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Enhancement Requests

Discussion in 'UHall' started by Theo_GL, Mar 4, 2013.

  1. Theo_GL

    Theo_GL Grand Poobah
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    Since I've lost complete interest in pointing out the flaws the armor/weapon changes, I've decided to list several of the items that I'd like to see fixed/changed/enhanced in the next pub:

    1 - Powder of fort vials combine-able up to 200 charges per vial. So what there is a 50 charge 'rare' item? It won't be the last time they destroy a rare. It far outweighs the benefit of being able to combine the vials and save time/effort/storage.
    2 - Runic tools combine-able to 500 charges. That way I can at least combine 10 DC's together.
    3 - Scroll of transcendence book - Should work in/out of your bank box instead of requiring a house.
    4 - Mounting your ethy/pet while bank box is open in 2d should not close your bank box.
    5 - Delay timer for turning in bods should not exist. There is absolutely no reason for this. Dev's at one time thought this would combat the script bod fillers. It does not. Remove it. Its just annoying.
    6 - Scroll Binders - When used on transcendence scrolls they should auto combine to a new pink scroll. What is the magic reason you have to land at 2.0 or 5.0? This makes no sense. I don't even use them b/c it takes less lock downs to just store them in a transcendence book. If I want to slap a .7 with a .8 and make a 1.5 - why can't i just use a scroll binder to bind the two together? This would actually help crafters increase the demand for these and remove players with them *stuck* in binders.
    7 - Scroll binders for power scrolls - I should be able to 'axe' a 2/10 Magery scroll binder and get my 2 115 scrolls back.
    8 - Blessed items should equip when you click your body just like insured items in 2d. Its only been 10 years we've been waiting. You have the manpower to completely jack our armor and weapons to the core but you can't help use get it back on after a fight?
    9 - When you recall to a different server after being 'flagged' by a monster or after a battle - the flag should reset so you can autolog. This one also makes no sense whatsoever.
    10 - In 2d you should have a toggle button just like 'always run when checked' for 'Dismount on double click' because I for one would turn it off on all of my characters. Dismount should be available from a macro command or player context menu - not double clicking on your toon. Too many battles I try to target person/monster and end up dismounting myself. Sucks.
    11 - Regs, bones, and all other vendor items should stock at 999 or stock at 100 with restocks every 1 min. Standing around waiting for blank scrolls, regs, bones etc to respawn is just stupid and a waste of time. No one likes it. No one is putting their kid through Samurai school by reselling blank scrolls.
    12 - At 105 mining skill all ore should smelt 100%. Its hard enough to find gold/aggy/verite/val - you don't need to lose 50% on smelt as well. Its a double penalty.
    13 - I get the brittle, cursed, penalties on the new loot - however, -100 luck is bad because it kills an imbuing slot. The non-repairable mod is completely stupid because the item lasts like 5 min and isn't usable for anything. Either remove the -100 luck or make it not count for a slot unless it is imbued over 1 luck. Get rid of non-repairable. If you want it to be limited in durability, make it brittle with 20/20 durability.
    14 - Give us a 'price all' on bod books and an alphabetic sort option as well.
    15 - Change the Navery respawn timer to something reasonable. Its a boring grind as it is. Is the market really flooded with tangles? Make it spawn 3 min after death. Thats enough time to look the corpse and re-equip for the next battle.

    I know I've asked for these before but just re-iterating since the latest patch notes were less than thrilling to me for about the 30th time in a row.
     
  2. MalagAste

    MalagAste Belaern d'Zhaunil
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    While your at it the following items should also combine/stack:

    Bottles of dye, This includes all tokuno Dyes..... including those annoying 1 use dyes, bottles of bleach etc. Most cooking ingredients. Remember when making or adding ANYTHING to the game it should be the FIRST rule you consider.... Should this stack???? YES, YES, YES. I'd like plants to stack. Same color, same type ought to stack!! Power Crystals no reason why these don't stack. Ant Goo, Acid pools,

    Why do we still NOT have a book to put our Scrolls of Alacrity in??? WHAT is so hard about it????? Copy the SoT book and make it for SoA's. Can't be THAT difficult.

    This! 100X over and in Tram..... as long as you weren't engaged in PvP there is NO reason to be flagged ever. If I recall home and accidentally auto shoot a stinking mongbat from my steps this should NOT cause me to have to wait to properly log or swap characters.

