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[Feedback] [UO.Com] Publish 81.0 Comes to TC1

Discussion in 'UO Test Center' started by Storm, Feb 1, 2013.

  1. Storm

    Storm UO Forum Moderator
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    Publish Notes
    2013 Feb 01 11:09 GMT
    Publish 81.0.0 has been patched to TC1.

    Please Note: An alternate client is needed to test the changes.

    Currently testing Publish 81.0.0 on Test Center

    *Weapon special move changes requires alternate game client found in patch directory: client_tc.exe or UOSA_TC.exe . This client is needed to test the following changes.


    Weapon Revamp

    All weapons have now been normalized based on weapon speed and handedness.

    Mace:
    • Gargish Tessen & Tessen, Base damage 10-13 / Weapon Speed 2 seconds
    • Wild Staff, Base damage 10-13 / Weapon Speed 2.25 seconds
    • Quarter Staff, Base damage 11-14 / Weapon Speed 2.25 seconds
    • Glass Staff, Base damage 11-14 / Weapon Speed 2.25 seconds
    • Nunchaku, Base damage 12-15 / Weapon Speed 2.5 seconds
    • Tetsubo, Base damage 12-15 / Weapon Speed 2.5 seconds
    • Club, Base damage 10-14 / Weapon Speed 2.5 seconds
    • Disc Mace, Base damage 11-15 / Weapon Speed 2.75 seconds
    • Mace, Base damage 11-15 / Weapon Speed 2.75 seconds
    • Shepherd's Crook, Base damage 13-16 / Weapon Speed 2.75 seconds
    • Wand, Base damage 11-15 / Weapon Speed 2.75 seconds
    • Black Staff, Base damage 13-16 / Weapon Speed 2.75 seconds
    • War Axe, Base damage 13-17 / Weapon Speed 3.25 seconds
    • Diamond Mace, Base damage 13-17 / Weapon Speed 3.25 seconds
    • Gargish Gnarled Staff & Gnarled Staff, Base damage 15-18 / Weapon Speed 3.25 seconds
    • Sledge Hammer, Base damage 13-17 / Weapon Speed 3.25 seconds
    • Smith's Hammer, Base damage 13-17 / Weapon Speed 3.25 seconds
    • Gargish Maul & Maul, Base damage 14-18 / Weapon Speed 3.5 seconds
    • Serpentstone Staff, Base damage 16-19 / Weapon Speed 3.5 seconds
    • Scepter, Base damage 14-18 / Weapon Speed 3.5 seconds
    • Hammer Pick, Base damage 15-19 / Weapon Speed 3.75 seconds
    • Gargish War Hammer & War Hammer, Base damage 17-20 / Weapon Speed 3.75 seconds
    • War Mace, Base damage 16-20 / Weapon Speed 4 seconds
    Fencing:
    • Gargish Kryss & Kryss, Base damage 10-12 / Weapon Speed 2 seconds
    • Bloodblade, Base damage 10-12 / Weapon Speed 2 seconds
    • Gargish Tekagi & Tekagi, Base damage 10-13 / Weapon Speed 2 seconds
    • Sai, Base damage 10-13 / Weapon Speed 2 seconds
    • Assassin Spike, Base damage 10-12 / Weapon Speed 2 seconds
    • Gargish Dagger & Dagger, Base damage 10-12 / Weapon Speed 2 seconds
    • Short Spear, Base damage 10-13 / Weapon Speed 2 seconds
    • Kama, Base damage 10-13 / Weapon Speed 2 seconds
    • Shortblade, Base damage 10-13 / Weapon Speed 2.25 seconds
    • Dual Pointed Spear, Base damage 11-14 / Weapon Speed 2.25 seconds
    • Double Bladed Staff, Base damage 11-14 / Weapon Speed 2.25 seconds
    • War Cleaver, Base damage 10-13 / Weapon Speed 2.25 seconds
    • Gargish War Fork & War Fork, Base damage 10-14 / Weapon Speed 2.5 seconds 2.5
    • Pitchfork, Base damage 12-15 / Weapon Speed 2.5 seconds
    • Elven Spellblade, Base damage 12-15 / Weapon Speed 2.5 seconds
    • Spear, Base damage 13-16 / Weapon Speed 2.75 seconds
    • Leafblade, Base damage 11-15 / Weapon Speed 2.75 seconds
    • Gargish Pike & Pike, Base damage 14-17 / Weapon Speed 3 seconds
