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Brain Storm: Runic kits.

Discussion in 'UHall' started by Lord Kotan, Apr 30, 2008.

  1. Lord Kotan

    Lord Kotan Slightly Crazed
    Stratics Veteran

    May 16, 2008
    Likes Received:
    Runic kits in general, from hammers, kits, saws/fletcher.

    It seems like there is no system to the mods to try to get "decent" stuff.

    Example: people make armor for protection.. Why do runics make 94 luck, night sight, self repair 4, 4/12/7/19/8 resist? For the normal player - it doesn't seem like you get your time or money's worth out of a barb runic kit.

    Now for hammers; I really have a hard time understanding WHO thought it'd be neat to put resist and damage mods (ie: 10 physical, 50 fire, 40 cold) to take the slot of a rolled mod off of a runic.

    Idea?: For armor, at least 40% of the mods have to roll resist (which would be 2 mods resist for a barb kit with 5 mods).

    For weapons, take off resist - it's not armor. Take off damage mods as a mod-roll. If I want special mods for runics, I'd use a different metal.

    Anyways, I'd be interested in reading ideas posted here.
  2. Guest

    Guest Guest

    Its a broken system in general. The entire Crafting system needs an overhaul to bring it up-to-date with the current version of Ultima.

    At times I teeter on the fence about UO. I always tend to return after short breaks, mainly to run at PvP again.

    Crafting has always held me in the game though. I build up crafters on my account, then turn around and sell the account, just to rebuild those same crafting templates again. If there was just a system that gave Crafting Longevity...
  3. Setnaffa

    Setnaffa Certifiable
    Stratics Veteran

    Sep 13, 2004
    Likes Received:
    They've improved the results from Barbed Kits to the point where you can make more gold selling the results than from selling the kit.

    I average 5-7 pieces with over 60 resists with each kit and I sell them for at least 600K each. If 40% of the rolls were resists, then 90% of crafted pieces would have over 60 resists. That's just too many highend pieces; thus diluting the value of what is out there.

    If every weapon you made only had mods you liked, everyone would be walking around with a pack full of artifact-quality weapons. Bad properties is the equivalent of a failure, which makes the occassional perfect weapon a special moment in any crafter's life.

    There have been numerous ideas to make crafting more fun and satisfying. Your idea just makes it too easy to get a top end weapon. Also, taking the Damage modifier off would make it impossible to make 100% damage weapons.
  4. Guest

    Guest Guest

    resists to 70 in 5 categories
    conscrete weapon
    no penalities for different armour.
    nothing wears out
    no benefits from different armour.

    Its not the runic hammers or kits. They simply put on magic properties to what ever you create. Its the rest of the garbage.

    Suppose you like the way DEMON BONE LOOKs for your NECRO/MAGE.

    All they have to do is create a process where the lowly old useless blacksmith and alchemist conspire together to create a little of this and a little of that.

    They can sell it for 10, 20, 30k.

    You buy it.

    You take you awesome leather piece of armour and use the blacksmith alchemy stuff on the leather piece and tranfer it essence to the matching bone armour piece.

    You lose the leather piece an the exchange, you now have a bone piece with the exact attributes of the the leather piece. Nothing more nothing less.

    There you go. Your deco'd out in the style you like.