Publish 99 Release 1

[Deleted User][Deleted User] Posts: 1
edited August 2018 in Test Center
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  • Misk1Misk1 Posts: 5Dev
    Fantastic!
  • The user and all related content has been deleted.
  • SMALLSMALL Posts: 19
    lol
  • LarisaLarisa Posts: 1,208
    Okay odd....well just logged in..the town crier is amazing! Love the artwork, very detailed! Taking the Paladin's of Trinsic quest....lets see how it goes! :)

  • TimTim Posts: 824
    Like the new log in art. The one fellow on the old one looked way to disturbed to be allowed a kitchen knife let alone a sword. 
    town crier revamp looks good too.
  • ZedZed Posts: 33
          A new area to Trammel Britain,it would be nice to add a bank there  :)

               This city needs a new hero !


       Vendors with excellent armor and weapons are always waiting for you on Atlantic )

  • ZedZed Posts: 33

               This city needs a new hero !


       Vendors with excellent armor and weapons are always waiting for you on Atlantic )

  • Larisa said:
    Okay odd....well just logged in..the town crier is amazing! Love the artwork, very detailed! Taking the Paladin's of Trinsic quest....lets see how it goes! :)

    I did the Paladin quest on TC.  Its basically doing the mini bosses to get a whetstone and when your done you get a title for "Paladin of Trinsic".   You have to collect 60 shame crystals unless you had some when you copied over.  Just FYI
  • My impression is that the new area in Britain is for crafting.  Can you please add a soulforge if that's the case?
  • MargretteMargrette Posts: 549
    edited February 2018
    One of the News items on the town criers is titled "The Virtues Revisited, Acknowledging Britannia's Roots."  The last line of the article says readers should visit the Chamber of Virtues to learn more about each virtue and the benefits of walking their paths.

    Unfortunately, when you visit the Chamber of Virtues, there's nothing there to read or to interact with.  If you click on the virtue tiles, you just get the name of the virtue it represents.  The NPC monks don't do anything except offer skill training.  So, am I missing something obvious there that I could do to learn about the virtues or does it not exist yet?


  • It would be nice for the town cryer news to include an article about trade orders.
  • MargretteMargrette Posts: 549
    edited February 2018
    A couple of other things that might be interesting to read about in the town cryer news are articles about the following:
    1. Masteries
    2. Magincia bazaar
    3. Arenas
    4. City loyalty and Governor system
    5. Armor refinement
    6. Ter Mur (including mentions of imbuing, reforging, throwing, and mysticism)
    7. Eodon
    8. Ability to have a second house per account on Siege or Mugen
    9. Banking system changes
    10. Auction safes
    11. Virtue vs. Vice system as replacement to factions
    12. Character copy to Test Center

  • KyronixKyronix Posts: 1,186Dev
    Margrette said:
    My impression is that the new area in Britain is for crafting.  Can you please add a soulforge if that's the case?
    Sure, thanks for the feedback!

    Margrette said:
    It would be nice for the town cryer news to include an article about trade orders.
    Margrette said:
    A couple of other things that might be interesting to read about in the town cryer news are articles about the following:
    1. Masteries
    2. Magincia bazaar
    3. Arenas
    4. City loyalty and Governor system
    5. Armor refinement
    6. Ter Mur (including mentions of imbuing, reforging, throwing, and mysticism)
    7. Eodon
    8. Ability to have a second house per account on Siege or Mugen
    9. Banking system changes
    10. Auction safes
    11. Virtue vs. Vice system as replacement to factions
    12. Character copy to Test Center

    These are all excellent suggestions!  We had only so much bandwith to add quests for the Town Cryer in this publish, but will definitely consider these for the future (as well as fixing the Virtue one).  
  • TanagerTanager Posts: 634
    edited March 2018
    Can a tinker NPC be added, near the crafting area in Britain, to sell NPC tools?
  • VioletViolet Posts: 408

    Kyronix said:
    These are all excellent suggestions!  We had only so much bandwith to add quests for the Town Cryer in this publish, but will definitely consider these for the future (as well as fixing the Virtue one).  
    What about adding hyperlinks to trainers to the wiki pages about said skill etc?  Is something like that possible?
  • Arroth_ThaielArroth_Thaiel Posts: 1,060
    edited March 2018

    Since so many people come back to UO after some time away, and with all the potential for new players that EJ brings, it might be worthwhile to add a line to the Town Cryers about the accelerated skill gain quests in Haven. A lot of players might be skill training in the near future and not remember or know about the Haven quests.

    I had a buddy that started a UO account awhile ago and he skipped the tutorial. He said he had played way to many games and "didn't need" a tutorial. I had to make him go back to Haven. Then he was all excited. EJ might bring in a lot of "experienced" players that will skip a tutorial.

    Town Cryers might be one way to put in a pointer to the skill gain quests, so I thought I'd mention it.

