage with every passing round, PvM has evolved into a scenario where the monsters have the edge at the beginning, but are slowly worn down over the course of a given battle by characters both delivering more damage at a faster rate, and healing the damage they receive at a faster rate. Thus, PvP and PvM are VERY DIFFERENT worlds. Against the backdrop of that realization, consider the idea that Mystics are too strong and must be nerfed. Perhaps this is true for PvP. Perhaps tweaks need to be made to all of the skills (including mysticism) to achieve fair and balanced PvP combat. When it comes to PvM combat, however, mysticism is NOT the problem. It does NOT need to be nerfed. Instead, the OTHER, older skills need to be adjusted so that they "catch up" a bit.

Before Stygian Abyss came out, the most powerful player-character force in a PvM setting was a mage-tamer leading a greater dragon. The greater dragon was largely introduced for two reasons--to add a greater challenge for stronger player characters to test their mettle against, and to give a more powerful tool to tamers to deal with the stronger monsters that had been introduced into the game to that point. The problem was that greater dragons were so strong that other skill classes couldn't compete with them in terms of the damage they delivered. So, greater dragons were nerfed. A problem remains however: nerfing greater dragons (and other tamed pets) was only half the solution that was needed. The other half of the solution is to strengthen the remaining skills, classes, and templates. Consider that, even after the greater dragon was nerfed, the most powerful character was STILL the mage-tamer leading a greater dragon! Fencers, macers, archers, swordsmen--and even other mages--could not (and cannot) deliver the kind of damage that a greater dragon can--nor can they sustain the amount of damage a greater dragon can absorb in a toe-to-toe fray. Perhaps the next most powerful force after the mage-tamer was the mage-arcanist, and only because of the highly controversial and hotly debated spell, Word of Death.

Then, along came Stygian Abyss and the skill known as Mysticism. FINALLY, a skill is introduced that can really stand up well against the tougher monsters. The reality is that mysticism is STILL weaker than the mage-tamer coupled with a greater dragon, but, at least, it is tough enough to stand up to the harshness of the Stygian Abyss' tougher creatures.

I am sure that, in the PvM world, nobody wants to see the situation where every monster stronger than a regular dragon needs to be tackled by a tamer with a high-end pet, or a large group of players, but that is what has evolved. Few if any swordsmen or macers can stand up to a greater dragon by themselves--and if they do, they are usually the most advanced characters in the game, and it still takes a few minutes of hard effort to secure the victory. The complaint is NOT that defeating a high-end monster takes a lot of effort--it is that using a greater dragon requires so much LESS effort compared to other (non-taming) skills!

Having mysticism as strong as it is means that there is finally an alternative to the "uber-strong" mage-tamer/top-flight pet pairing. I submit that Mysticism is the only skill that is properly balanced against the Stygian Abyss' hardest denizens (even though it is STILL not as strong as the mage-tamer/greater dragon combo). The problem, then, is NOT that Mysticism is too strong--it is that the other character classes are too weak! The solution is not in nerfing the mystic--rather, it is found in finally addressing the deficiencies of older skills.

I firmly believe that ALL skills (mysticism included) should behave differently in a PvP setting than they do in the PvM setting. I agree with the continued pleas of the PvPers that the various skills need to be adjusted, buffed, nerfed, and otherwise balanced. Please--go ahead and make those long-overdue corrections Dev Team! BUT, be prepared to have different code written for the way skills behave in the PvM setting, because PvM IS DIFFERENT from PvP, as outlined previously. In PvM, recognize that you have created a huge abundance of ultra-powerful creatures--skeletal dragons, bone demons, Dark Fathers, Peerless Bosses, Skeletal Liches, Medusa, the Slasher of Veils, Corgul--(the list goes on and on)--and you need to provide and maintain the tools for FIGHTING these monsters! In PvM, don't nerf the arcanist! Don't nerf the tamer! Don't nerf the mystic! Instead, start improving the other skills so that they can be more competitive too! I want to be able to take my macer confidently into battles that only greater dragons dared to fight before! I submit that most players would prefer and welcome a UO where ALL (combat) skills/classes/templates had an equal place on the battlefield, rather than just leaving the toughest fights to the tamers and their high-end pets!

Just my opinion here of course--and I mean no offense to anyone.

