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What has imbueing done to magic item market?

Discussion in 'UO Developer Feed' started by UODevTracker, Jun 18, 2010.

  1. UODevTracker

    UODevTracker Guest

  2. Mark_Mythic

    Mark_Mythic UO Legend
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    I'm interested to know how you all feel that the new properties that were introduced with SA (which are not imbuable) are bolstering pve/pvm?

    Also, I find it counter intuitive that a system that requires 20 + high intensity items to make 1 new item would "kill" pve/pvm. For those of you who are claiming this is true, what makes you say this is happening?

    As for new players, if you just need to get a full set of armor/weapons, show up at any of the live events where there is one of the random reward treasure chests... people tend to dump a lot of equipment on the ground there if it doesn't fit their current armor plan and you can just take it.

    By design, building the "perfect suit" is an advanced player game. It is not required to enjoy UO and the definition of the "perfect suit" continues to evolve as new properties are introduced. Optimization is fun for many people and thus this element of UO is there for them as a long term goal.

    I would like to create some kind of support to help players who don't want to figure out imbuing to contact people who enjoy it. In the mean time, people will just have to talk to each other in game and work it out. UO community has always been good about networking.
     
  3. Mark_Mythic

    Mark_Mythic UO Legend
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    LOL, I'm not from the old school where you introduce things to get people to use them and nerf them. Maybe I'm too progressive? Hard to say.

    I do like your idea of having a series of items that are almost exactly the same except with various special properties on them so that you could more easily work them into a template. I'll make some spreadsheets and see how viable it is in practice.

    I don't want to make them imbuable for the reason posted above... if everything is imbuable then pve/pvm isn't as fun.

    Thanks for your feedback!
     
  4. Mark_Mythic

    Mark_Mythic UO Legend
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    We've been looking at this for a while now, but it would require us first to create a centralized bank. Currently, your "bank" is actually stored on your character and is not accessible when you are not online. We would need some kind of bank to put your payment in so that you don't have to be online to make the transaction. This is not out of the question, it's just a bigger task than it may appear on the surface.
     
  5. Mark_Mythic

    Mark_Mythic UO Legend
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    I would **love** to spend some time on new player experience. It is like my pet soap box around here. Again, the trick is getting time on the schedule. The core of what I want to do is have a more extensive tool tip system. Like, I'm a new player and I have a pair of scissors in my backpack... I'm like..."what is that for?" I click on a question mark icon, then click on the scissors and it tells you. Also, there are a few UI things I would like to improve. How many times do you think a newb attacks their own horse? I also think the change in state from peace mode to war mode should be more obvious. I know these are the kinds of things that make new players crazy but vets are just used to it so they don't even notice anymore.
     
  6. Mark_Mythic

    Mark_Mythic UO Legend
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    Cetric, I think this topic has a lot of merit but I don't want to derail the thread by continuing it here so if you want to make a new thread about new player experience that might be appropriate. :)