    -Arroth
  • MargretteMargrette Posts: 549
    edited March 2018
    I have a couple of questions about this part of the publish notes:  "All pets which have been exploited  by releasing or death will have the following stats reset and incur a penalty to their advanced pet training. Strength, intelligence, dexterity, hit points, stamina, mana, base damage, and all resists will be reset to defaults."

    If I am using one of my pets, for example a greater dragon that I've had for six or seven years, and it goes wild and I retame it, will its stats and resists be the same as they were right before it went wild?  Or will they decrease to other values and if so, how does the game determine those other decreased values?

    If I am using a cu sidhe that I've put through advanced pet training and it goes wild and I retame it, it sounds like all its stats and resists are going to be reset.  However, I don't understand what the notes mean by saying they will be reset "to defaults."  Will they reset to the values they were when that particular pet was first trained or will they reset to some set of predetermined values for that type of pet?

    If I am using a cu sidhe that has never gone through any advanced pet training and it goes wild and I retame it, will its stats and resists be the same as they were right before it went wild or will they decrease to other lesser values?

    To be frank, even though I can't remember the last time I had a pet go wild, I'm reluctant at this point for my tamer characters to use their pets if it means that they could go wild and retaming them is pointless because they could end up with permanently diminished stats and resists.  Also, I have spend almost no time on advanced pet training because I can't afford power scrolls.  So if having a pet who has gone through advanced pet training and who goes wild means it becomes worthless and all the power scrolls were a waste, then I doubt I'll ever put any more time into advanced pet training or spend any gold to buy power scrolls for pets.
  • CinderellaCinderella Posts: 1,757
    Zed said:
          A new area to Trammel Britain,it would be nice to add a bank there  :)
    One of the buildings there is called The Vault. would be cool to have a bank in there as well. The bank was doing so well, they branched out!!!
  • MargretteMargrette Posts: 549
    I was trying to do some testing on Test Center to answer the questions I posted above two days ago, but getting nowhere with trying to make a pet go wild.  Anyway, I have a new concern to raise:  We used to be able to lore an animal even if a lore gump was already on the screen, if the skill use timer had finished.  Now, once again, you can't lore something if the lore gump is already on the screen.  It's a real nuisance to have to click the lore gump to make it go away to be able to lore a pet again, and it's even more annoying if you want the lore gump to show up on a particular part of the screen.  I don't understand why this was ever changed and I could swear it was fixed a few publishes ago, but it works this newer inconvenient way now on every shard, not just Test Center.

    Anyway, I will try later to answer my own questions above since it doesn't look like anyone on the dev team is going to answer them.
  • PawainPawain Posts: 9,992
    edited March 2018
    Margrette said:
    I was trying to do some testing on Test Center to answer the questions I posted above two days ago, but getting nowhere with trying to make a pet go wild.  Anyway, I have a new concern to raise:  We used to be able to lore an animal even if a lore gump was already on the screen, if the skill use timer had finished.  Now, once again, you can't lore something if the lore gump is already on the screen.  It's a real nuisance to have to click the lore gump to make it go away to be able to lore a pet again, and it's even more annoying if you want the lore gump to show up on a particular part of the screen.  I don't understand why this was ever changed and I could swear it was fixed a few publishes ago, but it works this newer inconvenient way now on every shard, not just Test Center.

    Anyway, I will try later to answer my own questions above since it doesn't look like anyone on the dev team is going to answer them.
    Releasing and retaming a few times will not exploit the pet.  You have to do more than that to have the pet be exploited. So, there is no need for you to worry that your pet going wild will cause the pet to be adjusted by the Devs.

    Releasing and retaming only decreases the pets stats like wrestling, tactics, etc. Exploited pets have overcapped HP,Mana, Stamina.  So if your dragon has 2500 HP all of a sudden, you found the exploit.

    The lore gump will open a new gump without closing the old gump in certain areas.(luna stable area is one)

    In some dungeons you can not open a new gump without closing the old one.
    Focus on what you can do, not what you can't.
  • MargretteMargrette Posts: 549
    Thank you for the post, Pawain.  However, what I'm asking about is what happens to pets that go wild, as mentioned in this thread: https://forum.uo.com/discussion/240/pets-unbonding-skill-loss .
  • PawainPawain Posts: 9,992
    Both were re tamed and they had to increase the skills back to values.  The HP or STR was not increased to turn them into an exploit.

    It is not easy to make a pet go wild when you want to.  You could put your pet in your house and tell it to stay.  Walk far away and recall to Luna and sit there.  Go back in an hour and see what the loyalty is.  Do not command the pet.  The repeat the process until it un bonds.  I have seen people accidentally leave a pet near the stable and be out all day and the pet stays loyal.

    On TC  reduce your taming and lore and tell it to attack easy things.  It will lose loyalty a lot faster for test purposes.  Dont say follow or guard.
    Focus on what you can do, not what you can't.
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