High Seas Update: Treasure Chests & MIB Treasures

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  • MerusMerus Posts: 656
    popps said:
    Merus said:

    Glad to hear that there is some work going into the mechanics (client/digging) of treasure maps.

    Liked the idea of rebalancing map levels into a small set.  1-5 definitely sounds better than 1-8.

    As far as loot, I know not everyone agrees, but I think the premise of some items really only being available in certain places is still ok for Ultima.  I don't think T-maps need to have the best armor or weapon drops in the game.  I think the highest level maps should have a chance at dropping comparable loot to some of the highest level encounters IF the guardians difficulty warrants it.  IMO, killing a few frost dragons does not.  I would like to see a level of map where the guardians DO warrant that kind of loot in the chest.  That said... I would like to see a small chance at something unique and desirable for T-map loot.  My idea was for a small chance (like maybe the rarity of a white Cu) to spawn one of the legacy tamable creatures from UOs past.  A bane dragon, a dreadmare, a silver steed, etc.  Just an idea, but I think it illustrates the idea that it is does not have to be armor but would perhaps be more valuable in todays UO economy than a alacrity scroll or a forged pardon.

    While I know there is some focus right now on High Seas content, please do not limit the availability of the new highest level map (perhaps what you refer to as a Dread Pirate Map) to just high seas content.  Sure it can be added there, but please consider adding them to other high level content as well... perhaps a way to make the somewhat lackluster ML Peerless bosses interesting again would be if they had a chance to drop them.  Same for the two boss encounters in Eodon, Doom in Malas, Slasher/Medussa/Stygian in the Abyss... 


    Lastly, I realize that a lot of content in UO is or can be done solo.  That's fine.  People are soloing the roof with multiple accounts.  I am fine with it.  Please make the highest level maps hard enough that a group could do them and have fun.  Multiple peerless level guardians would be appropriate I think.  Some players will still likely run multiple accounts and solo the maps.  But others will gather a group to do them.  I remember the days when a level 5 map was a guild activity.  It would be nice for there to be an option for a group of players to do maps together and it not be a waste of time.  To that end, and to revisit point number 1, please consider a way for there to be instanced loot for a group in T-hunts.
    "Liked the idea of rebalancing map levels into a small set.  1-5 definitely sounds better than 1-8."

    Did I miss anything ? Are there Treasure Maps of Level 8 currently available ?
    I thought that Level 7 was currently the highest level T-Map...

    I don't think T-maps need to have the best armor or weapon drops in the game."

    I think differently....

    Let's look at it, what are "actually" Treasure Maps or MIBs/SoSes ?

    They are, to my viewing, treasure troves that someone, in the past, hid in some location with their goodies, rares, niceties and drew a Map to find it back....

    So, what the player is digging or fishing up is the treasure of someone else and this means that, according to the wealth and belongings of that someone else who hid it (or lost it at sea), the chest can very well contain the best armor or weapons that drop in the game.....

    I mean, why would someone hide "junk" ? A Treasure, usually, is made out of "good" stuff, VERY good and valuable stuff not really of useless stuff..... right ?
    Currently there are only 1 - 7.  Kyronix mentioned a new level of map referred to as a dread pirate map.  I would think this would be a new level, therefore level 8.  Just my own assumption, sorry if it led anyone to think there was already a level 8 map.

    If you read my post, I actually said I would like there to be chests with the highest level of loot in them, but that the encounter needed to warrant that level of loot through its level of difficulty.  At present, killing a couple Frost Dragons (and the like) does not, IMO, justify that level of loot in a map.  I have done lots of maps solo and right now I think the only thing that is even close to challenging to kill for my solo T-hunter is a renegade changling, and that is just because they don't hold still.
  • I believe the "7+ treasure map level" was just throwing it out as a possibility that the level of maps could exceed 7 if it continues along the same route. There was also discussion of bringing the map levels down to a 1-5 level.

