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TC1 FEEDBACK: Artifact Changes

Posted: Tue Aug 09, 2011 12:00 pm
by Death
Proposed New Drop Lists:

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Items that are removed or converted from the game will be replaced with a random item where suitable (IE: an artifact for an artifact). In the case of a conversion, the item will be converted to the new item. This is usually done with similar items where 1 type is being kept and 1 type is being removed.

NOTE: This first post will be periodically changed to reflect artifact conversion changes and proposals.

ORANGE = NEW CHANGE
RED = UNFAVORABLE (BAD) CHANGE
VIOLET = CHANGE WITH SOME CONCERNS
GREEN = FAVORABLE (GOOD) CHANGE
OLIVE= UNKNOWN OPINIONS ON CHANGE
BLUE = FINAL CHANGE

Old Item -> New Item

AOAS/GAOAS:

Bow of Insanity -> Bandit's Bolt

Properties remain. Hue change. Name Change.

*See chart at top of this post for drop system*

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Brick of the Magi -> Mage's Lexicon

Properties remain. Hue change. Name Change.

*See chart at top of this post for drop system*

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Claws of the Holy Squirrel -> The Revelation of Virtue

NEW CHANGES: Property Changes

Item Change: OLD = Tekagi. New = Quarter Staff
Skill Change: OLD = Fencing. New = Mace Fighting
Ability Change: OLD = Dual Weild + Talon Strike. NEW = Double Strike + Concussion Blow

*See chart at top of this post for drop system*

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Shroud of the Dead (NO CHANGE)

*See chart at top of this post for drop system*

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Cyclist Helm -> Horseman's Helm

Hue change. Name Change.

Resists will be random like before. Base all 10% resists with chances to go up.

*See chart at top of this post for drop system*

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Jungle Walker's Bow -> Jungle Walker's Bow

NEW CHANGES: Property changes

*See chart at top of this post for drop system*

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La Peprita -> Shadow Stalker

Property change. Hue change. Name Change. Weapon Change

Item Change: OLD = Dagger. New = Assassin Spike
Skill Change: OLD = Fencing. New = Fencing
Ability Change: OLD = Infectious Strike + Shadow Strike. NEW = Infectious Strike + Shadow Strike.

*See chart at top of this post for drop system*

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Lance of the Stampede -> Lesser AOA Reroll

This item is planned to be discontinued. Basically any item existing will be converted into another AOA. Two ways we can do this:

1) Any existing Lance of the Stampede will be converted to a random lesser Artifact of Assimilation. The item you get is the one you get, it is random from the lesser AOA list.

OR

2) Everyone gets the same item in lieu of the Lance of the Stampede. The item you get would be something equal in value to the Lance of the Stampede.

*See chart at top of this post for drop system*

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Lava Shaka Stick -> Pyrolisk's Furor

Property change. Hue change. Name Change.

*See chart at top of this post for drop system*

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Longshot -> Longshot

NEW CHANGES: Property changes. Item change.

Item Change: OLD = Heavy Crossbow. New = Crossbow
Ability Change: OLD = Moving shot + Dismount. NEW = Concussion Blow + Mortal Strike

*See chart at top of this post for drop system*

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Magician's Edge (NO CHANGE)

*See chart at top of this post for drop system*

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Mage's Lightblade -> God of the Sky

NEWEST CHANGE: Name Change

Property change. Hue change. Name Change.

Item Change: OLD = Bokuto. New = Kryss
Skill Change: OLD = Swords. New = Fencing
Ability Change: OLD = Feint + Nerve strike. NEW = Armor Ignore + Infectious Strike

*See chart at top of this post for drop system*

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Red Wind Gloves -> Red Dragon's Grapple

NEW CHANGES: Property changes

*See chart at top of this post for drop system*

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Searing Pain -> Searing Pain

*See chart at top of this post for drop system*

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The Barrier -> Knight's Courage

Property Changes, Shield Change, Name Change.

Item Change: OLD = Heater Shield. New = Kite Shield

*See chart at top of this post for drop system*

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<hr>
The Blizzard -> The Blizzard

Property Changes

Item properties change to better suit a warrior build. Better use at champion spawns.

*See chart at top of this post for drop system*

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Math Triangle Book -> Lifeless Whisper

Property Changes, Name change.

*See chart at top of this post for drop system*

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Dual Wall Generator -> Dual Wall Generator (Image change + tag)

Look Change, Added label

*See chart at top of this post for drop system*

Quest Reward. Eventually, this will be a quest reward drop, with a full, detailed explanation on how to use the item. Once it is made into a quest, existing dual wall generators will be converted into a bag containing:

- Dual Wall Generator
- Another lesser AOA

This is to ensure that we can transfer over to a quest and that players who already received a dual wall generator will not have lost an AOA.

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Brace of Paracelsus -> Brace of Paracelsus

*See chart at top of this post for drop system*

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Lightning Shoes -> Lightning Shoes

Same Properties

*See chart at top of this post for drop system*

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Boots of Dexterity -> Boots of Dexterity

*See chart at top of this post for drop system*

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Boots of Construction -> Peregrine's Dive

*See chart at top of this post for drop system*

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Charm of the Domesticator -> Charm of the Domesticator

Same Properties

*See chart at top of this post for drop system*

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<hr>
Gravestone -> Tombstone of the Damned

This item will no longer drop as an artifact of assimilation. It will be moved to the "tombstone of the damned" which is a drop from monstrous interred grizzle. Any existing tombstones will retain their look and have their name changed to "Tombstone of the Damned"

*See chart at top of this post for drop system*

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Idol of the Champion -> Evil Idol Skull

This item will no longer drop as an artifact of assimilation. It will be moved to the "evil idol skill" which is a drop from the harrower. Any existing idols will retain their look and have their name changed to "Evil Idol Skull"

*See chart at top of this post for drop system*

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Iron Maiden -> Iron Maiden (Heritage Token)

This item will no longer drop as an artifact of assimilation. It will be moved to the heritage token reward which is obtained from heritage tokens. Any existing iron maidens will retain their look and have their name and functionality transferred to the new iron maidens.

*See chart at top of this post for drop system*

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Trash Bag -> Trash Bag

Same Properties

*See chart at top of this post for drop system*

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Wrath of Timmins -> Converted to The Blizzard

*See chart at top of this post for drop system*

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Achilles Heel -> Tribal Moccasins

*See chart at top of this post for drop system*

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Armor Ignore -> Removed. AOA Reroll

*See chart at top of this post for drop system*

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<hr>

Butcher's Tool -> The Betrayer


Name Change, same properties.