Respectfully,

Arafel Ilianna
How can i grade this if you don't double space?? F
 

MedeaDF

Sage
Alumni
Stratics Veteran
Stratics Legend
Well... I was glad to read something about the uogamecodes.com issues. But - nothing new so far for me on this problem:

Q: I am getting Error 31 Errors when trying to purchase Gamecodes on UOGamecodes.com:
Uriah: This is a common error for the site. We have resolved many of the login issues after the launch of High Seas, but some players continue to have problems purchasing codes.

Currently players may go to [email protected] if you have questions. This email should now work correctly and connect you with the vendor of UOGamecodes instead of the EA support link.
If you have continued issues with UOGamecodes you can still purchase the booster through the EA Store.

Currently EA store does not support multiple transactions during one session. This is a limitation of the software that supports the backend for the store, and will take an act of the universe to change in the near future.

Q:
I am a in Germany and I am having troubles purchasing the Booster.
Uriah: The restrictions and rules for European users to access the UOGamecode store also continue, however the link to the EA store should redirect European players to their respective countries translation landing page.
Internally, we have helped more than a few players purchasing the booster, and EA support has also helped to resolve many customer issues. If you continue to have problems please try the [email protected].
Many of the problems players tend to have are rules and restriction surrounding fraud. For example, if the IP of your home country does not match the account information at login you may receive an error.
Also, credit card rules for purchases are changing weekly and may cause problems with transactions. Each situation must be handled differently.
I described my problems earlier in a lot of postings (threads here and here) and even pm-mailed them to Calvin Crowner. Unfortunately, I never got any response there too, even when I could mail him my user names to check my accounts if there is a problem attached to them.

I order from an IP of my original country (Switzerland) and I use several browsers and computers and on none of it it did work. Names/Data is exactly the same as it is saved with the Accountmanagement site. I tried to order GTCs today and, surprise:

A problem was encountered while processing your order:
There was a problem encountered while processing your order.
If you continue to have problems, you can order Ultima Online products over the phone.
Please call 1-866-543-5435 and press option 7 to speak with a sales representative.

Processor Error #31
I still get error #31 and I'm really beginning to lose my patience in this matter...

And BTW, EA: I really hate to pay 30$ more/half year because I'm not able to buy GTC from your shop and have to use the credit card where I am forced to pay in Euro (which isn't my local currency either!) ... grrr!

:rant2:
 

Olahorand

Slightly Crazed
Stratics Veteran
Stratics Legend
Medea, totally agree.
Its the weakest online shop, I ever hit in my live.
(For GTC, could you use the PayByCash option?)
*Salute*
Olahorand
 
D

Deb

Guest
Ummm, just a heads up Dev Team, still can not co-own a char to more
than one house it seems:confused: Is there an ETA on when this will
be live?
 

Archangel0

Journeyman
Stratics Veteran
Stratics Legend
UNLEASHED
I'm sure I will get hammered for saying this, and perhaps I am the only one that feels this way, but PLEASE DO NOT NERF MYSTICISM!

Before anyone gets to spun-up about my plea, please allow me to flesh it out.

First of all, I want to make clear that I am speaking solely from a PvM perspective. From everything I have read, seen, and overheard, ALL of the combat and magic systems in the game could use a good balancing effort WHEN IT COMES TO PVP, such that when two players want to fight each other, ANY character class/template will have a fighting chance. I understand that in the PvP discussion, players have been complaining bitterly about various templates and imbalances both perceived and legitimate for a long time. I don't PvP. I don't care for PvP. But for those that do, I stand with you--PLEASE Dev Team--get the game systems that affect PvP fixed/balanced ASAP!

But, it needs to be equally understood that PvM relies on a completely different set of parameters than PvP EVER will. Why? There are two primary reasons: one is computer AI versus human AI. But the second--and vastly more important reason--is that player characters have but a FRACTION of the hit points that monsters in the game do.

No, I am not talking about zombies and mongbats--I am talking about higher end critters. Ever since Age of Shadows was released, there have been more and more creatures introduced into the game with well over 200, 500 or even 1,000 (or more) hit points. The hit points for characters are capped. Because of this, we have seen melee weapons slowly gain in effectiveness (e.g., 20% DI was once rare; now an exceptionally crafted weapon will have at least a 40% DI--with much higher percentages available for runic or imbued weapon creation). This has forced two significant changes in the game--first, players are now constantly on the hunt for the most devastating weapons they can find--making MOST weapons found on monster corpses as loot and virtually ALL weapons found on NPC vendors obsolete and irrelevant (and who has not seen complaints about the worthless loot found on most monsters in the game?)! Second, players are increasingly forced to find partners to do things with in the game. While I am all for Guilds, Factions, and the spirit of cooperation generally, this is not always a sensible, feasible, or even welcomed situation. For a myriad of reasons, players often want or need to play UO alone--and anyone who will not understand or accept that is automatically alienating many players.

