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Scrolls of Malleability

Discussion in 'UHall' started by RavenWinterHawk, Dec 20, 2011.

  1. 1. Capable of being shaped or formed, as by hammering or pressure: a malleable metal.

    malle·a·bly adv.
    Synonyms: malleable, ductile, plastic, pliable, pliant
    These adjectives mean capable of being shaped, bent, or drawn out: malleable metals such as gold and silver; ductile copper; a plastic substance such as wax; soaked the leather to make it pliable; pliant molten glass.

    The definition is above.

    I would like this idea to be implemented in the Summer. It isn't too difficult. Scrolls appear as loot that have the ability to add or remove abilities from armor, jewelery or weapons.


    Any item can have a scroll used apon it ONE time unless you find a scroll of recombination. It would give you ONE extra scroll of malleability use on an item.

    The scrolls would either add or subtract specific things defined on the scroll.

    Scroll of Malleability add +4 mana regen
    Scroll of Malleablity remove Hit chance Increase

    The technical details could be worked out later. But this post is for the idea.

    Weighted Cap would come into play.

    You would also need to infuse the scroll with 2-5 ingredients and a potion from an alchemist call Binding Elixir.

    What would be the point? Add and remove properties. Boost a bit above weighted cap. Etc, etc, etc.

    This process would provide 255 durability and no future POWDER of Fort. Eventually in about 5 years it would wear out. Sooner would be fine too, if that floats your boat.
     
  2. RaDian FlGith

    RaDian FlGith Babbling Loonie
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    Truthfully, I wouldn't want to see anything like this come into play. As it is, the weapons and armor systems are bogged down with so many weights and measures that it's difficult to keep track of, and over complicated systems are becoming the norm rather than the exception; all the while, skills that were once useful become less so or more complicated to use (in this case, imbuing).

    All the above system would lead to would be a larger field of trading on silly weapons that can't be made to last but which now would have some perceived value, "if only I could find myself a +4 Mana Regeneration Scroll of Malleability." And shortly after the system is implemented would come the cries for "an SOM book," because "I've got so many SOM's that I can't keep track of them."

    And... truthfully, the way imbuing already works with a cap, and the cap having silly 1.0, 1.2, 1.4 multipliers, and the fact that in some cases the integer is rounded down while the decimal gets added together, preventing you from getting the final point or two toward the cap on an item anyway, all I see when I read the above suggestion is a migraine.

    I'm not against complexity. However, I'm against complexity that makes skills less useful or necessary. As it is, with all of the properties that can't be imbued, the rarity of certain imbuing materials, and the strange "please don't keep this weapon forever" feature of the brittle (don't POF this item) property, imbuing's already well embedded in the "i before e, except after c, and in neighbor and weigh, and all throughout May, you'll be wrong no matter what you say" group of UO game systems.

    In short... Please, dear god, no.
     
  3. unified

    unified Guest

    I like this idea. I'm tired of getting items with Luck on them, thus, preventing me from imbuing something useful onto them because Luck takes up a property slot.

    The introduction of item properties with AoS has rendered most loot useless anyway. What will I ever do with a 1% Physical Resist piece of armor? Luck should have never been introduced. No one should be forced to have a high luck suit just to get a better piece of junk.

    Even if your idea has to be modified to "make it fit", there really should be some method to remove unwanted properties from items.
     
  4. Zosimus

    Zosimus Grand Inquisitor
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    Agrees with this :)

    * honorable crime *
     
  5. RaDian FlGith

    RaDian FlGith Babbling Loonie
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    Personally, I'm more for a modification of the imbuing system. Maybe make items have a positive and negative imbuing total. What I mean by this is say you can imbue +550 points worth of stuff onto any item, but you might also be able to remove -200 points worth of stuff from any item.

    This would give you the ability to customize those rarer drops through an existing system without going through all kinds of external systems to do it.

    I actually, prior to the implementation of imbuing, thought that the system would allow for the removal of properties from items. Definitely was surprised that it wasn't.

    And yeah, my numbers for the removal (-200) are sort of arbitrary, but the idea is simply that you could remove X number of points from an item. I don't think it would necessarily be a good idea to refund those points into the amount you can imbue (thus giving a 750 total in this example), but rather it would allow you to remove something like faster casting -1 or something like that. Or, as a middle of the road, you could remove 200 but have 50% of what you removed refunded into what you could add, thus you could make some nice items.

    Just sort of spitballing here, but I'd rather see imbuing modified than yet another scroll system. As it stands, the quick modifier scroll systems are out of hand.
     
  6. unified

    unified Guest

    I agree that this would be the better idea, while others might argue that it would make imbuing overpowering. Also, I believe that this was indeed talked about before imbuing was implemented but was somehow dropped.

    Some attention should also be given to making runic hammers viable again. Maybe adding the ability to create 100% elemental weapons and exchanging item properties between items so that my warrior can wear a plate helm instead of a silly wizard's hat.