Coming Soon to Renaissance - Future Patch Q&A

Discussion in 'Renaissance Discussion' started by Chris, Mar 24, 2014.

  1. Philthie

    Philthie Member

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    Ooooh! Exciting!
  2. ReZon

    ReZon Well-Known Member
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    It is the way things used to be, but with a sprinkling of custom/new content to keep things fresh. I think many of us here came from a static server where things did not change.

    Some of the custom content isn't my favorite, some of it grew on me over time, and some I have been excited to see happen.

    For the most part, any new content that is added usually doesn't hinder you or force you to do it. I think the staff here is pretty careful about that. You can play just like you used to and not even know some of this stuff is going on.
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  3. Xegugg

    Xegugg Well-Known Member

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    The ability to repair bows was very much needed. Thank you!
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  4. Paradigm

    Paradigm Active Member

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    All of this seems really exciting.. I think this new carpentry addition presents the perfect style of difficulty for BODs. Much like I have discussed in another forum. This should alllow for high end small drop %s to be higher, but maintain difficulty and player interaction due to being spread across three skills.

    Because of all three skills being tied to one bod timer, guild work or me and jupiter's black market will gain a boost by this.
  5. Chris

    Chris Renaissance Staff
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    We have adjusted the messages received when using a moongate to be more clear for situations when you leave town and when the moongate leads into a house that you are not friended to.

    It will be up to players to review the warning, or take the risks of using the gate.

    We have also added an option to disable the messages completely in your character profile.

    Moongate_1.jpg Moongate_2.jpg Moongate_3.jpg
  6. Dalavar

    Dalavar Well-Known Member
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    Awesome idea!
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  7. Chris

    Chris Renaissance Staff
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    We always take this into consideration Kochampftt, any new content we add is aimed at giving players more to do while staying true to the servers core mechanics. Rather than just dreaming up completely new things, we look into systems that OSI either failed to expand or spent very little time developing for the felucca ruleset.

    Systems like Masonry, Ancient MIB's were added by OSI with very little creativity. With those two systems we took a boring and bland idea and converted them into rewarding systems.

    Pet bonding is another example of a badly designed OSI system that they quickly trammelized rather than developed into a rewarding expansion. Our current plan is to add a quest linked to the training process for a tamer, once completed allowing the tamer to attempt an instanced event in T2A designed to be fun and challenging for the animal tamer class. Defeating the 3 challenging bosses and finishing the quest will teach your player how to bond an additional pet.

    To keep the server interesting, and reward our veteran players with new things to do we will occasionally take something and develop a new and interesting endgame aspect for it. OSI never went beyond level 4 dungeon chests for instance. We are working on a level 5 style chest, but rather than just a newly spawned chest, we can use this as a method to introduce a challenging dungeon/challenge for the rogue class of character.

    Our goal in the end is to make the custom additions feel like something that OSI would have added themselves if they were added in 2000 rather than trammel. We also rely heavily on player and volunteer testing when designing these systems so you can be sure they pass the "do they belong here" test before they are patched in.
    Last edited: Mar 25, 2014
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  8. Philthie

    Philthie Member

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    As a newb myself I like all the changes I see. I'll undoutedly find something to moan about, but until then, this will give me loads to do with my pure rogue which is great news! And and I still have a tamer to raise on this shard so the thought that it may involve some refreshing new changes is nice!
  9. Cynic

    Cynic Well-Known Member
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    This is a very Trammel change, imo. Everything else looks great.
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  10. Blaise

    Blaise Well-Known Member
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    You can turn it off if you think yourself veteran enough. Then again, with your stance on macro mining perhaps you'll want to leave it on.
  11. Chris

    Chris Renaissance Staff
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    This is why we added the option to completely disable the messages. Players can utilize the messages until they understand the risks of using gates, and then disable them at their leisure. The feature is less about trammel and more about educating the players. In order to retain the felucca mechanics we have to educate our players about the risks of the world.

    The part about the message only appearing when entering a house you are not friended is to avoid the message appearing for players who are aware of where they are traveling.
  12. Liberation

    Liberation Well-Known Member

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    diiiieieieieeeeee
  13. Liberation

    Liberation Well-Known Member

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    my concern is that no one will read the new text. it has the same form and begins with the same words.


    perhaps if the colors of gates were slightly different depending upon where they led it would be easier to identify them. also when you click a gate it could say "through the moongate you see the interior walls of a private house" or similar. this is how moongates worked when they were phasic.

    i don't like the gumps, personally. they require me to use razor to pass through them while dragging things on cursor and are otherwise just another needless click. if we just educated players via the young program i think we could do away with these gumps while instead using a more intuitive system like coloring and click-to-read text.
  14. Chris

    Chris Renaissance Staff
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    You might have to clarify a bit on this a bit more.