    I like the idea Kyronix had for reducing the levels to 1-5 where 1-3 is more solo level and 4-5 is more meant for a group (but possibly can be done solo but would be challenging or more time consuming). I also like the idea where the loot in the chests would be reflective of level so that each map level would have some sort of incentive to specifically target that level. Looking for resources? You could do numerous low level maps. Looking for high end weapons and armor? Try your luck at the higher levels. Each level should still provide a chance of getting something out of the ordinary that's a lucky find. 
  • TimTim Posts: 826
    I was thinking about the idea of introducing detect hidden  and maybe other skill into T-hunting and am now against the idea. Unless the treasure hunter is restricted to the aria the skill will just sit on a soul stone and he will pop home get it for the minute he needs it for then put it back on the stone. Unless that is the objective it would just cause more "power creep"

    Tying the treasure hunter to the location has some big implications and should not be done lightly. I myself haven't decided if it would be a good thing or a really bad idea.

    But it would be fun for a thief to be able to stealth up to the chest, unlock it and disarm the trap then loot it without the guardians noticing. That would take some real skill and worth an extra reward. At least more than he could have gotten off their bodies.

    As for the proposed new top level map how about in Fel making it equivalent to the champ spawns there including the power scroll drop. It would at least make the people who want power scroll but don't want to engage in PVP a moving target and make the PKs work for it. It would also reenergize the dead arias of Fel (my poor miner) as the PKs pardon me PvPs would have to cover all arias rather than just pop in and out of the spawn arias.

    I run my t hunter with 3k luck so find no reason to do a Fel map and just sell them. An extra 1k luck at that point really doesn't make a noticeable difference.
  • KHANKHAN Posts: 510
    Kyronix said:
    Thanks everyone for the great feedback so far!

    "...As far as T-Map loot (and SoS loot as well) for items - this is complicated.  Deco, recipes, resources, gold, gems etc - that's easy.  For equipment and artifacts it's another story.  We are in a really tough spot when it comes to artifacts, whether they be randomly generated or pre-made.  We constantly run into a situation where the majority of the player base is incredibly well equipped.  This leads to encounters having to balance for the increase player power.  Rinse and repeat, and we get the debilitating power creep we have today.  When it comes to artifacts, unless something has 100% mana leech, a swing speed that can drop down to 1.25 with maxed stamina, and AI it's pretty much "crap".  The same premise applies to a handful of desirable properties for most all templates.  Of course this is a multi-faceted problem that is the result of nearly two decades worth of itemization, but it's arguably the biggest hurdle with keeping player engagement high.  We aren't keen to open the flood gates and start loading treasure chests with clean legendaries but we also recognize that opening a chest to "crap" isn't fun either.  

    ways to make naval treasure more interesting.

    I think that's it for now - look forward to your comments!"

    This brings up a "hot topic" on both this forum, and the "other" one. It is being said that, at the last meet and greet, @Mesanna stated that an 8 mod cap on all items was implemented. Obviously without any warning/reasoning. My questions are: 1) Is that indeed the case? 2) Why was it done? 3) Why were players not told? and, most importantly (and why it is being asked here, instead of in a separate thread) 4) Is that something that will change in the up coming "revamp" of treasure chest loot? 

    I along with many other players, would really like some clarification please. 

    That being said, I also think that new recipes (like the Doom ones using existing items plus something similar to Dark Father Blood, but only found in treasure chests) would be a nice addition to the higher level chests. 

    @Kyronix @Bleak @Mesanna Please clarify in regard to the supposed (?) 8 mod cap on items because, honestly, if that cap is real, and permanent, a disservice was done to a lot of players, and a BIG reason to do  a lot of the content in the game has been taken away. Let's face it, who wants to spend time doing level 7 treasure maps, or grind away at the rooms for the roof, or wherever, and NOT to be able to get items of similar quality that WERE available. 

    If you sell UO items for R.L. $$$, you need to quit playing UO , and get a BETTER R.L. JOB!
  • Add power scrolls to both MIB's and T-Maps. The higher the level T-map, the higher level the scroll.
    Reduce the number of items in the chests as has been well explained in many posts.