    • Lajatang, Base damage 16-19 / Weapon Speed 3.5 seconds
    • Gargish Lance & Lance, Base damage 18-22 / Weapon Speed 4.25 seconds
    Axes:
    • Hatchet, Base damage 13-16 / Weapon Speed 2.75 seconds
    • Gargish Axe & Axe, Base damage 14-17 / Weapon Speed 3 seconds
    • Dual Short Axes, Base damage 14-17 / Weapon Speed 3 seconds
    • Executioner's Axe, Base damage 15-18 / Weapon Speed 3.25 seconds
    • Double Axe, Base damage 15-18 / Weapon Speed 3.25 seconds
    • Battle Axe, Base damage 16-19 / Weapon Speed 3.5 seconds
    • Gargish Battle Axe, Base damage 16-19 / Weapon Speed 3.5 seconds
    • Two-Handed Axe, Base damage 16-19 / Weapon Speed 3.5 seconds
    • Ornate Axe, Base damage 17-20 / Weapon Speed 3.75 seconds
    • Large Battle Axe, Base damage 17-20 / Weapon Speed 3.75 seconds
    Swords:
    • Bokuto, Base damage 10-12 / Weapon Speed 2 seconds
    • Butcher Knife & Gargish Butcher Knife, Base damage 10-13 / Weapon Speed 2.25 seconds
    • Skinning Knife, Base damage 10-13 / Weapon Speed 2.25 seconds
    • Cleaver & Gargish Cleaver, Base damage 10-14 / Weapon Speed 2.5 seconds
    • Cutlass, Base damage 10-14 / Weapon Speed 2.5 seconds
    • Gargish Katana & Katana, Base damage 10-14 / Weapon Speed 2.5 seconds
    • Crescent Blade, Base damage 12-15 / Weapon Speed 2.5 seconds
    • Radiant Scimitar, Base damage 10-14 / Weapon Speed 2.5 seconds
    • Wakizashi, Base damage 10-14 / Weapon Speed 2.5 seconds
    • Glass Sword, Base damage 11-15 / Weapon Speed 2.75 seconds
    • Elven Machete, Base damage 11-15 / Weapon Speed 2.75 seconds
    • Daisho & Gargish Daisho, Base damage 13-16 / Weapon Speed 2.75 seconds
    • Bladed Staff, Base damage 14-17 / Weapon Speed 3 seconds
    • Pickaxe, Base damage 12-16 / Weapon Speed 3 seconds
    • Scimitar, Base damage 12-16 / Weapon Speed 3 seconds
    • Rune Blade, Base damage 14-17 / Weapon Speed 3 seconds
    • Bone Harvester & Gargish Bone Harvester, Base damage 12-16 / Weapon Speed 3 seconds
    • Broadsword, Base damage 13-17 / Weapon Speed 3.25 seconds
    • Longsword, Base damage 14-18 / Weapon Speed 3.5 seconds
    • Gargish Scythe & Scythe, Base damage 16-19 / Weapon Speed 3.5 seconds
    • No-Dachi, Base damage 16-19 / Weapon Speed 3.5 seconds
    • Dread Sword, Base damage 14-18 / Weapon Speed 3.5 seconds
    • Gargish Talwar, Base damage 16-19 / Weapon Speed 3.5 seconds
    • Stone War Sword, Base damage 15-19 / Weapon Speed 3.75 seconds
    • Viking Sword, Base damage 15-19 / Weapon Speed 3.75 seconds
    • Bardiche & Gargish Bardiche, Base damage 17-20 / Weapon Speed 3.75 seconds
    • Halberd, Base damage 17-21 / Weapon Speed 4 seconds
    • Paladin Sword, Base damage 20-24 / Weapon Speed 5 seconds
    Bows:
    • Repeating Crossbow, Base damage 11-15 / Weapon Speed 2.75 seconds
    • Magical Shortbow, Base damage 12-16 / Weapon Speed 3 seconds
    • Yumi, Base damage 13-17 / Weapon Speed 3.25 seconds
    • Elven Composite Longbow, Base damage 16-20 / Weapon Speed 4 seconds
    • Bow, Base damage 17-21 / Weapon Speed 4.25 seconds
    • Composite Bow, Base damage 18-22 / Weapon Speed 4.5 seconds
    • Crossbow, Base damage 18-22 / Weapon Speed 4.5 seconds
    • Heavy Crossbow, Base damage 20-24 / Weapon Speed 5 seconds
    Throwing:
    • Boomerang: Base damage 11-15 / Weapon Speed 2.75 seconds
    • Cyclone: Base damage 13-17 / Weapon Speed 3.25 seconds
    • Soul Glaive: Base damage 18-22 / Weapon Speed 4.5 seconds
    Weapon Special Move Updates*

