12-10-2007, 04:24 AM
Galens Wrote:Carpentry and Tinkering Should both be equally hard as they go hand in hand. Carpentry and tinker should be a little bit easier than blacksmithing though, as they are not economic neccessities, they are however a big part of UO decoration.
Also a big part of decoration, the economy, showing off, and for some, pure fun, is Custom Housing! Many RUO servers have it, and it's huge on basically all of them. For the final stage for some people in their income [where they have a shit-ton of money and income and nothing to spend on], this is a huge way to stimulate the economy. As far as I can remember, on one of the INs [or maybe it was another server], you had to have GM carpentry to make housing pieces. So I say make it to where GM Carpenters on here can make these pieces, but have to have certain items of course, like Ores, Logs, etc. This way, Miners, Lumberjacks, and Carpenters alike would benefit. When a Carpenter makes a "piece" for the house, its like a Non-newbied certificate that enables a person to add a piece to their house of whatever kind of tile or wall or whatever, and if you mess up, you can remove the piece for the certificate/s, just like selling a house too. Vendors would not be able to buy or sell these, so it would be player-stimulated only. So basically you have these rich people stimulating the income of the carpenters, miners, and lumberjacks; You have diversity in server decoration, you have less boredom later in the shards life, and economic stimulation.
Galens Wrote:Resource Gathering skills
Resource gathering from any skill should take at least 1hour to 1.5 hours to gain at most 1000-1100 units per, it should also have a decent amount of weight so that it creates more time spent with the craft then just gathering resources really fast. Polymorph should play a roll with resource gathering aswell, increasing strenght increases weight capacity. All resource gathering skills should be at most 1/3 easier to gain than crafting skills. This limits the flood of rare materials.
I think it's safe to say that all this would do is become an annoyance. The only thing that is changing is that everything is going UP, meaning that when weight goes up, you have to make strength go up by using polymorph every minutes, which makes you lose regs, which makes you lose money because you can only buy regs from vendors, or kill ice elves for a few hours, which causes a fault in income and thus the economy. Of course, you don't HAVE to cast polymorph, and you just have to bank more often, which takes up a little time, which is simply another annoyance that really doesn't stimulate or hurt the economy in a huge way, it just annoys people. I hope you don't think I'm trying to flame or anything :o , I'm just bringing up the faults.
Galens Wrote:Mining any ore should seriously be revamped. At gm you should still get about 65-70% of the time iron or even higher. Sapphire should take about 3-4 hours to get just two ores, and thatââ¬â¢s even if you manage to smelt it(make that about 90% success rate on sapphire. And go from there on the rest)
By your calculations, it would take 12.5 days of straight mining to get one set of sapphire armor. And for any normal person, it would take around 10 months. What's wrong with this? Keep it as is I say
I see your point, but making rare ores more rare would only slow down the income of miners and make them bored.
Galens Wrote:I am going to skip fishing. Ill leave that up to someone else.
Fishing is a tough subject because it's hard to make it useful. I say add certain types of scales you can fish up that are relevant to the recipes I was talking about earlier with tailoring, and other recipes. For example, you could fish up serpent scales, fish scales, mermaid scales, or more [I can't really think of more myself]. You could also add in jewel loot in fishes, like you cut a fish and you might get jewels or something. And, like on most RUO shards, you could add damaged or "shipwrecked" items, like furniture, pictures, boxes with some items, etc. You could also add the ability to fish out some treasure chests with good loot at GM or something.
Galens Wrote:All monster loot should be catagorized by the monster. It is much easier to just classify a monster by level of difficulty.
Example: A moongbat is level 1 Where as a level 1 would probably drop anywhere from 1-50 gold.
Example: Guardian Of Wrong is Level 10 Where as a level10 would drop anywhere from 10-15k just in gold. But the difficulty of the monster is so hard it takes a party to kill it. Keeping especially rare items only towards this level type of monsters decreases flooding of items and increases profits made from sale of items to players.
