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Topics - Jharnul

#1
Questions, Game Problems and Bugs / Mining
November 14, 2012, 02:06:11 PM
Is i me or mining goes more slowly?

I used to mine 4 ores at a time at 120 mining, and now every hit  gives out 1 ore only. I don't know if it's a bug or intended.
#2
Wish List / The tank
October 31, 2012, 06:37:08 PM
I love playing warriors in UO, and tanks in most games. But the tank in Sylvan has 2 problems: in Trammel, he's nigh invincible, while in Felucca, he's not too good at his job. (I use "he" because my character is a male).

The source of the problem is, of course, Evasion, from Bushido, and the high dexterity you get from augments.

I would like to enjoy hunting without being invincible, or hunt in Fel with all my abilities available.

Would it be possible to either hard cap the bonus to evasion gained from high dex, or lower that bonus, so that augmenting dex still benefits a tank?

I don't know how hard it is to do, but that is something I think would make hunting more fun, both in groups and solo.
#3
Wish List / Player interraction from crafts
October 11, 2012, 07:56:30 PM
    This thread is a bit of a
pot-pourri of suggestions, some harder to implement than others, and some still that may already be on the wishlist forums. What they have in common is that they (in my opinion) tend to encourage player interraction in the context of crafts.


You can jump to the bold text for a TL:DR version, or read everything as it comes.

A problem (again in my opinion) on Sylvan Heart is the ease with which any player can have a complete crafter trained in a few days of macroing and gathering ressources or money. This results in a lack of demand for crafting services between players, and a lack of interest for a player to dedicate most of his time and character slots and to crafting.
Indeed, why play a dedicated scribe when everyone has a character somewhere with 120 inscription? On the other side, why try to buy exclusively from player to encourage the crafter's market when there are but a few well-stocked vendors on the shard?
I myself wanted to make no crafter, and buy exclusively from player vendors to encourage them, even if I love crafting. After a long time of trying every vendor teleporter, quite a few of which even have vendors on, and another few having nothing on the vendors, I decided I needed to roll a crafter toon for my needs.
I understand that SH playerbase is limited compared to OSI, but I believe that with a bit of pushing more players may be motivated to stock their vendors (and place even more vendors), and other players will be interested in being customers for those dedicated crafters.

Maybe I write all this in vain, because maybe everyone is quite happy with the way things are (not that I'm unhappy), but I still think it's worth checking what options there are.

Lowering the amount of characters per account: *gasp!* Radical, I know. Still, it is one of the most effective ways to separate the players who enjoy the profession of crafting from those who just want a crafter handy. With like 2 maximum characters per account, you have to set your priorities straight! It's not my vote to do so, but I would be willing to limit the number of characters I can create for the sake of interraction and roleplay. As a workaround, more characters could be available as donation rewards or vet rewards, not exceeding the traditionnal 5, of course.

Crafter secondary skills: This idea aims to make possible different crafter "builds", by giving craftable items more than one required skill in order to craft them. As an example I could use the items already using this principle, like the forge, requiring both carpentry and blacksmithy to make, or musical instruments, that need the carpenter to have a certain level in musicianship. If crafted items require different and varied combination of skills, this will give the players a choice of a "build" to make as a crafter, and prevent a crafter character with all 1200 points distributed in crafting skills to craft everything in the game. Examples for variety are many, but I will list a few:

  • Stable Stone (carpentry and veterinary): Make it craftable and off the vending machine, and ask for a rare ingredient to craft.
  • Porcelain and Obsidian mounts (alchemy and animal lore): Knowing the physiology of the crafted animals helps :)
  • Some fancy custom dresses (tailoring and anatomy): No completely logical, but it can make some clothing more rare to obtain.
  • Wines (cooking and alchemy): Some people would say that cooking is chemistry is anyway ;)
And in the idea of overhauling stuff from classic UO:

  • Exceptional Weapons (blacksmithy and the weapon type skill): I did not take the time to weigh the pros and cons on this one, but think of the RP possibility of one particular smith known to make legendary swords, and another who is master in crafting spears!
  • Necromancy Scrolls (Inscription and Necromancy): Because the one creating the means to toy with the dead should be as devious as the one doing the toying![/i]
I could go on this idea for a long time, but this should be enough to get the gist of it.

Skills that can go above 120, and items having higher requirements: This one is another important change. It would take much longer to raise a skill to its maximum, which would weed out those lazy players no dedicated enough :P . Change the required skill levels for craftables to higher numbers would even out the difficulty of crafting them for masters of the trade. The other effect of a higher individual cap is that it would take less skills maxed out to attain the 1200 total cap, and give the opportunity to crafters to be somewhat different from one another. For example, if the cap for crafting is 180 per skill, one could not make a character that has all of blacksmithy, carpentry, tailoring, alchemy, cooking, bowcraft/fletching, and inscription, as they would require a 1260 cap, and that is not counting other much needed stuff, like magery and arms lore, to craft decent items.
The equivalent of power scrolls could be implemented to go over 120, which would give more player interraction from trading those precious scrolls. This idea could be applied to much every skill in game, so it would make possible more varied combination of skills for warriors, mages and thieves too, but I will not go there here.

