Monday, March 28, 2005

What I'd like to do with crafting, part 1: Item decay

I've resisted the temptation to start a blog for a long time, both because I feel like I'm jumping on the bandwagon fairly late in the game (I'm not one to do something just because the cool kids are doing it, as a rule) and because I fear that I won't keep it up.

However.

I now find I want to talk about the things I'd like to do with crafting in UO, but I don't have an appropriate venue in which to do so. These ideas are just that, ideas. There's no guarantee that these "features" or anything resembling them, will ever hit production. Hopefully the fact that this is my blog and not an official source of UO information will curb the tendency of anyone who happens to read this to have the traditional "you promised this and it never materialized" reaction.

That being said, if I were to start work on a crafting revamp today, here are some things I might like to do concerning item decay:
  • Items will have a "repair charges" attribute, representing the number of times they can be repaired before breaking.
  • Artifacts will receive "bonus" repair charges, as will legacy items.
  • Dropping to 0 durability will have no lasting adverse effects on items. At 0 durability, they are less functional than normal -- weapons do less damage, armor resists are lowered and so on.
  • Each time an item is repaired, it will use one repair charge. However, at GM craft skill and above, there will be a small chance of the repair being "free".
  • Powder of Temperament will cease to have any impact on item durability whatsoever. Instead, crafters will use it to increase the chance of a free repair.
  • You will, of course, be able to do repairs via the trade window.
  • And naturally, repair deeds are right out.
  • Self repair items will automatically repair themselves when they hit 0 durability. The property intensity will be re-mapped to represent the chance of the repair being free.

49 Comments:

At 11:35 PM, Blogger The-Noni-Trader said...

Fantastic ideas tact...

I thought I had seen all the possible options for repair/durability introduction hehe you surprised me :P

Again.. thankyou for taking this road to give us an insight into your PERSONAL ideas and thoughts on the systems within our wonderful game.

Now if we could just encourage all the devs to take this road ;P

 
At 1:04 AM, Blogger Mijac Ch'mon said...

Tacty,

Thanks for doing this, its pretty much exactly what I was personally looking for.

Anyways, I do have some question (apart from the ones posted on stratics)

* What thought has actually been given to the economy of crafting in UO? Meaning, have you at all thought of ways in which the system, or possible changes, will affect the ability of any crafter to enter the economy and compete, or at least survive? Personally I believe the only way this can happen is through allowing us to craft specific properties on to items, yet I have not seen any mention of this by yourself or anyone else.

Has any thought been put into the economy and its openness, as well as to allowing specific porperty crafting?

 
At 4:59 AM, Blogger technicalsatan said...

While these ideas are nice, I have to state something about repair deeds. People have been complaining that repair deeds remove some the immersion and the gameplay for crafters, but I don't see either of these coming back to any major extent with the removal of repair deeds.
Why? The game and the shards are at an age where a great deal of people have their own smith and tailor. Repair deeds are relatively easy and cheap to obtain, easy to use, and can be used at all hours of the day. Finding a smith or tailor hanging out at the bank, smithy, or tailor shop will not always be easy. So, the best idea is to build a mule of your own to cover your repair needs, if you don't already have one.
With that being stated, item decay is needed, obviously. The sooner it comes into the game, the better for the game due to items lasting forever and more items being produced daily.
Any thoughts about making propertied spellbooks repairable?

 
At 5:00 AM, Blogger technicalsatan said...

This post has been removed by a blog administrator.

 
At 6:13 AM, Blogger Mr. Ed said...

Your off the edge of the map on this one. Why make people hard to get items break? At this point it serves no purpose at all. Regardless of what a few people stuck in the past might think.

We arent ever going to see the days were people were lined up at the brit forge waiting to get thier items repaired. Those days died a horrible death when BODs were introduced and everyone created atleast 1 if not more crafter mule characters to try for them.

Basically I am saying your idea sucks

 
At 6:25 AM, Blogger Devil_Woman said...

I wouldn't take out repair deeds, even though repairing through a trade window effectively eliminates the original reason for them.

Like someone else here said, there are times when finding someone else to repair for you is not easy, especially for those who play at odd times.

Instead, make it so that repair deeds have NO chance for a "free" repair, and make the GREATEST chance for a "free" repair exist when repairing through a trade window.

This would encourage even people with crafters of their own to seek out another to do their repairs.

 
At 6:26 AM, Blogger rolo said...

A great idea but unless the chance of repairing being free is about 20% it wont work very well. However so far this is the best idea i've seen. Any idea how you'll covert exsisting items to this system if it were introduced?

