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Post by Prometheus on Aug 20, 2011 9:54:54 GMT
I was thinking of changing the loot drop of resources like arrows, reagents and bandages so that they drop in hundreds on low level mobs like skeleton archers, orc mages and so on.
This would be accompanied by a decrease in the number of those resources that sell on vendors and an increase in their price.
Essentially the idea would force players to hunt to harvest resources like arrows/reagents/bandages etc.
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Fury
Administrator
Posts: 320
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Post by Fury on Aug 20, 2011 10:58:21 GMT
Good idea imho! Just make the vendors sell normal amounts again like 100 arrows/100 bolts instead of 1000. Maybe increase pagans too so they get used a bit instead of scrolls.
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Post by jonhy5 on Aug 20, 2011 11:18:15 GMT
I like the idea and maybe could you do the same (not in hundreds but in tens) with pagan reags on BWs, UFs, shadows, behemoths, stomps, etc...
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Post by Simon Grey |Legion| on Aug 21, 2011 8:16:10 GMT
i like idea in general, but not just low lvl mobs gold drops fow high lvl mobs could be reduced bt 50% imho - when i saw 4k off UF i thought "nice", four times greater that ZHC, but now....
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Fayt
Geekling
Posts: 76
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Post by Fayt on Aug 21, 2011 16:40:38 GMT
Good idea theoretically, but couldn't it spit in the eye of new players should we get more? It does basically tell them that they almost require a crafter to get themselves started goldwise, and that they should forget the idea of starting their first character out as a ranger, as macroing archery will be a mere pipedream.
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Post by Simon Grey |Legion| on Aug 22, 2011 0:13:12 GMT
This game is supposed to be about playing, not about macroing your ass off bs 2-3 vendor runs per day provide you with all arrows that you need for day's macro. Same with other resources.
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Fayt
Geekling
Posts: 76
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Post by Fayt on Aug 22, 2011 1:21:28 GMT
Commonly known fact: You attract more bees with honey than with vinegar.
Doing this, would act as "vinegar" to any new possible "bees" from staying with our "hive." It's common knowledge that to be able to play this game properly, you must train your characters skills and statistics. This would hinder that. If you want/feel the need to do this. Increase the amount of shafts and arrows attainable via vendor. Create interaction through needing a crafter to make your arrows for you. Not by forcing people to venture out and use what limited resources you DO have, to get more of said resource. It's a good idea on paper, but the outcome could be detrimental in getting new players to stay, which is the problem with every uo server to date. Why give yourself another reason for new people to leave?
Everyone for the idea, is an older player, who has tons of this stuff stockpiled, or doesn't need it. Think about newer players. They're the future of this server, not the old players who could leave on a whim because the monotony of hunting the same things daily finally got to them.
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Post by valasca on Aug 22, 2011 8:00:12 GMT
If say this is a silly idea. Not because I don't think it would work, I think it would be good and mean that when people join the shard they need to try and join a guild which means they become part of the community and have more chance of staying. I don't like this idea because, if you read through the rest of the scripting forum, it would suggest that you should put all new ideas on hold, and try to work through the backlog of ideas and problems and tweaks that have already been discussed, approved by the vast majority, then forgotten.
We don't need a super solve-all solution, we need the little annoying day-to-day things sorted and more staff making quests and events. A clue to this would be that we've started having player run events... Before I went on holiday Evoker had done a few events but being on a different time to him it doesn't help me much :-(
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Post by Simon Grey |Legion| on Aug 24, 2011 8:07:39 GMT
Not by forcing people to venture out and use what limited resources you DO have, to get more of said resource. So, according to you, this game is about macroing, not about playing ?!?!?! Lets make all vendors have 65k of everything and wel have even less players playing.
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Post by Prometheus on Aug 24, 2011 17:37:16 GMT
The idea is NOT to make it impossible for newbies to buy from vendors but to make it appealing for all players to hunt for their resources instead of just buying them all.
Maybe the words I used in this sentence were too harsh:
It's not about *forcing players* to do anything, just to make it more appealing to hunt.