    I like Petra's idea:
    Quote:
    a slight quest aspect, possibly to mib, pre loot?  An ancestral crown of [city] which can be turned in to one of the officials of that town (not sure which one) for a reward, or maybe boosted honesty points (like compassion sage:escorts) or maybe you'd sell it to Slim the fence?

    A map of a different kind?  to a hidden cache of Valorite, Frostwood, something else? Guarded by something that only appears if you get within x number of tiles with the map in your pack?
    End of quote

    MIBS:
    Completed maps turn in reward... something like get a really nice title that you can only get by turning in 250 completed maps, 500 completed maps a painting, 1000 completed maps a 4 masted schooner that is faster ;).

    T-Maps:
    Make level 1 - 4 T-maps easier to locate by increasing the range when digging. I love doing T-maps but find it exasperating to have to spend so much time trying to locate the spot even with 95 mining skill. I am a patient person and often I give up even while using cartographer and the map coords. For low level maps it just doesn't seem to be worth the effort.

    I know it's minor but when I click on the map to dig often I'll hit open map by mistake. I find that particularly frustrating as often I have to dig(click) 50 times just to try to find the location of the chest.


  • As an MIB/SOS Hunter:

    I typically fish these up in bulk (70+ at a time). MIBs themselves are easy enough to obtain through fishing/hunting Kraken. Fishing MIBs typically serves three purposes for me personally:

    - Quick gold
    - Cleanup points
    - Getting nets for more MIBs/ancient nets for leviathan/Scalis

    That being said, the majority of the chest loot gets junked for points, including the artifacts. It would be helpful to have some kind of garbage can on boats in order to clean up the clutter as the hold quickly gets filled up with nets and gold and the ship becomes crowded with chests holding all the leftover junk. 

    I think we should keep the distinct difference between treasure hunting and SOS hunting. I like how you obtain the MIBs from fishing and how it's unique that you can fish up other shipwrecked items before the chest. That being said, perhaps we can have some kind of indicator on the waterstained SOS to indicate the level. Similar to the idea for treasure maps, perhaps we can change this into 1-5 levels. Lower levels would hold mostly resources where higher levels would have caches of weapons and armor. The chance of higher level MIBs would come from fishing up serpents with higher fishing skill (now that we can reach legendary levels). Perhaps at legendary fishing skill, you could fish up ancient sea serpents that can drop the highest level of MIBs. Higher level MIBs would result in more exotic shipwrecked items being fished up as well as the quality of the chest loot.   

    As an additional idea, the chests you fish up could have a unique look to their container, like be barnacle covered or have a rustic look to them. Unlike treasure hunting, you get to keep the SOS chests so there could be a chance that the chest you pull up has a weathered look to it.

    I would like to see more randomized decorative items that can be pulled up while fishing up SOS messages. Going off my previous post, there could be a rare chance of pulling up unique rubble when you fish for the chest. 

    As for unique loot for MIBs/SOS, I can't think of anything specific outside of unique shipwreck decorations. I think there should be an occasional item that pops up in the chests that would make them highly sought after, similar to how MIBs still have value because of the potential to get ancient nets. 
  • Lieutenant_DanLieutenant_Dan Posts: 196
    edited February 2019
    Kyronix said:
    Thanks everyone for the great feedback so far!


    Wow @Kyronix you were really burning the midnight oil last night!  Thank you and I'm glad to see you share our enthusiasm which makes me really look forward to this release!

    In regards to the new maps that only drop from dread pirates.  Will these be land based maps?  I assumed they would because that's where pirates typical bury treasure but i just wanted confirmation.

    I also view the loot intensity being scaled not just by the difficulty of the guardians for that map but also in the difficulty in obtaining the map itself.  Currently the only way to get a level 7 map is from a level 6 treasure chest which is far more time consuming when compared to gathering keys for other end game content.  Which brings me back to pirate maps.  If they are going to be the top tier treasure map in the game would i be correct in assuming the drop rate would be a small percentage on each dread pirate killed?  A guaranteed drop for every dread pirate would make them to common in my opinion. 