 
At 7:39 AM, Blogger Toni Marie said...

Excellent idea. Would bring back the smith/tailor to the forges and banks. Very rarely, in the old days was there not a smith at the Brit forge. Exception of maybe the wee hours of the morning. Twas a wonderful way of meeting ppl again, and would give the crafter a chance to associate and spend time with ppl of his own profession, possibly increasing the trading and filling of bods again, as well as sharing the fabulous tales of what we completed at our home forges.
*applaudes loudly*
I'd love to see them bring life back to the crafters of these lands.

 
At 7:40 AM, Blogger whiterabbit said...

This post has been removed by a blog administrator.

 
At 7:41 AM, Blogger whiterabbit said...

Lengenary's should have a better chance of free repair,then a gm

 
At 7:50 AM, Blogger Zenobia said...

Not sure how i feel about the decay...im just at a point now that I'm really starting to get nice things...would hate to see them gone so soon..
*After all that work to GM...along came better loot, and i couldnt compete...so now im Legen...better chance to enhance at least.
*Smaller changes i would like to see to crafting first without a total systym change...
*Stackable stones...(hard to keep resources with out storage, and such low chance to make some of it, uses up the resources so quickly),most other skills have stackable resources?
*With decay..I would like to see a better chance to actually enhance this nicer loot we have now...instead of breaking 95% of it.
*Finally able to get the runic hammers, but what a waste it would be to use them? What i can make with them is lower than loot items, so cant sell and wouldnt use?
*I store my deeds,cuz turning them in gives rewards i mostly dont use, cant sell or give away, and would have to find storage space for..lol..esp tailor rewards (str.hides)...easier to store the deeds.
**I guess what I would actually like to see is what we have improved and cleaned up on, before we change all of the game rules.. ****I would actually like to see a big project DEDICATED to nothing but a clean up/bug fix in Uo...instead of "it getting in the way" of the next big project....

 
At 8:17 AM, Blogger Notorious Playa said...

well you wanted this to go through i hope you slow down the durability loss for items since i can go from 255 durability on my axe to 10 in about 2 hours of fighting fan dancers. i also feel the only reason this is necessary is that there were too many arties made that crafters can't make with similar strength mods. the only way this would work is if crafters could make higher end items more frequently then they can now. its a lot easier for most people to get items in doom or monster loot then from crafters. i personally would like to see crafters be able to control more of what they make using special ingredients. slayers for instance if you take a resource found on the oposite monster then the slayer like something from an ogre lord to make an undead slayer. an ophidian's scales to make a arachnid or spider slayer.

 
At 8:37 AM, Blogger Elaysia said...

hi, i think it's really cool that you spend time like this to come up with ideas. =)

Although, if there were any changes to be made. I would really like to see smith/tailors being able to make really great items themselves without use of runics.

Because i think this would bring the smiths out of the woodwork and spend time at brit forge again.

The way to do this is by having set "better" modifications by using certain ores/leather.

Examples would be using Val for swing speed increase, using barb for always getting a chance at Lower mana cost or lower regeant.
Luck already has this you know you will get luck added by using spine.

Plus, making the percentage lower for things breaking when you are at higher levels, like elder.

That's what i think. =)

 
At 8:45 AM, Blogger Charles said...

I like your ideas, and tend to agree that repair deeds shouldn't be phased out completely, but perhaps lessened in desirability over having a real life crafter repair the objects.

I'd also like to see a little more "respect" paid to the different levels of crafters as far as what bods can be offered by shopkeepers. For example, in 8 years of playing I have seen only one small valorite bod for any of my 7 crafters. I would like to think that if Hephaestus were commissioned to do some crafting, he wouldn't be asked to craft a bunch of regular daggers. In short, the bod (and regularity of quality) should be reflective of the status and ability of the crafter. So a legendary smith would tend to get more higher end bods than a grandmaster would, which would tend to get more mid-range bods than someone of lesser skills. So the higher your level of skill would tend to skew the bods more towards the high end. I think this would encourage trade amongst crafters since lower skilled people would get more low end bods which are sometimes needed to fill certain large orders like shoes and boots. Those seem to be tough to get when you have all gm tailors as my book full of almost finished clothing bods (I lack only some form of footwear on like 40 otherwise finished large bods).

