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Updates => Shard Changes => Topic started by: Voxpire on March 31, 2013, 02:39:54 AM

Title: Publish 47 - Crafting & Imbuing
Post by: Voxpire on March 31, 2013, 02:39:54 AM
Publish 47 - Crafting & Imbuing

Here we are at last, after the past week or so of tolerating a semi-working imbuing system, we are happy to finally announce the arrival of the new and unique imbuing rune crafting system.

Imbuing has always been a complex feature, very hard to balance, but after some thorough testing, we believe everything is on-par! (we - myself and the player testers who took part)

With the new system overhaul, comes a few logic changes, but nothing too drastic or confusing.
Of course, such a big change may seem disorientating at first, but it's really easy to begin crafting Imbuing Runes!


First off, just some quick notes on the crafting menus, as this globally affects all crafting systems;

The item crafting menu appearance has been enhanced dramatically;
It now gives you all of the feedback you could possibly need in order to make your crafting decision.
Everything from detailed descriptions about the item to special functions, special requirements (recipes, heat, forge, etc) and extended skills and resources information.

Everything has been color-coded to make your life easier - red means you don't have something you need, yellow means you're cutting it fine (in the case of skills) and green means you have filled the requirement.

We've even added a small box next to certain entries on the menu that link directly to UOGuide - click the link in the menu to be taken to the page with information. It's a simple help feature for your convenience. We may some day link this to our own Wiki instead of UOGuide, but it's good for now!



OK, the juicy bits;

Blank Runes

Blank Imbuing/Unravelling Runes are essential to crafting Imbuing/Unravelling Runes.
In order to craft a Blank Rune, you will need 1 Rough Stone.
To begin crafting Blank Runes, use a Scribe's Pen.


Imbuing Runes

Imbuing Runes are small stones that carry special property inscriptions that can be applied to a wide range of items; Spell-Books, Glasses, Talisman, Armor, Clothing, Jewellery, Ranged Weapons and MeleƩ Weapons.

Each Imbuing Rune carries a unique property that can be applied to an item.
To use an Imbuing Rune, simply double-click it and target the item you wish to imbue.
Using an Imbuing Rune is always successful and doesn't require any skill to apply them.
There is no chance of destroying your equipment when applying an Imbuing Rune.

To begin crafting Imbuing Runes, you can double-click a Soul Forge.
You will require at least 1 Blank Imbuing Rune for each Imbuing Rune you wish to craft, each craft requires different levels of different resources, depending on the intensity of your selection.

Imbuing Runes that show a 0 (zero) Imbue Rating may still be imbued (if available) but will not count towards the Rune Count or Equipment Rating on an item.

The ignored/zero-rated properties are;


Unravelling Runes

For every Imbuing Rune craft group, there is an Unravelling Rune craft.
When you use an unravelling rune, the property on the item is wiped and you have a chance to recover up to 90% of each resource used to craft the imbuing rune for that property.
There is no chance to destroy your equipment when unravelling individual runes.

To begin crafting Unravelling Runes, you must use a Rune Chisel.
You will require at least 1 Blank Unravelling Rune for each Unravelling Rune you wish to craft.


Resource Recovery

It's possible to recover up to 90% of the resources used for a specific Imbuing Rune when using an Unravelling Rune on an item, but you can't unravel an entire item just yet.
The resources you recover are the same resources that would be used to make an Imbuing Rune for the property you are Unravelling.
You aren't always guaranteed to recover resources, but you will more often than not!


Limits / Caps

Specific pieces of items have certain limits for imbuing, as before, there is a cap on how many runes (slots) can be taken up by imbued properties.
There is also a cap on the maximum rating (total property weight) that specific items can have.

The current limits/caps are as follows:


Equipment Rating

Equipment Rating is the combined total of all of your equipped items' ratings and is displayed on the list under your character's name.
If someone has  a higher rating than you, the color of their rating will sway towards red, if they are below you, it sways towards green. -This should give a good indication of what you can do when faced with an unfriendly player, but don't rely on the rating, you might just be able to take out the guy who's double your size!


