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Crafting tools with 400-500 uses?

Discussion in 'UHall' started by AzSel, Jul 27, 2011.

  1. AzSel

    AzSel Lore Keeper
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    Im kinda sick of having to have 30+ tools in my backpack whenever im doing some crafting. Id really like for tools such as tinker tools or mortar and pestle having their uses doubled or tripled when made exceptional.
     
  2. Richwarf

    Richwarf Adventurer
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    I would also like this :)

    But I can understand they what to keep the number of uses down on tools now since they added a "Make Max" button to all crafting UI's.

    side note, currently the exceptional tag does bugger all. I made a tool before (M+P) and it had the exceptional tag, total uses 1....
     
  3. Martyna Zmuir

    Martyna Zmuir Crazed Zealot

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    I'd just like some consistency when crafting tools. Exceptional tools need a bonus, no more 45 uses on a new exceptional tool (especially when non exceptionals can have more)

    Exceptional tools need to 150 uses minimum, possibly with additional charges as an enhancement from high Item ID (or somesuch complimentary skill).

    Another option with be to combine tools to combine their charges, essentially "stacking" them.
     
  4. Just banged out a excep 140 use mortar & pestle
    excep 100 shovel
    excep 94 jointing plane
    excep 140 sewing kit
    excep 102 tinkers kit

    ????
    What are you "crafting" that you >need< more than ~~ 3000 available uses?
    :thumbdown:
    gonna have to suggest you take the necessary "break" to "retool"
    or roll a GM tinker to achieve similar "results"
     
  5. Lady Storm

    Lady Storm Crazed Zealot
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    I'm gunna play devils advocate here.....

    While I would love to have tools have larger counts.... say 300 to 500 uses for exceptional.

    In the long run this effects the tinkers sales of items for one, outside of Siege and Mugen where EVERYTHING breaks, and the tinker is your best friend... Most tinker items are generaly made by the user. It's rare to find a tinker vendor on most shards with the daily used items, with the advent of no newbie items now the sales of scissors and daggers can be done through the npc's in any town. This includes most used tinker items. Best part they are still inexpencive to buy.

    NOW I do wish for a way to ether combine kits to get larger #s, after a recient trip to Test I fell in love with the tools! it was heaven to see took kits and things with 10,20 30k uses per! I was feeling how nice to have a kit I could have to do most everything with and not have to change characters to my tinker to get a few dozzen sewing kits made!
    I cant see them making these available to us, it is quite a great amount of uses but say something as large as 1,000 uses would be reasonable to see available to the GM Tinker to make in the exceptional catagory.
     
  6. Zyon Rockler

    Zyon Rockler Guest

    They should have it so that it goes 500 or 1,000 and anything under GM made or NPC 50.

    I was just making bows today trying to get that 120 durability and ended up making about 500 heavy crossbows. Now, wouldn't it be nice if you could go and turn them in as a quest, like the HeartWood Quest but instead of the quest asking for a particular bow, maybe they could take any bow. Same with the Library turn in. Maybe they could have someone there that takes any kind of bow.

    What i'm saying is that when your trying to make a tool like a smith hammer, maybe you would make 500 smith hammers to get a couple 1,000 chargers but for that to work, you would want to be able to turn them in.

    So, maybe you would make 1 smith hammer with 70 charges or uses, then you would make another 100 in the range of 70-100 and then 1 would pop 500 and then after maybe 30 minutes you would have a couple thousand chargers, a few more 500 and a bunch of 100.

    But you would need a guy who will take these tools as trade ins, the ones with low uses, I mean. Then maybe they could have a tool with 5,000 uses as a reward.
     
  7. @ Martyna Zmuir & Lady Storm


    wait :talktothehand: What?

    *ahem !! * has the "scriptor problem" been eradicated ?
    just asking ...

    because at the OPs stated "norm" of 30+ tools (being inconveniently "too few")
    30 x 500 = 15,000 !!! <<< That IS Test Center quantities ...

    Having seen, just now, the tink interface for "an item" to craft:
    make max ...