I'd also like to see certain abilities be added to crafters of elder and legendary status. A gm can mark an item. An elder should be able to "inscribe" an item (kind of like marking a rune so we could give gift or commemorative items). How cool would it be to be able to give someone a sword to commemorate the date they attained gm status in a skill, or joined a guild, or slew their first balron? And a legendary smith could be able to add additional (selectable by the smith at the time of crafting) minor properties to an item beyond the damage increase bonus (say make it with a 5% ssi, or ability to do a certain type of attack such as fireball, or cold area, or 5% mana leech, etc.)

THERE SHOULD BE MORE DIFFERENTIATING ABILITIES FOR VARIOUS LEVELS OF SKILL! As it stands with the bod system there is absolutely no reason for me to ever train my 6 other crafters up above gm level. Many people have questioned the usefulness of spending all that time, money, and energy training 7 crafters over the years because of that.

As an aside, I have faith in you guys! Despite all the bad things people say to the devs, I at least understand that you know that the customers are your bread and butter, and without us you'd be out a job. If only the gm's and/or customer service people got that. If (as a whole) they did, there wouldn't be such animosity towards them. As they exist, they are practically a worthless entity. You have a far better chance of getting something answered or accomplished by beating your monitor with a bat than paging a gm. I'd be glad to provide specific examples if need be.

In conclusion, I love the game you have worked hard to create. I love the events, I love the quests, I love the legend that is Ultima! I hope that when UO's tiem finally comes to an end that EA will allow a server edition to be released for sale complete with all the scenarios and invasions, quests, and events that have been run over the years so UO junkies like myself can quest on for as long as we can stand it.

PS. It would be nice if the animators could work on a way my characters could go to bed. I got a bed in my house I can't get in. Eight years and no sleep makes my guys a little cranky.

 
At 9:06 AM, Blogger RazorKitten said...

The thing I don't like about it is... that it would force you into a style of play... not too terribly suprizeing, like most of the other games already out there. By saying it'll force you into a style of play here's what I mean.

If Items decay / repair / break then what that does is it requires one to spend a goodly portion of their time aquiring items, wether it be aquiring the actual item itself by hunting, or aquiring gold to purchase said items or spending the time to find whatever it is your looking for.

What this does is overall, in my opinion of course, is take a game from "log in and have fun" to "log in and make sure your keeping all your items up to par"

Definatly an adverse affect on more casual players as well (as finding/collecting items is more time consuming than just about anything else one could be doing), although a bonus for merchants.

I think a better solution might be something more unique for UO than to nudge the crafting system to be more like other games.

 
At 9:19 AM, Blogger Gildar / Sahra Swift said...

One thing - don't change repair/durability like that until you make it so I could rebuild my suit again in a day.

As it currently stands, I'd be lucky to find the pieces I need in a year.

I understand the need for decay, and like the idea... just I'm not willing to go through the headaches I've had to in order to get my current suit again for it.

 
At 9:32 AM, Blogger Jaxinar said...

The one major problem I see with this is that weapons wear out far faster than armor does. My Samurai uses a Crescent Blade that burns through 255 durabilty points in a little over an hour.

Compare that to the 1360 luck suit of a tamer/mage that hardly ever loses any durability points. My blade would soon be gone, while the uber luck suit would last forever.

 
At 10:35 AM, Blogger SmokeSerpent said...

It is an interesting refactor of the repair concept.

However, it is my strongly held belief that taking items out of the game is a McGuffin unless the everyday crafter is able to become much more involved in adding new high-end items to replace them.

Yes, I used to log up to 5 hours a day hanging out doing repairs, but it was all about waiting for that one guy to come along that had scraped up some cash killing earth elementals and wanted to buy a shiny new light archer suit in his favorite ore color to celebrate. I was never hoping that my customer's items would break on repair, and the fact that we are reduced to such a negative viewpoint on this issue is a little sad, no?

Back to the details ... One kink in the formulation as presented so far is that there would be a high incentive for people to only allow 120 smiths to make their repairs. Yes it's only 2% per 5 points over GM, but you know probably better than I to what extent UO players will go to gain an 8% edge.

BTW, how would ASHs factor into this?

 
At 10:56 AM, Blogger Fayd Kytt said...

These are some really great ideas! Item decay seems to be the lesser of two evils with regards to removing things from the game. The greater evil being the removal of insurance...dont see it happening. Although, what many people fail to realize is that the items are not removed, only traded and a saturation will occur once again.
Nice thoughts!

 
At 10:59 AM, Blogger Fayd Kytt said...

These are great ideas! People have become much too accustomed to thier 'stuff' lasting forever. If they want it to last, put it in a display in the house. The arti holders will howl about this and I really dont have a suggestion for them...other than tuff noogies! :) To me, an artifact is an item with a name, not an overpowering piece of gear. Great thoughts!

