Craft skill masteries: revival of crafting in UO
How about masteries for crafting skills are introduced to making crafting count again? I would roughly aim for special properties on crafted items that come close or are on the level of some of the best loot (but different). You can also add cool features to it like making architecture a carpentry mastery, see this thread: https://forum.uo.com/discussion/1226/feature-suggestion-custom-house-architect-deeds?new=1
A qua lemmúr wíste, an zen anku vol verde wís.
Comments
* https://forum.uo.com/discussion/1202/a-crafty-yet-exceptionally-exceptional-suggestion
I hope that it can be considered as part of the "brainstorming".
That's my 3 cents for now.
I think Crafters should be able to get close to PvMable gear.
The time sink for them, would be collecting the resources and materials required.
But again, the same goes for stealing, and other skills long forgotten.
I would like to see Tinker go up to 120. For imbuers give them the ability to imbue slayer capabilities on to rings and bracelets and raise the max imbue-able SDI to 16. Allow legendary blacksmiths to make wire. Allow legendary tailors to make rope.
Please make the Grizzled Mare a 5 slot mount, it's incredibly rare and deserves it. Some of us have been waiting a long time for this simple addition.
The suggestion reminds me of the scene from the great mockumentary This is Spinal Tap where the band guy brags about his amplifier that can be turned up to 11:
I'm the Rob Reiner character, realizing that it is just a gimmick; everything could be scaled to 10 just as easily.
In UO's case, doing so would not just be a gimmick. Craftsmen who want to make the best possible stuff would be forced to alter their templates. Unless there is something major to gain, I don't see the benefit.
I'm not saying "something major" is impossible. Consider a concurrent thread on this forum:
* https://forum.uo.com/discussion/1191/are-tinkered-pets-worth-making-and-using
If tinkered pets were enhanced and trainable in the manner tamers can now do, then yeah, a great case could be made for allowing the Tinkering Skill to go up to 120. Arms Lore would be the associated skill,like Animal Lore is for Animal Taming, and it would go up to 120 as well. In this example, a tinker who did not want to bother with controlling robots would remain just as effective as he is now, with "only" 100 skill in Tinkering and Arms Lore.
In summary, I don't feel it would be beneficial to raise other craft-related skill caps to 120 unless something fundamental and useful is added for those particular skills. Should the caps be raised, already existing craftsmen would have to be able to continue to do everything they already do now. Talismans would continue to operate as they do now, except there would be a more direct comparison to +skill rings, etc. However, talismans would remain just as effective even if the character did not raise his skill caps.
@Rock : For me it is about improving the success chance. For example my GM tinker with a 21% Tinkering Bonus talisman only has a 71% chance at making a distillery. With copper wire being either a thief, pirate treasure, or buy it from another player item I do not like those odds.
I would hate to see people have to rely exclusively on scrolls of transcendence to finish training skills they may have thought they were completely finished training many years ago. And considering that there is still no way to finish training Taste ID and the devs admitted a few years back they dropped the ball with respect to training spellweaving to 120, I wonder how much priority they would put into adding more things to make for all these skills that currently stop at 100. They had a big team working on Stygian Abyss and added some nice things that took few resources to help you train smithing and tailoring to 120 in lieu of what we previously did. Do we really think they have the time to think of and implement more "difficult-to-craft" things to make for alchemy, carpentry, cooking, fletching, inscription, tinkering?
The first thing was pretty easy, allow players to imbue 7 mods and +200% Intensity, Once you break the 5 mod cap/old cap the item becomes antique. This would allow crafters to make the equivalent of Greater/major Antique Artifacts through imbuing, but they would be short lived. This is a good Niche for Pvpers who don't want to invest billions into their suits, but would like to at least be a little closer without investing Billions.
This would kill off some markets for loot to be sure, but would also revitalize others. Making clean lesser/prized greaters able to be imbued up. Same with the current max level reforging. Skill increase legendaries, and legendaries that are over the 700% cap would still be desirable.
Reforging changes involve them tinkering with the Currently useless names. (other than siege)
Simplifying this from my old idea that I posted on stratics.
