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Re: UOSA Silver Discussion and Idea for Change
Posted: Tue Oct 25, 2011 4:16 pm
by Lagrath
I also find it really funny (and predictable) that the expected cast of characters almost to the man ignored Telamon's many good points, and just skipped right to "oh nos no SILVERS off mongbats, I HATES NEONS, trammellllll HERPADERP" spam of posts...
Re: UOSA Silver Discussion and Idea for Change
Posted: Tue Oct 25, 2011 4:33 pm
by Nergnog
Truly agree. It doesn't have to spawn off of mongbats. It could be limited to harder creatures, maybe limited to ones at least as strong as a gargoyle for magic and a bone knight for melee. As for the neons bit, I would not want neon things with my silver. I would go out and save for a personal unique if I got enough. In fact, the fact that people have enough silver to get neon hair and have personal uniques points out a problem in the system to me.
Re: UOSA Silver Discussion and Idea for Change
Posted: Tue Oct 25, 2011 5:19 pm
by iamreallysquall
i swear people never read kaivans post just complain about "how it should be fun" "how it doesn't mater if its totally something that's not mechanically accurate we should do it anyway lol.
edit* is telamons idea a good idea yes, For this shard and the goal of it no .
Flea wrote:Kaiven, you speak of era accuracy alot. Some thoughts of mine... People complain about some items that exist, non gameplay affecting items. Yes events arnt era accurate but possibly the two things that actually affect game play are over looked. Which are being able to multi client and afk macroing. Those actually affect the shards era accuracy 200x as much as some sort of work for rewards system.
P..S. waiting on era accurate item bless deeds and furniture dye tubs. Thanks.
afk macroing i give you that one but.........
multi client by our target date i had 3 accounts and was on cable............
Re: UOSA Silver Discussion and Idea for Change
Posted: Tue Oct 25, 2011 5:58 pm
by Ragancy
I don't see how anyone could have a problem if this proposed change only lasted for a set amount of time.
I, however, am totally against it being implemented permanently as it totally goes against the core goal of this shard.
Re: UOSA Silver Discussion and Idea for Change
Posted: Tue Oct 25, 2011 7:24 pm
by Flea
iamreallysquall wrote:i swear people never read kaivans post just complain about "how it should be fun" "how it doesn't mater if its totally something that's not mechanically accurate we should do it anyway lol.
edit* is telamons idea a good idea yes, For this shard and the goal of it no .
Flea wrote:Kaiven, you speak of era accuracy alot. Some thoughts of mine... People complain about some items that exist, non gameplay affecting items. Yes events arnt era accurate but possibly the two things that actually affect game play are over looked. Which are being able to multi client and afk macroing. Those actually affect the shards era accuracy 200x as much as some sort of work for rewards system.
P..S. waiting on era accurate item bless deeds and furniture dye tubs. Thanks.
afk macroing i give you that one but.........
multi client by our target date i had 3 accounts and was on cable............
Yes you could pay and have multiple accounts, however you could not run more than 1 client at a time per PC without using an illegal 3rd party program.
My general idea is that afk macroing destroys the "T2A era accuracy" more than silver, events or anything else.
It was difficult to gain skills, and even run macros. you'd need a friend to sit and heal that NPC your hitting, you couldnt do all of that yourself.
And how era accurate is it that when you die, you can come pick up your dead guy from the middle of a dungeon using a 2nd account?
Re: UOSA Silver Discussion and Idea for Change
Posted: Tue Oct 25, 2011 11:18 pm
by BlackFoot
iamreallysquall wrote:i swear people never read kaivans post just complain about "how it should be fun" "how it doesn't mater if its totally something that's not mechanically accurate we should do it anyway lol.
edit* is telamons idea a good idea yes, For this shard and the goal of it no .
You aren't exactly innocent of this, as you ignore every good point made against your arguments as well then continue to say the exact same things over and over.
Re: UOSA Silver Discussion and Idea for Change
Posted: Wed Oct 26, 2011 6:36 am
by iamreallysquall
BlackFoot wrote:iamreallysquall wrote:i swear people never read kaivans post just complain about "how it should be fun" "how it doesn't mater if its totally something that's not mechanically accurate we should do it anyway lol.
edit* is telamons idea a good idea yes, For this shard and the goal of it no .
You aren't exactly innocent of this, as you ignore every good point made against your arguments as well then continue to say the exact same things over and over.
which good points? i have read this entire thread multiple times i hardly see any good points for adding A the first proposed system or B your idea. Ignore what good points? kinda like how i asked you which events etc etc basically the same question kaivan asked you and you dodged? Are their some good theorys yes, are they good for This shard / adjusting the system inplace hardly they aren't by a long shot. Perma drop silver randomly automated? yeah that going to help a lot let me tell you. a automated long quest yeah i don't think that's going a solve anything either. What about crafters i hear them bitch all the time i dont farm mobs i cant do survival i cant do pvp events only event they had was bagball. i think the only post i totally ignored was lagarath's rant. which i can poke holes in all day with the other side of the coin about all the things that changed in the years past that had a negative effect to people after it came out appose to the argument that's its not fair to all the new people that vets had X advantages when i didn't. *hands blackfoot a moonstone* trammels that way
Re: UOSA Silver Discussion and Idea for Change
Posted: Wed Oct 26, 2011 6:39 am
by Pringles
Charley27 wrote: So make silver untradable too
Awesome idea! That together with Telamon's idea and making silver untradable will for sure prevent some issue's.
And about the con's I wrote: yes depends on the drop rate. I remember that on EA/OSI I could get one treasure per 10 minutes killing earth ellies with a dragon, which is too me too easy.