    @ Lady Storm ... what do you think "devils advocate" Means?
    *shrugs*
    Just saying ... >it read< more like you Are an Apostle of the Devil ... 1000 uses indeed ... :talktothehand:
     
  8. Martyna Zmuir

    Martyna Zmuir Crazed Zealot

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    *le sigh*

    Since Mythic has done nothing tangible to actually combat scripting at the source, punishing the legit p(l)ayers isn't an acceptable path anymore.

    Mining and lumberjacking are nearly pointless as tade skills unless you script at this point. God forbid you're a legit p(l)ayer need verite/valorite or heartwood/frostwood in any decent quantity.
     
  9. Nyses

    Nyses Lore Keeper
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    This should have been done a long time ago.

    @ Fayled - *sigh* Try playing a crafter some time, perhaps try the Heartwood quests for a day or so.
     
  10. Sevin0oo0

    Sevin0oo0 Guest

    /THIS!
    Back when UO was fun,weren't they higher? Last few I made, I was WTH!? these are as bad as store-bought
     
  11. Tina Small

    Tina Small Stratics Legend
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    Siege sturdy shovels for the win....

    [​IMG]

    (776 uses on this one, in case you can't view the screen shot.)
     
  12. JUST a day or so?
    a solid YEAR of schlubing around the scripters disqualifies me from comment?
    Damn! I should have known eh?

    :gee:
     
  13. Gheed

    Gheed Certifiable
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    I'm all for this idea. I have an account in which all chars grow plants. I go through @30-35 potion kegs/week. I'd love to have 500 charge mortars.
     
  14. WildWobble

    WildWobble Sage
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    i say give us x10 resource cost and x10 uses to all tools just save us all a hastle!
     
  15. Raptor85

    Raptor85 Certifiable
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    most of the exceptional tools I make are 80-150 uses, only tools with only 30 uses are the NPC bought ones or made with very low tinkering. Does it vary by tool maybe, I've made tons of scribes pens, shovels, and hatchets mostly in this range of uses.
     
  16. Lord Frodo

    Lord Frodo Grand Poobah
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    Just allow us to combine tools like the fishing bait.
     
  17. Basara

    Basara UO Forum Moderator
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    Here's how the tools break down, on normal shards:

    BOD Rewards & Mining tools:
    Sturdy tools: 150 or 200*
    Gargoyle Pickaxes: 101 to 125
    ASH: 600-900, IIRC.
    Bought Shovels/picks, and crafted shovels/picks: 50*
    Exceptional shovels/picks: 100*

    *More on SP

    Also on SP, tools used for resource gathering have uses as well, when their normal shard counterparts are limitless in number of uses. This makes things like the Harvester's blade (event item), Butcher's war cleaver (craftable) and Melisande's Corroded Hatchet (peerless loot) near useless on that shard, when they are highly valued elsewhere.


    Crafting tools

    A. Tailor, Tinker, Smith:
    1. Crafted normal tools, and NPC tools, appear to have a maximum use number in the 70s (not sure if I've ever seen a normal tool with 80), but can be as low as the 20s
    2. Exceptional tools have a MINIMUM of 50 uses, but this is less than about a quarter of normal tools, and seem to be a lot more common than they should be. Maximum Uses is 150.

    B. Other tools:
    3. NPC-bought & normal tools appear to be about the same as in A. Some tool types cannot be crafted currently.
    4. Exceptional fletching tools and the various pen types appear to cap out somewhere near 300, but despite that on the bottom end exceptional tools of these types can STILL have less charges than some normal versions of the same tool.
    5. I've seen Mortar & Pestles with as much as 250; may have the same cap as in 4.

    Personally, I'd like to see Exceptional tools start with more minimum uses than a maximum use normal tool, and the number of maximum uses per tool standard for all craftable crafting (as opposed to resource gathering) tools.

    Even though I don't play SP, I think their resource gatherer "uses" system for weapon-based tools was a bad implementation of a well-meant idea (not to mention excess code required for it was prone to breaking, early on - I had some items accidentally get hit by it on LAKE AUSTIN back in 2003 - wish I'd saved them, they'd be rares now). They ought to change it so that, instead of "uses", the items lose one point of durability each time they are used (with, perhaps, the tools getting "brittle" property once used as a tool). That would at least give the peerless & event items some worth other than deco.
     
