Page 12 of 34
Re: Blessed Items should break from damage [reposted]
Posted: Tue Jul 13, 2010 10:43 pm
by BlackFoot
Pristiq wrote:Glacial staffs stopped spawning. As I've said before, if Derrick just stopped giving out CUBs then yes, it'd be ok for your blessed items to be unbreakable. But I don't know of any items that have been changed, and continued to spawn/be given out/made/what-f*cking-ever and grandfathered.
Also, tekai was told never to take out his green dragon except during SW. If you really want to use this example as an anology, then we'll grandfather your mask, but you need to leave it in the bank at all time.
'clothing bless deeds'
never spawned.
They were given out as a custom prize to those that earned them.
Then later added instead of 'item bless deeds' in the CUB system.
Clothing bless deeds as they exist on OSI have never existed on UOSA.
If they do begin to exist as they did on OSI they will be given out to every account at Christmas.
Pristiq wrote:But I don't know of any items that have been changed, and continued to spawn/be given out/made/what-f*cking-ever and grandfathered.
Hair dye is continued to be given out through this custom system, old hair is grandfathered. New hair dye bottles are different than the old ones. <- they dont have the same hues available.
Special Dye tubs, black dye tubs, furniture dye tubs all are continued to be given out through this custom system. All of these that were traded in ages ago are grandfathered. The new ones have different properties (charges).
Custom headpieces are still available through this custom system. The old unavailable hues are grandfathered and the new still available ones have different properties.
All of these items fit your profile and you know of them.
They all were changed, yet continue to spawn/be given out/made while old ones with different properties are grandfathered.
Re: Blessed Items should break from damage [reposted]
Posted: Tue Jul 13, 2010 11:17 pm
by MatronDeWinter
If we learned that Ice-White hair should break from mace damage then I would expect that to be patched in.
The huge difference between glacial staves et al, and the clothing bless deeds, is that clothing bless deeds DID exist during t2a, regardless of how hard you try to push the "but it's a totally different item that just happens to be named the same", we all know that they should be breakable.
If these items were made breakable you would not actually "lose" anything. You are still free to wear your colored face-pieces around the world, you just take risk in doing so, as it should be.
Re: Blessed Items should break from damage [reposted]
Posted: Tue Jul 13, 2010 11:52 pm
by Ransom Random
Matron is right, the era accurate police should get on it. I remember remember taking perverse pleasure in breaking people's blessed clothes with my macer ( I don't think it took much either) and it happened a lot cause clothing bless deeds were a dime a dozen and not rare at all. I had two full blessed outfits and never was rich
Re: Blessed Items should break from damage [reposted]
Posted: Wed Jul 14, 2010 12:42 am
by marmalade
making CBDs/blessed items accurate without making the way they are obtained accurate (making them a dime a dozen) will just mean nobody will invest in them.
again, nobody is going to pay 300 silver to bless something that will break, and if they do, they'll never wear the item making it a waste of money.. which means they'll never pay for them...
see where this is going?
Re: Blessed Items should break from damage [reposted]
Posted: Wed Jul 14, 2010 7:40 am
by BlackFoot
yay ice white hair should break.
The 'dye bottles' are what was changed. Not the peoples heads they were used on previously.
and all the other examples posted?
Its very obvious that decisions about grandfathering aren't cut and dry. Especially when making decisions about custom items obtained through a custom system.
Special dye tubs are 'known' to be completely inaccurate to our time frame and still a reward.
Furniture dye tubs are known to have completely era inaccurate properties and are available through this custom reward system.
This custom prize system is known to be inaccurate and known to give inaccurate prizes. Giving someone a custom prize then later completely changing their prize to something else they did not want is bogus.
Re: Blessed Items should break from damage [reposted]
Posted: Wed Jul 14, 2010 10:17 am
by MatronDeWinter
But the thing is, you were not given a custom prize. It's something that did exist during t2a without a doubt. Basically what you are saying is that because there are special dye tubs, and a tiny fraction of other non-accurate items, we should toss out the era-accuracy argument?
Re: Blessed Items should break from damage [reposted]
Posted: Wed Jul 14, 2010 11:21 am
by BlackFoot
No, Im saying introduce era accurate clothing bless deeds, through the era accurate system, with era accurate properties.
All of these UOSA custom prizes, known to come with custom attributes, aquired through a custom system, should have had different titles from the beggining.
Re: Blessed Items should break from damage [reposted]
Posted: Wed Jul 14, 2010 1:06 pm
by MatronDeWinter
They are not "known" to come with custom attributes. Nobody ever promised me that blessed items would remain unbreakable, and I have turned in points for them. The guide says nothing of this, other than commenting (later in the thread) that they are [currently] unbreakable.
The only opposition to this is from a few select people who have something to lose. Guess what, we all have lost money/skill or something at some point due to a patch, why should there be an exception for you?
The "introduce accurate clothing bless deeds and leave these special-magical-unbreakable ones alone" argument is ridiculous on a server that prides itself on era-accuracy. This is mechanical, not "policy", no matter how far you reach to try to say otherwise.