 
At 12:52 PM, Blogger Basara_549 said...

What would work best with repair deeds, IMO, would be simply to only have them usable by characters on the same account as the creator. A variant of this would be to let them work for the creator's account, and others designated by the creator (say, guild repair deeds, only usable within the guild)

The crafter could bring up a gump entry for another character not in the same guild, "allow to use my repair deeds". This would allow a person to logout of a character on an account outside an insta-log area, then log-in with the crafter and target them as "friends" for the repair deeds, preserving the ability for a player with two or more accounts to create deeds for all the accounts with one crafter, while eliminating the "anyone-can-use" types.

Another possible option would be to require runics to make repair deeds, with each deed taking off a charge. If anything, it would give much more use to spined kits, and runics under bronze. DC runics would have no bonus to the "free repair" chance, Spined and Shadow, a 2-3% bonus, Copper a 4-6% bonus, etc.

 
At 1:18 PM, Blogger Lysarius said...

Thanks for setting up this blog Mr. Tact!

- What will happen to durability? Will all items have the same durability? (So that it takes the same amount of time for them to need repair.) Or will high durability on a good item mean it will last longer?

- For my two cents worth, I really like the idea of giving a bonus to the chance of a "free" repair if it is done in a trade window. That way even if you have a crafter mule, you would want to look for another player to repair that nice arty...

- What about things like spell books and jewelry? Any chance they will decay over time as well? (Otherwise these types of equipment will become much more valuable than their counterparts that eventually go away.)

Thanks again for letting us know some of your ideas!!!

 
At 2:19 PM, Blogger Lysarius said...

Thanks for setting up this blog Mr. Tact!

- What will happen to durability? Will all items have the same durability? (So that it takes the same amount of time for them to need repair.) Or will high durability on a good item mean it will last longer?

- For my two cents worth, I really like the idea of giving a bonus to the chance of a "free" repair if it is done in a trade window. That way even if you have a crafter mule, you would want to look for another player to repair that nice arty...

- What about things like spell books and jewelry? Any chance they will decay over time as well? (Otherwise these types of equipment will become much more valuable than their counterparts that eventually go away.)

Thanks again for letting us know some of your ideas!!!

 
At 4:53 PM, Blogger Darth-SP said...

I like the idea of things breaking. However I wish the items available in game crrafters can produce would at least come close to the items which are breaking as well.

Perhaps the new BOD changes will make runics much easier to obtain, and therefore easier to compete. I mean it seems it should take the same amount of time to craft the item as it would be to hunt for the item.

I would like also to have an item unbreakable, i.e. one that is blessed to be immune from damage. I mean after all it is blessed?

 
At 7:20 PM, Blogger phantus said...

I really hope this is another one of the times that a small group of people are not given something that doesn't appeal to the rest of us. I don't feel true item loss is a part of an item based game. It will not be as UO once was and will not add anything to the game. Too many things would have to be completely changed before this could occur in a usable form. Doom artis drops would need to change. Chance of enhancement would need to change. The entire BOD reward system would need to be changed and all for what? I don't understand how shoddy items are the solution to make crafters useful again. I really hope this change never sees the light of day because it will mean my UO days are over. I have put up with many things that don't make sense in this game but this change would be too much even for me.

 
At 8:21 PM, Blogger ChessyGoddess said...

I like the idea of my crafter being useful again but I do not like the idea of losing all the things I've busted my ass to get over the last 5 years.

 
At 8:23 PM, Blogger Jazz'd said...

Wow! What to say? I like the idea of making something else for the crafters to do but collect bods, pray you actually get something worth your time, PRAY you actually enhance something NOT break it and of course, repairing items. Because that's basically all my tailor/smithy does.


BUT!!! and I MUST stress BUT!!! I have spent WAY too much time, effort and gold to aquire the items I have for myself and for my husband. I have spent the better part of 2 years acquiring the artifacts and the barbed kit armor to make suits for my characters. I understand the concept behind the running out of durability and items breaking. I spend a fortune on powder to MAKE SURE my items DO NOT break. TO have a system, even thought about, that will intentionally break the Hat of the Magi that I spent 20 million on....and that was CHEAP! or intentionally break the Spirit of the Totem that I spent 19 million on is just ridiculous!! I spent MONTHS in doom and got nada, nothing...NO artifact!! So, I geared myself up on other venues to raise the gold to buy the items I need for my characters and my husband's characters. I spent hours and hours and hours and hours farming gold to accomplish this goal. AND for a "power that be" to even be thinking that intentionally breaking items such as these is a good idea blows my mind.