    ICQ 
    695356108

  • Kyronix said:

    "As for skills - I'm not keen to start consolidating skills or forcing redevelopment of T-Hunter templates.  Using telekinesis to set of traps has been something that's been done forever - changing that in favor of forcing remove trap isn't likely going to be met with open arms.  That being said providing some extra reward for investing in that skill is more along the lines of how we could address telekinesis. 

    Someone mentioned secret compartments with special rewards that would get "destroyed" by telekinetic powers - that could work.  I'm not a fan of allowing mages to unlock higher level chests.  Allowing lock picks to craft a lock pick set to allow others to though? That would be a better solution I think."

    I'm confused. I don't understand what you're saying about lockpicks above (tried to underline it but struck through it instead). If you mean a crafter could create special lockpicks that could get you to the hidden treasure in the chest, without using Detect and Remove, I could live with that.

    I'm also confused that I hear you saying telekinesis has been used forever but at the same time it needs to be addressed. That reads to me like we'll be penalized for using telekinesis and not be able to reach the special compartments or we'll lose special loot if we use the spell instead of Detect and Remove. 

    So folks are either going to get left out, not able to reach this new content. Or we rebuild our template to get to it. In which case I don't even know how I'd locate, dig, unlock, remove trap, be stealthy and fight spawn. Or we're making sure we're working with a combination of characters that have the right balance of complimentary skills to be able to get it all done. Which, for a lot of players, won't be as easy as it sounds. 

    Rather than leave long time THunter builds out of the loop, making it more complicated if we want to reach all content, I'd like to push again for the idea that additional rogue skills be used after digging up the chest and killing off the spawn. 

    We have trapped containers that spawn that we can pick up and fly away with. Those little barrels at Vesper Mint, for instance, that one finds when working up lockpicking. Rather than feel left out or rebuild my rogue I'd much rather go back to the rogue's den to look over treasure that hasn't fully been investigated yet. I'd be happy to use Detect, Remove Traps, perhaps even Item ID to reach the prize. As I mentioned before, having another not yet fully realized piece of treasure, that can be sold on vendors for others to discover the contents, brings a whole other layer of game content in. 
     
    "...but it illustrates a broader point.  Part of this is having Dread Pirates drop a more flavorful map experience that I teased in my first post.  Looking forward to hearing feedback here....

    "
    As for SoS chests - adding more deco to the pre-fish is an easy thing .to do.  I've got over 100 SCUBA dives on shipwrecks IRL, so I'm sitting on a laundry list of stuff to fish up from the deep.  As for the stuff in the chest, I don't think SoS chests compare really to T-maps in terms of the difficulty of the encounter.  Beyond the acquisition of the MIB itself, getting the chest is pretty easy.  In order to bump the loot in the SoS chest to be on par with treasure chests the encounters would have to bump to compensate - something I don't think many fishers (including myself) are keen on.  Will have to think about some novel ways to make naval treasure more interesting."

    Well, now I want to be you. Because SCUBA diving for shipwreck booty has for my whole life sounded like one of the best adventures anyone could ever go on.

    The dread pirate map idea sounds exciting to me! But I'd like to see this feature set apart from regular Treasure Chest Digs. Perhaps the maps could lead to little chain quests. When opened you're looking at a note, like you find when you open a MIB to look at coordinates. The note tells you where to go and who to see. Or what items you'd have to acquire, like a little scavenger hunt. I don't mind fighting with my rogue. So I don't mind seeing new content bring more risk to get the rewards. Maybe the Pirate Map could send you on a dungeon crawl, x number of monsters to be killed to get a drop. The loot can drop into your pack when you've finished your quest rather than digging or fishing up a chest. It seems like this could go a number of different ways to set it apart, make it different and new!

