Animations for Rideable Pack Horses already exist on UO Artwork websites. They've been around about as long as free shards have been around.
Superb ideas, Lightshade. I really hope to see them implemented -- especially the new overland T2A spawn locations and different dragon hues.
Bump for a great idea. I think adding additional overland spawns in T2a and even Brittainia is important in keeping this game fresh for a game as old as this one is. Lightshade is correct when he states that most of T2a is underutilized. I think that the path of least resistance should be used in this instance and instead of doing seasonal or random spawns, just add some static spawn points like already exist everywhere else. People just need more viable farming options in T2a.
Just like to add to this by hoping for completely randomized overland Nightmare spawns instead of the highly campable spawns that we currently have. It brings back actual adventuring and getting out there. Seems like a no-brainer to me. Essentially, I think anything that's somewhat rare should be like that. The whole idea of recalling to spot X every 12 hours or 14 days seems like the complete opposite of what UO should be.
I despise T2A map. That said, it would be good if the mobs at the various ruins scattered around brittania mainland were beefed up.
Along with more randomized T2A Nightmare spawns, could we get the Silver Steeds spawning again? For every evil, there should be a good, right? (+1) for Silver Steeds!
Maybe if there was a secret passage somewhere along one of the trails in T2A that led you down another three floors to a swampy dungeon. You would then have to wade through this dungeon and unlock a hidden door down there to trigger some spawn. The spawn would not be too difficult, but once slain the door would open into a hallway. You would have to run down the hallway before a bunch or high damage yielding spikes made you perish. Once at the end of the hallway you would come to a cavern that would be dimly lit and would need to be passed with a boat, however when the boat halfway across it would trigger 10 fire breathing krakens. If you made it across safe and sound there would be a chest that required 100 lockpicking that once unlocked spawned some of the hardest shit this server has seen. Once this stuff was taken down a golden loom would appear that would allow you to turn your cut up pieces of cloth into nicely folded linens or more technically, combine your cloth.
I guess this is an update on the main part of this thread: Regions that I feel could use some sprucing up still: A3: Daemons A4: White Wyrms B1: Pirate Camp/Dock on the Northeast sandy shore...? B2: Sand Vortex...its a desert afterall... B4: Loch Lake Monster, Deep Sea Serpents, Sea Serpents C2: Elder Gazers D1: Dragons, Drakes, Wyverns D2: Rotting Corpse @ Ruins Spawn D4: Krakens along coast E1: Gargoyals E2: Ogre Lords and Ogres E4: Dread Spiders / Acid Elementals F3: ?????????? F4: ?????????? G3: ?????????? Shaded regions are just what I would consider areas that need no work on the spawns... A1: Arctice Ogre Lords A2: Champ Spawns B3: Ophidian Lair C1: Cyclops Valley C3: Efreets C4: Champ Spawns D2: Terathan Keep....however good opportunity for a more enriched undead spawn at the ruins outside of Terathan Keep. D3: Papua Town Region E3: Reserved For Animal Taming Patch F1: City of the Undead / Orc Fort F2: Champ Spawns G1: Delucia (Town Region) G2: Nightmare Spawn area (recommend increasing areas that nightmares spawn overland in general) G4: Champ Spawn With there being no housing in T2A, it makes sense to make good use of the map for Monster Spawns. As it is, T2A is very under-utilized.
I remember there being a drake and dragon overland spawn in T2A back in the day on the official UO shards. Am I mis-remembering? It was in a large clearing towards the middle of the map.
I don't specifically remember that, but different shards had different spawns in some instances. Bump for variety.
I could see the benefit of some more extreme spawn overland in the new lands. I actually like that idea. If I remember my game history correctly, the new lands were still very much "new" at this point. They would have had a more wild aspect to them than I think we see in the game. It would also offer a place to go and fight some extreme monsters without necessarily being confined in a dungeon and easy prey for the packs of jackals that roam them from time to time. Then again, that's part of the fun of the dungeons.... I'm torn....
More variety and options that can breathe some life into the dead areas on the map. As far as the "jackals" are concerned, they'll find you if they want to, but making them work harder for it can't hurt anything.
Personally, I like the jackals. They bring a needed element of risk and uncertainty. I would also like the chance to join up with like minded soldiers and hunt them down. Doesn't seem to be much of an organized anti-pk posse on this shard, though. Or maybe I'm just missing it by running solo most of the time. I see order and chaos townies going at it, but rarely see a good group of 6 or more blues going around hunting down reds. The reds, on the other hand, LOOOOOVE to roll with a pack. Seems it's about time to return the favor....