I know that I play more than 20 hours a week and I know that my guildmates do as well. So what you are calculating is INSANE for the hard core players. You had the items breaking in combat YEARS ago and it SUCKED then. Why in the heck would you even be imagining this to be brought back into the game when items are harder to come by and WAY more expensive to get?

Seriously, I'm all for making improvements to crafting. I'm all for making runic hammers and kits have a better value for their time and gold cost. But come up with a different way than intentionally breaking expensive, hard to come by items. Otherwise, you have to ask yourselves, why in the heck did you introduce these items into the game to start with? *sighs and prays that this NEVER comes to the light of UO day*

Thanks for listening to the venting of a 5 yr vet that is SHOCKED with these "ideas". I've seen a LOT come and go in the 5 yrs I've been playing, LOTS of changes, LOTS of bugs and I'm still playing. BUT I can seriously say, that if these "ideas" are brought into play, I will seriously think of going elsewhere to spend my money. Because I might a well go to WoW or some other leveling up game that will waste my time more than these "ideas" will do to the YEARS I've spent acquiring the items I have now.

 
At 8:56 PM, Blogger Regnent said...

While I love the idea, I really do hope that;
High End Runics become much more available.
Crafters have something added where they can create high end items.
Monsters start dropping MUCH higher end gear on a higher frequency.

My concern is that, a suit from scratch, which either costs (massive gold, massive time (Bod), or EBAY), will only last about 2.5 months. My suit took me about 6 months to build. I'm not made of gold, I am not a merchant, I do not farm monsters, and I am not made of IRL cash for ebay.

I know that there are people who would spend the time, and or money to keep an ubber suit, bascially turning (PVP for myself) into a class system, where people who have the time or money, will be x times more powerfull than those who do not.

For perspective, this includes money for 6 BOD accounts, or umpteen hours farming for gold, scamming, or putting up rl cash.
So I chose to play for 3 hours a night, I must hunt for 2, fight for 1, and I MAY endup with enough money to keep a descent suit. Maybe.

I don't like hunting, or farming BOD's. I will not do that. I like to PVP. Without a suit, I won't PVP, and since I can't PVP, I'll find something else to do that I enjoy.

I like the concept, but I really nope it's all taken into balance.

 
At 9:13 PM, Blogger Feenicks said...

Awesome stuff.

& thanks for undertaking this project of a free-er exchange of ideas.

I do like the idea of decay with use. Just so long as it doesnt progress down the path of decay over time (ie without use) as was once toyed with in Star wars galaxies. I know that the key appeal for me with UO is that if need be i can go without playing for a few weeks when reallife gets too busy, and aside from missing stuff ingame, there's really no adverse affect so long as my account is paid up. Decay with time would destroy that ability (come back to find half my stuff has decayed out of existence)

I know you arent at this stage proposing such decay over time. But im sure it's only a matter of time before someone suggests it. (im just getting in first, hehe)

I also like the idea of keeping repair contracts, but with a negative ramification for using them (ie the no chance for free repair).

Additionally to chances of freeby increased if done via trade window, could there also be location bonuses to this (such as an extra % if done in minoc - thus helping populate certain areas)
Or maybe there could be a small cumulative effect. ie the more repairs done from different people the better your chances of getting a freeby in that sitting. (thus promoting a person spending time at a smithy doing repairs for people) - for example a 0.1% chance increase with each repair (up to a limit). This way the person who spends some good time repairing can boost their chances by serving lots of people. (this may be getting a bit too complex tho)

 
At 3:17 AM, Blogger Tiffany Case said...

Great Idea's your headed in the right direction.
We need to activate the smiths & tailors. Legendary Tailors and Smiths should have magical fingers & hands. *winks*
The Empress and Royals of Tokuno need new clothes.
MOO

 
At 9:46 AM, Blogger Hunters' Moon said...

One question. The self repair? When durability get to zero and the self repair kicks in will that count as a "Repair charge"?

 
At 10:59 AM, Blogger Drewcella said...

