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Messages - ribaldron

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Suggestions / Re: Looking for Crafting Reward Suggestions
« on: September 08, 2020, 08:16:06 PM »
I've found Runic Saws and Fletching Tools so far, but not by Crafting.  Those would be cool, so that Crafters could get access to them without needing to potentially enter combat.

Also it would probably be a lot of work but you could consider adding a Crafting Token section to the Museum or another area, so that you could award tokens and have people pick things they'd like specifically - probably with a lower overall payout, but less "wasted" rewards in the process.  We already have a lot of different currencies, so why not some more?

It's a cool system but finding a niche is important.  BODs are essentially "free" to pick up.  The Warehouse Orders take a lot of value in terms of raw resources that go into them, the balance between what's "worth" doing or not is a difficult one, so finding something special that may feel worthy of working towards, while not negating existing content, to me seems like a good idea.  So far I found I guess "advanced" orders, which gave skill gain potions, which was a nice surprise.

Broken Things / Terra Gold Continues to stack beyond 60k
« on: August 09, 2020, 02:50:23 PM »
Weird stuff happens.

I pulled some out, put them in the main bank, shifted the big stack into a bag, but they didn't continue adding at that point.  Can't remember the number they went up to.

Didn't think about it, drag-moved them, and got 68 instead of the 65k or however many.  On a whim, decided to try buying something, and the coins came back in the sub bag, which I had moved the main stack out of.

Possibly cap it at 60k to avoid weirdness, or have it make a new pile?

Broken Things / Re: Remove Trap / Trap Difficulty
« on: August 09, 2020, 02:20:22 AM »
It looks like, through testing, TrapPower is the value used for the purposes of determining the removal of the trap.  In the absence of TrapLevel, TrapPower is used directly to determine the damage.

TrapPower is damage 1:1, TrapLevel scales the damage much faster, being based on the trap type.  Explosion for instance is 10-30 damage * TrapLevel.

This is just.. kind of weird.  I guess it works fine if you're just trying to emulate the traps on live and work the specifics out from there.  Or maybe that's how it worked?  I feel like those traps did A LOT more damage, though.  Even with high resistances, you'd still be taking a heavy hit - probably in the range of 300 base dmg?

From what I can gather, you can disarm a trap if you have Remove Trap equal to (or higher than) the TrapPower.  50.0 skill vs 50 TrapPower, you have a slim chance, but will get gains at least.

So it feels almost backwards..

I'm wondering if the damage is higher than intended for some traps (and lower for others) due to this.  For fine tuning of them you could consider adding more trap types as well which could help you narrow down your intended damage range and add some risk to some of the other conventional methods of springing traps.  I'm not sure why a bolt, for instance, couldn't hit you from across the room while some of the default explosion traps have a larger radius, with tapering damage, like on Paragon chests.

Broken Things / Remove Trap / Trap Difficulty
« on: August 07, 2020, 04:22:15 PM »
Boniface brought this up on Discord a few days ago and it's something I'd noticed too.  I did not put forth as much effort, as I figured my own skill was just too low and I still had a training method that was working, but it seems as though there may be some issue.

Personally, I noticed I could get it to work at a lower level on tmap chests, but Boniface put together a sizable bonus skill set for it and was unable to Remove Trap on even the beginner/new training dungeon chests with I think 140 skill, which is definitely something to look into.

Outside of just "trap difficulty" in the code, the theory was put forth that increasing the damage of the traps may further influence the difficulty rating.

I thought it best this gets put out there so it's sort of on the tracker officially, as it's been a few days.

Broken Things / Re: Suggestion for risk notification
« on: August 07, 2020, 04:16:55 PM »

This could be a good use for the Item Identification skill.  ID the item, it tells you the current enhancement count.

I'm assuming that's something that's being tracked (and could be displayed somehow) as items are destroyed if you enhance a 21st time.  So just some way for players to check.  Potentially some consumable item so that the process isn't entirely without loss.  Record keeping then would still be useful, but when getting a hand-me-down or purchased/traded item, you wouldn't be completely in the dark or some grey area.

I think this would be a cool feature but lower priority for sure.

Broken Things / Re: Stealing from Pack Animals disabled
« on: July 25, 2020, 10:36:07 AM »
Yeah while the guild exists, a physical location would be cool for questing and just sort of that backstory feeling.

Giving skill balls for returning certain stolen objects is a cool idea.  Stealing Skill Balls specifically I would imagine, that you can't move from your inventory.  You spend time seeking out the objects,rather than just macroing, and gain in skill.

Maybe potentially a "Robin Hood" style quest where you steal from the evil, monsters, other thieves.. and return objects to their rightful owners.. for those who want to remain morally "good" but still improve their ability to steal, since a large portion of stealables are in dungeons, some of them being important.  There's a certain new dungeon with a ton of stealables which could make sense for a "return" style quest.

While still necessary for some things it's nice to train your skill to a point where you don't always need to equip your set of gear to use a skill.

Say Hello / Greetings!
« on: July 21, 2020, 07:32:45 AM »
Little late here, but I am Ribald Ron in game, for those of you interested that I have not had the opportunity to meet in-game yet.  I Started with UO when we were both young and it was a passion of mine up until around the ML expansion.  Played Emulated servers to re-experience the classic feeling, but wandered into the AoS+ servers as well in that time, having played one ML server.