*See chart at top of this post for drop system*

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Dark Auroa -> Dark Aura


SSI penalty removed.

*See chart at top of this post for drop system*

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Death Ring -> AOA Reroll


*See chart at top of this post for drop system*

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Devastation -> Devastation


*See chart at top of this post for drop system*

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Dismount King -> Removed. AOA Reroll


*See chart at top of this post for drop system*

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Arcane Earrings -> Arcane Earrings


*See chart at top of this post for drop system*

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<hr>

Fisherman's Tendon -> Pauper's Prime


Skill is random on new hat.

*See chart at top of this post for drop system*

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Wheel of Fortune -> Fortune's Favor


Name change

*See chart at top of this post for drop system*

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Infection -> Infection


Property changes

*See chart at top of this post for drop system*

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Elegance -> Elegance


Added lower ammo cost

*See chart at top of this post for drop system*

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Painspike -> Wyvern's Barb


*See chart at top of this post for drop system*

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Dread Miner Hands -> Devil's Grasp


*See chart at top of this post for drop system*

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Pierce of the Roman -> Odin's Spear


*See chart at top of this post for drop system*

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Robe of Regen -> Robe of Regen


*See chart at top of this post for drop system*

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Wrath of the Jackal -> Converted to Pyrolisk's Furor


*See chart at top of this post for drop system*

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The Cat Foot -> Arcane Daemon's Horns


*See chart at top of this post for drop system*

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Robe of a Fallen Gypsy -> Robe of a Fallen Gypsy


*See chart at top of this post for drop system*

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Tentacle's Talon -> The Tentacle's Talon


*See chart at top of this post for drop system*

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The Vanquisher -> Vanquisher


*See chart at top of this post for drop system*

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Warrior's Bow -> Convert to Elegance


*See chart at top of this post for drop system*

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Lantern of Souls -> Lantern of Souls


*See chart at top of this post for drop system*

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Arkazza's Mystical Hat -> Nystul's Mystical Hat -> Tyball's Hat


*See chart at top of this post for drop system*

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Bracelet of Travel -> Orb of Moons


Turned into a moonstone for nostalgic lore purposes. Its use may be improved in time (No longer needing to drop it on the ground for gate purposes).

*See chart at top of this post for drop system*

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<hr>

The Cursed Protector -> Life's Barricade


*See chart at top of this post for drop system*

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<hr>

Tiger Teeth Earrings -> Tiger Teeth Earrings


Properties stay the same

*See chart at top of this post for drop system*

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<hr>

British Blockade -> Gazer's Eye


Properties the same, name change.

*See chart at top of this post for drop system*

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<hr>

Apocalyptica -> Removed. Greater AOA reroll


*See chart at top of this post for drop system*

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<hr>

Deathspell -> Deathspell


Properties changes slightly.

*See chart at top of this post for drop system*

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<hr>

Essence of Spellcasting -> Crystal Laden Tome


Name change, properties remain.

*See chart at top of this post for drop system*

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<hr>

Essence of War -> Unbridled Frenzy


Properties changed. Name changed.

*See chart at top of this post for drop system*

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<hr>

Green Devil's Cursed Pants -> Remove. Greater AOA reroll.


*See chart at top of this post for drop system*

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<hr>

Grim Reaper's Strike -> Grim Reaper's Strike


Properties changed. The mass animate dead spell remains.

*See chart at top of this post for drop system*

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<hr>

Muramasa Hellblade ->Hellblade


Old Weapon Abilities: Crushing Blow + Riding Swipe. 2 Handed wep
New Weapon Abilities: Crushing Blow + Paralyzing Blow. 1 Handed wep

Name change and weapon change.

*See chart at top of this post for drop system*

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<hr>

Nymph's Enchanted Legs -> Removed. Greater AOA reroll.


*See chart at top of this post for drop system*

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<hr>

Ring of the Dead -> Ring of the Dead


Property changes

*See chart at top of this post for drop system*

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<hr>

Staff of Moses) -> Staff of Moses


Properties removed. Ability remains.

This item has a lot of uncertainty tied with it. Ideally, we would like to have a sub-skill attached to cartography called "terraforming". Using terraforming would allow you to temporarily manipulate the landscape and elements. Because this is only a concept right now, the item will remain

*See chart at top of this post for drop system*

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<hr>

Arms of Bane -> Yomotsu Elder's Sleeves


Changed to UOSE sleeves of similar type.

*See chart at top of this post for drop system*

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<hr>

Caster's Bracelet -> Caster's Bracelet


*See chart at top of this post for drop system*

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<hr>

Arms of Perfection -> Stitched Lich Skin


Name change. Slight property change.

*See chart at top of this post for drop system*

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Magi Collar -> Magi Collar


*See chart at top of this post for drop system*

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Pigment Ticket -> Pigment Ticket


The pigment ticket's functionality will stay the same for now but may be expanded in the future.

Dyes will have an indexing system for their hue number so that each hue number would have its "name" associated with it (For example, hue 1150 everyone knows as 'Luna White'). This will make it easier to trade for colors and to ensure that players are getting the exact color they want.

Some dyes may be removed from the dye room for cosmetic reasons (Seizure pink). Same as for artifacts, we will be making a list of all the current hues in the game and the names that are associated with them. From there, players will be able to give their opinions.

*See chart at top of this post for drop system*

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CHAMPION ARTIFACTS:

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Tempo (Twaulo) -> Tempo (Twaulo).


*See chart at top of this post for drop system*

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Barracoon's Jester Hat (Barracoon) -> Barracoon's Jester Hat (Barracoon)


*See chart at top of this post for drop system*

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Ilhenir's Decaying Arm Bone (Ilhenir) -> Ilhenir's Decaying Arm Bone


*See chart at top of this post for drop system*

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Oggra's Skull Crusher (Oggra) -> Oggra's Skull Crusher (Oggra) *SAME*


*See chart at top of this post for drop system*

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Sword of Paracelsus (Paracelsus) -> Paracelsus' Peril (Paracelsus).


*See chart at top of this post for drop system*

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Two Piece Combo (Sanders) -> Bag of Items


Old Drop System: Sanders Champion Spawn Boss
New Drop System: *Champion spawn has been retired so this weapon will be converted into 3 items*

- Item 1: Dragon Nunchaku
- Item 2: Birds of Britannia Talisman (Bird slayer with bonuses)
- Item 3: A random greater artifact of assimilation

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<hr>

Sash of Grease (Sanders) -> Sash of the Vermin Horde (Barracoon)


Old Drop System: Sanders Champion Spawn Boss
New Drop System: *Champion spawn has been retired so sashes are to be converted to sash of the vermin horde*

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<hr>

The Black Belt of Serado (Serado) -> Black Belt of Serado (Serado)


*See chart at top of this post for drop system*

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Lord Oak's Wings (Oaks) -> Ethereal Blessing (Oaks).