    • Sai – Primary: Dual Wield / Secondary: Armor Pierce
    • Dagger – Primary: Shadow Strike / Secondary: Infection Strike
    • Tessen– Primary: Feint / Secondary: Dual Wield
    • Nunchaku– Primary: Block / Secondary: Double Strike
    • Club – Primary: Crushing Blow / Secondary: Dismount
    • Gnarled Staff– Primary: Concussion / Secondary: Force of Nature
    • Maul - Primary: Double Strike / Secondary: Concussion
    • War Mace - Primary: Force of Nature / Secondary: Mortal Strike
    • Skinning Knife - Primary: Shadow Strike / Secondary: Bleed
    • Daisho - Primary: Feint / Secondary: Nervestrike
    • Leafblade - Primary: Bleed / Secondary: Armor Ignore
    Weapon Special Move Mana Cost Changes

    • Block mana cost decreased from 30 to 20.
    • Crushing Blow mana cost decrease from 25 to 20.
    • Concussion mana cost decreased from 25 to 20.
    • Dual Wield mana cost decreased from 30 to 20.
    • Defense Mastery mana cost decreased from 30 to 20.
    • Double Shot mana cost increased from 30 to 35.
    • Force Arrow mana cost increased from 15 to 20.
    • Force of Nature mana cost decreased from 40 to 35.
    • Frenzied Whirlwind mana cost decreased from 30 to 20.
    • Infectious Strike mana cost increased from 15 to 20.
    • Moving Shot mana cost increased from 15 to 20.
    • Mystic Arc mana cost decreased from 25 to 20.
    • Serpent Arrow mana cost decreased from 40 to 25.
    • Shadow Strike mana cost decreased from 30 to 20.
    • Talon Strike mana cost decreased from 30 to 20.
    • Riding Swipe mana cost decreased from 30 to 25.
    Weapon Special Move Changes

    • Disarm, now applies a 10 second disarm immunity timer when performed using weapons. Wrestling moves are not subject to the immunity timer.
    • Dual Wield, base chance to proc extra attack increased from 15% to 25%.
    • Crushing Blow, now drains 10 points of stamina from target on impact.
    • Double Strike/Double Shot, now have a 15% hit chance increase on the second hit attempt.
    • Mortal Strike, now grants eight second effect reduction once removed by non consumable and talisman items. Attempts to reapply Mortal Strike while the player is under effect reduction will scale the duration base on the last successful Mortal Strike.
    • Bleed, now grants five second effect reduction once removed. Attempts to reapply Bleed while the player is under effect reduction will scale the duration base on the last successful Bleed.
    • Bladeweave, now can be set to offensive or defensive mode. Both modes still have a chance to select all available moves but will have a higher chance to select certain moves.
    • Armor Pierce, now applies a “pierced armor” effect to the target which increases all incoming damage to the target by 10% for 3 seconds with the exception of direct damage special moves. Ranged weapons with this special move will not reset duration if target is currently under the effect.
    • Force of Nature rework, now applies 15-35 delayed direct damage to the attacker. The attacker receives a damage increase of 50%-100% based on their strength. The attacker also applies a stun their target for two seconds which can be reduced by magic resist every 12th hit. Equipping the weapon will reset the hit count.
    • Frenzied Whirlwind, now applies a movement slow to its target if it is player every 5th hit and equipping the weapon will reset the hit count. The initial delay of damage over time has been removed.
    • Talon Strike, now can increase the duration base on how the amount of true skill over 50 which caps at seven seconds at 120 skill. Looting right damage is now properly applied.
    Armor Revamp part 1

    Player’s stamina loss will now be based on the type of armor as well as the amount of armor that is equipped*. Each piece of armor up to five pieces will reduce the amount of stamina lost when taking damage. The stamina loss protection provided is ranked as follows where 1 provides the best protection:
    • Blacksmith crafted armor (platemail, ringmail, chainmail, and dragon armor).
    • Carpentry crafted armor (woodland and stone armor).
    • Tailor crafted studded leather, hide, and bone armor.
    • Cloth, leather, and jewelry armor.
    *Human racial ability Tough now provides a bonus to stamina loss protection.