Got the itch recently to come back to UO, as it has been MUCH longer than I would have thought.  Looked on the server list for a server that looked interesting, seeing this was custom and relatively new (though I misread the year, I think - it's still one of the youngest servers on the serverlists) it piqued my interest and after some patching issues - which I still suffer from - here I am!

Many systems here are new to me (surprise!) and it's been a fun adventure seeing the NEW new, and the new to me.

Perhaps being so familiar with the standard game, I've sought to really explore and figure out The Dark Tides as well.  Maybe this, with my helpful nature, made me a candidate for the Young Player Support system.

Let me just say, regardless of any title I may have - if you need any assistance, I will do my best. :)

Broken Things / Re: Stealing from Pack Animals disabled
« on: July 21, 2020, 06:37:52 AM »
For the time being you could add maybe a thieves' guild with a few different pickpocket dips, like an Apprentice, Expert, Master's, with differing levels of min/max skill, you might test that to see if it's an okay solution.

Would be pretty easy to gain skill from them though.  If something like that would be a long-term solution, maybe have different dummies tied behind a quest chain?  Go steal an item, get access to the next training room?

Or have a different thieves' guild in each city you must seek membership to?

Having a lot of stealables is also a solution like you said.  Maybe just regular stuff you could steal like an orc alchemy lab with big stacks of reagents, or a bandit smith with a few ingots strewn about, so they meet differing weight values for various levels of stealing.

Broken Things / Stealing from Pack Animals disabled
« on: July 20, 2020, 04:01:04 PM »
I'm getting the message "The creature blocks your attempt to steal." instead of being able to steal from my own pack animal.

I believe this is a side effect of going into a more Trammel ruleset.

Releasing the animal causes the contents of their pack to drop on the ground in a container you can only remove items from, so that's out.

For training purposes this is pretty rough, eligible targets being on relatively long timers, spread about the world, and subject to the admittedly recently more generous 8x8 rules.  Let's not forget - many are in town and a bit risky!

All Other Dark Tides Stuff / Re: A list of All 8x8 Skills
« on: July 13, 2020, 03:34:16 AM »
8x8 is OOOOOOOOLD, implemented really early, as they didn't originally have the intention that "everyone" would just be a Grandmaster.

Taming is actually pretty forgiving here as on live, you could only gain 3x on the same animal - ever - and if it had been tamed by someone else before, you may not even be able to gain off of it.  So you'd see a lot of animals named "a" and "b" in the wilds when people bothered to indicate that they'd been tamed prior.

There may be alternate ways to gain some skills..

But keep in mind 8x8 is what the system is called but many target-based skills are, well, target-based as has been mentioned.  You don't need to move, and can speed things up with more targets available.  Anatomy is one of these skills, you can get 3 gains from each target in a span of 5 or so minutes.  It's very easy to train just in combat, though.

The system helps to keep things from being completely trivialized, while you are still of course free to train unattended.

You might consider just making a new character and taking Taming to 100 with skill balls, if it's that important for you.  You can get started as a tamer immediately that way.  Either start with 0 skill and use the 100 ball on it, or 40 and use a +60.

Suggestions / Re: Shared Item IDs
« on: July 10, 2020, 09:23:12 PM »
Oh right I forgot one of the more annoying ones - Powder of Fortification and Full Fairy Jars.

When doing many BODs it can make it a bit of a project just to sort the rewards.

Suggestions / New Fame Titles
« on: July 09, 2020, 12:40:52 AM »
I think Fame titles are purely cosmetic but it would be pretty cool if there were some additional titles.  Might be hard to think of and implement new titles for Karma, but everyone being referred to as Lord and Lady - which come pretty early - regardless of their progress is a little same-y.

Maybe as you progress through the Temples you can start to achieve Baron/Baroness, Count/Countess and later Duke/Duchess titles.  I'm not sure if the enemies have Fame all at a certain point or not, it might require adding more Fame to harder enemies.  Perhaps with a way to lock or set your title if somebody prefers one to the others.

Plus it'd be an easier way to distinguish certain foes.  Dread Baron Velcossis sounds pretty sinister!

Granted, I don't know if this goes against your vision, and I believe Lord/Lady technically are interchangeable with the titles of lower nobility.. but I think it'd be cool.

Suggestions / Shared Item IDs
« on: July 07, 2020, 10:36:56 PM »
There are a few offenders in particular, as you get them from loot chests:
Fertile Dirt and Fertile Earth - both reagents
Pumice and Coprolite - one reagent, one gem
Sapphire and Rose Quartz - one gem useful for Imbuing, the other for vendoring
Tourmaline and Kyanite - ditto

Now in various Mage and Alchemist shops, there are several items which have the same ID as Reagents which will be auto-purchased if you're using a purchasing agent:
Empty Bottles, Bottled Lightning, Gazer Eye
A Piece of Crystalised Energy and Diamond
Dry Ice and Grave Dust
Nox Crystal and A Giant Spider Venom Sac

I think these would be good candidates for some new item IDs, like you designed new graphics for Amber, Star Sapphire, Fire Rubies, and some others recently.

Questions about The Dark Tides / Re: Suggestion: Suggestions?
« on: July 07, 2020, 09:57:58 AM »
I can't seem to create a thread there.

All Other Dark Tides Stuff / Re: Looking for someone to contribute!
« on: July 06, 2020, 12:26:19 AM »
I can write up whatever you'd like.  I was actually thinking of doing something similar to generally share my experiences and perhaps guide people who may be making similar mistakes - or find themselves "lost" in a way.

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