Crafter paths, like a skill tree: This sounds weird, but the idea is taken partly from the Mondain's Legacy recipes mechanics. Recipes are learned by crafters who earn them from quests, or buy them from people who earned them from quests, or other means.
The idea I have expands on this, making it look like a skill tree. For starters, some (most really) recipes would have other recipes as pre-requisites for the crafter to know in order to learn them. Also, some recipes would be mutually exclusive, in the sense that knowing for example the recipe to a ninja smoke bomb (in a recipes path mostly dedicated to stealth and cunning) would prevent you to learn a recipe for a tower shield (in a path meant to benefit knights and/or warriors).
Add to that rare ingredients as prerequisite like in ML, and you have not only a wide variety of crafters that can make different things, but also make gatherers even more looked for to supply the means to craft those.

The housing idea, characters version: Another major, perhaps less radical than others, though. The multi-housing plan proposed by SH is awesome. 5 houses per account allows to make a house for each characters, or 2 houses for one character, etc. But (and I sepecially like that) the fact that you cannot have them all be the maximum house size makes you prioritize which concept you want to be the biggest, and which concept are smaller (less important). Let's apply this idea to charcaters: the first character you create has the standard 1200 cap, maybe the second one too. The third toon you roll, however, has only 1000 total skills, and the ones after, 800. I haven't thought it through very much, it is more of a last-minute idea, but it might work for those who don't want less than 5 characters because of the RP variety this allows, but don't care too much to have all of them that strong. Players who prioritize crafters would have better crafters than other player, and players who prefer adventurers will take on the bigger critters, creating this interdepence that I feel is amiss on SH.

Boosting BODs: This one is a bit simpler than other (or at least it seems that way). It consists of changes made to the Bulk Order Deed system. First, make BODs available for other crafts, such as the bowcrafters, the carpenters and the tinkers. It is long needed in my opinion. Next, make BODs more frequent, like half as frequent, or make craftrs get two each time they can ask for one. Then, make Runic crafting kits have less chance for their maximum results, so that more uses are needed in order to obtain the ideal piece of armor/weapon. This will results in favor for those who want to spend more time crafting, as they will need to complete more BODs to get runic kits, while more combat-oriented players will not really to spend that much time filling orders when they could be spilling monster blood. Warriors will buy more from crafters, and maybe at a higher price. Of course the amount of VSs needed to purchase these kits would maybe need to be increased. Also runic kits for tinkers and carpenters (runic staffs! yeah!) would need to exist.

That's about what I got for now. Some of these ideas suggest a lot of changes and consideration, but I included them anyways, if only because I'm passing the time at work. Also it might make other, better ideas flourish in the mind of those reading it. Some of these will make you think I was dropped on the head when younger, and you might be right (I have very little memory of my childhood).
Feel free to correct me if you think I'm wrong, praise me if you think I'm right, develop on my ideas if you think they need reworking, and feel for me if you were also dropped in the head when younger.

Most of all, thanks for reading!

**EDIT: fixed some formatting**[/list]
#4
According to UOguide, and my memory, smelting a crafted metal item when you are a smith should give you back half the ingots needed to craft the item.
If I remember correctly, smelting looted or bought items will yield only 1 ingot when smelted.

However, no matter what item I smelt with my smith, especially the stuff I crafted to train my skill, returns only 1 ingot a piece, even if the items requires more than 2-3 ingots to craft.
I don't think this is intended. I did not test leather and cloth cut by scissors for tailoring.

#5
Questions, Game Problems and Bugs / Seed box
September 28, 2012, 12:33:25 PM
I've put common, uncommon, rare and exotic seeds in my box, but they all list as plain campion flowers, and become that when I extract them from the box.
Maybe I don't put them in the b ox right? I just drag'em and drop'em on it.
#6
Questions, Game Problems and Bugs / Little catching up
September 27, 2012, 07:32:14 PM
I haven't played on SH for many years now and I have a few questions to update my knowledge and refresh my memory so here they are:


1. Does the transmutation box still has a recipe to convert ancient and legendary augments up to the next step (for example 100 ancients for one legendary)?

2. What are the features from ML that are implemented? I lurked the forums and noticed some mentions of the dungeons, but are the crafted artifacts, other artifacts, other craftables, Heartwood, active too?

3. I saw no note about the auction, but I understand they are still live auctions (awesome). Is there a regular schedule or is it on an announcement basis?

4. What guilds are very active? The forums hint to about 2 or 3 guilds that are looking for members, but I think I saw at least one more in game that had a few players. Which guild are more RP oriented?

5. when's lunch? I'm hungry

Even an answer to a half a question would help me, so thanks in advance :)

-Jharnul