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Why throw it away?

Galingree

Journeyman
Stratics Veteran
Stratics Legend
Me and two guild mates have done Corgul yesterday three times. It is really a nice and enjoyable fight. Exactly what we hoped for. Absolutely splendidly created peerless! Well balanced and everything. And on top we were lucky because each of us received a major artifact after the first fight. Well at least we thought we were lucky..... Because after the third peerless we had 9 artifacts! Had we taken 3 more people with us we would have received 18 guaranteed artifacts of that caliber!!! Corgul's sash is an item that is an absolutely cool thing for any dexxer. So why throw it away with this 100% drop rate? It's like what would be a guaranteed crimson cincture on Dreadhorn or a guaranteed slither on Medusa - pathetic in my eyes.
 

popps

Always Present
Stratics Veteran
Stratics Legend
Me and two guild mates have done Corgul yesterday three times. It is really a nice and enjoyable fight. Exactly what we hoped for. Absolutely splendidly created peerless! Well balanced and everything. And on top we were lucky because each of us received a major artifact after the first fight. Well at least we thought we were lucky..... Because after the third peerless we had 9 artifacts! Had we taken 3 more people with us we would have received 18 guaranteed artifacts of that caliber!!! Corgul's sash is an item that is an absolutely cool thing for any dexxer. So why throw it away with this 100% drop rate? It's like what would be a guaranteed crimson cincture on Dreadhorn or a guaranteed slither on Medusa - pathetic in my eyes.


Drop rates should NEVER EVER be reduced after release.

It is NOT fair towards those players who have yet to engage the MoB dropping that given item.

If at all, drop rates should start RIGHT FROM RELEASE as rare and then, if needed, be slowly adjusted to become more frequent.

But NEVER EVER drop rates should be reduced after days from a Publish,

It would create a divide among players who got a given item easy and players who will then have a pain to get it.

No thanks.
 

Galingree

Journeyman
Stratics Veteran
Stratics Legend
Drop rates should NEVER EVER be reduced after release.

It is NOT fair towards those players who have yet to engage the MoB dropping that given item.

If at all, drop rates should start RIGHT FROM RELEASE as rare and then, if needed, be slowly adjusted to become more frequent.

But NEVER EVER drop rates should be reduced after days from a Publish,

It would create a divide among players who got a given item easy and players who will then have a pain to get it.

No thanks.
At least it would make sense. Better correct something stupid then go on with it. To increase the Saltpeter stocks would also make sense even if some whiner later claims it would be unfair because he has already bought a lot.
 

Pinco

UOEC Modder
Stratics Veteran
Stratics Legend
These 100% drop artifacts are bad :D

This sash is not good, 1 stamina and 5% dci? NO thanks, I'd prefer my lt sash...
The books? nice, but nothing great...

What about the rare drops?
the ring and brace are nice for a pvp char.
the weapons? all garbage... I don't know why devs still put around lots of artifact weapons when with imbuing you can make better ones...

If they want to put some usable weapons they had to do this ones:
- Soulseeker with random super slayer
- Hatchet, Ornate, leafblade with the same mod of soulseeker and random superslayer
- A pvp weapon with godly mods (well... maybe at val hammer level)
Put these rare enough and you have found the right path for give something good to warriors.
If they don't want to do that, just avoid to put around weapons please... there are enough item to collect without adding more :D
 

Xalan Dementia

Slightly Crazed
Stratics Veteran
Stratics Legend
may i ask what kinda chars you used at Corgul? we just had a lil group of mystics and a tamer/arch and didnt hurt him much at all. do ya gotta soften him up with cannon shots? even high sdi mage spells didnt hurt him for much.
 

Raptor85

Certifiable
Stratics Veteran
Stratics Legend
Me and two guild mates have done Corgul yesterday three times. It is really a nice and enjoyable fight. Exactly what we hoped for. Absolutely splendidly created peerless! Well balanced and everything. And on top we were lucky because each of us received a major artifact after the first fight. Well at least we thought we were lucky..... Because after the third peerless we had 9 artifacts! Had we taken 3 more people with us we would have received 18 guaranteed artifacts of that caliber!!! Corgul's sash is an item that is an absolutely cool thing for any dexxer. So why throw it away with this 100% drop rate? It's like what would be a guaranteed crimson cincture on Dreadhorn or a guaranteed slither on Medusa - pathetic in my eyes.
On ML release drop rates were ridiculous off of monsters like red death, not quite 100% but you got an arty almost every drop. I agree with you, drop rate too high means the items are effectively worthless, and devalues all other artifacts and items in the game. Why spend XXX million on this when you can get the new artys on the cheap since they fall every drop.