    Armor Inherent Mana Phase

    Each piece of non medable armor will provide a chance to trigger a mana phase effect. Triggering mana phase will make the next mana check become free within ten second duration until you attempt to use mana again. The chance is triggered whenever a player takes damage and has a cool down period of 30 seconds. Each piece of armor up to five pieces will provide the following chances to fire with a total cap of 15%:
    • Blacksmith crafted armor (platemail, ringmail, chainmail, and dragon armor) provides a 1% chance.
    • Carpentry crafted armor (woodland and stone armor) provides a 2% chance.
    • Tailor crafted studded leather, hide, and bone armor provides a 3% chance.
    Armor Inherent SSI Debuff

    A defender wearing non medable armor will have a flat 10% chance to apply a SSI nullifying debuff to attackers wielding weapons for five seconds. The chance is triggered whenever a player takes damage and has a cool down period of 30 seconds. NPC attackers will receive a 30% swing speed increase debuff instead of a nullifying debuff.

    Combat changes:

    • The Gargoyle race hit chance increase cap has been reduced from 50 to 45.
    • Hit lower defense now scales 55% of the players Max Defense Chance Increase. The default max defense chance increase of 45 has a -25 defense penalty. A max defense chance increase cap of 95 has a -52 defense penalty.
    • Ninjitsu: animal form can now be interrupted while casting.
    • Throwing: Adjusted throwing sweet spot hit chance and damage reduction penalties. Throwing damage reduction penalties now scale based on player stamina and strength.
    • Necromancy: Evil Omen now reduces Mysticism Stone Form Immunity by 30.
    • All stamina potions now operate on a global cooldown. Total refresh potions apply a ten second cooldown, refresh potions apply a two second cooldown, and faction refresh potions apply a two second cooldown.
    • Weapon effect: Hit stamina leech is now subject to diminishing returns based on max player stamina.
    • Mysticism: Increased Cleansing Winds healing power reduction based on curses. Cleansing Winds will always heal for maximum potential when the target is the caster. Cleansing Wind power will now scale based on the number of targets when healing targets that are not the caster.
    • Chivalry: Divine Fury stamina regenerated decreased to 2.5x duration from 4x duration.
    Please submit feedback through one of the following:
     
    #1 Storm, Feb 1, 2013
    Last edited: Feb 1, 2013
  2. SixUnder

    SixUnder Legendary Assassin
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    might as well get rid of this before even another step is taken.

    "All stamina potions now operate on a global cooldown. Total refresh potions apply a ten second cooldown, refresh potions apply a two second cooldown, and faction refresh potions apply a two second cooldown."

    There is a reason the refresh pots are called TOTAL refresh..
     
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  3. Podolak

    Podolak Crazed Zealot
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    I copied a sampire to TC1, his config:

    Swords: 120
    Tact: 120
    Bushido: 120
    Chiv: 101
    Necor: 99
    Resist: 100
    Parry: 60

    Elf, 4 pieces of woodland armor, one piece of metal armor (ringmail), whatever glasses qualify as probably medable leather equivalent.

    Standard suit: 10 ssi on suite, 100 di, 40 lmc, 181 stamina, 150 str/hp, 60's mana, 45 hci, 45 dci.

    I tested against a balron mostly. The stamina loss from taking damage was absolutely devastating. I don't quite understand what was meant by diminishing returns on stamina leech from having high stamina. I was definitely leeching stamina but I could not possibly keep up with the intense loss. I was using an AI weapon (longsword) at max swing. I was able to kill a few balrons but it was very difficult. Swinging so slow from the stamina drain made it very difficult to leech life.
     
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  4. Podolak

    Podolak Crazed Zealot
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    I also tested the only viable PvM archery weapon, a composite bow. Same suite as above just set archery to 120 instead of swords. Extremely slow, composite bows were already balanced so this change was really unnecessary. I haven't tested the PvP side of archery but slowing down composite bows and crossbows isn't going to help when a pure archer could only compete as is on a 210 stam suite. Even with a 210 stam suite and max SSI you can't swing either weapon fast enough anymore.
     