    Find and fix the nonsense of "Can't place a multi-tiled object at the entrance" Especially on the second floor of my castle which is CLEARLY NOT an entrance. just because it's in the first tiles of the tower should NOT mean it's an entrance. It's high time this was fixed.

    The EC thinks often that rooftiles placed at level 1 while in 2d are somehow wrong but won't highlight them orange half the time but also tells you that you have blocking items but you really don't because if you go into 2d you can commit the design.
     
  3. Merus

    Merus Babbling Loonie
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    Yes, to everything!
     
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  4. Lythos-

    Lythos- Lore Keeper
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    I try to not comment on what doesn't apply to me personally but the ones i left actually do.

    9: it's pissed me off for years to be in a hurry to switch characters and hit a mongbat. It's even worse on an archer when it auto shoots.

    11: Agree totally. I tend to just buy off players in bulk but there's very few bottom feeding grunts these days.

    12: If i only had a nickel for every pile i've lost since the old days. Maybe they could add a new miners pet that would guarantee 100%, be hard as crap to get to and cost a fortune to buy?

    13: Here's my take on the -100 luck. Imbuing should work off weight not how many properties are there. It's only logical if you have a negative property then you should be able to fit the full weight in no matter how many properties it has.
     
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  5. Quickblade

    Quickblade Lore Keeper
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    There's a tool that you can buy off Cora in Cove city that guarantee 100% chance at smelting sucess. But I agree that the +5 gloves should give a better bonus to smelting.
     
    #5 Quickblade, Mar 5, 2013
    Last edited: Mar 5, 2013
  6. Theo_GL

    Theo_GL Grand Poobah
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    True. But they are limited to the amount of ore/ingots that can be converted per tool. Good point though. I'll look to use them. The problem is that these tools favor recall scripters. I don't really want to lug my ore back to my house or carry these around with me - I want my skill to be used as I walk around mining with my fire beetle.
     
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  7. Madrid

    Madrid Slightly Crazed
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    Can we add changing Verite to add 10-20% poison damage on the front end of weapons when enhancing to the list. Currently nothing enhances poison damage on the front end. You'd think with green ingots, verite would be perfect. Currently Verite ingots are backwards.

    Stackables Publish would be one of the greatest publishes ever it was to happen. One that needs serious player feedback. Please add Skeleton keys and Tasty Treats to the desired Stackables list.

    There should be a sticky on stratics for items that need to be stackable.:cool:

    I would much rather have had the Dev team spend time on what the OP has suggest and a stackables publish than a armor/weapons revamp.
     
    #7 Madrid, Mar 5, 2013
    Last edited: Mar 5, 2013
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  8. Lord Frodo

    Lord Frodo Grand Poobah
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    :thumbsup:
     
  9. The Zog historian

    The Zog historian Babbling Loonie
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    Especially this. This is one of those ideas, like random ore and wood, where the devs thought they were being clever, but they minimally hindered scripters and created big frustration for real players.
     
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  10. kRUXCg7

    kRUXCg7 Sage

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    I think we finally have some well designed Publish 81 Notes! No need to pursue the old plans! :)
     
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  11. Lady Storm

    Lady Storm Crazed Zealot
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    Ok UO finnaly got my son to walk away from the computer in utter confusion.... What type of math degree do you need to figure out that publish?? IT gave me a headache and now drove my son to distraction!
     
  12. Uvtha

    Uvtha Grand Poobah
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    Since those things are also temporary its hard pretty difficult to sell them, and I personally don't think that miners should have to fight in the void pool just to smelt down a limited amount of their friggin ingots with 100% chance like lumber jacking naturally has. It's dumb. They should just remove the multiple glove types, make it smelting gloves, and have it give 100% chance.
     
  13. MalagAste

    MalagAste Belaern d'Zhaunil
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    I couldn't agree more. What is the point of wearing the 5% gloves if they do nothing to help you smelt the ore. And why can I switch logs to boards without losses but switching ore to ingots I lose tons of resources. It's hard enough to find this stuff as is.
     
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  14. Basara

    Basara UO Forum Moderator
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    The +5 gloves increase your smelt success chance by 10%. So, the 52% chance at 100 mining becomes 62% with the gloves on to be 105.

    Personally, I think the gloves should be replaced by a drop of an ingredient that can be used for crafting mining gloves, and recipes for mining gloves.
    Recipes:
    Leather gloves of mining
    Studded leather gloves of mining
    Ringmail gloves of mining
    Platemail gloves of mining
    Woodland gloves of mining
    Gargoyle cloth arms of mining
    Gargoyle stone arms of mining

    The recipes would include Runic properties PLUS the mining bonus, and can be exceptionally crafted.

