Patch 73 - Feburary 13th, Valentines Event, Combat Changes & More!

Discussion in 'Patch Notes' started by Chris, Oct 31, 2016.

  1. One

    One Well-Known Member
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  2. NerK

    NerK Well-Known Member
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    Wait... so the CUB program is designed to improve the server speed and stability so it benefits everyone (Idea being, cut down the item count so the system doesnt have to work as hard)...... Cynic, you've been hoarding items so when the CUB program goes live you can turn them all in?.. Talk about a team player! Kinda sad dude, Chris is trying to solve problems and improve the server.. in turn your stashing items...

    Thanks for all you do Chris, seems like a lot of work to keep the server running - I appreciate what you do!
  3. One

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  4. NerK

    NerK Well-Known Member
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    fair enough, I don't wanna turn this thread into a locked one... let's leave it at that or feel free to PM me..

    it's nice to get the updates and i don't wanna to rail road the thread.
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  5. scuba

    scuba Well-Known Member
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    You will have to do that and. You will have to manually drag items from your bags in order for them to be cub verified
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  6. Cynic

    Cynic Well-Known Member
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    @Chris has mentioned that anything associated with moats would cost plat. Then he said free. Then I've heard rumors of it costing CUB coins. If you go on the dev server now you'll see that it looks like it'll be CUB coins.

    I've hoarded on this server since day 1, and at first it was accidental. I used to keep everything thinking it would hold value as either decor or a noob needing some force weapons, etc.. After learning how CUB was going to be implemented it just made sense to keep everything. 90% of the items I have in bags holds vendor value, as I've argued in previous threads about this, so if CUB doesn't work out in my best interests then I'll slowly but surely vendor each bag. Even if I got rid of everything the system would still be created, I just would be behind the curve. If you're going to blame me for server performance then you can't ignore the people, me included again, that have thousands of items of decor which also create issues. I think this will be the last time I try and defend my stance on CUB, you either agree with me or not, either way I don't lose any sleep.

    This is not entirely accurate. See, I was invited to test CUB (since I have a CUB house) and it's really as simple as dragging and dropping a bag of items into a barrel. As I understand the system, you'll be able to create/purchase/obtain a CUB "trash" barrel for your house where you can drag and drop items/bags. Every item you barrel has a CUB coin value and you're displayed a running total within the CUB gump. My question relates to whether I can deposit those coins into a bank and then transfer them or sell them as I see fit, or if those coins are just numbers that are forever associated with that specific house where the barrel is placed. See, with the welfare plat system, you will see platinum in your [wallet. You can then deposit your [wallet into your bank and obtain platinum coins. I'm wondering if it'll be the same concept.
  7. NerK

    NerK Well-Known Member
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    I hadn't seen any of the other discussions, but nice to know I'm not alone in my way of thinking! .the joy of UO... play however you want do what ever you want...
  8. Erlkonig

    Erlkonig Well-Known Member
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    ok I will take all my gold and buy ingots and churn out heating stands 24 / 7. i think i can produce 8m or so heating stands. because you know eventually all the shit that didnt make it into cub,will, so I might as well stock up right?
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  10. Cynic

    Cynic Well-Known Member
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    I couldn't have written it better myself. Every item of CUB I own is server generated. The server generates a chest with 95 pieces of armor then I'll have a bag somewhere with the contents of that chest. Not for the purpose of anything other than it holds value, either for CUB or sold back to a vendor. I acknowledge that server performance is an issue, I even cleaned up my fort of thousands of items of decoration to help (even though it really won't).

    A. I don't think you can sell crafted heating stands, but I understand the point.
    B. Can't CUB crafted items anyway.
    C. Telamon has stated that those who generate items for the purpose of effecting server performance would be dealt with.

    @Erlkonig - If you're worried about server performance and people keeping what you may consider junk then you should talk to Mes about cleaning up his fort roof. There's a database which memorializes every kill, keeping heads in that capacity at this point in the game is, IMO, hoarding junk.