*See chart at top of this post for drop system*

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Semidar's Soul (Semidar) -> Semidar's Soul (Semidar)


*See chart at top of this post for drop system*

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<hr>

Neira's Scimitar (Neira) -> Neira's Scimitar (Neira).


*See chart at top of this post for drop system*

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Mephitis' Fang (Mephitis) -> Mephitis' Fang (Mephitis)


*See chart at top of this post for drop system*

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Rikktor's Rage (Rikktor) -> Rikktor's Rage (Rikktor)


*See chart at top of this post for drop system*

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<hr>
Champion Spawn Sashes

All Champion spawns will now have a unique type of sash. They will always spawn with three properties according to these rules:

First Property: A unique skill of +10 value. This skill is ALWAYS unique in that no other champion spawn sash can have this skill. Whenever possible, the skill should match the champion spawn (IE: necromancy for Neira). This may not always be possible as new champion spawns are introduced

Second Property: All sashes have 100 luck. No more, no less

Third Property: A unique bonus that is NEVER replicated on another champion spawn sash. The bonus is usually 10% of a property. In the case of a regeneration, it will be 2. Other properties will be 10%


For a comparison to existing champion sashes, you can take a look at the properties here:

http://www.uovalor.com/contentdb/index. ... list=8&p=3

I would have posted the comparison images myself but I decided to combine the sashes in one image to show the new uniform properties of all the sashes and those that don't exist yet (UOSA)

UOTD = UO Third Dawn. Originally when champ spawns were introduced
UOSE = UO Samurai Empire
UOML = UO Mondain's Legacy
UOSA = UO Stygian Abyss
AOV = AOV Custom Champion Spawn

(UOML) Meraktus (Unreleased): Sash of the Tormented Minotaur (Hue: 2101)
(UOR) Neira (Used to be Sash of the Unholy Terror) -> Sash of the Unholy Terror (Hue 37)
(AOV) Paracelsus (Used to be Sash of Elements) -> Sash of the Elemental Kinship (Hue 1150)
(UOTD) Lord Oaks (Used to be Sash of Enlightenment) -> Sash of the Forest Lord (Hue 1154)
(UOTD) Barracoon (Used to be Sash of Greed) -> Sash of the Vermin Horde (Hue 494)
(AOV) Oggra (Used to be Sash of Orcs) -> Sash of the Orcish Scourge (Hue 997)
(UOML) Ilhenir: Sash of the Corrupt (Hue 1420)
(UOTD) Semidar (Used to be Sash of Pain) -> Sash of the Abyss (Hue 53)
(UOTD) Rikktor (Used to be Sash of Power) -> Sash of the Cold Blooded (Hue 345)
(UOSE) Serado: Sash of the Sleeping Dragon (Hue 447)
(UOTD) Mephitis (Used to be Sash of Venom) -> Sash of the Arachnid (Hue 370)
(UOML) Twaulo (Used to be Twaulo's Sash) -> Sash of the Twisted Glade (Hue 2406)
(UOSA) Primeval Lich (Unreleased): Sash of the Unliving (Hue 2076)
(UOSA) Abyssal Infernal (Unreleased): Sash of the Infernal Pit (Hue 2075)

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GAUNTLET

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The Stonebreaker -> Reroll gauntlet artifact.


*See chart at top of this post for drop system*

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The Sacred Elemental -> Reroll gauntlet artifact.


*See chart at top of this post for drop system*

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Leggings of Angels -> The Angelic Restitution


*See chart at top of this post for drop system*

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The Holy Fortress -> Red Devil's Dominion


Changed from tunic to sleeves.

*See chart at top of this post for drop system*

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The Holy Insight -> Reroll gauntlet artifact.


*See chart at top of this post for drop system*

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The God's Wrath -> The God's Wrath


*See chart at top of this post for drop system*

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Holy Knight's Cloak -> Holy Knight's Cloak


*See chart at top of this post for drop system*

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LEVIATHAN

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Serpentine Avenger -> Serpentine Avenger


*See chart at top of this post for drop system*

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Captain's Finest Boots -> Captain's Finest Boots


*See chart at top of this post for drop system*

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Cry of the Kraken -> Cry of the Kraken


Summoning ability the same, just a different look.

*See chart at top of this post for drop system*

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<hr>

Sparrow's Compass -> Seafaring Compass


The killer and protection talisman bonuses will always be for sea related creatures such as kraken, leviathan, sea serpents and water elementals.

*See chart at top of this post for drop system*

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Cold Heart -> Cold Heart


*See chart at top of this post for drop system*

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Triton's Trident -> Triton's Trident


*See chart at top of this post for drop system*

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Oracle of Poseidon -> Removed. Replaced with Cold Heart.


The oracle of poseidon will be removed from the game.

The first reason relates to a change in systems. It was decided that the ability to purchase unique goods should be available to everyone in the game, and not a single individual. That being said, there will still be vendors with these items available (plus more) that will appear in the world that can be found. These traveling merchants are still under development.

The second reason relates to the sea content (Sea village and Jormundgand's Dungeon). Both of these will be retired. The "water gems" to recharge certain water items will also be retired as the recharging no longer exists.

As this was a sought after item, it is being replaced with the second highest sought leviathan item, the cold heart sash.

*See chart at top of this post for drop system*

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<hr>

Skeleton Key of Davy Jones -> Skeleton Key of Davy Jones


This item will keep a max of 10 charges and will auto recharge. Water gems will no longer spawn to recharge the item. It will gain a charge once every 24 hours, up to a max of 10 charges.

*See chart at top of this post for drop system*

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<hr>

Pirate's Pot of Stew -> Boiling Cauldron


*See chart at top of this post for drop system*

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<hr>

Blackheart's Treasure -> Blackheart's Treasure


The treasure chest will stop dropping for the time being. The loot in the chest is being revised to be better suited in terms of items and theme.
Existing chests will not be converted.

*See chart at top of this post for drop system*

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<hr>

Suit of Armor -> Suit of Gold Armor.


*See chart at top of this post for drop system*

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Pirate Coffin -> Pirate Coffin


*See chart at top of this post for drop system*

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Sea Serpent Statue -> Sea Serpent Statue


*See chart at top of this post for drop system*

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Cursed Pirate Ale -> Cursed Pirate Ale


*See chart at top of this post for drop system*

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Fishing Net -> Convert to heritage token and SOS chest drops.