I really like this idea and I think that it would help newbies income out a lot if you had more than just 50 gold on "level 2-3" monsters that newbies would typically kill after they get past the mongbats and headlesses.
Galens Wrote:This makes hunting way more unbalanced against craftables, UNLESS you make hunting loot decreased more than it currently is at the moment. (currently I could make 100k in one day if I hunted from dusk till dawn, though its hard because I like to play other parts of the game such as roleplaying) I would spend probably 10k total in that day for resources, most of which I could get from archer monsters. This needs to be checked out seriously. Either make combat skills harder to gain and more loot for monsters, or keep it as it is and make loot smaller.
This would hugely damage the economy. Hunting is the only source of purely profitable income other than resource gathering. If you made the loot smaller, people would just be less and less willing to spend/sell. There isn't much wrong with the higher level monsters loot, but the lower levels drop too little IMO. Also, you just stated that "level 10" monsters should 10-15k no?
Not everyone can hunt dusk til dawn [10 or so hours for me] and make 90-100k a day; I can only hunt about 1-2 hours a day [10k usually], so I think it should actually be raised according to level or stats like your first suggestion.
Galens Wrote:Mace Fighting
Is useless
Macing is just as useful as swords, and just as damaging. I have tested quite a few Forces/Powers versus Swords weapons, and they are basically parallel in damage. People just think that the skill/weapons are not useful because people always do Swordsmanship first, and therefore only need swords to use swords, and they don't have to use macing weapons, therefore they don't train Mace Fighting because it's simply a waste of time, but it does come in handy when you are out of bladed weapons. I think the reason people always stick to swords in the first place it because it's the "coolest" or the most common skill in movies and in other games that people always seem to like, so people just instinctively start off on it straight away.
Galens Wrote:Archery.
Need I say anymore other than its uber strong?
I think that if anyone got shot with an arrow in the chest going 150 MPH it would phark them up too Which is why I have my next suggestion:
Make naked people a bit more vulnerable that ones with armor, like if a naked person just runs out and gets shot with an arrow, it should do twice as much as when you have armor, this would stimulate armor usage and thus armor/ingot trading and selling.
The same goes for other weapons, not just bows.
Galens Wrote:Tactics
Tactics should be about as hard as mining currently is to Grandmaster
I actually think that it is, because I fight with weapons [whether it's hunting or pvp] all the time and I've only gained about 3.0 total from 80 since starting.
I agree with most of his section on special weapons. We should have a good bit of them that are pretty hard to craft, but are not OMFG extremely hard to craft. And there should be different levels of weapons for lower level players, like the Silver Bane or w/e that silver longsword was; it didn't do great damage [about as much as a force], and it was medium in difficulty to craft [only required GM smithy I believe].
Vendors should ALWAYS sell their items for more than you can sell them back, this way players can sell their items [like arrows] for the same amount or 1 gp less per than that of a vendor so that they can make money.
Galens Wrote:Armor should always play a big part in hunting AND PVP. I hardly see anyone going outside in anything higher than gold armor. What kind of nonsense is that? I donââ¬â¢t even hunt with more than 25 ar, and I go hunting dragons, daemons, dread lords, etc.
Another reason I said add the magic-resisting abilities in armor (though you said something about MRing armor too)
Galens Wrote:Provoking should NOT allow monsters to fight to the death, even when Gmed, it should just have a longer lasting effect than normal.
I agree that Provoking is strong, but I can't kill monsters effectively otherwise. Without provocation, I would use Peacemaking, and when I had to use that [I GMd it first], it would take me forever just to kill a few guys because weapons are pretty crappy. Speaking of weapons, I think that two-hand weapons should be a bit faster. I can't get one hit off in PvP without being FS'd five times, and definitely not before having to heal. Even during PvM, I usually have to heal before getting a hit off, which it why I use Peacing/Provoking, and also why I stick to bows.
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