  5. chise2

    chise2 Sage
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    Tested stamina loss in a full platemail suit. Set focus to 0 so no stamina regen from that. A trog hitting me was definately making my stamina go down but not super fast and it might have been negated if I had had focus. Still it was noticable though. Fighting a red or blue healer though made my stamina go down much much faster when they cast on me.

    Ok just tested a full suit of leather armor. There is definately a HUGE difference. I was losing huge amounts of stamina from just a grizzly bear beating on me.
     
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  6. chise2

    chise2 Sage
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    Based on my short tests which may not be enough I admit I do think that the stamina loss with leather armor is a bit much. Enough so that I could see it forcing mages into the heaver nonmed armors. I think focus for stamina regen will also become much more important. Also the stamina reduction protection should work for both physical and magical damage.
     
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  7. chise2

    chise2 Sage
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    Ok further testing, I think I may be wrong about the magical damage thing. I noticed today I only have 40 fire resist. So that was likely screwing up my results when fighting magical monsters. *I was tired last night lol* I do however have 70 physical. Corspers and Eartheles did do more stamina damage but nothing bad and with 120 focus it seemed fine. When I can get back on I am going to try and craft a suit with all resists in at least the 60s *most are on my plate suit but fire is only 40* and I need to check resists on my leather armor too. So my results in my above posts might change a little once I have made some tweaks.

    Ok feeling kinda dumb now I only had 41 physical resist on my leather armor. Yeah I know I should have checked but I did say I was tired last night! I am hoping that if I get the resists up into a better place stamina loss wonlt be so bad with leather armor.
     
    #7 chise2, Feb 2, 2013
    Last edited: Feb 2, 2013
  8. chise2

    chise2 Sage
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    Ok now I tested with armor with resists all in the 70s! However leather is not looking good. :( While the stamina loss wasn;t quite as bad it was still very very bad. Even from just things like bears hitting me I was losing stamina very fast. All 70s in plate did seem to help my issue with taking big hits in stamina from magic damage. However I went to fight a dragon and when I took a big hit I also took a pretty decent sized stamina hit. With leather the stamina hits were much worse though. The way I see it this combined with the refresh pot changes may make leather unusable. Even wearing plate people will be hurting for stamina in many situations I think. I think the cooldown on refresh pots needs to be cut in half maybe and stamina loss to those wearing leather armor should be reduced it is too much as it is right now. I will probably be testing studded armor next.
     
  9. FreeBird of Mercenary Inn

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    *tosses 2 cents in*

    Lets take a moment to stop and consider the skill of Resisting Spells:
    1) At 120 , a player has 44 base resist in Phys Fire Poi Cold & Energy, can we allow this skill to "apply " these resists to our suit of armor
    2) Can we apply this skill to add said bonus changes to armor in sum way?

    Meditation: Having this skill will allow havier armor types to "become" medable scaled on skill lvl?
    IE: say at 60ish Med skill studded becomes medable? 80ish skill Chainmail becomes medable , think you get where i am headed?

    Anatomy and/or Focus : Having this skill will "increase" the "Stam Protection" of armor types , working much in the same manner as afore mentioned Meditation skill above.

    Arms Lore?!: Scaled the same as above other skills - allows a player with this skill to get all above mentioned "bonuses" applied to armor and weapons based on skill?
    Heavier medable Armors? Less stam loss in lower armors? Possibly "re introduce" the removed/ changed special skills of sum wepons ( that is to say with arms lore your weapon would have 3 special moves?)

    Can we cease to colplain and begin to brain storm?

    *takes one penny back for sharing thoughts*

    any feed back on these suggestions welcomed ...
     
  10. Roland of Atlantic

    Roland of Atlantic Journeyman
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    Please don't ruin the daisho! Nerve strike is not a good fit for the daisho.

    The daisho is a combination of two swords, consisting of a long katana, and a shorter blade, such as a tanto. Double strike is logical. Two swords, two strikes. This is how the daisho were used in war.

    Nerve strike is a strike to a nerve with a blunt object, or a hand. There are no blunt parts of a long katana or a short tanto blade. This change doesn't make sense.