*See chart at top of this post for drop system*

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OTHER

The following items have been removed from the game. They have been removed as the peerless boss is being retired (No longer a peerless, but will exist in the game in a different way, possibly a water based champion spawn).

From a count done in game, none of these items were obtained by any players so they will be removed as no conversions are necessary.

- The Vile's Tongue
- Serpent's Throat
- Sea Tree
- Jormundgand Idol
- Sea Serpent Summoner
- Sea Hair Dye
- Eternal Fireball
- Brazier of Darkness
- Jormundgand's Corrupted Heart

Archived topic from AOV, old topic ID:5902, old post ID:35667

TC1 FEEDBACK: Artifact Changes

Posted: Tue Aug 09, 2011 12:00 pm
by dprantl
Just... why? When you post the details of the "property reduction" changes, that should be fun.

I'll start the first two:

Stone Hewn Earrings - HCI 5%, SSI 5%
A replacement for Tiger Teeth Earrings

Tribal Moccasins - Physical Resist 5%, Cold Resist 5%
A replacement for boots of construction

Funny, why not just remove all their properties for the complete effect?

Do you wonder why there is hardly anyone on for years? Because people came here to play with the items that were here. When they started to hear that these things would be nerfed/removed in the future, there was little point for them to continue playing. And now finally these changes have come, and exactly as expected.

Archived topic from AOV, old topic ID:5902, old post ID:35622

TC1 FEEDBACK: Artifact Changes

Posted: Tue Aug 09, 2011 2:33 pm
by keltrick
while this isint ideal i think its a good idea

Archived topic from AOV, old topic ID:5902, old post ID:35623

TC1 FEEDBACK: Artifact Changes

Posted: Tue Aug 09, 2011 4:34 pm
by Death
dprantl wrote: I'll start the first two:

Stone Hewn Earrings - HCI 5%, SSI 5%
A replacement for Tiger Teeth Earrings

Tribal Moccasins - Physical Resist 5%, Cold Resist 5%
A replacement for boots of construction
I'll explain the reasoning behind these changes:

Earrings, Footwear, Sashes, Belts and Talismans represent "unique" slots. They are unique because they do not spawn with attributes from loot or craft (Talismans and earrings are currently incorrect on AOV and will also be fixed at a later date).

This is the way they were designed on OSI. They follow the rule of only being obtainable through an artifact. They also follow a rule of minimal properties that pair well, which we have matched with our recent changes.

Footwear
Take a look at an example of OSI footwear (We will be introducing these with champion spawn artifacts):

http://www.uoguide.com/Detective_boots

As you can see, the properties are low, but the item is very valuable due to it being on a slot where properties do not spawn

Earrings

Here's an example of earrings:

http://www.uoguide.com/Nocturne_Earrings

A single property, but still quite valuable. If you happen to be against night sight, you can consider these earrings (3rd from the top):

http://www.uoguide.com/11th_Year_Collection

They have very minimal properties but are highly sought after because of that added layer.

Talismans

You can see that standard talismans do not have non-talisman properties. You can scroll down and take a look at any of the talismans in the unique list here:

http://www.uoguide.com/Talisman

Only unique talismans have non-talisman generic properties. That's what makes them unique and valuable. Take this one for example:

http://www.uoguide.com/Library_Talisman ... ummoner%29

It contains added special skill "bonuses" in addition to normal talisman properties. For a full blown talisman, here's an example of properties:

http://www.uoguide.com/Frostguard

These are just a few examples of items to come. If we compare these items to the customs we had before scaling, many were underpowered and would not be able to compete with the customs. Because of this, a change was necessary to balance out what we have and what is to come.

Archived topic from AOV, old topic ID:5902, old post ID:35624

TC1 FEEDBACK: Artifact Changes

Posted: Tue Aug 09, 2011 6:19 pm
by dprantl
Horseman's helm now has 50 resists total and an insignificant mod, that's worse than a medium grade craftable. Let's get some OSI examples:

http://www.uoguide.com/Orc_Chieftain_Helm
http://www.uoguide.com/Gladiator%27s_Collar

Why remove +20 vet and 50 luck from charm of the domesticator? This interferes with an OSI artifact?

Wheel of Fortune, remove all DCI, Int bonus and 100 luck, and add in 2 HP Regen? Wow.

Pendant of the Magi is definitely not the same as Magi collar! Same with Caster's Bracelet and Ornament of the Magician. Why not keep them both for more variety?

Not all changes are crazy, i.e. Leggings of the Angels -> Angelic Restitution is not that bad.

It seems the one major reason we keep hearing as to why AOV artifacts are being downgraded is so that when the newer OSI artifacts are introduced, there will be a reason to strive to collect them. Why is this so important? If an OSI artifact is deemed less powerful than something already on AOV, why not just leave it out? If you look at the OSI artifact power trends over the years, they are getting progressively more powerful. A ring with FC2, items with MR 3 or more, items with resist total 80 or more in addition to useful mods, etc.

Basically a lot these changes will force people to go back to spending countless hours acquiring and then burning through BRSKs in order to get the items required to complete their suits. How fun.

Archived topic from AOV, old topic ID:5902, old post ID:35625

TC1 FEEDBACK: Artifact Changes

Posted: Tue Aug 09, 2011 7:42 pm
by ggkthx
Wow. This REALLY sucks. I'll respond in depth to this on my day off cuz it's late and I need to work in the morning.

It pretty much sounds like everything that has kept me on AoV since I found it is going away or being nerfed.
At quick glance half of every suit I have is being nerfed/changed. Mages & warriors alike. This sucks.

:evil:
Death wrote: This is the way they were designed on OSI.
If I wanted to play on OSI I'd play on OSI. I'm a grown up, with a job, I can afford UO if the OSI UO experience is what I was looking for.

Or, I could play on innumerable OSI clones. AoV is the best shard I've ever played on as far as itemization and customs go. Its the reason I played here and the reason I stayed. And you're removing that reason and touting it as a feature.

And dprantl is correct. Everyone I was friends with that played here, (that didn't get banned), stopped playing because of the threat of nerfing the very things they played here FOR.
Now I get to listen to a bunch of people tell me that they told me so. :/

I feel like someone is telling me they're going to kill my dog, but hey, haven't I thought of all the neat things a dead dog can do? (and YES, I know that is reactionary, but its how I feel at the moment, individual feedback forthcoming)

Archived topic from AOV, old topic ID:5902, old post ID:35629

TC1 FEEDBACK: Artifact Changes

Posted: Tue Aug 09, 2011 8:01 pm
by Death
ggkthx wrote:
Death wrote: This is the way they were designed on OSI.
If I wanted to play on OSI I'd play on OSI. I'm a grown up, with a job, I can afford UO if the OSI UO experience is what I was looking for.