Gotta consider the high arty chance on release as a bonus for being an early adopter and bearing with the terrible bugs :D
 

Xenobia

Lore Keeper
Stratics Veteran
Stratics Legend
Drop rates should NEVER EVER be reduced after release.

It is NOT fair towards those players who have yet to engage the MoB dropping that given item.

If at all, drop rates should start RIGHT FROM RELEASE as rare and then, if needed, be slowly adjusted to become more frequent.

But NEVER EVER drop rates should be reduced after days from a Publish,

It would create a divide among players who got a given item easy and players who will then have a pain to get it.

No thanks.
Got that right! There are folks who work alot, have kids and can't log in for hours at a time or are overseas and can't log in everyday to play, so to slow the rate after it's been published and other players are able to get the drops would not be fair IMO I am getting ready to go on vacation tomorrow morning and will not have a way to play until I get back so then I would get stuck paying a gazillion gold for something that others got over and over in the beginning. Nope....not fair (and I don't care if anyone calls me a whiner lol) Just tossing that out there :)
 
M

Mehelenya

Guest
Funny that always those Peoples cries, who gots all new Items / Arties / Rares whatever first and don't want that others gets them on the easy way too.
 

Xenobia

Lore Keeper
Stratics Veteran
Stratics Legend
Funny that always those Peoples cries, who gots all new Items / Arties / Rares whatever first and don't want that others gets them on the easy way too.
Exactly. They couldn't make their millions of gold off of us if we all had a chance to get the arties. EA should never bring down the drop rate of a new item after it's already been published and people have farmed them. It's really unfair to those of us who can't sit at the computer 24/7. But, as always, I'm sure they will catch wind of this and lower the drop rate. *sigh*
 

popps

Always Present
Stratics Veteran
Stratics Legend
Drop rates should NEVER EVER be reduced after release.

It is NOT fair towards those players who have yet to engage the MoB dropping that given item.

If at all, drop rates should start RIGHT FROM RELEASE as rare and then, if needed, be slowly adjusted to become more frequent.

But NEVER EVER drop rates should be reduced after days from a Publish,

It would create a divide among players who got a given item easy and players who will then have a pain to get it.

No thanks.
At least it would make sense. Better correct something stupid then go on with it. To increase the Saltpeter stocks would also make sense even if some whiner later claims it would be unfair because he has already bought a lot.


A lot of players have been unable still to purchase their Booster Pack because of problems with the UOGamecodes web site and their local EA Store.

Therefore, they have not even been able to have a chance at it.
Changing the drop rate for the worse would be extremely unfair towards them.

As I said, drop rate should START cautiously, very low and be adjusted upwards a little at a time until the perfect balance is found but they NEVER EVER should be reduced after days from a publish. Doing this only cuts players in halves with some having it easy and some having it hard.

No thanks.
 

Zayin666

Lore Keeper
Stratics Veteran
Stratics Legend
If you dont lower the drop rate you wont see people fighting this boss after 1 month. Why would they?? Everyone already got what they need from the boss.

I would lower the rate to the same level as other bosses.

Sure some peeps can make a few bucks being the first to kill the boss and take advantage of this.... thats why the faster they fix it the better :)
 

Ls Jax Ls

Visitor
Stratics Veteran
Stratics Legend
As I said, drop rate should START cautiously, very low and be adjusted upwards a little at a time until the perfect balance is found but they NEVER EVER should be reduced after days from a publish. Doing this only cuts players in halves with some having it easy and some having it hard.

No thanks.
God you trammies get worked up over your pixels.
 

Warpig Inc

Babbling Loonie
Stratics Veteran
Stratics Legend
If there is an easy button. They need to adjust the % numbers on the dreaded RNG. Rip out the easy button and replace it with a rest button. Punch it and wipe the current unique loot from that spawn from the game.

Way back machine when they rolled the game back a day or two would work if to much imbalance found. You know an old fashion revert.


On the reverse I'd hate to have the start for me doing the fishing grind a loss, just for them to later make it easier for the lazy ones later.
 

Galingree

Journeyman
Stratics Veteran
Stratics Legend
may i ask what kinda chars you used at Corgul? we just had a lil group of mystics and a tamer/arch and didnt hurt him much at all. do ya gotta soften him up with cannon shots? even high sdi mage spells didnt hurt him for much.
No cannons. Just a good sword and two mystics are needed. Corgul is a bit more difficult than the Stygian Dragon and as much fun!
If you go with 6 players it should be a question of some minutes or 3 could be workers who shoot at the peerless once just to get looting rights).

