Blessed Items should break from damage [reposted]

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Pristiq
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Re: Blessed Items should break from damage [reposted]

Post by Pristiq »

Even if the staff said it wouldn't ever break, that's because in their minds it wouldn't! Just as if I asked Derrick before the katana patch what the fastest weapon was, he would've said "katana!" I think that from now on staff should always append their answers with "...unless it is found inaccurate down the road."

As for the "obtained through an inaccurate method argument," it's just plain wrong. All items obtainable through the silver system are accurate to T2A (sans these bless deeds). Even the one-of-a-kind items must have existed in T2A in order to buy them. Using this logic, why not implement neon llamas and race change deeds? I wanna be a neon llama riding elf, damnit!
chumbucket wrote:Everyone else, don't be a jerk to staff. Maahes cries enough already.


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Re: Blessed Items should break from damage [reposted]

Post by BlackFoot »

Side note - if this is actually being considered are Newbied house keys and all items of this nature on the block to have their properties retroactively changed? I mean all items that have been grandfathered with inaccurate properties.
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Re: Blessed Items should break from damage [reposted]

Post by Pristiq »

Newbied keys weren't patched in any way. They were simply stopped being given as newbie items. However, regular keys were patched multiple times (keyrings anyway) and key(ring)s made before the patch weren't grandfathered. Neither were katans, dragons, wyrms, or any item to my knowledge. Please elaborate on which items were grandfathered when a patch changed a property.
chumbucket wrote:Everyone else, don't be a jerk to staff. Maahes cries enough already.


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Re: Blessed Items should break from damage [reposted]

Post by Pristiq »

Also, on top of all that, the only thing being changed here is the blessed property. Currently, the blessed property prevents blessed items from breaking - its not the item itself that is indestructable. If the blessed property gets changed your items won't have been altered in any way; they'll still be blessed.
chumbucket wrote:Everyone else, don't be a jerk to staff. Maahes cries enough already.


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Re: Blessed Items should break from damage [reposted]

Post by BlackFoot »

Using the example of hte newbied keys. Their properties are known to be wrong, ie they should fall onto your corpse when you die. The museum has a handfull of oddball items like this. The colour of some items are wrong but were left in knowing they were wrong.

Shouldnt all the properties of these items be fixed to be accurate retroactively using the arguments above?
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Re: Blessed Items should break from damage [reposted]

Post by BlackFoot »

Pristiq wrote:Also, on top of all that, the only thing being changed here is the blessed property. Currently, the blessed property prevents blessed items from breaking - its not the item itself that is indestructable. If the blessed property gets changed your items won't have been altered in any way; they'll still be blessed.
'blessed' meant a completely different thing on UOSA than it did on OSI when we got these items. It fundamentally changes what these items are. They will apples compared to oranges.
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Re: Blessed Items should break from damage [reposted]

Post by Pristiq »

Again, please elaborate on which items you're talking about. I'd like specifics to argue against, not vague generalities. Also, if you're going to argue that blessed on OSI and blessed on UOSA was different, please explain how and why we shouldn't strive to match what OSI had in the name of accuracy.
chumbucket wrote:Everyone else, don't be a jerk to staff. Maahes cries enough already.


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Re: Blessed Items should break from damage [reposted]

Post by BlackFoot »

The newbie key im talking about is pretty specific. I explained in detail above why they are different items, one of which existed on OSI and one that didnt. The trophy turn in 'clothing bless deed' should be renamed to 'legendary' deed or somthing to avoid this confusion.

Take a walk through the museum and youll see quite a few different items with properties out of the norm.

A couple other items that pop to mind

Special dye tubs - should have unlimited charges but they also shouldnt exist in this era. This would need to be retroactively changed to a normal unlimited dye tub retroactively
Furniture dye tubs - would need to be turned to unlimited charges retroactively
Gargoyle pickaxes - would need to have their properties changed to a normal pickaxe retro actively
Plant bowls
One charge black dye tubs
etc

walking through the museum there would be a lot more

Its always been UOSA policy to grandfather items that are bugged/not accurate/mishued/misspelled so long as they dont have any game breaking affects. These items clearly have no game breaking impact on gameplay unlike say a glacial staff or super green dragon.
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Re: Blessed Items should break from damage [reposted]

Post by Fwerp »

Moreover, unlike those items which REMAIN on the shard, these items were deliberately introduced by the staff with full-knowledge that they were not era accurate, and "sold" to players with that same understanding.