Or, I could play on innumerable OSI clones. AoV is the best shard I've ever played on as far as itemization and customs go. Its the reason I played here and the reason I stayed. And you're removing that reason and touting it as a feature.

And dprantl is correct. Everyone I was friends with that played here, (that didn't get banned), stopped playing because of the threat of nerfing the very things they played here FOR.
Now I get to listen to a bunch of people tell me that they told me so. :/
We are bringing in OSI familiarity. If we wanted to be OSI we would have removed everything and started from scratch to be an OSI clone.

We want old players and new players to be able to walk around the shard, go to a location and have the familiarity. We want players to be able to go on stratics, UOGuide or any other source and not be mislead by items that we don't have or are not coded properly. We are aiming to be OSI + customs. In fact, coding OSI stuff is a pain in the ass, but there's no denying that many people expect the familiarity and the content.

We have plenty of custom items but we are mixing 2 worlds....AOV and OSI so modifications are necessary. It's a change that will take a while to get used to. OSI has many great systems and implementations, particularly between UOML and UOHS. You need to take the good with the bad.

In the future you will have more OSI content on top of more custom content. We just finished the quest system and will be introducing customized quests. We are also expanding on the event system and looking into ways to improve the overall atmosphere of the game on a daily basis. The custom items aren't stopping, they are being revised and rethought.

Archived topic from AOV, old topic ID:5902, old post ID:35631

TC1 FEEDBACK: Artifact Changes

Posted: Tue Aug 09, 2011 8:09 pm
by Death
dprantl wrote:Horseman's helm now has 50 resists total and an insignificant mod, that's worse than a medium grade craftable. Let's get some OSI examples:

http://www.uoguide.com/Orc_Chieftain_Helm
http://www.uoguide.com/Gladiator%27s_Collar

Why remove +20 vet and 50 luck from charm of the domesticator? This interferes with an OSI artifact?

Wheel of Fortune, remove all DCI, Int bonus and 100 luck, and add in 2 HP Regen? Wow.

Pendant of the Magi is definitely not the same as Magi collar! Same with Caster's Bracelet and Ornament of the Magician. Why not keep them both for more variety?

Not all changes are crazy, i.e. Leggings of the Angels -> Angelic Restitution is not that bad.

It seems the one major reason we keep hearing as to why AOV artifacts are being downgraded is so that when the newer OSI artifacts are introduced, there will be a reason to strive to collect them. Why is this so important? If an OSI artifact is deemed less powerful than something already on AOV, why not just leave it out? If you look at the OSI artifact power trends over the years, they are getting progressively more powerful. A ring with FC2, items with MR 3 or more, items with resist total 80 or more in addition to useful mods, etc.

Basically a lot these changes will force people to go back to spending countless hours acquiring and then burning through BRSKs in order to get the items required to complete their suits. How fun.
Horseman's Helm definitely have a point there so we'll rework that one.

60 skill points on an item is too much. The maximum trend is +40 skill. The luck was dropped to be more on par with novo bleue.:
http://www.uoguide.com/Novo_Bleue

However, luck isn't a major modification so we'll do some more analyzing and see if the drop really is necessary for luck.

Wheel of Fortune (Shield of Fortune). The luck being as high as 250 is a bit concerning with 2 handed weapons such as the swords of prosperity and jaana's staff which is why it was lowered. DCI 15 on shields was used very often so we were looking to add something unique to it. The int bonus we can put back on the shield as an extra property and add some DCI so we can remodel it.

Pendant of the magi has 4 properties in common with the magi's collar, most of which are close together between the two. Magi's collar also has resists. The pendant doesn't have resistances for good reason: You sacrifice your resist to improve your casting. That's why the collar was converted to pendant.

Caster's bracelet has more properties than an artifact tunic. Converting it to the ornament of the magician seemed the most logical choice as it has 4/5 properties. However, I do like the idea of adding a variety to the mage jewels provided the item is unique in properties. The 3 MR, physical resist and SDI can likely stay but the point is it cannot have everything.

3 MR, phys 15, SDI 5-10 2/3 might even be possible, it's all how you spread the properties around. 5 properties max, 8 is too much on a jewel.

Archived topic from AOV, old topic ID:5902, old post ID:35632

TC1 FEEDBACK: Artifact Changes

Posted: Tue Aug 09, 2011 9:56 pm
by Ixxie
Death wrote:We are bringing in OSI familiarity.
my personal opinion is that the maps, interface, and etc. are familiar enough. i play UO (not specifically AoV) because i started playing when i was 13 years old and a lot of times i really do feel like i grew up more in Britannia than in the real world (which is, of course, likely indicative of a deep psychological pathology, but were not going to get into that). i play AoV specifically because it's UO, but it's UO that i like more than any other UO available.
Death wrote:We want old players and new players to be able to walk around the shard, go to a location and have the familiarity. We want players to be able to go on stratics, UOGuide or any other source and not be mislead by items that we don't have or are not coded properly.
i don't think anyone takes issue with this. We've all sure said many many times that all it would take is bringing the OSI content up to current and we'd see an influx of fresh blood coming in. But i still don't see the conflict in bringing OSI stuff into the game alongside the stuff you've already coded. The beauty in UO is its freedom to customize your character down to the last skill point. Bubbles may find a ring with hiding, tactics, necro, and FC on it and go "wtf am i gonna do with this" and i'm going to say "OOH STEALTH ARCHER!!"

(He's then going to call me a nub and kill said necro stealth archer multiple times just to prove a point.)