This will destroy UO and everything myself and thousands of others have worked so hard for. Although that statement sounds grossly exaggerated at first, I know many realize it's the truth. The UO team created and item based game with the introduction of AOS, Item insurance and artifacts. Live with it! I have spent so many hours aquiring the items I desire in UO. Thousands of hours in the guantlet, hunting for items, collecting Bods for armor, and so much more. It took me two years of intense playing to aquire enough gold in order to buy the Inquisitors Resolution. Now, if you have your way Mr. Tact, I'll never be able to use it again, because if I do it'll be destroyed in a few months time. This is rediculous nonsence. Sorry to be so blunt, but when someone wants to destroy the things I've worked for years to obtain, It makes me VERY angry. And what about the carefully crafted runic armor sets many people use? What about ultra rare weapons people worked for hundreds of hours to obtain from a hunt? Gone, and days of struggle wasted. This change would benefit crafters and first week noobs, and destroy everyone elses accomplishments.

If this happens EA will pull off the ultimate bait and switch on UO players. Create a totally item based world and trick us into striving for the best items, then turn around and destroy it and waste our work. I will quit UO if this ever goes into production, and I know thousands will follow me. The very fact a developer wants this makes me feel worried and betrayed.

 
At 11:51 AM, Blogger ironclawofgol said...

Okay, I am sure all of this sounds really good when you guys are pitching ideas around at work, but this would .....ummm SUCK!

Right now, I have two artifacts. (Yeah, just two and happy) Breath of the death and the Dragonslayer. I use them, and the wear out. I repair them with my legandary smith, and sometimes the max durability goes down. Simple enough. I collect bods and it takes awhile. I interact with other player's vendors and I end up filling the bods. I get a jar of powder. I use it on my weapons. Peace is restored to the kingdom. It has a whole "circle of life" thing going for it.

Now, if I was stupid and never repaired it, or never added powder, I would have a nice 5/10 artifact and it would be in danger of breaking.

Now, you are talking about it only having limited times it can be repaired, AND if it iis repiared by a 120 smith, it only has a 8% total change of being a "freebie" ????? Okay!, That is weak!

Got an idea. leave artifacts alone!
All it would do is benefit the people or groups that camp the doom spawn anyway. They would be the only ones with the artifacts unless you fork over a ton of gold for them. Sounds like it would aid one group entirely too much.

Solution? Leave artifacts alone, and help the crafters. How?
Try this.... How about based on the crafters skill level (i.e. 120) and the tool they are using (sewing kit, or runic hammer) a certain amount of points are assigned with each crafted item. These points could then be used to be assigned into different properties at the crafters choosing. In case I made it muddy, try this.

120 smith + Agapite hammer
I make a katana.
Say I get 40 points (just an example)
Now different item properties would "cost" a different amount of points.
Say, 2 points for ever 5% in leech with a max of 50%. So if I wanted 50% life leech it would use 20 points to add it.
and 5 points for every 10% in spell damage with a certain cap (say 40%) So if I added 40% lightning it would cost me 20 points.

Result, a 40% lightning, 50% life leech (mana,stamina) katana. Not bad, not great. But you get the idea. You might be able to get more points for an aggy hammer even.

The goal? It would keep people interested in BODs.
It would give you something to actually work for in acquiring bods.
It would allow people to eventually craft weapons that could keep up with artifacts.
It would not kill all of the people with artifacts.
It would still make people have to use the PoT when their weapons started to decay (like the way things are now).
It would stimulate the market as crafters could customize weapons for their customers.


Anyway, I am sure their ar even more reasons why this would sound 1000 times better than what you have "cooked up". I don't think pissing off everyone who has an artifact is the way to go.

I think a previous post mentioned "bait and switch". Yep, that is what it would amount to. PLEASE think about it very hard before you set down that path.

Thanks

 
At 2:51 PM, Blogger adam5000 said...

Its good that your looking at item decay but, there are probly better ways to do it that would also include gold sinks.

Few ideas to toss at you

1. Make items unrepairable till they hit 0 Durabilty. When they hit 0, pending on the item, it will cost say 500k to repair a dyrad bow back to full status.
2. Simply make items durability fall faster, make temp powders much harder to get etc..
3. Add repairing costs (lots of variations here)
4. On successfull repair items lose 20-5 Dura. On fail.. same thing.
5. Make Artifacts enhanceable!! This would create a huge exit/destory for artis, while creating a risk/reward. Theres so much you could do with this.
Example. Enhance Hat of Magi w/ a +5 Phys enhancement deed (cost 2 mill): Risk : 50% enhance success, 30% fail,(lose enhance deed and Hat goes to 25/25 durability from 255/255), 20% (item is destroyd, and deed lost).
Theres so much you could do with enhancement, and not just on armor iether. Adding small bonus's to swing, dammage etc. for weapons also. This would create a huge gold sink, and a large risk factor for a small enhancement.
Keep up the good work, just thought id toss a few ideas at you to make item decay a little more intesting.

