Suggestion to Devs on how to keep New and Veteran players

Hello Devs,

I wanted to provide some constructive feedback.

People generally like things that make sense.
Sometimes people can feel cheated when things don't make sense or things don't go as they expect.
Many things about UO don't make sense, ESPECIALLY to new players.

Some examples:

There is an item property for "Cannot Be Repaired".
But there are now items that have a hidden "Cannot Be Repaired" property. Why?
Example: Items with durability transmogrified to items without durability cannot be repaired, but they are not labeled "Cannot Be Repaired".

There is an item property for "Brittle" (durability cannot be restored with powder of fortification).
But there are items that have a hidden "Brittle" property. Why?
Example: All bracelets and rings cannot have powder of fortification applied, but are not labeled "Brittle".

There is an item property for "Self Repair".
But some items have hidden "Self Repair". Why?
Example: Hawkwind's Robe, Cameos. Hawkwind's Robe can be transmogrified to a hooded robe without durability and it does not need to be repaired, but it is not labeled with "Self Repair".

None of the above makes sense. It doesn't make sense to veteran players and it ESPECIALLY doesn't make sense to new players.

Simply labeling items accurately would help a lot. Making this game easier to understand for new players would help a lot.

Many people have spent gold and real money on items that were ultimately not what they expected because they were not labeled properly or not informed they would have these hidden properties (example: transmogrified items becoming not repairable).

Thank you for your time.
Tagged:

Comments

  • E_TE_T Posts: 7
    In addition, we now have a new hidden item property: "Cannot be equipped"
  • psychopsycho Posts: 390
    edited August 2024
    There is an inconsitancy on items in the game.

    You can also mention the 'artifact rarity 11' or 'artifact rarity 10', yet some of these are cursed, others are not cursed. But both can be used in recipes.

    Why wasnt this label system of artifact rarity continued?
    You have Roof, champ, ilshenar and t-chest items that does not have any 'Artifact rarity' number attatched, why?

    You also have a ton of serverbirth items with no labels.
    Or a ton of EM reward items that surely should have some kind of identifyer so people know its from an official EM event.

    Ofcourse this creates questionmarks from new/returning players.

  • KroDuKKroDuK Posts: 1,168
    edited August 2024
    Interesting post @E_T, tho with the title I see no mention of shard bound (event items).. This is a total killer for a tooooons of new or returning players..

    psycho said:
    There is an inconsitancy on items in the game.

    You can also mention the 'artifact rarity 11' or 'artifact rarity 10', yet some of these are cursed, others are not cursed. But both can be used in recipes.

    Why wasnt this label system of artifact rarity continued?
    You have Roof, champ, ilshenar and t-chest items that does not have any 'Artifact rarity' number attatched, why?

    You also have a ton of serverbirth items with no labels.
    Or a ton of EM reward items that surely should have some kind of identifyer so people know its from an official EM event.

    Ofcourse this creates questionmarks from new/returning players.

    I hated this old event when they bring cursed version of artifact.. it was such a bad event.. we were dropping those curse Arti on the ground (it came at a time we could get them real easy from faction plus it was a better version than the non cursed).. no use other than for new players to experience the items once (at a time we had very limited new players)
    This event would have kick ass if it launch WITH AoS, but yeah.. nvm!

    I'm kinda happy now they have a real purpose.. if someone would keep those curse arti for more than a decade and finally can do something with them other than deco.. GOOD!


    You want to stream line ALL artefact.. with numbers (rarity) but those artefact are like a collection line, moundain legacy renown mobs can drop minor moundain arti.. same for champion.. it all started with the illshenar collection on paragon, they expended later on.. at best they could add the collection name (like minor moundain, illshenar, tokuno, etc)

    imo that nomenclature is not required.. it's part of the LORE.. some care others don't care where it came from cuz at the end; does the items is good or bad? this is what mattered. (a keeper or not)
    But yeah i can understand the comment since UO in 2024 players base are 90%+ collector "freaks" ^^
    So rather than recognise the effort the botters went to, to set all that up - for the benefit of the players, to help get certain items, something you could never be bothered to do, you would rather drag people backwards to your neanderthal world?

    Leave attended paying accounts alone, these people go thru a lot of trouble to automate the game.

    It’s comical to me you are so frightened of somehow bod scripters get some sort of advantage.

    -UO official forums, brought to you by BoardSword studio
  • CookieCookie Posts: 2,038
    E_T said:
    Hello Devs,

    I wanted to provide some constructive feedback.

    People generally like things that make sense.
    Sometimes people can feel cheated when things don't make sense or things don't go as they expect.
    Many things about UO don't make sense, ESPECIALLY to new players.

    Some examples:

    There is an item property for "Cannot Be Repaired".
    But there are now items that have a hidden "Cannot Be Repaired" property. Why?
    Example: Items with durability transmogrified to items without durability cannot be repaired, but they are not labeled "Cannot Be Repaired".

    There is an item property for "Brittle" (durability cannot be restored with powder of fortification).
    But there are items that have a hidden "Brittle" property. Why?
    Example: All bracelets and rings cannot have powder of fortification applied, but are not labeled "Brittle".

    There is an item property for "Self Repair".
    But some items have hidden "Self Repair". Why?
    Example: Hawkwind's Robe, Cameos. Hawkwind's Robe can be transmogrified to a hooded robe without durability and it does not need to be repaired, but it is not labeled with "Self Repair".

    None of the above makes sense. It doesn't make sense to veteran players and it ESPECIALLY doesn't make sense to new players.

    Simply labeling items accurately would help a lot. Making this game easier to understand for new players would help a lot.

    Many people have spent gold and real money on items that were ultimately not what they expected because they were not labeled properly or not informed they would have these hidden properties (example: transmogrified items becoming not repairable).

    Thank you for your time.
    Onto the main topic.
    I agree with you, there is far too much inconsistency.
    I think the Devs know this.
    How hard would it be, to build in some consistency?
  • CovenantXCovenantX Posts: 1,061
    Cookie said:
    How hard would it be, to build in some consistency?
       Seemingly impossible given how long some of us have brought this and other inconsistencies to their attention...  I'm talking "Stratics" days (Forever ago) and still we wait for the majority of it.

    Remove or change casting focus & poison immunity it reduces the need for "Player Skill" it's garbage. rant2 Bring timing back and eliminate chance in pvp!

  • _Psycoder_Psycoder Posts: 101
    edited June 13
    This game has been in development for around 30 years. Over the decades different publishers envisioned different future and different engineers added different things. Sometimes fixing those inconsistencies from decades ago will require you to make changes that will take months for improving a minor inconsistency.

    A lot of the times it comes down to how bad it is effecting the game play vs how long it would take to change it. 

    Just my 2 cents. 
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