But i don't see how having similar (even closely similar) items in the game is going to adversely affect...well, anything. Every item available is going to be a perfect fit for SOME crazy template; i don't think adding one thing or removing another is going to discourage players from pursuing the item that is ideal for THEIR build.
Death wrote:We are aiming to be OSI + customs. In fact, coding OSI stuff is a pain in the ass, but there's no denying that many people expect the familiarity and the content.
So...you want to be OSI + customs...and that means you have to take all of the good customs and nerf them into the ground? When does that start making sense? i started playing AoV for a lot of reasons...the humour with which the shard was written, for one, but primarily because i saw all of the customized gear and etc. and thought "wow, these devs really play the game because they know exactly what should be on what." i wouldn't expect such sweeping, generally pointless changes* to come from two people who play on their server and know what their player base wants from a shard.
Death wrote:We have plenty of custom items but we are mixing 2 worlds....AOV and OSI so modifications are necessary. It's a change that will take a while to get used to. OSI has many great systems and implementations, particularly between UOML and UOHS. You need to take the good with the bad.
Really? We do? Why? This is a CUSTOM shard. We can, theoretically, have whatever we want. Forgive me, i have to reveal that English isn't my first language and though i think i do a decent job of hiding any lack of fluency, sometimes i just can't think of a way to succinctly say what i intend to say. i don't mean to imply that you should be giving players whatever we desire. That won't work either. Because i want a pony, a plastic rocket and one of those.....sigh, nevermind. What i mean is that we DON'T have to take the bad at all. It can be obliterated with some good solid coding (which, by the way, you two have more than proven yourselves capable of generating). i think what you're trying to do is integrate more OSI into our world...but what you're actually doing is trying to integrate our world into the one OSI boxed up and shipped out for us. And we don't want that. We want the AoV we signed up for. And this...ain't it.

*i also think this debate is a bit premature since you've been maybe a little less than forthcoming with what exactly you're bringing into the game. You're nerfing the hell out of a lot of our stuff but we're not entirely sure what we're getting once you're through. "Reduced props" doesn't really tell us much.

Archived topic from AOV, old topic ID:5902, old post ID:35637

TC1 FEEDBACK: Artifact Changes

Posted: Tue Aug 09, 2011 10:13 pm
by ggkthx
Elani, your post makes me wish the AoV forums had a Like button.

Archived topic from AOV, old topic ID:5902, old post ID:35639

TC1 FEEDBACK: Artifact Changes

Posted: Tue Aug 09, 2011 10:27 pm
by Ixxie
Oh, and...trash bags?? Really?? Of ALL the things to go in and just arbitrarily remove...trash bags?

i do not own a trash bag. Bubbles owns several. i do not begrudge him his toy, nor do i feel cheated not having one of my own. i don't see how a few players having a more convenient way to haul around a massive amount of stuff is going to upset the balance of the game in the SLIGHTEST way. This is just one of those little things that sort of feels like you're asking the AoV vets to stand in line while you show them exactly how little you care that they stuck it out this long...by pushing them down on the playground and taking their toy away.

i'm sorry guys :( You asked for feedback.

Archived topic from AOV, old topic ID:5902, old post ID:35642

TC1 FEEDBACK: Artifact Changes

Posted: Tue Aug 09, 2011 10:48 pm
by Death
Elani wrote: my personal opinion is that the maps, interface, and etc. are familiar enough. i play UO (not specifically AoV) because i started playing when i was 13 years old and a lot of times i really do feel like i grew up more in Britannia than in the real world (which is, of course, likely indicative of a deep psychological pathology, but were not going to get into that). i play AoV specifically because it's UO, but it's UO that i like more than any other UO available.
Not everyone has the luxury of having the same UO experience as others in the game. When a younger player or newer player comes to the server, they will look around and try to find their way, then when they need to check something they will go to a source on the Internet for that information.

Even veteran players. If we introduced something from UOML and you didn't know how to do it, you would most likely be checking a UO source online such as UOGuide or UOStratics.

That's the familiarity we are trying to replicate here. If you went into the twisted weald and all the creatures were different and had a completely different system to spawn the peerless, that would make most people go "hmmmmm". That's why we go back and revise dungeons and peerless and anything OSI, to give that same familiarity to how things are supposed to work.
Elani wrote: i don't think anyone takes issue with this. We've all sure said many many times that all it would take is bringing the OSI content up to current and we'd see an influx of fresh blood coming in. But i still don't see the conflict in bringing OSI stuff into the game alongside the stuff you've already coded. The beauty in UO is its freedom to customize your character down to the last skill point. Bubbles may find a ring with hiding, tactics, necro, and FC on it and go "wtf am i gonna do with this" and i'm going to say "OOH STEALTH ARCHER!!"

(He's then going to call me a nub and kill said necro stealth archer multiple times just to prove a point.)

But i don't see how having similar (even closely similar) items in the game is going to adversely affect...well, anything. Every item available is going to be a perfect fit for SOME crazy template; i don't think adding one thing or removing another is going to discourage players from pursuing the item that is ideal for THEIR build.
We have no doubt that there are many things that would bring players back. The client was a huge one that we just fixed and the ML part will follow after.

It is certainly true that item variety is good, which is why we made an effort to revise the artifacts into something that was truly unique. Variety is good, but too much of a good thing isn't. There were items that were so overpowered that it makes everything else pale in comparison. Loot, craft, can't even compete.
Elani wrote: So...you want to be OSI + customs...and that means you have to take all of the good customs and nerf them into the ground? When does that start making sense? i started playing AoV for a lot of reasons...the humour with which the shard was written, for one, but primarily because i saw all of the customized gear and etc. and thought "wow, these devs really play the game because they know exactly what should be on what." i wouldn't expect such sweeping, generally pointless changes* to come from two people who play on their server and know what their player base wants from a shard.
No, but we need to make the items comparable. If everything custom trumps anything OSI makes, what is the point in obtaining the OSI item? Why have an item that has 3 mods when you can have the custom 5 mod item with better stats?

We revised many items to balance in comparison to something that OSI released. Some items were ungodly and thus, were reduced. Other items were junk and were upgraded. Some items made absolutely no sense, so they were recreated to something that did. Not all changes are going to be welcome, and we never expected them to be. Some changes will be welcomed.
Death wrote: Really? We do? Why? This is a CUSTOM shard. We can, theoretically, have whatever we want. Forgive me, i have to reveal that English isn't my first language and though i think i do a decent job of hiding any lack of fluency, sometimes i just can't think of a way to succinctly say what i intend to say. i don't mean to imply that you should be giving players whatever we desire. That won't work either. Because i want a pony, a plastic rocket and one of those.....sigh, nevermind. What i mean is that we DON'T have to take the bad at all. It can be obliterated with some good solid coding (which, by the way, you two have more than proven yourselves capable of generating). i think what you're trying to do is integrate more OSI into our world...but what you're actually doing is trying to integrate our world into the one OSI boxed up and shipped out for us. And we don't want that. We want the AoV we signed up for. And this...ain't it.

*i also think this debate is a bit premature since you've been maybe a little less than forthcoming with what exactly you're bringing into the game. You're nerfing the hell out of a lot of our stuff but we're not entirely sure what we're getting once you're through. "Reduced props" doesn't really tell us much.
You do present a strong argument about what you want and what you like about the shard, and there's nothing wrong with that. But to say that you don't need to accept the bad and that it can be obliterated with good solid coding I don't quite follow. ANY change has the potential to be perceived as good or perceived as bad, it depends on the individual. There is no possible way that we can release something that will not thrill or anger somebody, this is an undeniable reality.