Foot-Notes

-All current Removal Runes (formerly crafted with Inscription via the Rune Chisel) will be wiped.
We have decided to wipe them because writing a conversion algorithm for each individual Removal Rune simply isn't worth the time and effort and extra delay to this patch.

-Slayers not currently available on Imbuing Runes, but will be added in later this week!

-For some reason, some Talisman are classes as clothing, we can't change this without wiping them, so we'll just leave it at that for now.

This should be enough information for you to get started, more information will come available as people ask for it, so get going and have fun!
Title: Re: Publish 47 - Crafting & Imbuing
Post by: Thatperson on March 31, 2013, 08:33:16 AM
how awesome!!! just getting started with this, sysyem is fluid and easy to use.. i hardly know where to start :] so many possibilities.
All crafting tali's are imbuable, its the non crafting ones that are considered clothing.
Only oddity is that clothing has imbue slots but only luck can be imbued on them.. though i suppose this is better in the long run as the power clothing is supposed to be for the donator and imbuing your own robe kinda penalises donators.
Top job vor... good work :)
Title: Re: Publish 47 - Crafting & Imbuing
Post by: Voxpire on March 31, 2013, 08:38:17 AM
You should be able to put Faster Ethereal Casting, Lower Reagent Cost, Night Sight and Luck on clothing - the donator clothing usually has properties on them that can't be imbued so don't worry about that :)

The reason there's so many slots on clothing is because we may expand property availability in the future :)

Glad you're enjoying the patch!
Title: Re: Publish 47 - Crafting & Imbuing
Post by: Thatperson on March 31, 2013, 09:30:11 AM
yeah man lovin it, feel i shouldn't have said "penalises" but rather, limits reasons for people to fund these marvellous endeavours :D but you are right, those properties do go on and they are exactly the right ones for balance... big up
Title: Re: Publish 47 - Crafting & Imbuing
Post by: Horns Nigel on March 31, 2013, 09:35:04 AM
Great Job Vor, I am enjoying this so much I cant even tell ya....Nigel
Title: Re: Publish 47 - Crafting & Imbuing
Post by: zaxarus on March 31, 2013, 09:35:22 AM
Like I already said while testing: Awesome! Thank you!

btw who tried something strange, cause the server just crashed? :P
Title: Re: Publish 47 - Crafting & Imbuing
Post by: Voxpire on March 31, 2013, 09:38:39 AM
Not a crash, my fault - ran a command with a bad argument and it locked up trying to process 6 million equations lol... Back up in a mo.
Title: Re: Publish 47 - Crafting & Imbuing
Post by: Crylana on March 31, 2013, 09:54:54 AM
So still cant imbue Instruments? would be nice to at least be able to add slayer to them since you can do that to any weapon. And the Instrument is the Bards weapon.
=)
Title: Re: Publish 47 - Crafting & Imbuing
Post by: Maggdalena on March 31, 2013, 10:15:13 AM
Looks amazing guys!  Nice work :)
Title: Re: Publish 47 - Crafting & Imbuing
Post by: Saturn on March 31, 2013, 04:39:54 PM
The only issue i see is the use of rough stones. The only way for players to get rough stones is through champs and mini champs. Which would make them pretty much impossible for ungeared new players to be able to farm them. Consequently, they would be forced to buy stones/runes from other players and would be unable to provide for themselves. I could see how that would sound like a nice boosting factor for the economy to force people to buy certain materials, but I would view it more as a deterrent for new players. I crafted all of my own gear from new player to now, but if we force players to use an ingredient that they don't even have at their disposal, then they don't even have the option.

It kinda seems like Pandoras own version of the rich getting richer and the poor getting poorer.
Title: Re: Publish 47 - Crafting & Imbuing
Post by: Voxpire on March 31, 2013, 04:51:14 PM
I've already said that we're giving it a couple of days to sink in and we're gonna increase the different ways to obtain Rough Stone, you will be able to craft it, mine it, etc.

