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Imbuing a skill only for self usage ?

Discussion in 'UHall' started by popps, Aug 15, 2009.

  1. popps

    popps Always Present
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    I was reading a few posts about inbuing and, even though it looks a craftable skill, the way it has been thought I think it will have no use for crafters as a way for revenues at least for high end items.

    Why ?

    Well, one post I read showed the following as the current dynamics for imbuing :


    1st mod: 170-200% success 100% intensity
    2nd mod: 95-117% success 100% intensity
    3rd mod: 50-63% success 100% intensity
    4th mod: 24.9% success 100% intensity
    5th mod: 4.9% success 80% intensity



    Now, let's imagine a customer asking for an item with all 5 mods ay 100% or above 80% intensity.

    Before making the item, the crafter will have no way to know the fails and, therefore, the final price of the item crafted.

    What if there are too many fails and the buyer backs off ??

    The crafter will have lost a whole lot of valuable resources for an item now sitting there, unsold.

    I foreseee for this new skill only personal usage, at least for high end inbuing.

    Which is unfortunate, as it could have been a good idea to give a source of revenue to crafters who have been neglected way too long now, IMHO.
     
  2. Winker

    Winker Babbling Loonie
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    So what youre saying is i cant make a weapon then put it on a vendor at a price i think is fair?
     
  3. Ender

    Ender Crazed Zealot
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    He means people having to like, actually interact with like, other people. A bizarre concept, I know.
     
  4. popps

    popps Always Present
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    This type of items can only be custom made since they need to cover whatever gaps in mods one may have. The combinations are too many to just make them and put on vendors.

    Without knowing the specific needs of a customer it is hardly possible to make it.

    It risks sitting on a vendor for that 1 customer with that specific need who knows when this will happen.....

    At least, that is how I see it.
     
  5. Alezi

    Alezi Lore Keeper
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    Composite Bows

    Velocity 50%
    Hit Fireball 50%
    Balanced
    SSI 40%
    DI 50%

    Twinkling Scimitars

    DCI 21%
    MW -20
    SC0
    Hit Fireball 50%
    Hit Lower Defense 50%

    I can guarantee those will sell ;)
     
  6. popps

    popps Always Present
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    Are we playing the same game ?

    I remember playing a game where LOTs of players have been scammed and found problems in interacting with other fellow players.....

    There no more are griefers in this game ?

    That's good news to me, then......

    What if a player asks for a high end item to grief the crafter in using up hard to get resources only not to buy it in the end ???

    The crafter will then be sitting with a bunch less of valuable resources and an item with a weird combination of mods who knows who might be interested in, if ever.....

    Ask for a security deposit before crafting ?
    How many would be willing to hand out millions (that is what high end items would be worth) in the hands of a crafter as a security deposit ?

    This cannot happen ?

    This new content should have come, IMHO, along with some safe trading method that reduced the risks for both the crafter and the buyer.
     
  7. Ender

    Ender Crazed Zealot
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    Have you tried imbuing? You can't do 5 100% properties. You could a few weeks ago in closed beta, but imbuing got nerfed.


    Also, that twinkling is impossible even if you could do 5x 100%. That's 6 mods bro.
     
  8. aoLOLita

    aoLOLita Sage
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    As a solidary player, the Imbuer would be a waste of skill points and an immense drain in resources, time and gold to even "train" up to Uber work level.

    As a Guild/Alliance member, the Imbuer will be quite busy imbuing items for self and mates, and it is "understood" that Allies and Friends requesting an item will also be handing over a bag of ingredients to use in the attempt/s. An honest Artificer will return unused portions, but most Allies and friends will say "keep it" just as smiths of Yore used to get "Tips" from repairs...

    For the general Public, there will be a market for one's goods - a very good market if you stay with "Med" high-end items with mass appeal.

    And there will always be items that have "Universal" appeal and will sell quite readily, such as: F1, F3 jewel with med to high LMC, LRC, MI, SDI or DCI and or eval/med/magery type skills. Same with basic Dexxor - HCI12+, DCI12+, Dex6-8, Str6-8, Di20-25. The craftsman will only get "stuck" with an item when it is a truely custom piece with mods that Complement or complete an Individual's specialized suit.

    I also envison "off-the-rack" suits - and RAF/USAF special:) Heavy emphasis on Stamina Increase and Regen, and Focusskill on jewels - Flying is a strenuous pastime:) And for the Throwing afficiandos, a set incorporating STR/DEX/Swds skill/Throw skill will be very handy...

    I will advertise on vendors and via shard stratics page (Legends) for Custom Work requests, BUT the customer will supply the ingredients needed up front. Then if item is sucessful, a gold "honorarium" will be expected and accepted:)

    As I've told my Alliance mates since SA discussion began, to build a 120 Artificer surely and quickly, "It will take a village".
     
  9. Fink

    Fink Guest

    There's nothing wrong with making custom orders. If you know your stuff and have access to the materials, there's nothing to stop you from making items upon request. I would deal only with known patrons or ask for payment up front, as having some random clod back out of a deal without paying would put a dent in your business.
     