Just a word concerning the value of the sash: It has no durability. It fills a slot where the only alternative is the Lieutenant's Sash (which costs millions and has 150 durability max). It is a really very interesting piece especially in combination with a CC.

The benefit it provides is completely not commensurate with the effort it takes to get it:
Even a 100% drop rate of an item such as the sash for one player is unheard of. But a 100% drop rate for 6 players is out of bound and not justifiable. I agree that it is not nice to lower the drop rate after start but it is better than what we have now.
 

popps

Always Present
Stratics Veteran
Stratics Legend
If you dont lower the drop rate you wont see people fighting this boss after 1 month. Why would they?? Everyone already got what they need from the boss.

I would lower the rate to the same level as other bosses.

Sure some peeps can make a few bucks being the first to kill the boss and take advantage of this.... thats why the faster they fix it the better :)


Then the only fair way to do it would be to delete all existing new artifacts that this particular Boss dropped and THEN, after erasing them, adjust the drop rate for ALL players to have it the same........

Leaving the benefit only to "some" players, especially when many players are having so many difficulties to purchase the Booster Pack, just ain't the right way to do it, IMHO.
 

hawkeye_pike

Babbling Loonie
Stratics Veteran
Stratics Legend
If you dont lower the drop rate you wont see people fighting this boss after 1 month. Why would they??
Because it is a fun adventure?

Oh wait, I forgot... People don't play for adventure anymore nowadays. But for items instead.
 
R

RavenWinterHawk

Guest
Heres a tip for whiners.

Make heavy cannons. Sell them for 100k.

When you get to 20 million in gold. Buy the dang artifact.

Savings you abuot 431 hours of time.

Dang.
 

popps

Always Present
Stratics Veteran
Stratics Legend
If you dont lower the drop rate you wont see people fighting this boss after 1 month. Why would they??
Because it is a fun adventure?

Oh wait, I forgot... People don't play for adventure anymore nowadays. But for items instead.


That is why I do not favour games that are too heavily based on items, it makes not the journey as valuable, but only the end result, the items.......

I would love to see the shift of balance in UO move more away from items and go more onto skills, playing tactics, ingenuity.........
 

Warpig Inc

Babbling Loonie
Stratics Veteran
Stratics Legend
There is no issue with an item laced game. Problem is they often treat it like trick or treat and do the leave a bowl on the from steps method of distrobution. It is when they leave their car keys in the bowl and have a WTF moment the day after. They need an experienced world builder that know the mechanics of the UO world. Then they can troubleshoot what they add before it goes live just knowing the world balance. They need a UO fannatic to whisper DUH HUH in their ear if something is not right. Pat them on the back and give them a Scooby Snack when they do good.

And if the drop rate is as such, what happened at Beta? Sucks when the honest player OP comes forward and ruins some beta testers parade. Maybe Beta just didn't transfer to the real shards right.
 

Galingree

Journeyman
Stratics Veteran
Stratics Legend
There is no issue with an item laced game. Problem is they often treat it like trick or treat and do the leave a bowl on the from steps method of distrobution. It is when they leave their car keys in the bowl and have a WTF moment the day after. They need an experienced world builder that know the mechanics of the UO world. Then they can troubleshoot what they add before it goes live just knowing the world balance. They need a UO fannatic to whisper DUH HUH in their ear if something is not right. Pat them on the back and give them a Scooby Snack when they do good.

And if the drop rate is as such, what happened at Beta? Sucks when the honest player OP comes forward and ruins some beta testers parade. Maybe Beta just didn't transfer to the real shards right.
I reckon we should not start blaming each others for ill intentions and such. I personally do not care what happens with the Sashs that have been retrieved. I just reckon that a 100% drop chance for 6(!) players per fight is a balancing problem, especially since such a large group is not even needed for this peerless. In my mind even 1x 100% percent chance is still unbalanced but it would be way better than the current situation. Anyway I will do Corgul as often as I can, because it is absolutely good fun!
 
N

Ni-

Guest
If you dont lower the drop rate you wont see people fighting this boss after 1 month. Why would they??
Because it is a fun adventure?

Oh wait, I forgot... People don't play for adventure anymore nowadays. But for items instead.


That is why I do not favour games that are too heavily based on items, it makes not the journey as valuable, but only the end result, the items.......

I would love to see the shift of balance in UO move more away from items and go more onto skills, playing tactics, ingenuity.........
Everyone has their own reason for playing UO. If the players who play for the best/newest/rarest items left the game, then we'd have far fewer players.

It almost seems that a game where everyone had the same equiptment would be that much more balanced. I would think that PvPers would like that, however, I wouldn't assume that as I don't PvP nor know anyone extensively enough who does.