    Loot wish lists can go on forever and vary widely, I think. New items I'd like to see for Dread Pirate loot would be new fishing gear, hooks, bait, recipes for swashbuckler clothing, décor items. Those aquarium fish someone posted are very nice. I agree it would be nice to see items like that outside the aquarium. Someone mentioned pirate flags. That's fun! There's no end...this could go on and on.

    This got long, sorry! My thanks to anyone who slogs through it!


  • amitamit Posts: 36
    I'm not trying to be disrespectful, but why work on this when there are so many other issues that plague this game? 

    Just seems out of left field kinda. I mean, am I the only one who doesn't care for boats, cannonballs and pirate stuff?

    I digress.
  • BilboBilbo Posts: 2,834
    High Seas has been out for a long time and they are just now getting around to fixing it, please do not stop.
  • Too late to edit...I meant to say above that I don't mind fighting with my fisher, not my rogue. Tho my fisher is a little rogue-y sometimes too. And I'll fight with either character. :-)
  • KyronixKyronix Posts: 1,200Dev
    amit said:
    I'm not trying to be disrespectful, but why work on this when there are so many other issues that plague this game? 

    Just seems out of left field kinda. I mean, am I the only one who doesn't care for boats, cannonballs and pirate stuff?

    I digress. 
    As far as player requests go, "fixing High Seas" tops the list almost every time.  Also keep in mind that we are using High Seas as a theme for this year, doesn't mean everything is going to have to do with pirates.  It's just the fictional framework we are attacking the items in our backlog from.  

    If there are specific areas of the game you would like to see addressed, feel free to send us some feedback to uo@broadsword.com and/or start a thread here on the forums. 
  • poppspopps Posts: 4,035
    By the way, @Kyronix , will it be possible to have more then 1 Ship in the Sea per account ?

    I am asking, because I am currently heavily doing fishing trying to "catch up" after having been away for long.... and my ship's Hold is filled with fish and anything I need for fishing Quests, of course...

    Which it means, that I could not use it for Ship combat as I do not want to risk losing all the work so far done fishing....

    Sure, I could empty the Hold when I need to engage into Ship combat but it would be a pain having to switch back and forth with the Ship from fishing to going into Ship combat....

    Therefore, my question about the need to be able to have more then 1 Ship at Sea per account.... so that I can have 1 for my Fishing quests and another to enjoy Ship combat content that will be provided by the High Seas Update.....

    Thanks !
  • amitamit Posts: 36
    Does Broadsword pay you to argue or sometthing Bilbo? Every post I make you're the first to respond. Usually with a bad idea.

    No offense, but I've looked over some threads with your input and your ideas, along with Tim''s removing powerscrolls and ikeelu''s non PvP server idea -WHAT?! These kinds of ideas would be monumentously hazardous to UO. Especially during these times and the state of the game in 2019.

    I fail to grasp and understand why so many of you want to take risk vs reward out of this game. "Give me everything for doing nothing"
    How is that enjoyable? 

    I think I've finally realized something: this game is like a twenty- something year old dog that's suffering from arthritis, riddled with cancer and old age. Maybe it is best to just put her down once and for all instead of letting the poor animal continue to go on suffering. I've tried and tried to find a competent veterinarian to fix the poor old dog's problems, but lo and behold none of them have a clue to what ails the poor beast.

    Sorry for ranting. I just wonder if the development team actually even reads these posts.
  • KyronixKyronix Posts: 1,200Dev
    edited February 2019
    To answer some of the questions -

    The lock pick kit would be something non-lockpick skilled characters could use to get into chests in place of magic unlock.  The item would be crafted via tinkering (sans the actual tinkering skill) by GM lock picks.  I almost think using magic unlock to unlock a chest is pointless - ya there aren't really a lot of uses for magic unlock, but Mages have a huge buffet of very useful spells to choose from, lock picks on the other hand...not so much.  This also brings into question the skeleton keys which kind of make the entire point moot anyway.  Would have to take a look and make a balance pass were we to do something like this.  It's also worth noting - how many T-Hunters are either running without lock picking or stone it off once the chest is unlocked?