It doesn't make sense to me why it's not readily available already, it is rough stone after all... And why would monsters carry stones around with them anyway?
Title: Re: Publish 47 - Crafting & Imbuing
Post by: Dwarvey on March 31, 2013, 05:07:31 PM
It's a nice looking system. But to me so far it's the same exact thing with just a different way of getting there.

I just logged in the check it out. Made a blank imbue rune without any problems. Doing anything with it was a different matter. The public soul forge wouldn't activate, but my imbue skill did the job.

The first thing I noticed was a blank crafted item with no properties showed 5 of 15 runes. Since the old system let you imbue 10 properties I'm left wondering where the expansion is.

Am I missing something?
Title: Re: Publish 47 - Crafting & Imbuing
Post by: Voxpire on March 31, 2013, 05:26:30 PM
The old system was bugged in a way that it didn't take bonus resistances as a factor in the total property count.
Assuming your crafted item has resistances, they will count towards the rune count.

Resistances vary between items in the way that they are implemented, some items have base resists and the value is merged with bonus resists when displayed. This is probably where the confusion is.

You are missing a lot actually, I would take the time to check it out properly before judging it, because a few things have changed with the mechanics for chances, resource recovery, etc. I get the feeling you didn't read the patch notes yet.
Title: Re: Publish 47 - Crafting & Imbuing
Post by: Dwarvey on March 31, 2013, 05:39:01 PM
Actually I read the patch notes twice. Resource recovery is a nice new feature. My issue is the whole property/rune count thing.

The way it shows things currently. I'm just not seeing extra room for the new properties to be added into existing suits. Especially if you take a hit for resists being listed as a property.

Don't get me wrong. This new system looks good as I said. I'm just trying to understand.
Title: Re: Publish 47 - Crafting & Imbuing
Post by: Voxpire on March 31, 2013, 05:53:14 PM
If you find loot with great base resists and no resist bonuses, you will have a full 15 slots to fill, I assume most crafted items have 0 in base resistances and only have bonuses?

I will see if I can manipulate the system to discount the resists for crafted items without disturbing the current balance.
Title: Re: Publish 47 - Crafting & Imbuing
Post by: Saturn on March 31, 2013, 06:20:40 PM
Quote from: Vorspire on March 31, 2013, 04:51:14 PM
I've already said that we're giving it a couple of days to sink in and we're gonna increase the different ways to obtain Rough Stone, you will be able to craft it, mine it, etc.

It doesn't make sense to me why it's not readily available already, it is rough stone after all... And why would monsters carry stones around with them anyway?

The option to craft rough stones again would be great for new players and vets alike, considering the amount of them that will be required with the new system.
Title: Re: Publish 47 - Crafting & Imbuing
Post by: An Evil Llama on March 31, 2013, 08:35:52 PM
I'm i missed something? How i can unravel items and gain Imbuing? Where is the gumps?
Title: Re: Publish 47 - Crafting & Imbuing
Post by: King Kong on March 31, 2013, 09:52:21 PM
Quote from: An Evil Llama on March 31, 2013, 08:35:52 PM
I'm i missed something? How i can unravel items and gain Imbuing? Where is the gumps?

Use Inscribe / Scribe's Pen & make Unravel Runes
Title: Re: Publish 47 - Crafting & Imbuing
Post by: An Evil Llama on March 31, 2013, 10:16:35 PM
And every time i need rough stone? Not the cheapest process
Title: Re: Publish 47 - Crafting & Imbuing
Post by: King Kong on March 31, 2013, 10:51:05 PM
Quote from: An Evil Llama on March 31, 2013, 10:16:35 PM
And every time i need rough stone? Not the cheapest process

Ahh to just simply unravel a normal item? -- Ill have to ask Vorspire about that.

I do see what you're saying.

So a rough stone to remove a imbued property / unravel an imbued item... something much cheaper just to unravel an item that hasn't been imbued..

We will have to find a happy medium with this... As Imbuing really is the end game of the shard & you start with 100 off the bat..

So if you want to imbue up to 120, it should be tough & take a long while (even tho skill gain is very easy) -- Maybe Rough Stones obtained easier...