I don't play for the best items or wealth. Though there are a few items I would like that I cannot yet afford. I've played from the release of T2A and still have no more that 2 million on any one character. Most average around 100k. Those amounts, nowadays, don't buy a whole lot. I know my play style and because of that I do without, for the most part.

It seems like all stat arties should have durability, and probably low and non PoFable. That would help to hold long term interest is places/mobs.

I'm not sure if I'll ever face any of these new 'peerless' as I've only faced one of the current ones. I'll most likely never have a shot at an arty from them, except maybe down the road if their prices dramatically fall.

Here's an interesting idea... What if arties were guaranteed on the first few times a player has fought the peerless, then after that, the chance drops down, maybe in steps. Like if the minimum chance to get one is 50%, then evey three arties received the % drops by 10%. For example, the first 3 arties received at a 100%, then after the third the chance drops to 90%, after the 6th artie received (by the same character) the chance drops to 80%, and so on, never dropping below 50%.

Sure, some will work the system, moving skills via soul stones, to take advantage of the higher percentages. Maybe even creating new chars to continue the higher chances. But, hey, they're working for their rewards.

Just some random thoughts...
 
N

Ni-

Guest
There is no issue with an item laced game. Problem is they often treat it like trick or treat and do the leave a bowl on the from steps method of distrobution. It is when they leave their car keys in the bowl and have a WTF moment the day after. They need an experienced world builder that know the mechanics of the UO world. Then they can troubleshoot what they add before it goes live just knowing the world balance. They need a UO fannatic to whisper DUH HUH in their ear if something is not right. Pat them on the back and give them a Scooby Snack when they do good.

And if the drop rate is as such, what happened at Beta? Sucks when the honest player OP comes forward and ruins some beta testers parade. Maybe Beta just didn't transfer to the real shards right.
I reckon we should not start blaming each others for ill intentions and such. I personally do not care what happens with the Sashs that have been retrieved. I just reckon that a 100% drop chance for 6(!) players per fight is a balancing problem, especially since such a large group is not even needed for this peerless. In my mind even 1x 100% percent chance is still unbalanced but it would be way better than the current situation. Anyway I will do Corgul as often as I can, because it is absolutely good fun!
If everyone has the same gear, isn't that about as close to balanced as a game can get? Item-wise, that is.

Disclaimer: I'm not a PvPer, so I may really not know what 'balanced' is. It just seems logical that if everyone has the same items, or at least has the same items available to them, then that balances the field.

One way or another, the drop rate doesn't really matter to me. just posing a question.
 

Galingree

Journeyman
Stratics Veteran
Stratics Legend
If everyone has the same gear, isn't that about as close to balanced as a game can get? Item-wise, that is.

Disclaimer: I'm not a PvPer, so I may really not know what 'balanced' is. It just seems logical that if everyone has the same items, or at least has the same items available to them, then that balances the field.

One way or another, the drop rate doesn't really matter to me. just posing a question.
Yes, if everyone has the same possibility of getting an item it is only fair and balanced. In principle imbuing is the perfect example of that: We can all craft the same items now.
But this is not the issue her: The unbalancing problem is not that everyone has the chance of getting a sash. It is just crazy that the drop rate from this peerless is so (exageratedly) different from all other bosses.
 

popps

Always Present
Stratics Veteran
Stratics Legend
Here's an interesting idea... What if arties were guaranteed on the first few times a player has fought the peerless, then after that, the chance drops down, maybe in steps. Like if the minimum chance to get one is 50%, then evey three arties received the % drops by 10%. For example, the first 3 arties received at a 100%, then after the third the chance drops to 90%, after the 6th artie received (by the same character) the chance drops to 80%, and so on, never dropping below 50%.

Sure, some will work the system, moving skills via soul stones, to take advantage of the higher percentages. Maybe even creating new chars to continue the higher chances. But, hey, they're working for their rewards.

Just some random thoughts...


That is actually an idea I like and that I would favour only, I would record the artifact gain onto the account, not the single character (to make soulstoning skills not a possible work around...).

That is, once an account earns an artifact (buying it is not counted by the system i.e. one can buy as many they want with no effect on this drop rates), the system records the event for that account and reduces significantly the chances of another drop for the same artifact for that given account.

The more same artifacts are "earned" by that account the more the chances would drop to earn another .

This would make, IMHO, powergaming pointless (or less meaningfull...) and, therefore, help PvP where powergaming can be a deterrant to those PvPing who cannot spend as much time as others on the game.

At least, that is how I see it.
 

cdavbar

Lore Master
Stratics Veteran
Stratics Legend
Dang what a bunch of cry babies

"no dont lower the drop rate that means ill have to do it more htan once to get everything i want!"
 
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