"Treasures of...." Events, for how long can we think they will be sustainable ?
As we know, they are coming 3 times, perhaps 4 times a Year.
With each Event, players, quite understandably, expect new Items as Rewards but, I imagine, the more Events get released, and consequentially, the more high end new items get given as Rewards, it becomes increasingly more difficult to conceive new items for upcoming Events that would meet players Expectations....
Basically, it is itemization "creep" at its finest with more and more high end items being conceived with a new combination of properties or more powerful properties...
But for how long, I wonder, this trend of introducing more and more items with increasingly more powerful properties can be sustained ?
And, of course, these Events without high end and powerful, wanted items, would not find interest in players, I imagine....
So, it looks like a catch 22 situation, to my opinion....
With each Event, players, quite understandably, expect new Items as Rewards but, I imagine, the more Events get released, and consequentially, the more high end new items get given as Rewards, it becomes increasingly more difficult to conceive new items for upcoming Events that would meet players Expectations....
Basically, it is itemization "creep" at its finest with more and more high end items being conceived with a new combination of properties or more powerful properties...
But for how long, I wonder, this trend of introducing more and more items with increasingly more powerful properties can be sustained ?
And, of course, these Events without high end and powerful, wanted items, would not find interest in players, I imagine....
So, it looks like a catch 22 situation, to my opinion....
Comments
A non issue.
Without power creep you get stagnation because you have reached a plateau and that just gets boring after awhile.
Many people are wishing they had gotten more of the epaulettes and would welcome a second chance (me included). Many have also asked for spellbooks similar to those from previous events, but slanted towards the current event.
There is also the possibility of adding an item with the same stats, in the same slot, but of a different style. Sandals in place of the boots?
There is a lot of scope for 'recycling' popular artifacts in a different format. Despicable quiver is a popular item, but take off the 'archery' specific mods, keep the rest, would it make an acceptable cloak?
They would not "increase" the actual pool of high end items....
But for "new" items introduced anew with these Events, well, then I think, after a number of these Events and "new" high end items adding up, it might become an issue....
Behind this is the pressure of the very community of players who, as "consumers" of their game, force a developer again and again to adapt and surpass his products: even better, even further, even higher, even longer, even more expensive, and so on.
This is the definition and described causes of power creep, which can also be found on the Internet. Just accept that for now, please. Whether and how much we discuss it, I don't think it will help us much here. Above all, many people will immediately groan when they find a thread of yours that seems to be completely pointless. But I guess you just want to understand why powercreep happens?
This thread is presumably not about Popps being able to do the balron on his own.
A little less ego-thinking, know-it-all and rumbling compared to others who aren't so "great" and the UO-life would be a whole corner easier
(Ein bisschen weniger Ego-Denken, Besserwisserei und Rumprollerei anderen gegenüber die halt nicht so "toll sind" und das UO-Leben wäre ne ganze Ecke einfacher)
Yes and no
Define burnout:
Surprisingly, experts do not agree on what burnout actually is. In general, however, it can be said that burnout is the excessive willingness to sacrifice oneself for something. This can be for people (professionally or privately), here in the game it will certainly be because we want to earn a certain item. Since it is not clear what exactly constitutes burnout and how it can be detected, it is also not possible to say exactly how often it occurs.
I don't know what effect it has on others here - others would have to come out of the closet on the subject. But very few people here will do that.
But if too drastic changes are made too quickly in new game content, and then the balance is no longer right, this leads to extreme stress for me at some point, to the point where I personally say: I can't do it any more, I can't manage it and I don't want to do it any more! And then I have my burnout, in addition to the power creep that I didn't even cause myself.
This is exactly where we meet this colleague again. I would even say that power creep hinders the game considerably. It drives the game and the player forward at first, but then it slows you down again very quickly because you realise that you have to face conditions that you can't cope with. As long as players keep experiencing this, game-enhancing and really great ideas will be doomed to die in the end, because no one really enjoys these events any more - some because they perhaps can't make it due to personal circumstances such as family, job or illness - and others because they've become too bored again. In addition, there is always the existing grind - be it through excessive killer numbers in quests or through exaggerated prices for rewards. And the additional time factor, which drives the stress level even higher when I consciously subject myself to this compulsion. And perhaps takes quite useful items from these events out of the game again. The corresponding discussions here in this forum are well known.
But with blinkers in front of your eyes in the respective camp, you won't see that if you only see your own ego and only want to push through your interests.
As always, there are exceptions, but these are the famous pearls in the haystack.
In my opinion, the trend should be to leave such ways of thinking and lay the foundations for something that all "camps" (PvP, PvM/ RPers) can benefit from.