    But, I am willing to concede that one man's garbage is another man's treasure. So at the end of the day I don't care about your house with thousands of heads, Azoth's house with thousands of items of deco, or my house with CUB. Not to mention all the other houses in between with stacked tables, CY's full of boxes, millions of stacked pieces of cloth, etc..

    Complaining about my CUB, on this server, is equivalent to the hippie complaining that my pick up truck is a detriment to the Earth.
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  11. NerK

    NerK Well-Known Member
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    Guys, make a new thread, sorry I started down this road.. Let's move it to trash talk... these patch threads are great to get lets not fuck that up.
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  12. Erlkonig

    Erlkonig Well-Known Member
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    Players generate items from GMing crafting skills. Time was spent gathering resources, making gold, and spending gold on said resources. I would wager they more often trash barrel all that crap instead of hording or selling it. What does it matter in which direction gold flows?

    Who said I was a fullonrapist?

    I wouldnt be doing it with malicious intent, I would only do it for the future addition of player crafted items to CUB because those people, the crafters that I mentioned, will be hording the moment CUB hits and fuck it, end game goals right? Im sure as shit not going to go mibbin'.

    Less than 2,500 heads, really?

    High VISIBLE item count is easily fixed. And I bet you 90% of that lag that people run into when running around would disappear with just 1 easy trick. Only load houses when you step into them! Instead of the server having to send packets all the fucking time it can send them only when "requested".

    Couldnt the same be said with trash items pulled out of a chest?

    I put in the effort doing whatever I did to generate piles of gold which I can turn into w/e I want. Im can roll coal just like you. Just a different path.
    Last edited: Dec 2, 2016
  13. Erlkonig

    Erlkonig Well-Known Member
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    Honestly I don't care. I told Telamon how to do this correctly but he never listens.

    Assign point value based on resource cost, difficulty curve, and apply bonus for magical property. Looted items would inherently be more valuable than player crafted, with some exceptions (some runics and colored armors?). This would also increase resource gathering which leads to a better market - with this change I would also reduce ingot & wood availability on vendors to facilitate a stronger player market. Scale the point value for semi-rares + unique with the current and acceptable market prices and update as you see fit.
    Last edited: Dec 2, 2016
  14. Lightshade

    Lightshade Well-Known Member
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    I am okay with @Cynic hording anything he wishes. If he wants to keep all those pink doublets, its okay by me.

    In general, though, I think we should kill him. :)

    *levels sharp pointey stick at Cynic*
    Last edited: Dec 2, 2016
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  15. Cynic

    Cynic Well-Known Member
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    I like to exaggerate that I keep everything, I really don't keep as much as I possibly could. It boils down to magic armor, magic weapons, and shipwreck items.

    I don't keep bags of crafted junk or pink doubles.

    I just recently started keeping zero charge wands and completed tmaps/amibs.

    All in all I own one patio with probably 300-400 bags. In the grand scheme of things I'm a blip on the radar.

    The reason it got this bad wasn't because I started hoarding from the get go. See, when I used to farm I would store all the items in bags. When the bags got full I would item ID the bags and sort accordingly. After amassing wealth I became lazy and stopped sorting the bags. I just didn't have a need for the force weapons anymore. I just never stopped looting out of habit. Then I was introduced to the magical wonders of what CUB may bring. At that point it became clear that I just couldn't barrel/vendor all of these bags, just in case. So, here I am, a blip on the radar and just waiting for the patch.
  16. Chris

    Chris Renaissance Staff
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    1. This system is not designed as a reward for hoarders, however until we release a system similar to CuB everyone will hoard items in expectation of a CuB like system to some degree or another. People who have hoarded 20,000 ballot box deeds, or 25,000 gnarled staves will not be rewarded however. This system is designed to target the natural world clutter and work towards our goal of every item having some sort of purpose. Players are welcome to lazily stash items in their house to turn in, until we release the system. We have also indicated that you will benefit a great deal more by selling your items to vendors or other players vs waiting for this system.