Structural, fortified, fundamental, and Integral mechanics should allll just go out the window. in their place it should be
Structural +50% Intensity to max cap
Fortified +50% To max Cap +1 Random Mod
Fundamental +100% To Intensity Cap, Adds Brittle,
Integral + 100% intensity Cap, +1 Random Mod + Durability Cap Adjusted based on Runic
Val/Barbed/Heart - 255 Durability
Horned/yew/Gold - 200 Durability
Spined/oak/shadow - 75 Durability
This prevents players from Using low end hammers in place of POF, AND this system also allows you to essentially turn 1 low end runic into the next level through Structural + Fortified. And it would open up a new level of Clean and Brittle Gear for Pvpers/pvmers.
BUT because of the resists that are still on Legendary/major artifacts, these will not replace those pieces, but this will instead be used to fill the gaps in suits.
+Bump to Imbuing
+Bump to Runic Reforging.
does anyone think uo is getting/starting to get over developed. the new loot semi destroyed some crafting. not sure what should be done. I don't think 120 skill is the answer. don't have room for more skill points and not sure if that is really needed to fix things.
Here is what happened, brittle items spawned with that low durability. And everyone wrongly thought that brittle items lost durability faster than normal items. Then people said to mesanna that all the new loot is useless and they can’t use it. So mesanna listened and raised the durability to 255!? now these items will literally last forever so why would I use an imbued piece which will also have 255 durability and not be pofable?
People now realise that brittle items do not lose durability faster so the durability should be returned to the original amount, then players would think more about using reforged/imbued pieces and might go for longevity over mods. Cos at the moment it’s a no brainer to use legendaries.
I'm not blaming you, but reading this gave me a headache, which is everything that's wrong with crafting. So yeah, lets convolute it more.
Please make the Grizzled Mare a 5 slot mount, it's incredibly rare and deserves it. Some of us have been waiting a long time for this simple addition.
We definitely don't want to increase the power of craftable items or else there will just be too many high powered items. So the only solution is to effectively decrease the power of legendaries. Obviously people who already have suits with legendaries would not want their current items to just go poof. So the only solution is to lower the durability, giving them the option to gradually change over time.
The imbuing change is Imbue 7 Mods, 700% cap, you break 500% it becomes antique.
Reforging Change. The more of the top 5 you check, the more powerful the item, you want clean you check the top 3, you want Brittle and maximum output you check the top 5. Everything else is literally the same as it is now.
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Simple Break Down
Current caps
My suggestion
- Imbuing - 7 Mods 700% Intensity, But Antique, so short lived. Could even do 150 Durability
- Max Reforging Brittle - 7-8 Mods, 2 Mods.being random, 8-900% Intensity
- Max Reforging Clean - 6-7 Mods, 1 mod being random, 6-700% Intensity
-------------------------------------------------------------------------------------------------------------------------Engineering degree necessary below here
Imbuing Examples
Ring
Antique
Enhance Potions 25%
Hit chance Increase 15%
Defense Chance increase 10%
Faster Cast recovery 3
Faster Casting 1
Swing Speed Increase 10%
Damage Increase 25%
Armor
Antique
Hit Point Increase 5
Stamina Increase 8
Mana Increase 8
Hit Point Regen 2
Stamina Regen 2
Mana Regen 2
Lower Mana Cost 8
35-36 Total Resists (Prevent items crafted with special materials from breaking the 500% cap)
Reforging examples
Old Desirable Reforge
(6 Charges)
Animated Studded Gorget of Sorcery
Dex 4
Stam 10
Mana 8
Mana Regen 3
Lower Mana Cost 8
Crafted Resists
Under the suggested reforging change, this would be a rare possibility.
(10 Charges)
Animated Studded Gorget of Sorcery
Brittle
Dex 4
Int 4
Hp 5
Stam 10
Mana 8
Mana Regen 3
Hit chance Increase 5
Lower Mana Cost 8
Crafted Resists
(6 Charges)
Studded Gorget
Strength 4
Hp 5
Stamina 10
Mana 10
Mana Regen 3
Hit chance Increase 5
Defense Chance Increase 5
Lower Mana Cost 8
I could give countless examples of possible suits, built from a mix of loot and reforging, Reforging and Imbuing, Just Straight Imbuing.
The Random Mods, make them more comparable to No Name Legendaries, This also gives a little surprise to the crafting when picking names. Am I going to get Damage Eater and Hit Chance as a bonus!? Or am I going to get Lower Requirements and a resist....
Since it would take 10 Charges to reforge 1 Piece at this level, or 5 charges to go 100% random, you can see how you could wind up burning through a ton of runics trying for something With that specific of mods. This sort of gear is something you could use if you already had your resists taken care of though.