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

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

  1. Chris

    Chris Renaissance Staff
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    1. Both, they use the same currency. However only currency earned ingame is transferable.

    2. To a point, 3-6 months or so I suspect.

    3. Yes and No. Entry into the system will be for platinum. So a player can get a starter moat, and bridge, and bridge mechanism for platinum. Additional decoration, housing functions (Vendor Re-Location, Vendor Retirement, Courtyard Inspection, Courtyard Cleanup) will be via the CuB Currency (Copper Coins).
    Note: Don't hold me to this exact process, we are still doing a ton of math to make sure this has long term viability. Easy to run something for 2 weeks, hard to plan for years.

    4. Character transfers can be earned via the CuB system, or by donating. However if you wish to avoid donating, or cleaning up britannia. You can buy CuB coins from other players who earn them via the ingame CuB system. This will be the same for ingame name changes, forum name changes, account recovery assistance etc.

    Other than the CuB reward vendor (which will take coins, deducted from your bank) All other Cub purchases will be made using an account bound wallet. Once coins are deposited into this wallet they are non transferable. They can then be used to upgrade houses you own, or purchase staff services like character transfers, name changes, etc.

    The goal of the CuB system is to put in place a long term system that will keep the server healthy (item count, save time wise) and financially (hosting costs, advertising). The only concern at the moment would be a player donating a bunch, then deco'ing a house, and then selling said house for gold. Thus transferring donations into ingame currency. This will most likely be handled by not allowing houses to be transferred for a period of time after improvements.

    That said this is all still in development, and the final system will be detailed soon once we get everything coded. I think we are about 1000 hours into this patch so far.
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  2. One

    One Well-Known Member
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    Thanks for a great and detailed, informative response Chris!

    I don't suppose one could set CuB-based housing upgrades so that they vanish if the house is transferred?
    Or the owner is required to delete them before transferring a house?
    Alternatively, what if the items could be turned back into CuB coins?

    Thanks also for the TON of effort going into this.
  3. Chris

    Chris Renaissance Staff
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    We have considered that as well. However doing a little research we determined that something like 80% of all house transfers are between a players own accounts. While we might stop one or two players from abusing the system. We would end up punishing a great deal of players just doing house management. A set of reasonable restrictions should be able to limit any abuse of the system quite easily given the scope of its functionality. The worst abuse might be someone who donates to the server, camps house decays, places a house, and buys house flags for each house he sells to slightly increase his profit on each sold house.

    Since all of the additions decay with a house, this will allow the system to cycle nicely over time. Versus have any effect on the ingame player to player economy. I am sure there will be some perception issues to overcome, but that should be easy to manage with detailed guides.

    I have however updated the house transfer process to include details about the house such as lockdown/secure expansions and the amount of CuB currency spent upgrading the house to help inform players about what they are buying.
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  4. CaptainMorgan

    CaptainMorgan Well-Known Member
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    Is this only for players? Animals/Monsters still 1 tile per skill point?
  5. Blaise

    Blaise Well-Known Member
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    "* When tracking a player, in a dungeon region, you can no longer find players in a completely different dungeon."

    Holy shit, YASSSSSSS
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  6. One

    One Well-Known Member
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    Ending transdungeon tracking is such a great move.

    @Chris I know how busy you are and I'm genuinely sorry for asking so many disruptive questions but:

    Can you put our minds at peace that runic sewing kits won't undo the melee damage buff this patch will add?
  7. Chris

    Chris Renaissance Staff
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    No planning has been made on Runic Kits at the moment. I am not against adding them, but we have done zero research on their impact on combat/pvp/etc. So on that subject we will need to do some research before any decision is made.

    Runic Fletching kits will be the first one seen most likely in patch 74.
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  8. One

    One Well-Known Member
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    This is great news, I was misinformed.

    I'm against runic sewing kits, I think they would boost classes likes mages and tamers which are already super useful, instead of dexxers who are finally getting a long deserved buff.

    HOWEVER, runic fletching kits are an amazing idea. Kudos, once again, and keep up the great work.
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  9. CaptainMorgan

    CaptainMorgan Well-Known Member
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    This is when tracking players only, right?
  10. One

    One Well-Known Member
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    I didn't get this impression...
  11. CaptainMorgan

    CaptainMorgan Well-Known Member
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    Call me hopeful that we aren't "temporarily" nerfing the whole skill to fix some annoyance with just the player part of it
  12. Puck

    Puck Well-Known Member
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    Please consider reducing tracking range to 50 for players only. @Chris
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  13. Chris

    Chris Renaissance Staff
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    This was the plan, I just did not clarify it in the patch notes. They are updated now.

    Our concern was the array size for areas with masses of animals. There is an issue with animal decay in the world leading to certain locations having a large amount of creatures.

    We actually have something interesting planned for PvM Tracking that I will preview in the next week or two to see what the community thinks.
    Last edited: Feb 12, 2017
  14. axejunkie

    axejunkie Member
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    looks like allot of work thank you @Chris
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  15. Icewalker

    Icewalker Active Member

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    I just joined the server a couple days ago, but I'm confused about one thing, your adding character transfers? But for what? Sorry if this was already answered...
  16. One

    One Well-Known Member
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    This server allows three accounts per player. There are advantages to having certain characters on different accounts.