Llama, to your knowledge can you list every place you get Rough Stones now?
Title: Re: Publish 47 - Crafting & Imbuing
Post by: An Evil Llama on April 01, 2013, 12:14:51 AM

QuoteLlama, to your knowledge can you list every place you get Rough Stones now?
From champs/mini-champs.
Title: Re: Publish 47 - Crafting & Imbuing
Post by: xcalibre on April 01, 2013, 12:38:21 AM
Do you really give 97% chance of success (120 imbuing skill/human) with the new imbuing system ?

Not for complain, but it's a bit high ? no ?



Title: Re: Publish 47 - Crafting & Imbuing
Post by: King Kong on April 01, 2013, 01:31:01 AM
Quote from: xcalibre on April 01, 2013, 12:38:21 AM
Do you really give 97% chance of success (120 imbuing skill/human) with the new imbuing system ?

Not for complain, but it's a bit high ? no ?

Oh which things to be specific? We are still smoothing out the balance.
Title: Re: Publish 47 - Crafting & Imbuing
Post by: zaxarus on April 01, 2013, 05:12:57 AM
When calculating the success chances you should not forget that this new system deals much more with crafting skills (-> Inscription + Imbuing) than the old one did. So it seems clear to me that a character who skilled Imbuing up to 120 for a LONG time (like i did btw) should be rewarded with good chances.
If you are a legendary crafter and you try to "produce" something you also got high success chances. And the new Imbuing is directly conducted with the crafting mechanics. So i don't see why the chance of success should be so minimal or even discouraging like it was, even for a 120 Imbuer?

Of course there could be a risk, especially when you are making relic based runes. But also there you should not forget that atm it takes a while to get relics since the drop rate has been nerfed - in my opinion - dramatically (which is okay, considering the chances of success for a 120 Imbuer) and Rough Stones are obtainable, but not really in huge numbers per hunt.
You need a rough stone + 5 relics + other mats to create a rune for a maxed relic property. With the old chances there was a pretty high chance to fail (also with not relic but snakeskin based property Spell Channeling - and skins are a pain to get) - it would be a mistake to nerf the chances back to like they were before. Because now with better chances in the end you need more mats. This should be remembered. ;)

If there is the need to balance it or lower any chance (i don't think there really is, but anyway), just don't make it the real pain that it was. Collecting snakeskins for example and then fail 5 or 10 times in a row (and this happened, not only to me) was no long term fun, it was just annoying and a pain after the fifth one... ^^
Of course there could be a little nerf. Let's just say a maxed property (doesn't matter which one) gets a success malus of 5 to 10%, a relic based maybe 10 to 15%? This seems like a not so big deal, but i am pretty sure the system itself will let us fail. Cause we all know in computers there is no real random event, only the illusion of coincidences, right? ;)
Also: If you fail (Imbuing) you'd lose ALL your mats. Well, collecting stuff can be fun (and forces people to leave the bank or their houses^^) - but there is a point in time where it stops to be fun. This is when you collect and collect and fail and fail and it doesn't end. Then it starts to be mega frustrating. And sometimes you just give up. So what if you get SOME of your mats back when failing, like 50% or like chance for stone, chance for relic, 50% of used enchanted essences or residues, 50% of other mats and 80% of used (regular and/or big) gems? Because now you need rough stones + relics and/or residues or enchanted essences + gems + maybe big gems + other mats (especially persistence, void orbs now for 4 properties!) and also you need more of everything cause items have more slots than before.
I mean: How should a new player ever get geared and imbued up if he is spending his time fighting medium and hard monsters, spending all his money to us (lol) to get back to the failing that was?

These are things you have to keep in mind if you want nerfed chances... Like i said: I don't think it would be the wisest decision to "punch it down" the hard way. I am not paranoid, but i am thinking of newer players, medium geared people who will suffer a lot - just cause you need more of everything now and the risk to fall into the pit of infinite collecting and failing will be there when the success chances would sink dramatically.

ty

Tys


Title: Re: Publish 47 - Crafting & Imbuing
Post by: xcalibre on April 01, 2013, 07:17:43 AM
Exactly Tys.  My opinion is less than 10 or 15%. I dont want to see this feature turn into a pain like 50% chance of success.  Everything with relic should not be over 85%.

