Issue: With all of this fishing content, why don't fishing poles have "use" counters (hidden or visible) like instruments, pick axes, shovels, and axes. I mean wouldn't catching so many fish break your pole after a while? Wouldn't a sea serpent break your pole? Carpenter's can make fishing poles already but anyone would-be angler just makes a new character with 1 fishing to get a newbie pole. Suggestion: Make fishing poles have a use/durability like other resource gathering tools. Make carpenter made GM poles have a greater durability/use when compared to vendor bought items, like instruments. Bonus Idea: If we are feeling crazy, why not have oak poles which have an added 2% chance to pull up dangerous sea life (the chance that it is something carrying an AMIB remains equal to before.. just the chance of actually pulling a biggy would be increased). Obviously the 2% can be greater or smaller depending on what is best for the server. Just my 2 cents - to make fishing a bit more resource intensive and to make carpenters a bit more meaningful.
I would like to loot more fishing poles from my fishing kills. I think the idea makes sense and fits in the realm of UOR, when OSI decided that many skill-based abilities required item (tool) upkeep via durability.
No, I've had the same Zebco fishing pole since I was 5. It works same as before. You just need to keep it oiled. Not to mention a simple wood rod can last several generations.
No need to oil your pole sir! The reel on the other hand is a different story! Haha, I know im splitting hairs! However yes poles can last a long time that is if they don't break first.
I love this idea. Makes too much sense. Shovels, tinker tools, blacksmith tools, etc all have limited uses, why don't fishing poles? I also like the idea of making oak fishing poles increase the spawn chance of mobs, I think this would be a great addition.
I agree that fishing rods should have a durability number of uses just like all other tools. It is a really small change and insignificant in the greater scheme of things, but it brings them in line with the scheme of all other tools and I heartily approve.
This is technically true. But this server is "History Perfected", not "Patch Release #XYZ, Dated June 1, 2001" I think like many things the indestructibility of fishing poles relative to shovels is an oversight on OSI's part, not an intentional exception to the general scheme already in place. edit: I oppose differing durability based on crafter skill, thats not applied to any tinker made tools and shouldn't apply here
If you're worried about fishing poles with durability not being era accurate, you must be losing your mind over having instanced AMIB's, instanced level 7 treasure maps, the Tamer quests, fortresses, Golemn spawns, the holiday events, etc.
Yes and while we're at it, can we get spawn that spawns on the actual boats with fisherman, while they get AFK gumped and perhaps just make krakens spawn on all boats permanently and block recall onto boats already in deep sea, so Fisherman can get fucked as hard as miners in the North Mines did. /me throws mic into the sea and spits the foul sea air taste from his mouth
Why is hue clothing a problem? I am pretty sure they existed during the era, although I don't remember HOW they came about and still don't.
I think this implies that in the interest of having all goods be consumable that all items should take damage and ultimately be destroyed. In the end, this would be better for the economy overall.
Clothes I don't think matter. Players would just put the clothes on characters that don't see action. You can't use clothes to generate more gold/resources into the game. Axes, instruments, tools of trades should all wear out over time. Sink the Trammel ship!
Sure they do. They generate income as marketable items. I need to take this moment to add to the durability list. Spell books. ... OH SNAP -PING TURTLE!
I don't think you understand what generate means. You can't take your clothes into a dungeon and get gold, plat and items using them. They have no function, only form. You can definitely sell them to someone for gold they have already generated but that does not bring more resources into the game, it only moves them around.
Oh, you've mistaken the amount of my caring about your argument regarding income generation. a - Selling apples, 10 gold. b - Here's your 10 gold... that I got from somewhere. a - Thank you, sir! b - Too bad these items don't last forever. I wouldn't have to keep buying them. Regardless, that's not the argument I pose nor the justification I require. I played devil's advocate and introduced the idea of applying durability to blessed clothing and spell books. Some have taken offense. My objective has been met.