    Please don't ruin the best PVM weapon swordsmanship has!
     
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  11. Aragoni

    Aragoni Journeyman
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    Thats lower my composite bow and soul glaive from 1,75s up to 2,25s speed :(
    Unpracticel so long you can t imbue 10 ssi regulary on jewels and have 6 propertys.
     
  12. SpellBreaker

    SpellBreaker Journeyman
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    In my opinion before anyone tweeks the game we should ask two questions

    1. Will this change entice new players to sign up?
    2. Will this change entice our current player base to continue to believe in us?

    if the answer is NO to the first question its not the end of the world but it would be a world without new children (new players). If the answer is NO to the second question then toss that idea into the trash and do not revisit it. With the surviving loyal UO fan base supporting you, we are willing to answer questions and work together to see the game restored to its full glory. As you know, this does require players to stay, recapture/resurrect old players and cause new players to take a look at it.

    Plead to developers - Please take this to heart, we are not your enemy and we would love for you to Lead us like a King. Be that King that provides for us, be that King that gives us opportunity, be that King that will do anything for his bride/country. Every success you have we will share in and WE WILL tell others! Restore the Kingdom!



    Spell Breaker
     
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  13. yuyu

    yuyu Visitor

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    Sorry in machine translation.

    "All stamina potions now operate on a global cooldown." Is unnecessary.
    Potion is still required even PvM PvP.
    It is introduced Pub81, fossil item (invisibility ring, teleport ring) is required.
    I'm fed up with items and fossil (invisibility ring, teleport ring) is still rife.
    I especially in PvP.
     
  14. GalenKnighthawke

    GalenKnighthawke Grand Poobah
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    Based on a couple of days of testing the consensus appears to be a rather loud "nay" on the Publish 81 Armor/Stamina changes.

    The common thread seems to be that the Publish, in the name of merely making different kinds of armor more-useable, makes major changes to the way combat is conducted. These changes have the impact of making mechanics measurably more complicated, making push-through in Felucca unplayable, and in effect making all existing suits more or less useless.

    It is surely possible to make more kinds of armor useable using existing combat mechanics. Various proposals have been advanced.

    -Galen's player
     
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  15. SpellBreaker

    SpellBreaker Journeyman
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    Agreed... The only way it fits in logically is if the Daisho is in its sheath that could be made of wood.... Maybe add it to a staff? On that note I always felt the short spear should be one handed and used like the Roman Empire (short sword & heater shield).


    Thanks,
    Spell Breaker
     
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  16. MOSMOS

    MOSMOS Adventurer
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    Yes.. I agreed, this new proposed patch is worst, last time faction revised already made faction is dead, now, this weapon change, especially changes in special move and stamina. Is the proposer wanted end this game?
     
  17. drclown

    drclown Adventurer

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    wow now something someone educated says. the sad thing is Spellbreaker I don't believe the DEV's give a **** what loyal uo account holders even think. I have played this game longer then anyone of them DEV's even been working! we have tried in the past to help them with there jobs and they never really care to listen so im assuming we will have to keep rolling with the punches and we prob will again lost a lot of dexxors again because of this HUGE change. not everyone is able to play mages and if u cant keep playing a dexxor there will be ppl that will leave. but the DEV's are too blind too see this :(
     
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  18. drclown

    drclown Adventurer

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    it wont end the game but will end a lot of dedicated player base we cant afford to lose :( and BTW 75% of the ppl that play UO play dexxors
     
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  19. Storm

    Storm UO Forum Moderator
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    keep in mind none of this is written in stone and they are reading these posts and considering all that's said! we have a long way before this hits the main shards if it does.
     
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  20. drclown

    drclown Adventurer

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    yea storm I have been through this with these guys in the past years. they gonna do what they want to do. even though theres a select few ppl that have some GREAT ideas for this game they don't listen. even ideas to help make them bigger profits then they are making right now !
     
  21. Lorax_Pacific

    Lorax_Pacific Lore Master
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    What Stamina Leech % was on your weapon?

    Anyway to note if the amount of stamina leeched was the full damage value? Like if your hit was 80 damage did you leech 80?