    Note: On my previous server I personally had 250k items in my various houses that I never trashed or slowly sorted in the off chance there would be a CuB system event again (even though the staff said 100 times it would never happen).

    2. I have specifically not announced any prices, and will most likely not announce any prices until the patch is live so that any changes are as fair as possible to all players. Since it can have an effect on the economy, and since not everyone has access to this forum it would be providing an unfair advantage to some players. If we do have prices ready to release before the patch it will be posted in main for everyone to review.

    2a. I will say this, Some parts of the system will use platinum and some will use the CuB currency. The system is primary designed as a reward for players who are helping the server. We already have a very established platinum store with hundreds of options to choose from. Players will not find themselves suddenly needing to hoard items to take part in the system. If you sold all your items, and then simply buy CuB points from average players you will do fine. We have always said that selling your spare items to vendors/other players will be more profitable than waiting for this system. When it is released there will of course be a brisk market for the currency but that will even out over time.

    2b. We do realize that some of our Vets have a great deal of platinum, and while not everything in this system can be purchased with platinum we are open to additions to the platinum store.

    3. The reason the system is taking so long is because there are a ton of new rewards to be designed, coded and tested to encourage players to keep the world clean and our save times reasonable. Players with a fortress will have over 100 different addons to buy for their house, Players with large keeps will have close to 75. Every player on the server will have the option of buying 10-20 small addons to their house (non Fort/LKeep). (Guild Flags, Orcish Standards, Lightposts, etc). In addition to this players will be able to purchase character transfers between their own accounts, select unique rewards from a CuB reward store, and expand their accounts to 6/7 character slots. Since this is a lifetime system for the server, there is a massive amount of work to be done.
    Last edited: Dec 5, 2016
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  17. Chris

    Chris Renaissance Staff
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    1. Not aware of any conversation where you "told me how to do it correctly". Regardless of that we do listen to all player input. There is no framework for a system like this because no server has ever tried or succeeded in implementing it for more than a week. This system has to last 5+ years.

    2. Over 100 hours of work was put into developing a system that is completely managed ingame so that the value of items can be adjusted by the staff to match the trends we see in the item database. If we see people abusing a certain item, we can scale the value down. If we see a large uptick in a certain item in the world we can increase the value. We can even specifically disable the ability to turn in a single item should we determine a problem allowing us time to patch the problem without affecting the CuB economy. Setting static values in the code would have taken an hour. Developing this system of ingame staff control has taken 100x more effort.

    3. Craftable resources will not be included in this system, as has been stated all along. We will however be working to allow players to "salvage" items that have no other purpose once crafted (ballot box deeds, gnarled staves, tinker items) that are commonly created when training a skill. Adding a point value based on resource cost is not applicable as we are not allowing players to craft directly into the system.

    4. There has been some discussion about removing bulk resources from vendors over the years, and no decision or player consensus has been achieved to validate the removal of these items from vendors.

    For anyone who has not seen it yet, this is the rough menu system for Clean up Britannia. (Note: the prices are all placeholders for testing)
    http://www.uorenaissance.com/info/CleanUpBrit

    You are welcome to do this, but it would simply be a massive waste of ingots as these items would not be included in the system. At no point was this system going to be a copy of OSI's or UOSA's both of which allowed crafted items and were abused endlessly.
    Last edited: Dec 5, 2016
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  18. Chris

    Chris Renaissance Staff
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    House Banner Concept Testing
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  19. One

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  20. Chris

    Chris Renaissance Staff
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    The home owner will be able to target a guild member (friended/co-owned/owner) and assign their guild name to the banner.

    So instead of a banner, it would read "Team Trammel" or whatever guild you connect the flag to.
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