Re: Blessed Items should break from damage [reposted]
Posted: Wed Jul 14, 2010 1:11 pm
by BlackFoot
MatronDeWinter wrote:They are not "known" to come with custom attributes.
yes they are.. take a quick look at the turn in list....
Re: Blessed Items should break from damage [reposted]
Posted: Wed Jul 14, 2010 1:15 pm
by MatronDeWinter
Obviously I meant "they" as in clothing bless deeds. If you are saying that simply because special dye tubs exist, then we should toss out the whole idea of era-accuracy than just say it.
If you want to be technical about it, the clothing bless deed itself is all that is being offered through the reward system. The actual effect of it would be under mechanical accuracy and subject to change. By making blessed items breakable, the staff would NOT be changing your reward in any way, just the attributes of the item that you used it on. Nobody forced you to use the deed on an item.
Re: Blessed Items should break from damage [reposted]
Posted: Wed Jul 14, 2010 1:20 pm
by BlackFoot
The attributes of the items on the custom turn in system are known to be inaccurate on many of the items. They were known to be innaccurate when they were added to the list and kept inaccurate on purpose.
I fully agree that clothing bless deeds should not create indesctructible items.
I really object to anything from a custom prize turn in system to be retroactively subject to era accuracy when it was purchased purely on the basis that it was not the same item as it was on osi.
Re: Blessed Items should break from damage [reposted]
Posted: Wed Jul 14, 2010 1:23 pm
by MatronDeWinter
So we are in agreement that the clothing blessed items should break, and that there is no purpose in introducing [more] non-accurate items into the game.
Now you are just arguing that these changes should not be retroactive in this one case, even though it has almost always been retroactive in mechanical-related "accuracies" in the past.
That seems reasonable.
So, what makes this a special situation that warrants a special grandfathering?
Re: Blessed Items should break from damage [reposted]
Posted: Wed Jul 14, 2010 1:32 pm
by BlackFoot
These should not be considered the same item. They should have a different name entirely.
This should be true for all purposely designed inaccurate items created spcifically for this custom turn in system.
All era accurate items should be introduced into the game the same way they were on OSI.
These are not items that were created and than later discovered to be inaccurate.
These are purposely designed/created this way and people were told what they were getting when being awarded their prize.
I have no problem with the continuation of these custom items from this custom system. They just need to be distinguished from their similar counterparts that are introduced in the era accurate manner which have different properties.
Re: Blessed Items should break from damage [reposted]
Posted: Wed Jul 14, 2010 1:44 pm
by MatronDeWinter
BlackFoot wrote:
All era accurate items should be introduced into the game the same way they were on OSI.
I agree, remove the trophy system alltogether. (obviously I know that's now what you meant)
Blackfoot wrote:These are not items that were created and than later discovered to be inaccurate.
Oh but they are. They just hold the default RunUO code, and perhaps the staff left it as is because nobody was bringing it to their attention and a few people seemed to enjoy their non-breakability.
Blackfoot wrote:I have no problem with the continuation of these custom items from this custom system. They just need to be distinguished from their similar counterparts that are introduced in the era accurate manner which have different properties.
What is next then? Etheral mounts? Skill Balls? Runic Hammers?
I entertain the idea of the trophy system as a way to offset the inability to create items from the past. If we are targeting a specific timeframe, this serves as a method of introducing specialty items (that existed in-era) but were not just generically spawning all over the world. Sure there are some non-accurate things in the system currently, but I would hope that since the server is moving towards accuracy this would change eventually.
By establithing these items as breakable, you initiate the ability for them to eventually be phased out. Otherwise they will exist forever and the server will reach it's goal slower for the satisfaction of only a handfull of people.
"Well these items dont effect anything"
Fine, then how about we put up horse-dye-tubs to I can ride around on a neon rainbow horse? What about ninja-costumes/clothing? Can we have that too? They have no effect on the gameplay, other than looks.
Re: Blessed Items should break from damage [reposted]
Posted: Wed Jul 14, 2010 1:57 pm
by BlackFoot
MatronDeWinter wrote:Blackfoot wrote:I have no problem with the continuation of these custom items from this custom system. They just need to be distinguished from their similar counterparts that are introduced in the era accurate manner which have different properties.
What is next then? Etheral mounts? Skill Balls? Runic Hammers?
These items have a large impact on gameplay. Hopefully, you would trust Staff enough not to take this route.
MatronDeWinter wrote:
"Well these items dont effect anything"
Fine, then how about we put up horse-dye-tubs to I can ride around on a neon rainbow horse? What about ninja-costumes/clothing? Can we have that too? They have no effect on the gameplay, other than looks.
It would be upto the judgement of Staff creating the prizes to decide if these were suitable prizes.
Ninja costumes and clothing has existed on UOSA. The owners were compensated accordingly when it was taken from them.
Items that have no affect on gameplay and are just for looks, given out as prizes are already here. They have been here for 2.5 years. They are created at the judgement of staff. 'I love UOSA' T-shirt. (viewable in the museum)