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#1
So I did some play testing, startups, tried various templates etc. & then did some startup pvm, and then played about with a couple end game templates.

- Cant take remove trap at char generation - Luthius may have fixed, but if you take LP give 1 RT tool?
- Food buff box, can you add a "refresh" button so you don't have to reopen it each time to check your status / a minimalist version of the box would be a nice option?
- Buffs in general (like if you get stacking buff from forensics, could there in the overview system be a page with all current buffs and durations? (and again a minimalist popup version with a refresh button would be epic)
- BS/EVs take forever to retarget aggro is that by design?
- PVM gear (aspect) is extremely costly to craft, and I just don't see people really using it, it has no pvp upside so you are behind vs vanq wep etc., and the risk/reward isn't really there id suggest? As much as AOS is hated by lots, insurance to me was a great idea, suit building became a thing, now I'm not suggesting all-round insurance, but maybe replace the bless system with a daily insure cost/1 drop, so it offers a gold sink for the pvmer to cover before he's in profit.
- looted scrolls I couldn't sell to NPC?
- magic spellbooks are not clear on use/impact/what they do, ie/ a might book does what? +a % to dmg? +% to eval?
- magic spellbooks appeared to need to be equipped to trigger the "charge" element, but text related to them in game kinda makes you think that they work whilst in backpack
- some of the instakill traps are pretty "meh" by design for a newer player, I logged out for the night after exploring inferno and accidently touching a bridge to instadie. I imagine if that was 3 days after release with pretty much all I owned in UO on me, id rage and maybe leave for good etc.
- mage startup curve is far far harder than dexer, maybe increase the free charge cast stone thingy. I tested a pure mage startup, and was out of charges/gold/regs, before id done anything remotely useful (like get 300gp for blade spirits etc), essentially the mage startup is gold negative for some time.
- some skills will be a massive pain to "actively gain" like LP/remove trap, essentially you will want to set up funky macros to kill a mob/macro for 10mins and repeat. Not sure that helps the point of a system designed to encourage playing. Other skills that gain passively like arms lore, you'd never macro now, you'd go play, which I really like. Maybe some of those skills need a think on active gain systems?

I'm sure iv forgotten some stuff...
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#2
When starting with cooking, every recipe that offers skill up is 0.2% success chance. Suggest recipes get staggered slightly? Make ones with harder to get ingredients lower in skill brackets etc.
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#3
Some skills require tweaking to improve the "active gaining" philosophy we have in place. Trade skills I think fall into a "should" macro bracket.

Camping - will be macroed, suggest a chance to gain skill in camping whilst under camping buff (like med works passively medding).
Parrying - gained all other wep skills to 70 and parry was 50.4, suggest adding a gain mechanism based on parrying harder hits, so if you have 8 sheep hitting you for 1 dmg gains are slow, if you parry a 50hp hit from a mob, you have extremely high chance to gain parry skill.
Carto - add a "tattered decoded map fragment in tmap loot, that gains you 0.1-0.5 carto based on map difficulty.
Forensic eval - I think I didn't see any gains from using a skinning knife, add a chance to gain from skinning a mob.
Lockpicking & remove trap - I think you fixed, just checking the gain buffs only relate to dungeon tchests (ie/ I wont also get buffed gain speed macroing tinkered locked chests)
Poisoning - add a chance to gain poisoning when you land a poison on a mob/player? (this one maybe iffy - but as it stands its a 100% macroed skill)
Taste ID - see camping solution
Tracking - is probably a macro skill as stands (I haven't tested this one), but guess you only track infrequently? If so its abit like camping/taste. add chance to gain whilst actively tracking?
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#4
1 hour playtime (effectively a start up char, no use of skillstone, skills typically bought to 50)

89/55/22

Anatomy | 66.6
Arms Lore | 65.5
Tactics | 61.7
Swordsmanship | 60.1
Healing | 55.1
Parrying | 51.3
Resisting Spells | 50.3
Camping | 50
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#5
2hrs in (moved to Ossuary)

Anatomy | 75.2
Arms Lore | 71.8
Tactics | 68.1
Swordsmanship | 66.2
Healing | 59.2
Resisting Spells | 54.1
Parrying | 52.1
Camping | 50.1
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