If we are to fight monsters that have thousands of hit points, we must be given the tools to do so!

For purposes of illustration, consider how this plays out in a PvP setting. In PvP, there seems to be much complaint that the "stealth-archer" and, more recently, the "mystic-mage" are unfair templates--that they are too strong. What makes ANY character template "too strong" in PvP is a simple equation of four factors: 1.) how MUCH damage the template can deliver; 2.) how OFTEN the template delivers this damage; 3.) how MUCH damage the template can undo, heal, avoid, or repair at once (including the removal of curses or poison); and, 4.) how QUICKLY the template can repeat this healing effort. Essentially, (and assuming no cheating takes place) a PvP battle is decided by these four factors in that, with the experience and skill of the opposing players held equal, the winner of the duel will be the combatant that can deal the most damage in the shortest amount of time, while also being able to heal enough damage to stay alive.

While the interface mechanics are largely the same, PvM is very different. Even the strongest monsters typically do NOT deliver the same amount of damage with each blow that characters can deliver against the monsters. A top flight melee character is expected to deliver well over 100 points of damage with every blow. Magic wielding characters must generate hundreds of hit points of damage in every minute of game play. But the monsters usually will not deal more than 50-80 points of damage in a single blow. Characters typically regenerate stamina, mana, and hit points (through healing) faster than monsters do. Top-flight monsters start with huge pools of hit points, stamina, and mana--but don't typically regenerate these vital resources quickly. So, while balanced PvP means that both sides are delivering and healing about the same amount of damage with every passing round, PvM has evolved into a scenario where the monsters have the edge at the beginning, but are slowly worn down over the course of a given battle by characters both delivering more damage at a faster rate, and healing the damage they receive at a faster rate. Thus, PvP and PvM are VERY DIFFERENT worlds. Against the backdrop of that realization, consider the idea that Mystics are too strong and must be nerfed. Perhaps this is true for PvP. Perhaps tweaks need to be made to all of the skills (including mysticism) to achieve fair and balanced PvP combat. When it comes to PvM combat, however, mysticism is NOT the problem. It does NOT need to be nerfed. Instead, the OTHER, older skills need to be adjusted so that they "catch up" a bit.

Before Stygian Abyss came out, the most powerful player-character force in a PvM setting was a mage-tamer leading a greater dragon. The greater dragon was largely introduced for two reasons--to add a greater challenge for stronger player characters to test their mettle against, and to give a more powerful tool to tamers to deal with the stronger monsters that had been introduced into the game to that point. The problem was that greater dragons were so strong that other skill classes couldn't compete with them in terms of the damage they delivered. So, greater dragons were nerfed. A problem remains however: nerfing greater dragons (and other tamed pets) was only half the solution that was needed. The other half of the solution is to strengthen the remaining skills, classes, and templates. Consider that, even after the greater dragon was nerfed, the most powerful character was STILL the mage-tamer leading a greater dragon! Fencers, macers, archers, swordsmen--and even other mages--could not (and cannot) deliver the kind of damage that a greater dragon can--nor can they sustain the amount of damage a greater dragon can absorb in a toe-to-toe fray. Perhaps the next most powerful force after the mage-tamer was the mage-arcanist, and only because of the highly controversial and hotly debated spell, Word of Death.

Then, along came Stygian Abyss and the skill known as Mysticism. FINALLY, a skill is introduced that can really stand up well against the tougher monsters. The reality is that mysticism is STILL weaker than the mage-tamer coupled with a greater dragon, but, at least, it is tough enough to stand up to the harshness of the Stygian Abyss' tougher creatures.

I am sure that, in the PvM world, nobody wants to see the situation where every monster stronger than a regular dragon needs to be tackled by a tamer with a high-end pet, or a large group of players, but that is what has evolved. Few if any swordsmen or macers can stand up to a greater dragon by themselves--and if they do, they are usually the most advanced characters in the game, and it still takes a few minutes of hard effort to secure the victory. The complaint is NOT that defeating a high-end monster takes a lot of effort--it is that using a greater dragon requires so much LESS effort compared to other (non-taming) skills!