    BOD.png
  15. Pork Fried Rice

    Pork Fried Rice Well-Known Member

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    Blame Panda House. We went town fishing for 2 days and even got jailed twice for not breaking any rules.
  16. Chris

    Chris Renaissance Staff
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    Valid point, however we want to be careful about going to far with the change. The messages boxes will be skipped of course, but players can be frustrated at themselves for falling for a trap, rather than the servers mechanics for allowing them to get trapped in another players house losing their pets, items, and having to help stuck back to town.

    This was the smallest change, that hopefully can have the largest educational change for players new to this era.

    Also the young program restricts young players from using gates completely, as they would just be gated off the island as a griefing mechanism. That said adding a detailed moongate message for young players attempting to use gates (rather than simply disallowing it) Would help with the educational aspect.

    In reviewing this change we didn't want to do anything visibly, or single click wise that would tell a player where the gate went without actually stepping into it. Being able to click/see a gate from 12 tiles away and see that it leads into a players house would be a bad mechanic.
  17. Paradigm

    Paradigm Active Member

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    Since the bods are all 'carpentry' does this mean that I can take a completed orange bod of any type to turn in to any of the three NPCs?


    ex. I fill a 20 table bod and give it to the bowyer for a small bowyer bod.

    OR

    Does a 20 table bod only convert in to a carpentry skill bod at the carpenters until it turns in to a large mix bod?
  18. Chris

    Chris Renaissance Staff
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    That's a good question, We have yet to determine the trade in mechanics but I would expect this system would match the offering system. So if a fletcher only offers fletching bulk orders. He would only accept fletching smalls and all larges.

    If we simply randomize it and pool the vendors, then this wouldn't be necessary. As we develop the system more, we will have better answers. This system will see extreme player testing before it is ever added to the live server (sometime in april)
  19. Cynic

    Cynic Well-Known Member
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    Blaise thinks it has something to do with me or being a veteran or blah blah blah.. It's not just simply turning it off for myself, I'm not going to take a gate without being tricked into it in some way.

    I know it has to do with town fishing and it's completely era accurate to bait people from banks into taking a gate, whether to a house or to an unknown area where the PK is waiting.

    The point is, people should be getting the standard message. Baiting people from a bank to an awaiting gank is the equivalent to marking over a PK's rune and gating reds into town. You're fooling players into taking a gate they shouldn't be taking.

    The fact you guys got jailed for this blows my mind. This has Trammel written all over it.

    Also, I missed it the first time I skimmed through: The changes to spawn boss AI, although probably deserved, I believe breaks the system more. You're going from lots of interest in doing spawns to just about none. I don't know who is crazy enough to do an Oaks or Semidar spawn for just 6 plat. The change would be fine if you adjusted the amount of plat each boss dropped based on their difficulty and the difficulty of the spawn. An Oaks is not rewarding at all spending 1.5+ hours (depending on manpower) for 6 plat.
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  20. Mes

    Mes Well-Known Member

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    I want to argue this point with you. TT members were the first ones doing spawns and the first ones running three accounts at them. As much as it has benefited me to do so, I think it would be a welcome change for only one account to be able to receive platinum per boss. Without some change like this, everyone feels obligated to run 3 accounts to hit the boss in order to get the same payout as everyone else. (Why go for 6 plat when you can get 18, afterall?)

    There's a bunch of reasons this is silly to me, but the one that really matters most is it's a workaround of the staff's intention to reward 6 plat for the boss(not 18). It's also harder to run three clients and you're more susceptible to pking, stealing, or just dying. It will be a welcome change when I don't feel like I need to line up all three of my accounts to bomb the boss. I can focus more on playing the game than planning ebolts from three characters. And there are people that consider something like a champ spawn to be the end game content for them, and they want to enjoy it, and I watch them now feel obligated to find alts to bring down and receive the same reward as everyone else.

    That said I do feel like 6 plat is not much for a couple hours work. Although I typically feel the same way about things that are likely to reward 1 plat, like the boss mobs in dungeons. Perhaps I've just grown too accustomed to receiving big payouts. But I do think if the spawn is likely to reward me 6-10 plat overall vs 18-22 then I may also be less inclined to do them.

    But ideally, to me, the staff might meet us halfway. Increasing the plat gained by the single character, maybe also the plat gained at the 3rd/4th tier of the spawn, but also making it impossible to receive plat from the boss on three characters.
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