  10. Der Rock

    Der Rock Guest

    you are correct here, it is realy sad that UO has to much moron people,
    people that have nothing to do then to scam and to screw honest players :wall:
    dev´s have to find a solution to reduce such behavior as much as it can.

    scamming should be trackable :eyes: and extremly liable(72h ban 1st time:twak: /permaban 2nd time :gun: )
    UO could have thousends of more players if the GM´s could erase those moron behavior
     
  11. Ender

    Ender Crazed Zealot
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    I think the gap between new players and rich vets (which could be narrowed with imbuing!), cheating and scripting is a bigger problem, but... <_<
     
  12. Customer supplies ingredients for any custom orders. Crafter makes item, then in trade window, customer "tips" crafter or pays pre-agreed upon price. Normally it would be a tip, at least it is in the game that gave UO this idea...

    There isn't any problem with this type of setup.
     
  13. shauno

    shauno Guest

    Just after some feedback on imbuing, after seeing the success rates above i was wondering what happens on fail, if i was to be making a ring 1/3 15/15 12sdi and had a load of fc1 and would place this mod last and failed, would i lose the ring with 3fcr 15/15 12, or would i lose the fc1 peice?
     
  14. Ender

    Ender Crazed Zealot
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    You just lose the ingredients for the FC1.
     
  15. Fink

    Fink Guest

    It's still open to abuse, but it's as close to ideal as possible. I have traded this way before, and I sometimes still do. I don't by habit keep a comprehensive inventory of materials, much as I'd like.

    The only person who misses out is the customer with the money but no resources to offer, but then they could buy the resources if they didn't want to harvest them, much like the people who buy my vended golem kits then track down either me or another tinker to assemble them.

    Myself, I do hope to earn some trade as an artifacer. I know the big guilds and powergamers will get there months or years ahead of me, but it's something I would enjoy doing. I hope I'll outlast the "fad" players who grind up a character and get bored with it, or can't be bothered to log it in and make something. As it stands, most of my custom comes from people who have ground up crafters for the sake of it, but simply can't be bothered doing it themselves.
     
  16. This is exactly right. They don't even have to buy the ingredients, but only go out and hunt for artifacts or whatever and get the imbuer to unravel them for the ingredients he/she needs for whatever they want done. Imbuers can also provide the ingredients if they have them, for a premium price of course, but then that's the nature of the beast.
     
  17. Fink

    Fink Guest

    It looks like a fairly healthy system of trade, when viewed in those terms. I'm looking forward to seeing how it all pans out. I'll be in the "will work for scraps" part of the spectrum, doing work for a few leftover materials. I've wanted a craft system where you choose the mods yourself since AoS came along and bludgeoned us into submission with math. The whole runic randomness brings to mind an image of a smithy blindfolded and bashing away in the dark until something good comes out of it.
     
  18. Nvnter

    Nvnter Guest

    Being a fellow Alliance member I agree with 99% of your post. I just wish you would stop spamming that liberal bias in guild chat. Heh:thumbsup:
     
  19. Uriah Heep

    Uriah Heep Crazed Zealot
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    My question is:

    Can someone who "unravels" the mods from an item, and gets the ummm, whatever its called I cant remember, the "stone" that has the mod on it, can that "stone" then be sold to imbuers to use?
    or can the unraveller be the only one to use that item.

    It's early, that may not make sense =)
     
  20. aoLOLita

    aoLOLita Sage
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    Ur - the 3 "unraveleds" can be used by any artificer, and hence very sellable! I don't know if you need Imbue skill in addition to an "unravel" bag to unravel - if not, a lot of players will be carrying such bags when they hunt! If skill is needed, I can't believe it would be too high...
     
  21. Whoa you'll need an unravel bag to unravel? Are these going to be sold ingame by NPC provisioners?
     
  22. They're sold by NPC's, although I can't recall specifically which ones.
     
  23. Petra Fyde

    Petra Fyde Peerless Chatterbox
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    It doesn't work like that Uriah, you don't get the mods from the item, you get either magic residue, enchanted essence or a relic fragment, dependent on the total intensity of the mods the item had. I unravelled a cavorting club and got 2 enchanted essence. I can use those to imbue any of the properties that ask for that as a resource (see Ailisha's table). Most low end stuff unravels to magic residue. When I tried setting my char to different levels I found I couldn't unravel stuff that had enough intensities to give enchanted essence till I got higher - I forgot to make a note of that, but I think it was 80. Hopefully someone will make a guide for Stratics for me soon.

    The three resources are like any other resource, they stack and can be bought and sold.

    I linked Ailisha's table from the top of the page Stupid Miner made introducing the skill - it can be found in the left hand menu under 'skills - detailed'
     
  24. Uriah Heep

    Uriah Heep Crazed Zealot
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    Petra and Lita:

    Thanks! The question I couldnt figure out how to ask (not enough coffee at the time) y'all divined and answered. :)
    Appreciate the info!