As for the item information, I will be adding the old and the new artifacts together in the museum, likely tomorrow. I wanted to make sure that the tc1 settings were not going to be refreshed from live at some point otherwise it would get wiped out so I do apologize that the items are not spawned for comparison at the moment.

This is why we opened up TC1 to get feedback from the players. We are "scaling" the items and we need to know what you like and what you don't like. We scaled things according to the following rules:

- Too many or too little properties and weights
- Similarity to an existing artifact/item or unreleased artifact/item
- System drops (Which have too little, which have too many, which should move)
- What is unique and what is repetitive (Serpent's fang type weapons being VERY repetitive as an example)
- Property matching
- Item Lore (Where it fits. Evil/Good items for example, have a strong history in malas in the gauntlet)

Archived topic from AOV, old topic ID:5902, old post ID:35644

TC1 FEEDBACK: Artifact Changes

Posted: Tue Aug 09, 2011 10:51 pm
by Death
Elani wrote:Oh, and...trash bags?? Really?? Of ALL the things to go in and just arbitrarily remove...trash bags?

i do not own a trash bag. Bubbles owns several. i do not begrudge him his toy, nor do i feel cheated not having one of my own. i don't see how a few players having a more convenient way to haul around a massive amount of stuff is going to upset the balance of the game in the SLIGHTEST way. This is just one of those little things that sort of feels like you're asking the AoV vets to stand in line while you show them exactly how little you care that they stuck it out this long...by pushing them down on the playground and taking their toy away.

i'm sorry guys :( You asked for feedback.
I'll explain this one. The idea to remove the trash bag was the plan to incorporate the trash bag onto ships, similar to housing as well as other options for players to dispose of items without needing the trash bag.

Archived topic from AOV, old topic ID:5902, old post ID:35645

TC1 FEEDBACK: Artifact Changes

Posted: Tue Aug 09, 2011 11:07 pm
by Ixxie
Death wrote:
Elani wrote: my personal opinion is that the maps, interface, and etc. are familiar enough. i play UO (not specifically AoV) because i started playing when i was 13 years old and a lot of times i really do feel like i grew up more in Britannia than in the real world (which is, of course, likely indicative of a deep psychological pathology, but were not going to get into that). i play AoV specifically because it's UO, but it's UO that i like more than any other UO available.
Not everyone has the luxury of having the same UO experience as others in the game. When a younger player or newer player comes to the server, they will look around and try to find their way, then when they need to check something they will go to a source on the Internet for that information.

Even veteran players. If we introduced something from UOML and you didn't know how to do it, you would most likely be checking a UO source online such as UOGuide or UOStratics.

That's the familiarity we are trying to replicate here. If you went into the twisted weald and all the creatures were different and had a completely different system to spawn the peerless, that would make most people go "hmmmmm". That's why we go back and revise dungeons and peerless and anything OSI, to give that same familiarity to how things are supposed to work.
That isn't at all what i'm talking about. Bring the OSI features and etc. on. We want them. What we DON'T want is the stuff we're ALSO familiar with to go away. If you want OSI + customs, give us OSI AND our customs. You want us to have a sense of familiarity, SO DO WE. We know AoV more than moderately well as it is, and we like it. OSI has some really neat looking stuff that we want to play with too. Bringing in the cool OSI stuff does not necessitate turning all the AoV stuff into absolute crap.

Archived topic from AOV, old topic ID:5902, old post ID:35647

TC1 FEEDBACK: Artifact Changes

Posted: Tue Aug 09, 2011 11:14 pm
by Ixxie
Additionally...there's always going to be a best in slot item. At a point, it doesn't matter how much better it is. Balance is created by skill, stat, and attribute caps, not by items. A tunic with OVER NINE THOUSAND PERCENT damage increase is, at best, wasting about 9000 points of damage increase.

Archived topic from AOV, old topic ID:5902, old post ID:35648

TC1 FEEDBACK: Artifact Changes

Posted: Tue Aug 09, 2011 11:16 pm
by Death
Elani wrote: That isn't at all what i'm talking about. Bring the OSI features and etc. on. We want them. What we DON'T want is the stuff we're ALSO familiar with to go away. If you want OSI + customs, give us OSI AND our customs. You want us to have a sense of familiarity, SO DO WE. We know AoV more than moderately well as it is, and we like it. OSI has some really neat looking stuff that we want to play with too. Bringing in the cool OSI stuff does not necessitate turning all the AoV stuff into absolute crap.
Fair enough. How about let's start a list of the old custom artifacts that everyone liked and the new custom artifacts that everyone liked so that we can find a medium. We can try that route and see how it goes.

Just so that everyone knows, this patch is still going for 2 weeks so won't hit live for awhile.

Archived topic from AOV, old topic ID:5902, old post ID:35649

TC1 FEEDBACK: Artifact Changes

Posted: Tue Aug 09, 2011 11:22 pm
by Ixxie
Death wrote:
Elani wrote: That isn't at all what i'm talking about. Bring the OSI features and etc. on. We want them. What we DON'T want is the stuff we're ALSO familiar with to go away. If you want OSI + customs, give us OSI AND our customs. You want us to have a sense of familiarity, SO DO WE. We know AoV more than moderately well as it is, and we like it. OSI has some really neat looking stuff that we want to play with too. Bringing in the cool OSI stuff does not necessitate turning all the AoV stuff into absolute crap.
Fair enough. How about let's start a list of the old custom artifacts that everyone liked and the new custom artifacts that everyone liked so that we can find a medium. We can try that route and see how it goes.
This. This will work. Thank you.

Archived topic from AOV, old topic ID:5902, old post ID:35650

TC1 FEEDBACK: Artifact Changes

Posted: Tue Aug 09, 2011 11:25 pm
by Death
Elani wrote: This. This will work. Thank you.
Alright I'll see what I can do about putting the items in the museum so that they can be compared easily. It may take a few days to get all of them. This is a collaborative effort between the devs and the players to scale the artifacts.

Archived topic from AOV, old topic ID:5902, old post ID:35651

TC1 FEEDBACK: Artifact Changes

Posted: Wed Aug 10, 2011 3:08 am
by Daelan
OSI is not an example to follow for how a shard is set up or laid out. Many of the items that have (or will be) Nerfed for the lack of a better word are items I have been playing to gain and have on one or more of my characters. Part of the draw to here was the fact that this is not OSI and it was not looking like it was going to be groomed to be an OSI clone or similar at all.
It just seems to me that not having a huge player base that unlike OSI you would listen to your players some of which have been here for some time and are excellent players and has drawn several here to play.
It just saddens me that several of the things I have farmed of worked hard to get will go poof or will be just plain useless in the near future. I see nothing that is being changed that is for the real benefit of play here other than adding in the dragons.