Having mysticism as strong as it is means that there is finally an alternative to the "uber-strong" mage-tamer/top-flight pet pairing. I submit that Mysticism is the only skill that is properly balanced against the Stygian Abyss' hardest denizens (even though it is STILL not as strong as the mage-tamer/greater dragon combo). The problem, then, is NOT that Mysticism is too strong--it is that the other character classes are too weak! The solution is not in nerfing the mystic--rather, it is found in finally addressing the deficiencies of older skills.

I firmly believe that ALL skills (mysticism included) should behave differently in a PvP setting than they do in the PvM setting. I agree with the continued pleas of the PvPers that the various skills need to be adjusted, buffed, nerfed, and otherwise balanced. Please--go ahead and make those long-overdue corrections Dev Team! BUT, be prepared to have different code written for the way skills behave in the PvM setting, because PvM IS DIFFERENT from PvP, as outlined previously. In PvM, recognize that you have created a huge abundance of ultra-powerful creatures--skeletal dragons, bone demons, Dark Fathers, Peerless Bosses, Skeletal Liches, Medusa, the Slasher of Veils, Corgul--(the list goes on and on)--and you need to provide and maintain the tools for FIGHTING these monsters! In PvM, don't nerf the arcanist! Don't nerf the tamer! Don't nerf the mystic! Instead, start improving the other skills so that they can be more competitive too! I want to be able to take my macer confidently into battles that only greater dragons dared to fight before! I submit that most players would prefer and welcome a UO where ALL (combat) skills/classes/templates had an equal place on the battlefield, rather than just leaving the toughest fights to the tamers and their high-end pets!

Just my opinion here of course--and I mean no offense to anyone.

Respectfully,

Arafel Ilianna
I fully agree, the current system forces players to be a tamer if they want to hit hard, no option on that. so in PvM all other templates are silly by comparison. Bringing up the effectiveness of other skills would be important to stop the highly demoralizing state the game has become for anyone wanting to play anithing other than a tamer.
 
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I'm sure I will get hammered for saying this, and perhaps I am the only one that feels this way, but PLEASE DO NOT NERF MYSTICISM!

Before anyone gets to spun-up about my plea, please allow me to flesh it out.

First of all, I want to make clear that I am speaking solely from a PvM perspective.
I agree.

Sadly, this introduction of new skills/abilities/pets and then nerfing them has been going on for at least the past seven years. And, sadly, the nerfing has almost always negatively affected PvM. The PvP clan simply do what I used to do when I PvP --- BUILD ANOTHER UBER TEMPLATE!!

In PvP, I handled everything as a true military general. I adapted the best template, the best weapons, etc. This is what you do IF YOU WANT TO WIN. What happens next? You are too overpowering to the losers so the nerfing begins. The nerfing never worked because I was smarter. I simply changed my template, weapons, strategies, etc. This is what you do IF YOU WANT TO WIN. When I got my "you know what" handed to me in battle by someone with a better template, I changed mine again. This is what you do IF YOU WANT TO WIN.

Alas, I was finally beaten by the constant and slow skill gains, and playing with children, so I stopped PvP.

You are right, and I have said it before, even when I PvP. Monsters have hit points into the heavens and most of them do heal themselves. The Devs should actually look at the shard populations for a clue as to why a better job should be done in programming to identify whether a player is fighting another player or a monster. There are no longer enough players playing at any given time to deal with the spawn that there are in dungeons, etc. It is now becoming nearly impossible for some to PvM, except overland, because most templates can't even handle the scores of Lizardmen spawing in Despise because there aren't any more players in that dungeon to even them out. GL is like a ghost shard now, and I don't go into most of the dungeons because there's hardly anyone around.

And yes, I am a computer programmer, and I know that you can program in damage caps and effects against other players. In fact, it is already being done. For example, Battle Lust is capped at 45 in PvP and capped at 90 in PvM. There are also other modifiers that are different between the playstyles. I'm sure that if the Devs take their time, any nerfing of Mysticism will be carefully tweaked to be different between the playstyles. It is when the process is rushed that things go bad because it is easier to modify the code to reduce damage output overall than to take a few more minutes to find the code that says "if taget is monster, then..." :)
 
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