 
At 3:05 PM, Blogger Hunters' Moon said...

I read here and on Stratics saying "I have worked so hard to get X set of armor and I dont want to lose it" My question to that is dont you know a legendary smith/tailor has worked just as hard as you to get where they are only to see that their crafted items are secondary in value to what you can find on the ground at Luna bank?

 
At 5:15 PM, Blogger Archaon said...

Thanks for the blog

but really it has made me wanna quit uo even more.
seriously some people take pride in collecting rares and house spots and stuff i dont see the fun in that myself i work to et gold and hunt for hours upon end so i can make me suit and wepons better and better and i certainly thing the durability charges thing sucks i like the idea of fragments and stuff.

i know old school players will enjoy this but i for one wont spending all my time to get the items that may spawn once everymonth that everyones wants or to make as much dex as possibl that how i hve fun in the game. i then do more hardcore hunting and pvp with knocks your durability down by loads so to make a suit you have to send your whole time hunting again for a suit and wepons just so you dont end up naked the only character i play is a warrior i notice i can gt though a 255 durability wepon in half an hour sometimes and therefore i would have to use the items i took forever to get just so i can keep myself un naked being able to do the things i really like.

1 foot in the wrong direction i think but probably not others, also you say items will be made more high caliber and easy to attain but with 2 loot patches it still isnt and items are still not obtainable unless you are mega rich.i think durabilty charges sucks

make a good change like make the skill bowcrafting worth taking instead of having to make a characer so i can atleast use an archer

 
At 12:10 AM, Blogger Rschae7717 said...

Thankyou for thinking of crafters, BUT it is way too late in the game for that! Everyone has one now! I do mean everyone! I have 2, and have had since I started playing if your going to do something like this it would have been better than the BOD system by far! But now bod system in place and everyone made a crafter our value is now worthless. It took me over a year to get 4 of my charecters suits to where i want them and I can finnaly keep up with the tamers. With that in mind, now it going to make it even better for tamers because they do not rely on the fancy armor that us warriors and palidan's, ninja's and so on require. If the case of things wearing out fast and having limited repairs the artis I am using for armor now if had 50 repairs available would be gone in 2 weeks!!! Now it took me a year to get for them to go away in two weeks, why even play, if this was to happen I would go to The Matrix Online in a Heartbeat, and I am sure that alot of other people agree with me considering the last few guild meetings we have had they were already considering it but decided to stay with UO a lil longer as long as they didn't do something like this!

On a better note I do like the time limit thing with Toko Artie's, that there seems to be the best way to control arti population yet!!!!!

So with that being said WAY TOO LATE IN GAME! Please work on fixing some of the bug and stuff we have now, AKA client crashes we get once a day, or lag so bad around luna you cant hardly move, etc. etc.

 
At 12:43 AM, Blogger Drewcella said...

I'd like to apologize for the angry tone of my reply to your ideas about item decay. It just took me by surprise and upset me. I appreciate the effort you and the UO team are putting into revitalizing crafters. Some of the ideas sound great, just not the idea of item decay. It might not be the death of UO but i believe it wouldn't be good for UO.

 
At 12:59 PM, Blogger Tiffany Case said...

Please leave artifacts as they are, many worked hard andspent hours collecting them.
Here is an idea, maybe GM crafters or higher could make magic weapons with a bit better or new properties than the artifacts. These new items would need constant repair or they break.

 
At 1:45 PM, Blogger Tiffany Case said...

Maybe properties like these on clothing, weapons and armor:
Resist Poison
Telekinesis
Fortify Intelligence
Fortify Strength
Resist Common Disease
Restore Agility
Fortify Endurance
Night Eyes
Restore Health
Lightning Shield
Fortify Luck
Frost Shield
Cure Poison
QuickSilver Boots
Sword of Accuracy
Lance of Elders
Ethereal Sword
Dragon Charm
Mirror Shield
Helm of Protection
Battlestorm Drums ( For RPer's)
Holy Water (for Alchemists)
This way it won't take away from the rare and older items.

Just my ideas.
MOO

 
At 5:29 PM, Blogger DrDolittle said...

I, for one, was perfectly content to outfit my characters with GM gear prior to AoS. With AoS, you folks at OSI (rip) made that GM gear about as desirable as the junk one can get from NPC vendors. Unfortunately, we pretty much had to chase after uber items because AoS made items much more of a requirement in UO than ever before. The one consolation was that, with insurance and reasonable care, once you got some good gear you could keep it just about forever. Now you say you want to make that gear wear out. Go figure…

Frankly, I’m tired of it. UO needs content, not another scheme to force us into an endless chase after uber loot. All that glitters is not gold and I’ll be darned if I am going to be forced to chase my gear down again.