    -Lorax
     
  22. Podolak

    Podolak Crazed Zealot
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    Max imbuable stam leech, so 50. I don't know for sure if that was the case Lorax. It appeared that the stam I was leeching was the same as what I leeched before so I didn't take detailed notes on that. If I get some time I'll go back and see if I can catch the numbers. I read somewhere in the pub notes that the higher the stam the less you'd leech so that was my concern. I didn't feel like my 181 stam was affected by that concern.
     
  23. SpellBreaker

    SpellBreaker Journeyman
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    I tested in Doom a few minutes ago and stamina drops so fast when there is more then one monster hitting you (I have a mixed wood and metal suit no leather). From my observation of Publish 81, it appears they would like to kill the sampire. My comment is based on the diminished stamina leech returns as noted in the "combat changes" and major stamina drops from taking dmg. However at this point (February 6th) the publish has also demolished all warriors, archers and I'm guessing throwers EVEN when using metal armor. Melee players are going to be very disappointed until they figure a way around this problem.. ohh ya forget about using Chiv in the middle of a mixed mob, being such and easy target - the increased stamina loss by dmg + diminished stamina = slow swing speed.

    We need melee players on the front line not everyone wants to play a Tamer with a Greater Dragon. What about the slow shards, Baja is very slow.... at this point its very hard to find players to play with. Until we can recapture retired players and entice new players solo builds are going to be necessary on slow shards.

    If the goal of this publish was not to destroy melee play style and the intention was truly aimed at making more armor useful it most defiantly should be re-evualated. Perhaps 0 stan penalty via dmg for metal/wood/bone amor types and restore stamina leech on weapons to PRE publish 81. Making the armor stamina penalty scaleable does not seem like a viable option either, because players would just use the one that gives them the best advantage. Would be like the same issue we have now... barb leather suits only.


    Anyhow I have concluded personal testing and I will be going back to Baja working on a Mystic, I'll let my RC deal with the stamina issues :D



    Spell Breaker
     
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  24. drclown

    drclown Adventurer

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    I agree with what Spellbreaker has too say! if I could make another suggestion. I would like to see the DEV's have some or a set meeting in a public VENT to talk to the loyal player base about what could change to enhance the player base on this game. because the way its going now we will just lose more players due to horrible changes. there are ways to encourage more members to join. the best way of advertising for this game is going to be word of mouth because of the age of the game. I guess ill try to email or call medusa and also talk to her about this. the big issue the PVP community is having I believe is, there are new players coming to fel, we will have chars on 5-10 servers and its hard to find fights. now if there starts to become no more fights for the PVP community ppl will stop playing once again. so lets make some changes here and fix this issue before we have another HUGE player base drop out !
     
  25. swroberts

    swroberts Journeyman
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    Agree. The Dev's need to realize that the playstyle of the game has changed. Specifically, 2 very important points...
    1. The size of the community is very small and getting a group of 3-5 together, is near impossible. [Catskills experience]
    2. A large portion of the UO player base has bee with the company since it's first 5 years of existance, and now have jobs, wives, kids, and bills....and now (like me) can only really play solo (sampire) because I don't have the time to organize a party or am playing wierd off hours.
    3. The DEVs..Yes the DEVs have driven the game to Solo style based on the drops from bosses. With only 1 roll and 1 of the highest attackers getting a chance for a drop, I as a player do not want to share that opportunity with anyone. Now if there was a equal chance Arty roll for everyone at the event, (like Despise), it would make more sense to have as many people as possible to quicken the grind.

    Devs..Before you kill an entire aspect of the game....please take a serious look at how the game is being played today.....and it is not in groups. I would understand if Sampires unbalanced PVP in some way...but they are a horrible PVP template...and who really cares if some player has spent the time and gold(both can be quite a bit), to go solo a Champ Spawn (which takes about 2hrs...and is not easy by any means). Solo play actually brings a positive aspect to the game that can suit anyone. A challenge for everyone's playstyle.

    Soloing bosses is not a critical problem in the game that needs the focus of the Dev team.....Focus on improving the Advanced Client and getting new subscriptions are(and the former will help the latter)....