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Fayt
Geekling
Posts: 76
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Post by Fayt on Aug 24, 2011 21:07:56 GMT
Yes, but you still have to consider: new players join the game with 100 gold, there isn't a very large margin of spending to stay within. Drop the amount... sure, that works, but the price would make spending that 100 gold VERY impossible in terms of preparing to kill something you don't have enough skill to kill, to get the resources needed to raise said skill.
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Post by Asmodai on Aug 25, 2011 7:25:25 GMT
This is a good idea, don't worry too much about newbies finding it difficult at first, on this shard I've seen loads of new players get helping hands by more seasoned people - Kittie helped me out a tonne when I first started and I feel it my duty to pass that help 'down the line' to give new players a leg up whenever I can.
I would imagine there are not many players who are completely 'new' to ultima online - we've all been playing this game for years and know exactly what to expect from it (a slow macro-heavy start to raise skills, scraping gold together to buy tools/weapons) but seriously, it doesn't take that long before you buy a house and start stockpiling gold and items.
Also, before people say "you're only advocating the change 'cos you capped the arrow/reag skills", yes it means we got it a bit easier and capped out quicker but when you start a new shard you understand that you will always be the little fish in the big pond, regardless of how easy it was for the stronger players to train. Day 1 starts when you walk through that portal, it doesn't matter what happened before that, as long as we all understand this and give new people a boost, this is a good idea.
Finally, is it not a good thing that people are encouraged to group together into guilds (or FACTIONS) to help each other along?
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Post by kiddio on Oct 24, 2011 20:03:11 GMT
I know this is a really old thread, but I actually like this idea. Lower the resources on the Vendor back to normal and raise it in all monsters.
But here is something I also suggest for the New Players: *Once a new players is created, they will be warped to the Newbie Area right after their Race selection. Inside the Newbie Area will have a Vendor that sells "Starting Bags"
Starting Bag - Cost 100gold: Warrior - Iron Armor, Shield, Swift Sword of Force Weapon and about 100 Bandages Ranger - Iron Armor, Swift Bows of Force, 300 Arrows Mages - Spellbook with Ciricle1-5 Spells? and Reagents
*Monsters in Newbie Area drops a bit of gold also. So they can keep buying the bags again, if their weapon breaks. *No PK in the Newbie Area *Inside Newbie Area will also have some decent spawn that is worth killing. *There will be bankers and vendors in the Dungeon also, so you can learn skills and buy other resources from. *There will only be a one way portal, once you leave the Newbie Area, you can NOT return.
With 100 gold that we start off with, we can already hunt monsters, gain skills, collect resources and have sparring armors when we Exit!
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Post by Prometheus on Oct 25, 2011 11:07:05 GMT
I know this is a really old thread, but I actually like this idea. Lower the resources on the Vendor back to normal and raise it in all monsters. But here is something I also suggest for the New Players: *Once a new players is created, they will be warped to the Newbie Area right after their Race selection. Inside the Newbie Area will have a Vendor that sells "Starting Bags" Starting Bag - Cost 100gold: Warrior - Iron Armor, Shield, Swift Sword of Force Weapon and about 100 Bandages Ranger - Iron Armor, Swift Bows of Force, 300 Arrows Mages - Spellbook with Ciricle1-5 Spells? and Reagents *Monsters in Newbie Area drops a bit of gold also. So they can keep buying the bags again, if their weapon breaks. *No PK in the Newbie Area *Inside Newbie Area will also have some decent spawn that is worth killing. *There will be bankers and vendors in the Dungeon also, so you can learn skills and buy other resources from. *There will only be a one way portal, once you leave the Newbie Area, you can NOT return. With 100 gold that we start off with, we can already hunt monsters, gain skills, collect resources and have sparring armors when we Exit! Your 'starting bags' idea is technically already in place. There's a script which decides what players start with depending upon which skills they've chosen. I'm happy to take suggestions for what items a skill gives a player though. Also there's a newbie dungeon at Minoc Bank that's no pk. I've already edited skeletons and orcs to drop arrows, reagents and bandages in large quantities but I haven't had the time to revisit that idea since making that change.
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Post by payne on Oct 25, 2011 13:22:55 GMT
"Large Quantities" Prom? Also, loving kiddios idea actually, ill try to come up with ideas for items / skill
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