Archived topic from AOV, old topic ID:5902, old post ID:35652

TC1 FEEDBACK: Artifact Changes

Posted: Wed Aug 10, 2011 10:29 am
by dprantl
Death wrote:
Elani wrote: That isn't at all what i'm talking about. Bring the OSI features and etc. on. We want them. What we DON'T want is the stuff we're ALSO familiar with to go away. If you want OSI + customs, give us OSI AND our customs. You want us to have a sense of familiarity, SO DO WE. We know AoV more than moderately well as it is, and we like it. OSI has some really neat looking stuff that we want to play with too. Bringing in the cool OSI stuff does not necessitate turning all the AoV stuff into absolute crap.
Fair enough. How about let's start a list of the old custom artifacts that everyone liked and the new custom artifacts that everyone liked so that we can find a medium. We can try that route and see how it goes.

Just so that everyone knows, this patch is still going for 2 weeks so won't hit live for awhile.
Here's my old list:

Magician's Edge
Helmet Of The Legendary Cyclist
Wheel Of Fortune
Boots Of The Legendary Construction Worker
Sash Of Greed
Ring Of The Dead
Charm Of The Domesticator
Shroud Of The Dead
Holy Knight's Cloak
Trash Bag
The Last Book Of Arkkaza
Caster's Bracelet
Sash Of Grease
Tunic Of Crystal
The Mana Barrier
Tiger Teeth Earrings
Leggings Of The Angels
Arms Of Bane
Red Wind Gloves
Robe Of A Fallen Gypsy
Helm Of Rage
Necklace Of Rage
Circle Of Blood
The Gods Wrath
Khaldun Bonechest
Lightning Shoes
The Vanquisher
Arkkaza's Mystical Hat
Magi Collar
Robe Of Regen
Talisman from the purchaseable blessed LRC suit

And yes, there will always be some artifacts that will trump most others. Orny is a good example of one. This is actually why caster's bracelet was nice, it actually rivaled orny in some respects so not everyone would wear the same bracelet.

Archived topic from AOV, old topic ID:5902, old post ID:35654

TC1 FEEDBACK: Artifact Changes

Posted: Wed Aug 10, 2011 12:20 pm
by Death
Alright if most people are not in favor with the changes we'll look into just reverting most of the items to their original states. Some of the items may still be changes for other reasons, such as the iron maiden and gravestones because they are part of heritage tokens. Essentially the item will be the same but moved to another system. A few other items may move as well such as brace of paracelsus to paracelsus.

We'll take a look at what we have and see if it can remain as the original and if it needs to move somewhere.

Archived topic from AOV, old topic ID:5902, old post ID:35656

TC1 FEEDBACK: Artifact Changes

Posted: Wed Aug 10, 2011 12:37 pm
by Ixxie
Death wrote:Alright if most people are not in favor with the changes we'll look into just reverting most of the items to their original states. Some of the items may still be changes for other reasons, such as the iron maiden and gravestones because they are part of heritage tokens. Essentially the item will be the same but moved to another system. A few other items may move as well such as brace of paracelsus to paracelsus.

We'll take a look at what we have and see if it can remain as the original and if it needs to move somewhere.
i really think this is the best way to go. All you're doing is making more work for yourselves, and there will ALWAYS be a best in slot item. May as well be one that you made.

Archived topic from AOV, old topic ID:5902, old post ID:35657

TC1 FEEDBACK: Artifact Changes

Posted: Wed Aug 10, 2011 4:07 pm
by Nexus Graveheart
Another idea would be to make the artifacts somewhat dynamic. I like the revamp, and some of the artifacts do need to be toned down a bit. The new names are pretty cool too, in my opinion.

But perhaps the "new" ones could work similar to how the craftable artifact jewelry works. For instance. The new Stone Hewn Earrings could always have a base of HCI 5% and SSI 5%. However, each time one is generated, it has the chance to drop with those stats up to and anywhere in between 10%. On top of that, they would also have the chance to drop with one or more of the stats that were present before the revamp. So the bottom of the barrel drop would be the base 5% in each property, and a top of the line one would be those at 10% plus all available modifiers (DCI, stat increases, LMC, etc). Within reason, of course.

It's just an idea, and could be a way to bridge the gap between those who like the new properties and those who don't want them to be changed at all.

Archived topic from AOV, old topic ID:5902, old post ID:35658

TC1 FEEDBACK: Artifact Changes

Posted: Wed Aug 10, 2011 4:24 pm
by Death
Nexus Graveheart wrote:Another idea would be to make the artifacts somewhat dynamic. I like the revamp, and some of the artifacts do need to be toned down a bit. The new names are pretty cool too, in my opinion.

But perhaps the "new" ones could work similar to how the craftable artifact jewelry works. For instance. The new Stone Hewn Earrings could always have a base of HCI 5% and SSI 5%. However, each time one is generated, it has the chance to drop with those stats up to and anywhere in between 10%. On top of that, they would also have the chance to drop with one or more of the stats that were present before the revamp. So the bottom of the barrel drop would be the base 5% in each property, and a top of the line one would be those at 10% plus all available modifiers (DCI, stat increases, LMC, etc). Within reason, of course.

It's just an idea, and could be a way to bridge the gap between those who like the new properties and those who don't want them to be changed at all.
That's kind of the route we would like to go in terms of customization, we are just trying to decide how we want to go through with it. The recipe system is one we would like to make better.

On OSI, the way it works is you must learn the recipe (Most commonly known as "eating a recipe"). This makes it permanent but not trade-able and also stupid to implement because of needing an array for the player.

The "better" idea is to create some kind of recipe book which is similar to using a BOD book. You store your recipes in this book and can transfer between characters. When you go to craft the item, it checks for the book and then the recipe within it. It's a lot more user friendly and expandable this way so we'll see how that goes.

I like many of the ideas for recipes, they are quite unique and you don't always get the same item. The recipe system is also pretty neglected so it could use some love.

Anyways we will see what we can do about most of the items to keep them in the game and avoid shaving off properties.

Archived topic from AOV, old topic ID:5902, old post ID:35659

TC1 FEEDBACK: Artifact Changes

Posted: Wed Aug 10, 2011 6:44 pm
by keltrick
still all i can say

Archived topic from AOV, old topic ID:5902, old post ID:35660