    As far the telekinesis/special compartment stuff - the initial idea would be that telekinesis would prevent access to the specialty loot, providing a reward for the investment in the skill.  I think it's a good idea to talk about T-Hunter templates in general.  The absolute minimum skill requirements would be, 

    Cartography
    Lockpicking
    Remove Trap
    Detecting Hidden (see how later posts go on to look at how Detecting Hidden wouldn't be a requirement)

    We've established that between the EC features and Davies' Locker mining is moot.  If we swap mining functionality to cartography, which in theory makes sense (better at reading maps) you get the same bonus from a skill you already have.  

    That leaves you 300+ (assuming all GM) skill points to customize out the remainder depending on what role you are taking as the T-Hunter.  

    Another way to approach this would a box that could be removed from the chest that would have to be picked off site.  I've played just about every lock picking mini-game every game has come up with and none of them make you really go - ooooo! lock picking mini-game!  So I'm not sure that we need to go down that rabbit hole, but something that satiates that "rogue" sensation wouldn't be unwelcome I don't think.

    I think for SoS treasure bringing it down to two levels (regular, special) of SoS makes sense, with some unique rewards available to just SoS treasure would reinvigorate that content.  On my fisher I usually have some low level fighting skills to handle sea serpents, and I don't see a ton of mileage out of making a "group" SoS spawn since we already have net tosses and the like.
  • KyronixKyronix Posts: 1,200Dev
    amit said:
    Sorry for ranting. I just wonder if the development team actually even reads these posts.
    Uhm - yes?
  • @Kyronix Understand about not working in new skills as part of this effort, and please keep in mind the suggestions I made towards that would be optional for players. I agree with the others and you that t-maps are a big part of gameplay for a lot of folks, so definitely don't rock the boat too hard.

    That said, I just finished my 18th t-map in the last 24 hours. These were all lvl 5 and lvl 6 (mostly 5) in Fel, Ilsh, Malas, and Termur. I was doing them to find a Mana Orb for a pvp suit I'm building on Siege. Guess how many of those chests had orbs? (I'm wearing a 2000 Luck suit, and the account is 5? years old, so add on that luck bonus from statue for some of those):

    1 Mana Orb. And of course since there are many varieties, it wasn't the one I needed.

    This isn't an argument in favor of the 'just gimme what I want on the first try' mindset, but I DO believe that the pot could be sweetened for t-chests, to use your own words. After 18 digs with only 1 success it kinda takes one's enthusiasm down a few notches.

    So anything you can do to even out the digs would be great!
  • PawainPawain Posts: 10,212
    No more skills please.  Also many grumblings about needing a group to T hunt the higher chests.  

    Some mob difficulty increase is ok.

    Many T hunters, fishers, Pirate hunters are the quiet ones that log on and play for a couple of hours without interacting with others.  We have plenty of groups activities. Spellweaving Focus, Peerless, Turtle spawn, Zippy and more. 
    Focus on what you can do, not what you can't.
  • BilboBilbo Posts: 2,834
    popps said:
    By the way, @ Kyronix , will it be possible to have more then 1 Ship in the Sea per account ?

    I am asking, because I am currently heavily doing fishing trying to "catch up" after having been away for long.... and my ship's Hold is filled with fish and anything I need for fishing Quests, of course...

    Which it means, that I could not use it for Ship combat as I do not want to risk losing all the work so far done fishing....

    Sure, I could empty the Hold when I need to engage into Ship combat but it would be a pain having to switch back and forth with the Ship from fishing to going into Ship combat....

    Therefore, my question about the need to be able to have more then 1 Ship at Sea per account.... so that I can have 1 for my Fishing quests and another to enjoy Ship combat content that will be provided by the High Seas Update.....