    Leather gloves and cloth arms of mining would be +5 Mining
    Studded Leather would be +10 Mining, but require having at least 90 Mining real skill to wear
    Ringmail and Woodland Gloves would be +15 Mining, and require at least 95 Mining real skill to wear
    Platemail Gloves and Stone Arms of Mining require 100 real mining skill, are +20 mining.

    At 120 mining:
    Valorite is at 92% success
    Verite is at 95%
    all other metals are at 100% success.

    The ingredient would require 5 per point Mining is to be raised, and would drop as part of the "ML mining gem" list, so you could get them while mining anywhere, on ore elementals in Ter Mur, or from BOD turn-ins. The BODs that currently award tools or gloves, would give recipes instead of tools, or ingredients in the number that the current glove's bonus would be, in the same ratio. The BODs that give the +5 gloves would by 90% POF, 10% 5 glove ingredients.

    Logs are supposed to come from an 8x8 resource square - this is a lot more variance in reality than a ore seam in a cliff face would be, even though the area under it is 8x8 as well (there's a lot more variance in a grove of trees than rock strata). Logging should be changed where the wood type is rolled EACH SWING, at the current numbers, to better reflect that. That would solve the wood shortages.
     
    #14 Basara, Mar 5, 2013
    Last edited: Mar 5, 2013
  15. kRUXCg7

    kRUXCg7 Sage

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    Sounds very complicated, Basara... no offense meant... :)
     
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  16. Basara

    Basara UO Forum Moderator
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    I don't see how it could be taken as being complicated...

    First of all, how can I complicate further what is already in play, and has been since colored ore was introduced? We've known the success rates for smelting for over 10 years! Those haven't changed.

    The mining smelt success numbers are as already in game, and some people were bugged in the past for the first few years of the existing gloves to where they didn't lose the glove bonus when gloves removed, then gain it on top of their modified score when put back on. From those bugs, fixed back around the time of the SE launch, we know that raising the skill above 105 continues to raise the bonus, even up to 124 (where everything is 100%)

    Second, what is complicated about:

    1. Replace gloves with recipes that drop as BOD rewards, and the ingredients to make them.
    2. Ingredients can also be gotten from mining.
    3. Recipe gloves can be made with runics, superior to those made with imbuing (or can be made, then imbued). That includes being exceptional.

    It's a mechanic we've been using since ML launched.

    Yet, Somehow, introducing entirely new systems with no equivalent system in the existing game, or modifying the core properties of a decade old one, aren't complicated....?:wall::wall: :wall::wall:

    The idea for lumberjacking, on the other hand, is more like what people wanted when it was announced, and would be simplifying the existing code to 1 random roll (wood, or a particular colored wood) per swing and no need for checks to see if a square changed, as opposed to determining if the resource square changed last reset, then checking to see if it was regular wood or colored (all the same type) with each chop. Really, it's nuts to have you chopping a Yew Tree and get only Ash or Oak, in the current system. Random each swing at least lets you PRETEND you are chopping on all the trees in the area, even if you're only graphically swinging at one of them.
     
    #16 Basara, Mar 6, 2013
    Last edited: Mar 6, 2013
  17. kRUXCg7

    kRUXCg7 Sage

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    Really no offense meant, Basara. You are free to delete my remark. Maybe it's just because I lost faith in UO development.
     
  18. Madrid

    Madrid Slightly Crazed
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    Nothing complicated or confusing Basra's suggestion. I think it's great approach to achieving a higher percentage chance of smelting the rarer ores.

    I would love to see something along these lines implemented.
     
    #18 Madrid, Mar 6, 2013
    Last edited: Mar 6, 2013
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  19. Quickblade

    Quickblade Lore Keeper
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    Would having 120 mining help for the radius find of the treasures map chests also ?
     
  20. Basara

    Basara UO Forum Moderator
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    That would be up to the devs - as the way I suggested would only benefit people with high mining to start, who knows?

    There's already a lot of T-Hunters that carry a Jacob's pickaxe and +5 mining gloves, to bump their skill to one of the two highest current bonuses, in order to save skill points. You just got to remember to equip the pickaxe first, then the gloves, to go to 105.
     