A little less ego-thinking, know-it-all and rumbling compared to others who aren't so "great" and the UO-life would be a whole corner easier
(Ein bisschen weniger Ego-Denken, Besserwisserei und Rumprollerei anderen gegenüber die halt nicht so "toll sind" und das UO-Leben wäre ne ganze Ecke einfacher)
Again false for the foreseeable future. Look at the laundry list of items / mods people have been suggesting which include older items like +10SSI Eps and new never before created items.
I'd imagine pretty long given someone like you who has been on these same boards complaining how hard it is to get drops and that you will only be able to get a couple items which isn't enough across 7 chars. So according to your own previous logic, they could recycle many of the rewards and still make people happy at a second chance to equip more of their chars with the items they couldn't before.
Give it a break dude. IBTL.
Aha... thanks for the clarification
But the other one also fits very well I don't want to have this illness, but I think I have exactly the same face and feel exactly as described when my "dearest" enemies have killed me in rows again.
A little less ego-thinking, know-it-all and rumbling compared to others who aren't so "great" and the UO-life would be a whole corner easier
(Ein bisschen weniger Ego-Denken, Besserwisserei und Rumprollerei anderen gegenüber die halt nicht so "toll sind" und das UO-Leben wäre ne ganze Ecke einfacher)
The Wildfire Mask is cool but it's basically an extra 60 luck and more balanced attributes over the previous best in head slot for luck. Given lucks seemingly diminishing returns this has a negligible effect on powercreep and more on balancing the gap between mid and top tier luck suits. We've creeped from a 200luck/40lrc/15dci tunic to a 250 luck/10mi/25lrc/10lmc mask in the space of 18 years.
Meanwhile in game caps restrict any massive surge in top tier suits/players from the earrings/past similar rewards only really allowing slightly more flexibility or skill bonus while mid-tier suits/players under all the caps benefit the most.
This seems like a healthy progression of power creep as it's bridging the gear gap/availability between the top and the middle level of players instead of increasing it.
Meanwhile, soloing the event wildfire spawn in the latest and greatest gear is still significantly more deadly and difficult than doing the older spawns without fancy gear.
Well, with Itemization "creep", I meant a gaming process whereas the Developers are forced to always put out more powerful items to keep players interested but, in doing so, of course all of the older items become obsolete, useless...
Take for example Mondain's Legacy and all of its Artifact craftables.... who makes them anymore ?
Or even Artifact drops from older Bosses.... many, even from Doom, are no longer useful or interesting...
That is what I meant for itemization "creep"...
As for "catch 22", this here https://www.urbandictionary.com/define.php?term=catch 22 is what I was trying to say....
Which it is, that, these "Treasures of...." Events Rewards items are put in to keep players' interest up BUT, in doing so, they reduce players' interest or need to play on existing content thus making, at least to my opinion, the new content not that much useful if it plays out as a " contradictory or self-defeating course of action ".
I did not even have a clue about those things which you mentioned in your Post...
This new "Treasure of.... " Events content , with its "new" Reward items adding up and making many existing ones obsolete, I have the impression that, in the end, it might do more harm then good...
I mean, how much time is left before players will see it as pointless to do " any " of Ultima Online's other content BUT these new "Treasure of.... " type of Events with their new high end Reward items ?
"Treasure of..." Event after Event, Reward item after Reward item, how soon will it be that, by putting out increasingly better item after better item, players will loose interest to play any of the rest of content in Ultima Online ?
Players were asking Bane Dragons and, yet, they got Wildfire Ostards which are NOT re-skinned Bane Dragons, at least to my opinion...
So, it remains to be seen how willingful the UO Developers might be in allowing a comeback of older items which players might be interested in being able to get, once again....
So they should stop putting in good items? Ya that's gonna keep us logging in...
How many of those weapons in Fire have you bought? Is that the kind of junk you want the rewards to be?
Every game that lasts a while has to balance player against Mob. UO has done a good job at that.
You have 20 days to get a few of the Ostards, Ring, Earrings, Masks,Talismans and deco items. You should be concentrating on doing that rather than a fantasy fear about creep.
Take for example the entire Mondain's Legacy content, its craftables, artifact drops...
Why not revamp it with better craftables and artifact drops that would make sense in today's UO?
And the same, for other UO existing content....
I mean, are UO Players, from now on, going to only (or mostly) going to want to bother with these "Treasure of...." Events content and Rewards ?
There is a whole lot more content out there, besides the Roof, but how much of all of that content do UO players really spend time with, nowadays ?
I would love to have the suits revamped into something useful. But, that will not happen.
Now you are complaining because people do not do play old content in the thread you made to complain about our new content not being needed.
Get rid of the old junk, problem solved.
I don't think we need them for you Anon, you already use them
A little less ego-thinking, know-it-all and rumbling compared to others who aren't so "great" and the UO-life would be a whole corner easier
(Ein bisschen weniger Ego-Denken, Besserwisserei und Rumprollerei anderen gegenüber die halt nicht so "toll sind" und das UO-Leben wäre ne ganze Ecke einfacher)