  18. Tina Small

    Tina Small Stratics Legend
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    Basara, other than the BOD reward sturdy shovels and picks and crafted shovels and picks, every other normal crafting tool you acquire on Siege either by making it or buying it from an NPC (other than scissors, axes/hatchets used for lumberjacking, and bladed weapons/tools used for shearing/skinning) seems to have the same number of uses as on other shards. BOD reward sturdy shovels and picks have a random number of uses that varies on each and every one of them, with a minimum of 400 (I think) and a maximum of close to 700. Exceptionally crafted picks and shovels generally seem to have 250-400 uses.

    Something else unique about Siege is that scissors have no uses when you buy or craft them, but upon first use they start showing "Uses remaining," generally around 115-150 or so. Same with axes and hatchets used for lumberjacking (including Melisande's corroded axe) and any bladed weapon used for shearing or skinning (including Butcher's War Cleaver), crooks used for herding, fishing poles used for fishing. (Not 100% certain on the uses on crooks and fishing poles, however.) They start out not showing "uses," but once you use them for lumberjacking, shearing/skinning, herding, or fishing, these items start showing "Uses remaining." When you exhaust the remaining uses, the scissors, axe or hatchet, bladed weapon, crook, or fishing pole permanently disappears.
     
  19. Omnius

    Omnius Crazed Zealot
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    great screen shot.
     
  20. Lady Storm

    Lady Storm Crazed Zealot
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    I know this guna sound silly but my son made an observation tonight when he was looking for items for training his new character....
    He said "You know mom, ever sense they went after scripters the shard population on almost all shards has dropped big time.... you cant find a decient priced deed of any wood or ingot. You know if the scripters were selling uo stuff it meant we had someting worth selling, they are almost all gone.... and you dont see many people ether. "

    He is right. I dont know who how or why but the attack of the scripters has made uo a ghost town on shards... How it equates to players i have no clue but its odd the scripters are 99% gone. But so are the players.... a link??

    Had the Dev of UO put the gold, ingots, wood etc up on gamecodes like was suguested years ago all that $$ lost to scripters and e bay would have never happened... We might even have a ton of players still instead of almost empty shards.

    I still say we need gm made to mean something, 500 use items is not a big deal and would make selling them on vendors for players a profitable thing.
     
  21. Sevin0oo0

    Sevin0oo0 Guest

    Ditto. The BOD reward of 'sturdy' items, while better than crafted, are Not worth the effort required to obtain them. Main savings is weight used. If I get sturdy for cheap, OK, otherwise I just make or buy several regular ones, not a big deal. A shovel is not worth much, period -
    Sturdy should = store-bought, meaning better than a loot item.
    GM should = 500

    Now what to do w/ those low end Bods? Not what they currently are - they need a good work over, bottom to top.
     
  22. Tina Small

    Tina Small Stratics Legend
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    There's probably a link. People couldn't make as much money off turning UO into a job rather than something they did simply for entertainment, so they left. However, even if EA suddenly changed its stance on scripting, I doubt it would have much effect in the long-term because government agencies are realizing how much money people are making off transactions in games and are starting to crack down on taxing those transactions. And here in the US, with Federal and state governments in such an economic bind, I sure wouldn't want to be someone who got caught in the process of making a lot of untaxed money "under the table." The consequences for the individual might be very costly.

    I have to ask why having more uses on tools is such a necessity now that we have the Make Max and Make Number options on the crafting gumps. That change wasn't enough? Is it really necessary to set your crafter to work on something and walk away for that long? Also, how much weight can your crafter even carry to make using such high-usage tools worthwhile? Don't you have to stop and load up on resources too? And as far as shovels go, why not just tinker them as you go? And what's so hard about taking 5 or 6 with you and then grabbing more when you get home and unload ingots?

    I gues I have no problem with the usage on tools now. In fact, when I'm training skills, I kind of like using the low-usage ones because it often seems like you get a gain on the last use of a tool. Therefore, using low-usage tools while skill training is actually something I prefer to do.