Ideas That Won't Be Implemented (Skills/Builds)

Winstonian

Grandmaster
UO feels like an unfinished game to me. This shard is the closest UO may ever be to being finished, but the biggest downside seems to be the complete lack of build diversity. If you want to be competitive, you pretty much lean towards the two main builds.

That being said, here are a few ideas to tweak skills and provide more build diversity. (They clearly won't be implemented, but I felt the need to put them out there.)

Summoner
Summary: uses summoned monsters (daemon/elemental) enhanced from tweaked skills as a pet.
Modified Skills: Spirit Speak and Animal Lore provide bonuses to summoned monsters.
- GM Spirit Speak makes a summoned daemon/elemental immune to dispel and mass dispel, and the monster remains alive until killed (or until the caster logs off).
- GM Animal Lore improves the damage summoned monsters deal and gives them improved regeneration.
Notes: acts as a modified taming option with considerable drawbacks. The summoned monster occupies 4 control slots, and heals cast on the monster are considerably less effective.

Explosive Archer
Summary: there's no question that Archery should have a special move. (I'm surprised that it doesn't yet.)
Modified Skills: Bowcrafting/Fletching and Tactics allow a player using Archery to shoot an explosive arrow.
- GM Bowcrafting/Fletching causes an explosive arrow to explode 2 seconds after striking its opponent, dealing an additional 20 damage.
Notes: functions the same way as the other special moves. The explosive arrow would have to be toggled, and would have the same cooldown as the other special moves.

Skill Improvements:
Alchemy: GM Alchemy is needed to get the full benefit from consumed potions, and allows a player to throw explosion potions while moving. (Full benefit = current effects.)
Arms Lore: GM Arms Lore provides an accuracy bonus to melee attacks. Slower weapons receive a greater bonus. The fast weapons would be unaffected.
Parrying: GM Parrying reduces the chance that special moves strike the player. (A 'You have dodged the players attempt at striking you with a special move!' message would appear on the screen.) Both passive reduction (no shield equipped) and active reduction (shield equipped) exist.
Poisioning: GM Poisoning is needed to get the full benefit from casted and melee-induced poison. (Less than GM gives a decreased chance to apply in melee. Casted poison has slightly reduced damage, but all poisons tick at the same rate as lesser poison.)

I'd love to see a UO where all melee and ranged weapons are viable, and where different types of mages are seen on the field. A second pet-control character would be pretty interesting.
 

Afro Man

Grandmaster
Wow pretty damn good ideas
giphy.gif
 

eppy

Grandmaster
i actually like these ideas and will be adding some of them to the talismen. Im not making them work on players though.
 

Blackmartin

Grandmaster
Custom arrows that add different effects based on which wood they were crafted with.

Would also require GM fletching to gain these benefits while attacking:
Normal: 10% damage increase (damage bonus applies to all higher teir arrows as well, on top of their other benefits)
Oak: 10% chance to apply curse (-8 all stats)
Ash: 10% attack speed increase
Yew: 10% hit chance increase
Bloodwood: 12% damage done returned as healing
Heartwood: 20% chance to apply greater poison
Frostwood: 20% chance to freeze(stun) for 1 sec
 
Last edited by a moderator:

Arch Enemy

Grandmaster

I must have got on eppy's bad side somehow for him to implement this stuff just to troll me, because these suggestions have been made over and over in one form or another.

Buff to archery threads? Check.

Vivify relic sucks/buff vivify relic threads? Check. (I understand he's not talking about Vivify but why would you make us put more points into another skill to make up for a lackluster relic's shortcomings?)

Increase hit chance threads? Check.

Buff/new uses for parrying threads? Check.

Buff poisoning threads? Check.

Not sure what he's on about the alchemy thing to be honest. You want to lower the effects of potions if you don't have GM alchemy? Healing for 9 health with greater heal pots is already too strong or what?

To my recollection these threads that have been made in the past have been wholly or largely ignored by staff, and I don't see what's so different about this one.
 
Last edited by a moderator:

Winstonian

Grandmaster
I must have got on eppy's bad side somehow for him to implement this stuff just to troll me, because these suggestions have been made over and over in one form or another.

Buff to archery threads? Check.

Vivify relic sucks/buff vivify relic threads? Check. (I understand he's not talking about Vivify but why would you make us put more points into another skill to make up for a lackluster relic's shortcomings?)

Increase hit chance threads? Check.

Buff/new uses for parrying threads? Check.

Buff poisoning threads? Check.

Not sure what he's on about the alchemy thing to be honest. You want to lower the effects of potions if you don't have GM alchemy? Healing for 9 health with greater heal pots is already too strong or what?
Why do you seem mad about this? You're either going to try them out, which benefits you, or you won't, so it doesn't affect you.

Simply making a suggestion on how to improve hit chance, or parrying, or poisoning, doesn't make this suggestion the same as last suggestions. Developing suggestions into feasible, worthwhile improvements is a key part of continuing to make this game great.

(As for alchemy: you referenced one potion to dismiss a suggestion that would affect all of them. Healing isn't the issue, and the decline could be as minor as 7hps with 0 alchemy, and 9hps with GM alchemy. Other potions could be modified in a way that makes having the skill key.)
 

Arch Enemy

Grandmaster
Why do you seem mad about this? You're either going to try them out, which benefits you, or you won't, so it doesn't affect you.

Simply making a suggestion on how to improve hit chance, or parrying, or poisoning, doesn't make this suggestion the same as last suggestions. Developing suggestions into feasible, worthwhile improvements is a key part of continuing to make this game great.

(As for alchemy: you referenced one potion to dismiss a suggestion that would affect all of them. Healing isn't the issue, and the decline could be as minor as 7hps with 0 alchemy, and 9hps with GM alchemy. Other potions could be modified in a way that makes having the skill key.)

I'm not mad, it just baffles me as to why suddenly, with about the same effort as 90% of the other suggestions in this sub-forum, some of these have been decided to be implemented, when these were all pretty much suggested in the past in one form or another but none of the devs ever even chimed in to say something like, "well, we might do this or that if you tweak it a little bit." or "No, we don't want to implement this because _____"
 

eppy

Grandmaster
More like: hey I had a few minutes checked the forum and saw something fun that I could do so I commented. You don't have to read too much into it.
 

eppy

Grandmaster
Also there are tons of good ideas posted in here. Most of them take more time than I can spend doing. Tweaking things fits much better into the time that I have.
 

halygon

Grandmaster
Also to piggy back onto what @eppy is saying. There are a ton of ideas suggested that do not fully fit into the roadmap for UOF, however more times than not, the dev staff pull pieces of ideas that have been suggested that they can fit into what they are working on.
 
Top