 
At 6:59 PM, Blogger Elvar said...

Hehe
It looks to me like we're all a little biased here. Those rich folks with the uber items think your idea blows the big one. The rest of us poor schlubs love it.

Btw, I like this new forum.

 
At 7:09 AM, Blogger denin said...

i think you will find its a 50/50 split..peps that have good items will hate item decay,those with crap will love it...I am a pvper,you guys changed this from a skill based game to an item one,I took so much time out of my regular uo routine to go to doom to get my gear,and now you are telling me sooner or later they will break,thats unacceptable..i am older now with much less time to play uo(full time job and student)these changes would force me to quit..And i know plenty of others who would do the same ...big mistake

 
At 10:20 PM, Blogger Walter of Atlantic said...

I've been playing the game for 68 months now and I finally have a large collection of artifacts (which i don't use). I remember, however, when the chances of finding a vanquishing weapon (which is now considered crap) was extremely rare and people were satisfied using items that were not exactly prefered, especially in PvP. People were more likely to use a GM crafted weapon in PvP because it was easily and inexpensively replaced. This is where the low-end runics played an important part: they were cheap and slightly (only slightly) better than GM weapons but players were able to use them in PvP without too much fear of losing them. Item insurance was a major factor in the death of PvP because with insurance people could use their very best gear without the fear of losing it making an inbalance for the new players and people who could not spend actual money on ebay.

People have gotten lazy and keep asking for less low-end loot and only high-end loot spawn because they rely on the abilities of their equipment and not on their abilities as a player. This loot change would only further hinder the crafters; and increasing the amount of gold that monsters drop will only continue to worsen the growing inflation of the UO economy.

Changing from a skill based game to an item based game changed the entire feel of UO. As stated above, people rely more on their equipment rather than their own skills. I would like to see UO turn back to a more "pre-aos" state but for the people who took the time to actually collect artifacts and assemble their "perfect" suits of armor there should be some sort of carry over so that their time is not "wasted". I think this sort of change would actually bring more veteran players back into the game.

I believe the removal of item insurance would help the crafters of UO more than anything by creating a higher demand for their "less than ideal but inexpensive" goods. It would also bring back a balance to PvP.

 
At 9:51 AM, Blogger OwningYou said...

Dude what are these crazy off the wal ideas. Vanishing artis???? Wow you outdid yourself this time. It's not the problem of the ones who make the money to buy the artis to suffer a tremendous loss due to the artis drop system. The items are artifacts and are meant to be valuable, NOT CHEAP AS DIRT!!! The item decay is the worst idea i have ever heard of and i hope you reconsider this extravagant idea.

 
At 9:52 AM, Blogger OwningYou said...

Dude what are these crazy off the wal ideas. Vanishing artis???? Wow you outdid yourself this time. It's not the problem of the ones who make the money to buy the artis to suffer a tremendous loss due to the artis drop system. The items are artifacts and are meant to be valuable, NOT CHEAP AS DIRT!!! The item decay is the worst idea i have ever heard of and i hope you reconsider this extravagant idea.

 
At 9:52 AM, Blogger OwningYou said...

This post has been removed by a blog administrator.

 
At 9:52 AM, Blogger OwningYou said...

Dude what are these crazy off the wal ideas. Vanishing artis???? Wow you outdid yourself this time. It's not the problem of the ones who make the money to buy the artis to suffer a tremendous loss due to the artis drop system. The items are artifacts and are meant to be valuable, NOT CHEAP AS DIRT!!! The item decay is the worst idea i have ever heard of and i hope you reconsider this extravagant idea.

 
At 7:51 AM, Blogger DENNAR said...

I am a long time Crafter and think item decay on furniture would be a mistake. I think it will drive people to not decorate. I used to do very well selling furniture before REDEEDING.

Redeeding hurt furniture sales. Just go back and cancel redeeding from addons and stone. If you want to add more deeds to items so they cant be moved around. For example chest's as a deed, would help sell more chests.

I do think item decay is needed. Items thats never need to be replaced hurt the game in the long run. Just not on decorations.

I would be glad to show you how sales work ingame, my shop has been open in one location or another for 7 years. Over 600 players have had vendors in my shops. We have sold untold amounts of items and had untold number of visitors.

DENNAR of Lake Superior

 

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