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New Crafting Skills

Discussion in 'UHall' started by Vorthaaa, Jun 10, 2008.

  1. Vorthaaa

    Vorthaaa Guest

    I think UO needs a massive crafting overhaul. I'm thinking something on par with a new expansion... lots of crafting skills that are useless (camping) need to be removed and maybe a half dozen new ones should be introduced. If they want to make equipment mean something, rather than just throwing more stuff like artifacts on NPCs, they should (and should have) made special elite crafting skills.

    The game NEEDS to always revolve around players. NPCs should play no role at all in anything important once a player leaves Haven.
  2. Azureal

    Azureal Guest

    The only crafting system Ive liked apart from UO has been the one in SWG. Cycling resources, graded quality on final product through resource stats and experimentation. And the reason those things worked so well and crafted items meant something wass due to a total lack of loot items, and item decay.

    With the WOW-ification of UO over the past years (rare loot items, boss mobs, instances) crafting has taken a major backseat.

    Adding new skills isnt going to fix this.
  3. rafael

    rafael Guest

    since I do to increase the castspeed of a magician darkelf
    besides the simbulos and tattoos?
  4. Ryix

    Ryix Guest

    I think they should just reintroduce "real" item decay, remove powder of fort and durability display. Then have at it.

    Things shouldnt last forever and be chained to your account. You should never reach a perfect suit that lasts forever or until you make a stupid mistake.

    If fighting reduced the life of your equipment people might start taking gm stuff out on hunts.

    Leave the crafting system alone thou.
  5. phantus

    phantus Stratics Legend
    Stratics Veteran Stratics Legend

    Jun 11, 2003
    Likes Received:
    The crafting system is crap. GM armor is crap. Decay is crap without a viable means of replacement. YOu can't go back to GM armor unless you remove artifacts and that is not gonna happen at this point.
  6. LadyMargaret

    LadyMargaret Guest

    I remember back in the old days, having a GM Smith was SOMETHING!

    When I got close to GM, 4 members of my guild just kept mining for me until I hit 100. It was a bonus to have ONE GM Smith in the Guild.

    Now it's meaningless. Sad really.
  7. I've always disliked the crafting system, but it seems whenever they try to add something new for it we end up with more scripting.
  8. Susan Kuan

    Susan Kuan Guest

    A crafting expansion sounds quite dull to me.
  9. packrat

    packrat Guest

    We do not need new crafting skill. Just improve the ones we have with different rewards. The present rewards are lame and way out of date. With the time you spend doing smith bods to get a good hammer. You can go kill things and just buy a great weapon/armor pieces.
    I think bods should give you ingredients to make awesome weapons. Sort of like Fletcher's use to make bows. Make it take like 6 to make a weapon. With some ingredients being rare. This way you cut down on useless weapons on the ground in the banks and save yourself carpal tunnels syndrome from all the clicking on making useless weapons.
  10. Uvtha

    Uvtha Grand Poobah
    Stratics Veteran

    May 24, 2008
    Likes Received:
    How on earth is camping a crafting skill? Wtf are you crafting??? Sleep?
  11. Landicine

    Landicine Seasoned Veteran
    Stratics Veteran

    May 23, 2008
    Likes Received:
    I've always thought about this real item decay idea that seems to come up a again and again. While I think it is another dead horse, I think it is important to explain why it won't lead to a new renaissance of crafters:

    1. Blessed Items with Super Self Repair. I sold a few heritage tokens for like 200k on my vendor, and I think the price is still about that on my shard. I have at least 2 all 70s sets based around the frugal option that are the Ancient Samurai Helm and Leggings of Embers. I think the only time I had to repair them directly was after a battle with a Grizzle. While these aren't the greatest options in game, they would become much better in a world where self repair was a way to avoid losing an item eventually.

    2. Artifacts have two options that make rebuilding a set around them preferable to crafted items in a world with real item decay. I) A named artifact has the same properties every time so when one broke for good, it would be easier to use a new one than craft a replica. II) Artifacts tend to have 255 durability, while most crafted items don't break 100. In the long run, the artifacts would have a longer life.
  12. Nisse/Ubbe

    Nisse/Ubbe Guest

    Dont know if we need a new skill for this, but i want to be able to make scrolls.

    I want herbalism.
    1 to use skill for serten herbs only obtainebel by the skill
    2 to grow your own regents.