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New Players: Use discord!
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Training Notes: Alchemy a...
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Razor settings not saving
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Bonding Pets
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Thief Guildmaster spawned...
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Stirring in the Deep, pt1
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a few questions from a ne...
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Patch 63 - Additional min...
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Yew Rare vendor's !! FULL...
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New player -- how to start killing monsters? |
Posted by: Charcoal Salamander - 11-30-2015, 08:34 PM - Forum: New Player Questions
- Replies (7)
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Hi, I used to play this game like 10+ years ago, and quite often.
I played on Hestia, and Atlantis.
I don't remember a lot about the game, but I logged in and acquired a weapon from the shop -- I went to the graveyard and proceeded to get my face slapped by skeletons.
My question is, how do I start killing and acquiring loot? I'm so weak as a new character, and I'm having trouble figuring this part out.
Also do monsters have 'rare' bag drops or a similar RNG system for cool loot? I'm the type of player that is a treasure hunter/ collector of rare commodities, my favorite past time was deciphering maps and digging up treasure! Thanks and nice to see the game isn't dead.
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Patch 39 - 11/30/15 - Stables |
Posted by: Jack - 11-30-2015, 08:07 PM - Forum: Patch Notes
- Replies (4)
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This is a very small patch and I don't actually have access to the change log right now so I might miss some changes. This is a bit premature, as there was a rush to fix stabling - there will be a follow up in the next few days.
- Stables have had their capacity massively increased.
- New event context now overwrites old existing event context, which should eliminate some of the current event problems.
- Event context is properly removed for the winner of Last Man Standing.
- If a monster is not killed in a Survival game for 15 levels, the monster will be deleted. This stops happening after level 30.
- Survival will no longer put disconnected players into the game (which would cause them to immediately get kicked out with a score of 0s).
- Made an attempt at fixing the "equip" bug that was happening in events, that would cause Razor to bounce items back to the backpack rather than equipping it. This was a stab in the dark though, as I have not been able to reproduce the issue. If you have any information on how to make this happen, let me know.
Additional changes with restart:
Tournaments:- Team management in tournaments has been much improved.
- It's now possible to view your team, and view a list of all signed up teams/players.
- The leader of the team will have the option to kick team members, or promote another team member to leader.
- You will now be able to use "My Tourney Items" in non free use tournaments.
Other- Fixed a critical bug that caused a couple of crashes today.
Changes that were missed from the original patch notes:- The Bountiful Harvest in Ocllo is now registered as an inn.
- Karma gain on healing is now based on the target's karma. Before, healing anyone caused a gain to 5000 karma. You still cannot lose karma for healing, only gain it.
- When you resurrect in an event, all the contents of your pack and sub containers are forcefully sent to your client, which will cause Razor to never lose track of your potions/resources that are in sub packs.
- Spellbooks should now always give the correct price on item ID.
- Hopefully fixed a bug that caused Survival to not launch a second round sometimes, however I have not been able to reproduce this bug.
- Seed boxes now show green seeds.
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Economic & PvP Changes. |
Posted by: Syntax - 11-29-2015, 05:23 PM - Forum: Suggestions
- Replies (13)
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I've been brainstorming some ideas for the past few years that I've been playing UO. I've seen what you all have seen also.
1. PvP scene get stagnant and that scene is obsolete on a server.
2. Crafting items never change and no future content.
3. PvMing easily done with 1 tamer without the need of anyone else, and no changes to mobs.
We've seen the same shit over and over with economies.
1. People get super rich and therefore have no need to farm.
2. No farmers, no pkers, no pkers, no noto pking....etc etc.
What I've learned is that it's all a chain reaction. Normally what starts the chain reaction is the economy and pvming (realistically they go hand in hand) These the two most important aspects of a shards long term health. I have some ideas that I think would help create a healthier economy in the long run, while also giving the players a new goal to work towards. Also small pvp related ideas. These are loose ideas that obviously input is more than welcome to, I'm not going to call these "proposals" of any sort, rather just ideas.
Town Houses
Take one second and think of all of the unused housing in every town. Some are obviously used (mage shops, provisioners, etc). There are houses in every single town that are empty, and serve zero purpose and there's a %99.9 chance never will. Why don't we utilize these houses? Requirements is something that can be ironed out at a later point BUT, if these houses were to be put up for auction or a steep price tag (maybe the owner would have to disclose purpose of house and be held accountable) I think these houses would become a huge gold synch. They could be used as guild houses possibly, or even vendor houses. Some thing that would come along with these houses to keep it out of the hands of a player to just hold onto.
1. Strict guidelines upon purchase.
2. Property taxes.
3. Report of what the house has been used for on a monthly/bimonthly basis.
4. Resale of house will also be subject to same rules including providing a purpose of house by the new owner.
4. Resale of house will have to be sold to next owner at a price of previous auction + a % that gets deleted.
T2A Houses
Another example of a ton of unused property that has never been explored. Everyone has ran across the lost lands in t2a and realized how much empty land there is. Opening up a very SMALL portion of this land to housing for again, an extremely high premium, would be another way to get the rich to synch their gold. Land would originally go up for auction or for a large for sale price. Resale of house will have to be sold to next owner at a price of previous auction + a % that gets deleted also here.
Player Ran Towns
Promoting role playing (even if its in the slightest form) helps shards. Creating a gold synch while promoting role playing is even better. Player ran towns were a part of UO on OSI and have been created on freeshards. They've proved to be an attractive feature for players of all kinds. Attracting more players is key, as well as creating reasons for people to spend gold, resources, and farm. This would be another condition where requirements and accountability would be enforced.
Perma Grey in Bucs
No caption needed. No brainer and always has bucs popping.
More to come.
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Stable capacity |
Posted by: Jack - 11-26-2015, 10:20 PM - Forum: General Discussion
- No Replies
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Getting a lot of questions about this, since only a week or two ago the amount of pets in the stables has increased a lot. The current stable capacity was created with a smaller playerbase in mind. Stable capacity will double in the next patch, which will probably be released this weekend.
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