    For this publish my recommendations are:
    1. Pick a few bosses to apply the large staminia loss to....Harrower...Doom Bosses. But leave some Solo play available.
    2. Leave Leather alone, and give some advantages to chain/ring and plate. Leather shouldn't lose Staminia....it's light.....Running around in plate should lose Staminia. So..
    a. Make Ring/Chain have 80% Physical Max resistances, with reduced durability loss. Slightly increased staminia loss when fighting
    b. Make Plate have 85% Physical Max resistances, with rare durability loss and maybe a 6th imbuing property. More increased staminia loss when fighting
    c. Add Stamina to the heal spells...Tanks can Tank with higher resists and mages can stand behind and cast heal(adding HPS and Stam points)
    d. Increase Leathers durability loss rate
    e. Bring back the Mace Fighters ability to destroy armor
     
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  26. SixUnder

    SixUnder Legendary Assassin
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    So, to change it up again...

    you remove total refresh for greater refresh? BUT keepthe weight of the pots the same? SO now not only do they weigh 2 stones a piece now we are going to have to carry twice as many just to get a full refresh from a potion?

    LEAVE refresh POTS ALONE, or REDUCE Bottle weight with these changes, this is getting rediculous.
    where on earth did you guys come up with this idea?, no one has asked for it...

    going to require twice the pots to move now, that is prolly worsethan before, since you dbld the weight of potions. Good Lord use your heads.
     
  27. SixUnder

    SixUnder Legendary Assassin
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    short spear one handed! remove shadow strike and give it something useful! a weapon never used by me in 15 years, would love to have a reason to carry one!
     
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  28. drclown

    drclown Adventurer

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    Six they are half ass mentally challenged. they have no desire to listen to what the members want. if u want anything done you pretty much have to call medusa on her private line in the office to get it through these thick skull dummies. they are about to take dexxors totally out of the playable system with these changes ! lol if u cant swing your wep due to no stam y play the char ! lol
     
    #28 drclown, Feb 9, 2013
    Last edited: Feb 9, 2013
  29. MOSMOS

    MOSMOS Adventurer
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    Just find after last patch.
    (1) Ninitsu - animals form not work, my still at 60 modified value but cannot use animal forms.
    are other same situation? It said I must be 85 before can cast.
     
  30. Iniak

    Iniak Visitor

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    Stam loss changes, as far as I can tell, are debilitating to melee.

    The armor changes will not only make lots of existing suits obsolete(people have invested tons and tons into their armor), but will make creation of new suits far more complicated than it is(which is complicated enough, what other game takes a spreadsheet to make armor?)

    I love that UO is not a simple game. There has to be some balance though.

    I would love UO even more if I had more people to play with... I think the proposed changes are going to turn a lot of current players away(at the very least make them heavily resent the devs) and make the entry level for competitive play much higher for newer players.

    There has to be a more elegant and fluid solution.
     
    #30 Iniak, Feb 24, 2013
    Last edited: Feb 24, 2013
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  31. Paps

    Paps Journeyman
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    "and make the entry level for competitive play much higher for newer players."
    ...................................................................................................................
    There are newer players????
    I see your point and gree with it but i dont think OSI-UO has had `new players` in a long time.
     
  32. Squall

    Squall Visitor

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    I don't like the sound of these stamina changes. Stamina has had enough changes to it.

    I know it seems like mages need to manage mana, so warriors should need to manage stamina. However warriors need to manage mana and stamina at the same time. They also need to manage their hp more, since they take hits directly. To mitigate the already difficult changes to stamina, warriors use leeching, so reducing that would make things worse.

    With regard to the weapon damage/speed changes:
    - Bushido users use one handed weapons without a shield
    - Bushido users rely on whirlwind attack, which is boosted by the Bushido skill
    - The only sword with whirlwind that is not incredibly slow, is the Radiant Scimitar [a one handed weapon]

    I see that the base damage on that blade has been decreased, it kind of sucks because it is so often used without a shield.

    If you replaced Frenzied Whirlwind with Whirlwind, that would be cool since Frenzied Whirlwind just does not work. Then the Tetsubo could be used. Either that or increase base damage when a one-handed weapon is used without a shield.

    It would be cool if there where more than two weapon skills, or you could imbue/modify a weapon to make it use different skills. If you want to know why only a small amount of weapons are used, that is more of the reason than base damage and speed.

    Speed does make a difference though, weapons with high speed are good for spawn, and slow heavy weapons tend to be used for jousting with a single large enemy. Most jousting weapons should really have something like armor ignore (otherwise they are junk), and faster weapons are nice with aoe for spawn.
     
    #32 Squall, Mar 29, 2013
    Last edited: Mar 29, 2013