Property banning should be on a timer. Because if one character gets banned it bans all characters in the account. And it also bans all characters on an account from using vendors at that property So set a real world timer on it, like one month or two months. Taken from this thread: http://uorforum.com/threads/thieves.30849/#post-301429 ______________________________________ I think thieving is okay, it does have its quirks and you definitely need to have some finesse in your craft if you want to be successful. Walking up to a random person at a bank and trying to lift something is a crude way to try and play the class. Most things take observation and timing, something to be developed over the course of your exploits. Eventually its not so much the items you take that will bring you satisfaction in playing the class but the proper/successful execution of your plan. If we are to nit pick at something I would like to address house bans. I think they should be on a timer. Thieves need to have access to areas where people gather; shops, homes, casinos and other places people congregate. Unfortunately a permanent ban from these type of establishments really limits our opportunities to play alongside/with the community. Homeowners should definitely be able to ban a player, which should keep them on their toes always searching for the person in the shadows but it shouldn't be a one shot deal. Sure if a thief is found they can be banned but the ban should only last, lets say a month of real time or game time. This gives the homeowner peace of mind for a time from that specific thief but they need to know that they don't get to just forget about them forever. Especially since players are able to create macros to enter homes/doors, detect hidden and auto ban with Razor etc. I don't think we need to make it easier for steals to be successful but I do think there shouldn't be a mechanic where an entire portion of the world can be shut off for a player forever. Our server population is only so big and people that do play tend to visit populated areas to play with others.
There are so many little small things tho that have been done Such as GM Item ID so I hope a few of these ideas get considered and implemented
Gm id allows you to id a full bag of items Also asking a vendor what skills they train is another little thing that has been added on uor
What about in stealth? I believe you need to move over/past an item for it to register and be picked up
As I'm working on deco I notice we have marble sitting benches and sandstone but not stone!! A stone sitting bench would look so nice in front of a stone chair as a sitting area, just my small suggestion that would be sweet to have.
While using Razor, so long as you are hidden through the skill, or invisibility (they are the same effects).. I totally assure you, you will NOT be able to pick up things with the scavenger agent. This is one of those things that UOGamers and friends restricted in Razor akin to being able to use a restock agent on a corpse (which is a container, every corpse is the same item id.. 1006 iirc) you will see a message stating "That container is invalid.". Also.. Running over something isn't the only way to get it to kinda register with scav agent, the other one is when something has just been dropped in your vicinity.. Same idea really.
I know this is kinda beating a dead horse.. but any one else have ideas or thoughts of a archery special attack? Or possible to have a faction toon use gm bow craft be able to bless bows with silver?
Archery special attack should be silence. That way when I shoot a mage / tamer's dragon in the melon they can't cast/speak for 5 seconds and fry me
Plat sink idea... Increased skill gain on the not as popular skills such as Item Identification, Eval Int, Cooking, Tracking, etc.. Obviously leave things like Magery, Resist, Taming alone. Maybe like 1 plat per point or something like that. Hadn't thought of any obvious cons, but was just finishing up a Treasure Hunter and last skill is Item Id and thought it would be nice to play em 3 days earlier than it does to GM Item Id. Not a game breaking idea or something that would come close to priority, but just a thought for a plat sink.
I like a bow special attack or at least some fix for archery. Poison arrows would be cool, stun for heavy xbow, or at least a stamina or int hit.
I don't really see any reason not to just allow them to function exactly as poisoning of melee weapons works. The user is investing 100 skill points into poisoning in order to use it, why make that 200? Probably the most ideal template in terms of PVP is something like: Mage Med Eval Resist Archery Tactics Poisoning They are taking a drop in damage by not having anatomy, or lowering their defense without the bow equipped they would have got from defensive wrestling. Poison itself isn't a huge deal, and archery has a much slower rate of attack than nearly all melee weapons. It doesn't change much at all in terms of the "fairness" of archers in PVP. I doubt any pvpers would be playing this template anyway, given there's not many archer mages for group fights as it is (even though it's a solid group template I believe). All it's really doing is allowing archers to pvm with higher levels of poison more or less in that case, and who cares, archery is still VERY underpowered for pvm and a little poison isn't going to change that.
Could even add a poison quiver, arrows in poison quiver would apply poison or apply certain level of poison depending on archery and poisoning skills.