  21. Theo_GL

    Theo_GL Grand Poobah
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    I'm with you. Less complexity is good.

    Mining is the only resource gathering skill with 2 levels of skill checks. First is enough skill to 'find' the ore then the next check is to see if you can successfully smelt it. For leather gathering - no loss from hides to cut leather. For wood gathering - no loss from logs to bards. However, for mining - not only skill required to find the rare ore but also chance of losing 50%.

    I'd honestly like to see smelting penalty removed period. If you can smelt it (enough skill) you smelt it 100%.
     
  22. Basara

    Basara UO Forum Moderator
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    I'm not saying I like it, but....

    The losing stuff is a rare nod to realism in UO. After all, just look at all the hundreds of tons of earth moved by the guys on the Discovery and History channels in search of gold, to get tens or hundreds of OUNCES of gold from placer deposits, and even mines that get the material from the source rocks are rated in ounces (often a fraction of an ounce) per ton. If anything, the game is still giving fantastical payouts (if 1 stone = 1/4 pound, be it standard, troy or otherwise), we mine 3-4 pounds of rock to get 1/2 an ounce of metal if we succeed - which is about 20-100 times the payout in RL, except for some of the highest quality iron (or digging up a meteorite).

    Where things get more disproportionate is that it's on the crafting end where wood, stone and leather get their losses, yet their yields from the harvest points are amped up compared to mining, even so. 1 arrow shaft from a log is like the old cartoon where a huge tree trunk is loaded onto a lathe, to reduce it into a single toothpick. Then you have 6 ingots (and ONLY ingots) to make a mace, that weighs more than 100 ingots do when done.

    Blacksmith and mining are one of the earliest crafting systems in the game, and therefore one of the more oddball.
    • You can craft with metals you can't mine.
    • You can't recycle down pure metal objects of the stuff you do make, if your mining skill is too low.
    • Even the return from recycling down an item using a smith tool, is based on your mining skill. (0.66% * mining skill, rounded down to a whole ingot; you need 101.1 skill just to get 2/3 back).
    • In terms of realism the amount of ingots from smelting ore is inflated, and the amount you get from melting the item down is lower than what you should get. That's not even counting the nerf on smelting NPC items.
    • The FEATURE (deliberate Easter Egg) where you got 1 extra ingot back over that amount from the salvage bag was a nice compensation, but later devs "fixed" it claiming it was a BUG, when it was no such thing.
    • Most crafting skills start items at 50% success chance when you reach the minimum skill for an item, and advance at 0.2% per 0.1 skill. Smith starts most items at 0%.
    • Iron smelting starts at 0% at 25 skill (or is it 35 skill?) when all the other ores start at 50% at their base level.
    • Just lowering iron to start smelting at 0% @ 0, and DC mining starting at 50% at 50 skill (and everything else higher shifted down 15 points as well(well, Valorite would be 14 points)) would solve a lot of our issues. such a shift would make a miner departing the New Haven quests with 50 skill be 100% at Iron, and 50% at DC refining. DC would be 100% at 75, Shadow at 80, Copper at 85, Bronze at 90, Gold at 95, Agapite at 100, Verite at 105, and Valorite would be 80% at GM, 90% at 105, 100% at 110.
    • Alternatively the current numbers could be kept, and gloves going up to +20 added. This would be the easier, safer, code to implement, rather than diving into that uncommented spaghetti code to change things (that we repeatedly see examples of where the Devs don't understand the stuff written before). Consider that for almost 10 years, the only information we had on Tailor BODs indicated a 50/50 normal/exceptional ratio, which wasn't happening, and it was only after years of reporting that one of the devs went in, and found out that Tailor BODs had been implemented with a 2/1 normal/exceptional ratio from the beginning, and no one had ever bothered to update the design notes or make an announcement of such (and that there had been devs make statements that indicated THEY thought it was 50/50 as well).
     
  23. swroberts

    swroberts Journeyman
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    YES YES YES TO ALL.......:thumbup:
     
  24. Theo_GL

    Theo_GL Grand Poobah
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    Thanks for all the positive feedback folks. Makes me a bit sad that I can post 15 things that nearly everyone can agree on need fixed/changed.

    Meanwhile the dev's pub 81 is a list of things no one can seem to agree on. Maybe less focus on things we aren't asking for and more focus on the things we are? Why doesn't the UO dev team have a focus group that provides feedback on changes/enhancements? We do for our software - its called a customer advisory board.
     
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