I just don't want to see everyone full imbue cause, imbuing need to be a bit difficult and rare.  This is a part of the fun in UO.

Now you have a lot of slot for armour, wep and jewel..  So it's more easy to caps everything. And i'm need to say I LOVE, Critical hit and Resilliance ! We need more thing like that !

More you add at imbuing, more you can add in donation store :)
Title: Re: Publish 47 - Crafting & Imbuing
Post by: Thatperson on April 01, 2013, 07:22:41 AM
i am 120 elf imbuer i get 88% chance. iv had a few failures thats for sure :] but after i blew over 150 relics in the first day after crit/res came in and they were 10 relics each to imbue on pink named items.. at least for the first day or 2, i feel i deserve it :D
as for unravelling i would make it so you can unravel a whole item and receive a handfull of mats, the same as what it used to be. But then also use more expensive rough stones to remove individual props with a higher yeild of mats (like it is now) a simple combination of then and now would be beautiful. im loving the new unravel mechanism, but then i dont need to gain imbuing anymore so what do i know hehe.
Lets get these new props in the [mystats please
might as well add enhance pots while were at it
cheers guys...
Title: Re: Publish 47 - Crafting & Imbuing
Post by: xcalibre on April 01, 2013, 08:19:49 AM
Yes a new mystats with everything you can have should be great !
Title: Re: Publish 47 - Crafting & Imbuing
Post by: Cyrusmcvale on April 01, 2013, 12:00:18 PM
New mystats showing actual and cap amounts and the new items would be great, With garg/120 imbuer with portable soulforge i only had a few fail on me.

Love the new crafting menus and system
thanks guys!

Title: Re: Publish 47 - Crafting & Imbuing
Post by: Voxpire on April 01, 2013, 12:02:38 PM
Yea guys, the MyStats will get an upgrade this week, I'm also intending to have a MyStats you can use on individual items, so you know exactly what props/bonuses make up the item and how it will modify your char when equipped, etc.
Title: Re: Publish 47 - Crafting & Imbuing
Post by: Dwarvey on April 01, 2013, 07:35:59 PM
Quote from: Konstantine on March 31, 2013, 10:51:05 PM
Quote from: An Evil Llama on March 31, 2013, 10:16:35 PM
And every time i need rough stone? Not the cheapest process

Ahh to just simply unravel a normal item? -- Ill have to ask Vorspire about that.

I do see what you're saying.

So a rough stone to remove a imbued property / unravel an imbued item... something much cheaper just to unravel an item that hasn't been imbued..

We will have to find a happy medium with this... As Imbuing really is the end game of the shard & you start with 100 off the bat..

So if you want to imbue up to 120, it should be tough & take a long while (even tho skill gain is very easy) -- Maybe Rough Stones obtained easier...

Llama, to your knowledge can you list every place you get Rough Stones now?

To answer the question on rough stone drops.

Every champ drops one.
Mini champs drop 0-4 per kill are as listed below
Wyvern peerless
Fire Elemental peerless
Skeletal dragon peerless

As far as I know those are currently the only places that drop rough stones.
Title: Re: Publish 47 - Crafting & Imbuing
Post by: Voxpire on April 01, 2013, 08:22:38 PM
+ Chance when mining.
+ Chance when mining with iron beetle pet nearby.

The next patch will have every Felucca creature drop 1 rough stone at a rate of 1 in 10 (10%)
Paragon will have a chance to drop 2 rough stones.
Peerless/Champions will have a chance to drop 3-5 rough stones.

These rates may be changed before the patch goes live, in which case I will make a note of it.
Title: Re: Publish 47 - Crafting & Imbuing
Post by: Thatperson on April 01, 2013, 09:31:31 PM
im not a miner but i like the idea of getting us all to run randomly through fel :]
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