    Thanks !
    Deed the fish and take them to your bank or house.
  • In regards to the basic skill requirements for treasure hunting, I agree with the following skills provided that cartography has a bonus to the tile range in lieu of mining and that there are extra incentives or rewards for adding detecting hidden and remove trap skill points to the treasure hunting template:

    Cartography
    Lockpicking
    Remove Trap
    Detecting Hidden

    This also has me still thinking about magery's potential in all of this. Why not still allow the spells to work but be unreliable/risky to use or have less of a payout?

    We have the following magery spell equivalents that currently have little to no use in treasure hunting. Sure, magery is a versatile skill, but there's no denying that the following spells need some use in modern day UO:

    Lockpicking -> Magic Unlock Spell
    Remove Trap -> Magic Untrap Spell/Telekinesis
    Detect Hidden -> Reveal Spell

    Maybe swap out telekinesis' current use on treasure chests in favor of magic untrap (sets off trap or removes it entirely based on player's magery skill and chest level) and give telekinesis a chance to 'take' items out of the chest without setting off traps/guardians. You can add in the gas effect for failures, or explosions could damage the loot inside to either destroy it, or to harm the item's durability. Having high skill in lockpicking, remove trap and detect hidden would always provide the best rewards, but using magery can still allow you to walk away with some loot.

    In regards to the lock picking kit, I am mostly against this idea as we already have skeleton keys which could serve this purpose. Lockpicking doesn't have much application outside paragon chests and treasure chests so there should be incentive to keep it on your template instead of soul stoning the skill or relying on items that are easy to come by.  






  • I don't agree that Detect Hidden nor Remove Trap would be any benefit to t-hunting.  I have a very crowded template as it is and I don't leave the chest to go switch skills on Soulstones.  Why invest 100 Points (and there isn't any equipment for them) to Detect Hidden when we already know the chest is trapped.  Detect Hidden is fine for thieves and others to find hidden players or the VvV cities to find the Sigils to turn in.  If you add additional skills you won't be able to kill anything that guards the chests.  I have Mining, Cartography, Lockpicking, Magery, Animal Taming, Animal Lore and Vet on my T-Hunter and I'm fine with it as is.  Adding 100 points in Remove Trap is ridiculous since it rarely works at GM and I've had it on a soulstone for over 15 years. 
  • KHANKHAN Posts: 510
    A Tamer/T Hunter is a VERY crowded template already!
    If you sell UO items for R.L. $$$, you need to quit playing UO , and get a BETTER R.L. JOB!
  • PawainPawain Posts: 10,212
    KHAN said:
    A Tamer/T Hunter is a VERY crowded template already!

    Agree.  I don't recall anyone saying we want to have to use more skills for same results before this began.
    Focus on what you can do, not what you can't.
  • KyronixKyronix Posts: 1,200Dev
    ZekeTerra said:
    I don't agree that Detect Hidden nor Remove Trap would be any benefit to t-hunting.  I have a very crowded template as it is and I don't leave the chest to go switch skills on Soulstones.  Why invest 100 Points (and there isn't any equipment for them) to Detect Hidden when we already know the chest is trapped.  Detect Hidden is fine for thieves and others to find hidden players or the VvV cities to find the Sigils to turn in.  If you add additional skills you won't be able to kill anything that guards the chests.  I have Mining, Cartography, Lockpicking, Magery, Animal Taming, Animal Lore and Vet on my T-Hunter and I'm fine with it as is.  Adding 100 points in Remove Trap is ridiculous since it rarely works at GM and I've had it on a soulstone for over 15 years. 
    If you could drop mining and utilize Remove Trap to the point where it’s not broken and offers loot for investing the skill wouldn’t that be a better proposition?  To me 100 points in mining is a waste since we can accomplish the same benefit with cartography.  The goal would be to give some value to the skills you have sitting on a stone to make them worthwhile again.  