Re: UOSA Silver Discussion and Idea for Change
Posted: Wed Oct 26, 2011 6:53 am
by iamreallysquall
Pringles wrote:Charley27 wrote: So make silver untradable too
Awesome idea! That together with Telamon's idea and making silver untradable will for sure prevent some issue's.
And about the con's I wrote: yes depends on the drop rate. I remember that on EA/OSI I could get one treasure per 10 minutes killing earth ellies with a dragon, which is too me too easy.
it also stops the new player from obtaining a silver coin or whatever then from simply selling it for gold to start out instead of saving it for nothing . then it also a cans of worms like what happens if you die is its blessed? is noobed? is it stealable? how does Tankmage A i obtained it on add it to my pile if i don't want to keep it in a bank wouldn't be able to i guess. cant think of many "un tradeable items" or any if its un tradeable its stuck in your pack that's fun you know extra weight / item count and unable to get rid of it ...........
Re: UOSA Silver Discussion and Idea for Change
Posted: Wed Oct 26, 2011 7:39 am
by Boondock_Saint
The ideas are cool.. but I am happy without all the trammel. Just do everyone a favor and smelt all your trammel. kthx.
Re: UOSA Silver Discussion and Idea for Change
Posted: Wed Oct 26, 2011 7:43 am
by xevec
iamreallysquall wrote:Pringles wrote:Charley27 wrote: So make silver untradable too
Awesome idea! That together with Telamon's idea and making silver untradable will for sure prevent some issue's.
And about the con's I wrote: yes depends on the drop rate. I remember that on EA/OSI I could get one treasure per 10 minutes killing earth ellies with a dragon, which is too me too easy.
it also stops the new player from obtaining a silver coin or whatever then from simply selling it for gold to start out instead of saving it for nothing . then it also a cans of worms like what happens if you die is its blessed? is noobed? is it stealable? how does Tankmage A i obtained it on add it to my pile if i don't want to keep it in a bank wouldn't be able to i guess. cant think of many "un tradeable items" or any if its un tradeable its stuck in your pack that's fun you know extra weight / item count and unable to get rid of it ...........
I hope this thing about non-tradable silver is sarcasm. Why would something be non-tradable? It runs totally against the idea of this shard. Even trophies are tradable.
Regarding distribution of silver at events, considering that the GMs aren't going to nix automated events, I think the best solution is to have a better balance of pvp and non-pvp events. Also random teams for games like ctf, or a mechanism that makes stacking teams harder.
Perhaps some of these new/revised automated events could be held out in the game world?
I'm thinking similar to the Urk invasion of Vesper and Cove.
Telamon's idea brings up some good discussion, but it seems that the GMs are reluctant or opposed, primarily due to whether or not it is era accurate.
If it is not era accurate would revising the silver prices for the trade-in instead, alleviate some of these problems? I'm not the first person to suggest this.
For example level 1 rares are listed as 50 silver, but in the UO market they only sell for like 5, so there is no-incentive to pay 50 silver to get an item that spawns regularly.
Also with regards to people who say silver is to hard to get, how long does it take you to farm 9 or 10k?
If you farm 10k each day for a year thats 365 silver just right there, with what 1/2 hour to an hour per day?
Just my thoughts.
Re: UOSA Silver Discussion and Idea for Change
Posted: Wed Oct 26, 2011 8:23 am
by Kander
Boondock_Saint wrote:The ideas are cool.. but I am happy without all the trammel. Just do everyone a favor and smelt all your trammel. kthx.
This!
Re: UOSA Silver Discussion and Idea for Change
Posted: Wed Oct 26, 2011 9:03 am
by iamreallysquall
Kander wrote:HOW ABOUT! Every one just stop bitching and remove rewards, silver, tram events, neon shit that doesnt look good any ways, and play the game for what it is.
i said it once but il say it again! because we all just love that
Re: UOSA Silver Discussion and Idea for Change
Posted: Wed Oct 26, 2011 9:40 am
by BlackFoot
iamreallysquall wrote:
which good points? i have read this entire thread multiple times i hardly see any good points for adding A the first proposed system or B your idea. Ignore what good points? kinda like how i asked you which events etc etc basically the same question kaivan asked you and you dodged? Are their some good theorys yes, are they good for This shard / adjusting the system inplace hardly they aren't by a long shot. Perma drop silver randomly automated? yeah that going to help a lot let me tell you. a automated long quest yeah i don't think that's going a solve anything either. What about crafters i hear them bitch all the time i dont farm mobs i cant do survival i cant do pvp events only event they had was bagball. i think the only post i totally ignored was lagarath's rant. which i can poke holes in all day with the other side of the coin about all the things that changed in the years past that had a negative effect to people after it came out appose to the argument that's its not fair to all the new people that vets had X advantages when i didn't. *hands blackfoot a moonstone* trammels that way
I adressed Kaivans question.
Jorels idea also adressed the crafters concerns.
Dont make the event permanent. It also doesnt 'solve' anything, it just improves the current system in the simplest manner for staff.
The silver system is the only tool that the shard has in place to introduce unavailable items that were in era. Making silver available to all players regardless of their timezone or play style is a good topic for discussion.
Re: UOSA Silver Discussion and Idea for Change
Posted: Wed Oct 26, 2011 9:47 am
by Lagrath
BlackFoot wrote:
The silver system is the only tool that the shard has in place to introduce unavailable items that were in era. Making silver available to all players regardless of their timezone or play style is a good topic for discussion.
Ding ding ding. Exactly. You could also add "to new players who weren't here and hoarding it back when it was easy to get".