For a shard that extols accuracy, it was perhaps a short-sighted or misguided approach. But, it was still the staff's decision and policy to introduce these items in their current incarnation, and to allow players to devote large swaths of time to obtaining them (a devotion that can only really be justified by their current properties).

The bad faith associated with the staff ruining these items cannot be overstated.

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Re: Blessed Items should break from damage [reposted]

Post by Pristiq »

I thought I already explained about the newbie keys.

A newbie key is not a special item. It is a regular key that has had the newbie property attached to it from spawning on a new character. This was stopped; keys no longer spawn on new characters. There's nothing to change retroactively because keys themselves were not changed. However, when the newbie property was changed (making newbie items quick decay in a house) all newbie items were affected simply because they have the property. If I bought a newbie key before this patch for 500k then discovered I couldn't display it unlocked down on my tower roof - oops! Touch luck for me.

The masks are the exact same way. They just have the blessed property. Your mask is not being changed, just the property that is attached to it.

Fwerp: CBDs are era-accurate, and IIRC it's the RunUO default to make them indestructible. Just as cutting bandages all at once was RunUO default. However, we changed that quickly enough to conform to the era.
chumbucket wrote:Everyone else, don't be a jerk to staff. Maahes cries enough already.


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Re: Blessed Items should break from damage [reposted]

Post by Pacifico »

I imagine this thread isn't exactly going anywhere, the few of us want clothing bless deeded items to break, and a few don't. There's only about 10 people arguing about it. I say we wait and see what staff conclude.

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Re: Blessed Items should break from damage [reposted]

Post by MatronDeWinter »

I should just add that blackfoot is wrong about newbie keys being inaccurate. There is absolute proof that these existed during the era, and it was possible to copy your house key.

The thing about glacial staffs, gargoyle pickaxes and what-have-you is that they may have stopped spawning, but nothing changed on them. There is nothing to grandfather as a property of the item itself. UOSA does leave non-accurate items that have been phased out in the economy, but a blessed deed/item is not one of these. They are still available, and they are not being phased out. Only a property of them has been found inaccurate and should be changed. Just like what happened to the katanas.

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Re: Blessed Items should break from damage [reposted]

Post by Faust »

Ninja items were not grandfathered and deleted when they were overlooked upon character creation.

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Re: Blessed Items should break from damage [reposted]

Post by BlackFoot »

what about all of the other items in the list

Ninja items were deleted but with exceptional compensation. Some compensation can be found in the museum.

Its obvious the prize items that were obtained through the custom trophy turn in system are not 'clothing bless deeds' as they were on osi. The name is confusing people.

We are arguing about two completely different items.

One is a 'custom trophy turn in item' that creates indestructible blessed clothing item.
One is a 'clothing bless deed' that creates a temporarily blessed clothing item.

These are fundamentally different items, from inception, properties, quality and use.

It is like comparing a hued unholy power slayer kryss with a store bought kryss. They look the same... and are both called kryss. These are obviously very different items.

If you got your 'clothing bless deed' inaccurately through the CUB system that is another argument altogether.
Should these be clothing bless deeds as they were on OSI? If they are should they have been given away to everyone at christmas, not cost 500k items at CUB.
That is another thread in itself.
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Re: Blessed Items should break from damage [reposted]

Post by Hicha »

BlackFoot wrote:Its obvious the prize items that were obtained through the custom trophy turn in system are not 'clothing bless deeds' as they were on osi. The name is confusing people.

We are arguing about two completely different items.

One is a 'custom trophy turn in item' that creates indestructible blessed clothing item.
One is a 'clothing bless deed' that creates a temporarily blessed clothing item.
Custom trophy turn in item? Really? We're gonna go that far to strew 'interpretation' of the words "clothing bless deed?"

From the trophy turn-in guide:
300 Silver Rewards: Clothing Bless Deed (no description)

Origin's description (dated Dec 17 1999):
Clothing Bless Deed
* Selecting the clothing bless deed will place a deed in your backpack.
* The deed can be used on any article of clothing (such as tunics, boots, hats, etc.)
* After double-clicking the deed, target an article of clothing. Once targeted, the clothing will become blessed (meaning it cannot be stolen or looted).
* Blessed clothing can still take damage (from maces for example).

Hmm both have the exact same name, and both create an item that will become blessed (which cannot be stolen or looted.) The only difference is blessed clothing damage wasn't implemented; considering Derrick took the RunUO default code and modified it from there I can absolutely see how this was overlooked because proof of items taking damage hadn't been discovered/brought to his attention.

Less favoritism < more accuracy
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