    Changing the DH requirement isn’t out of the question either. 
  • KHANKHAN Posts: 510
    @Kyronix What about the supposed 8 mod loot cap on items? Is that actually the case?If so, why, and is that something that will be changed/addressed in the Treasure Cheat loot "revamp?
    If you sell UO items for R.L. $$$, you need to quit playing UO , and get a BETTER R.L. JOB!
  • KyronixKyronix Posts: 1,200Dev
    KHAN said:
    @ Kyronix What about the supposed 8 mod loot cap on items? Is that actually the case?If so, why, and is that something that will be changed/addressed in the Treasure Cheat loot "revamp?
    No.
  • KHANKHAN Posts: 510
    Kyronix said:
    KHAN said:
    @ Kyronix What about the supposed 8 mod loot cap on items? Is that actually the case?If so, why, and is that something that will be changed/addressed in the Treasure Cheat loot "revamp?
    No.
    Thanks for the reply, but, I'm confused now. It it, "no" there is no 8 mod cap? Or "no" this will not be addressed? 
    If you sell UO items for R.L. $$$, you need to quit playing UO , and get a BETTER R.L. JOB!
  • KyronixKyronix Posts: 1,200Dev
    KHAN said:
    Kyronix said:
    KHAN said:
    @ Kyronix What about the supposed 8 mod loot cap on items? Is that actually the case?If so, why, and is that something that will be changed/addressed in the Treasure Cheat loot "revamp?
    No.
    Thanks for the reply, but, I'm confused now. It it, "no" there is no 8 mod cap? Or "no" this will not be addressed? 

    No, I confirmed with Bleak there is no 8 mod cap.  This thread is about T-Hunting & MIBs though, if you want to start a discussion on loot properties, which goes far beyond the scope of the topic here, please start a new thread.  Thanks!
  • KHANKHAN Posts: 510
    Kyronix said:
    KHAN said:
    Kyronix said:
    KHAN said:
    @ Kyronix What about the supposed 8 mod loot cap on items? Is that actually the case?If so, why, and is that something that will be changed/addressed in the Treasure Cheat loot "revamp?
    No.
    Thanks for the reply, but, I'm confused now. It it, "no" there is no 8 mod cap? Or "no" this will not be addressed? 

    No, I confirmed with Bleak there is no 8 mod cap.  This thread is about T-Hunting & MIBs though, if you want to start a discussion on loot properties, which goes far beyond the scope of the topic here, please start a new thread.  Thanks!
    Thanks for the reply! That there is NO 8 mod cap is AWESOME to know. I included it in this thread because I thought if there were, it might be something to reconsider for the update. Thanks again!
    If you sell UO items for R.L. $$$, you need to quit playing UO , and get a BETTER R.L. JOB!
  • LilyGraceLilyGrace Posts: 991
    edited February 2019
    My Thunter has Cartography, Lockpicking, Hiding, Stealth, Magery, Evaluate Intelligence, Mining. I swap out mining for stealing when needed. I used to be more of a swashbuckler with fencing but that was a long time ago. Before Chivalry, Bushido and such was needed to really be effective with melee. No room to be swashbuckler-y anymore. 

    The only thing on my current rogue build that I'd want to lose (if I can't go back to being an effective swashbuckling, lockpicking, stealther) is mining. I'd rather have more content that lends reason to lockpicking than to put it on a stone and use some other means for opening chests. I've had locks, hiding and stealth on every rogue I've ever built over the years. 

    My first rogue bought my first house in Felucca by picking open chests in the Trinsic guard towers, stealing all that crappy armor and selling it to NPCs. Lots of memories. It would break my heart to have a rogue that didn't need lockpicking to open chests.

    I have 100 skill points to work with if I can drop mining. If getting into a hidden compartment means I need both Detect Hidden and Remove Trap on the dig site, I'm having to make a new build.

    I'd love to see Stealing skill play a part in new HS content that's up and coming but I don't hear that skill being mentioned at all. So I don't have a lot of hope so far.

    Edit: If I can drop mining and use Remove Trap to get to the hidden compartment, great! If I can drop mining and use Detect Hidden to find the hidden compartment and then use lockpicking again to open it, great! But having to use two skills to get to the goodies in the hidden compartment would be a bummer.

    Thanks for listening and using up some of your Sunday night to read our posts, Kyronix! It's appreciated.


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