    For example, having crafters on different accounts so they can do BoDs at the same time.

    Or having PvPers on different accounts to join factions (or burn off murder counts).

    Also, all characters are automatically co-owned to the houses of other characters on that account. However a character who owns a house cannot be added as a co-owner to any other houses. Thus if you want a certain character to have co-owner rights to houses you own it can be very convenient to have that character on the same account as those houses' named owners.
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  17. Icewalker

    Icewalker Active Member

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    Boom , totally get that now! Thank you so much, so considering I'm just starting , I should potentially have a couple pvpiers on each account, a tailors/smiths for bods on 2 accounts, and a couple farmers (pvm) on 2 or even 3 accounts?
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  18. One

    One Well-Known Member
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    Well... It really depends how much you are willing to train. Let's imagine you have an infinite amount of time and energy:


    A PvM farmer character on each account (These are just examples, I'm not an expert):

    Taming Builds:
    A. Taming
    Animal Lore
    Veterinary
    Magery
    Music
    Discordance
    Meditation

    B. Taming
    Animal Lore
    Veterinary
    Magery
    Meditation
    Evaluating Intelligence
    Resisting Spells

    C. Taming
    Animal Lore
    Veterinary
    Magery
    Music
    Discordance
    Provocation



    Mage Bard:
    Magery
    Meditation
    Music
    Peacemaking
    Provocation
    Discordance
    Wrestling, Evaluating Intelligence, or maybe Resisting Spells (* Some will have more than one of these instead of one of the barding skills. If you add eval int here plus fishing instead of discord you have a viable fishing build)

    Peace Dexxer:
    Tactics
    Weapon Skill
    Anatomy
    Resisting Spells
    Healing
    Music
    Peacemaking

    If you're going to murder, one murderer on each account:
    Magery
    Meditation
    Evaluating Intelligence
    Wrestling
    Resisting Spells
    Anatomy
    Tracking, Inscription, Healing, or Hiding

    If you're going to do factions or Order/Chaos, a blue or orange PvP character on each account
    1 and 2 (same as above)

    3. Magery
    Meditation
    Evaluating Intelligence
    Tactics
    Fencing
    Anatomy
    Resisting Spells

    One smith on each account:
    Blacksmithing
    Tailoring
    Carpentry
    Bowcraft/Fletching
    Tinkering (Blacksmithing and Tailoring BoDs currently exist, the others are slated to come in later)
    2 of: Magery? Mining? Music? Alchemy? Poisoning?


    Others:

    Thief (Templates vary but here's an example):
    Stealing
    Snooping (This and stealing are common to all builds)
    Hiding
    Stealth (requires hiding)
    Magery
    Healing
    Tracking

    Other options for a thief include adding arms lore and wrestling to make a disarm thief.

    Treasure hunter:
    Will have cartography and lockpicking.
    Mining makes digging the chests up easier but I don't use it and I don't think many do.
    You can make this treasure-hunter a mage by adding Magery-Eval-Medit-Resist-Wrestling
    You can also mage it a bard by adding Music-Peace-Provo-Disco-Magery
    Or you can add hiding.

    Lumberjack:
    Tactics
    Swordsmanship
    Anatomy
    Lumberjacking
    Resisting Spells
    Healing
    Magery (You could put poisoning here too if you wanted but few do. This lets you repoison your blade in the field.)



    There are many other builds but these just came to mind. People also have specialized builds for dungeon lockpicking, Capture the Flag, certain special events, Ancient Message in a Bottle Instances, etc.

    Other notes:
    Wrestling + Anatomy lets you stun people.
    Fencing can also paralyze people.
    Wrestling + Arms Lore lets you disarm people.
    Evaluating Intelligence + Anatomy gives you defensive wrestling which decreases your chances of being interrupted while casting.
    Inscription provides a bonus to the Magic Reflection, Protection, and Reactive Armor spells.
    Alchemy has no combat use.
    Lumberjacking boosts axe damage.
    Poisoning boosts the poison spell but I find the effect minimal.
    There may be buffs for the archery and parrying skills in the future.

    Welcome and have fun!
    Last edited: Feb 13, 2017
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  19. Icewalker

    Icewalker Active Member

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    Wow dude, thanks for that message, extremely detailed! Lol
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  20. Chris

    Chris Renaissance Staff
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    This system originated when we converted the Bulk Order system to per account from per character. Some players at the time had made 2-3 crafters on one account expecting the be able to collect Bulk Orders using those characters. Thus we added a system to move characters from one of your accounts, to another of your accounts.

    However it was much more popular than we expected and created a great deal of work for the staff. To counter balance the effort this takes we will be linking it to the new copper coins which can be earned ingame (Clean up Britannia System) or outside the game (Donating, Advertising, Creative Writing) as way to counter balance the staff's time with helping the server.
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