So what is with the World Spawn rares system?

Asan_Drakus

Grandmaster
Did this ever go back in after the original snafu?

I figured since I have been gone for months, these would be all over the forums.. I guess it has remained turned off eh? Any plans to turn it on staff ?
 

Asan_Drakus

Grandmaster
Great post. I can respect a guy that makes a post like that.

Well, this is all a pretty big shame really. They made that sweet overworld spawn system, and then seem to be just scrapping it. I was really looking forward to a rares market on this game that did not revolve around donation coins and crafting. Some of us oldschools still like to find our rares the old fashioned way ;-)

But yeah I knew the stealable system has been out for quite some time, and to my understanding.. it was because they had the random location system going to take it's place. Which WAS put in at one point, but had to be removed since me and 3 other guys got 6 of every single rare that was in the system. haha. But I was hoping in the months that have passed since then, that thy would have fixed the kinks and put in a functioning system for spawning rares.

But alas, I shall keep waiting ;-)
 

funtimesuo

Neophyte
Great post. I can respect a guy that makes a post like that.

Well, this is all a pretty big shame really. They made that sweet overworld spawn system, and then seem to be just scrapping it. I was really looking forward to a rares market on this game that did not revolve around donation coins and crafting. Some of us oldschools still like to find our rares the old fashioned way ;-)

But yeah I knew the stealable system has been out for quite some time, and to my understanding.. it was because they had the random location system going to take it's place. Which WAS put in at one point, but had to be removed since me and 3 other guys got 6 of every single rare that was in the system. haha. But I was hoping in the months that have passed since then, that thy would have fixed the kinks and put in a functioning system for spawning rares.

But alas, I shall keep waiting ;-)

Seems like the ideal way to avoid a few people getting all of the rares is to set the timers to be semi-random. For example - a rare damaged painting could spawn in one of 10 possible spots with a 30 day timer plus or minus 20% time. Not too complicated, fair to all, and best of all the rare would fit in with the world.

This kind of stuff seems like low hanging fruit to me, I'll never understand why there was never a good rares system here when it's such a simple and straightforward thing to create.. It's not some huge new system, and we don't expect it to be.
 

Karl Sagan

Grandmaster
@Adam strikes me as one of the most thoughtful and thorough developers. I have a lot of faith that he will have a well thought out system when/if it get updated.

A couple things I think would be key:

-dono items and existing rares/mob drops/stealable rares/new rares stay TOTALLY OFF OF DONO VENDOR. Please have Carl check and see if the items he adds are in existence already from non donation sources! There are so many items possible I don't understand why this happens. The same precautions for stealable vs mob drop vs craftable vs event items would be SUPER GREAT.
-random locations/timers would be fantasic.
 

Violence

Grandmaster
My recommendation/wishes
  • Stealable world rares to be unique from already existing items and not in jeopardy of becoming "donationalized" (No one enjoys having their portfolio being reduced to a fractoin of its previous value and no one will take the rares market seriously until this is no longer common place)
  • Spawn in multiple locations that fit within the world, and spawn on various timers
  • Utilise a mix of item types. UO has a vast range of items. I would rather a carpenter's woodworking bench or a scaffold over a rehued bear mask any day of the week.
  • The implementation of a new system to be done in steps or in secret. If a new rares system goes in announced and are a lot of them are found within a matter of days (and they will - we are resourceful), their locations will be known by a few. Ideally, a wide variety of people will have their "go to" rares and a real market will bloom.
I will gladly expand on this and offer my advice and help if staff are planning to expand on the stealable rares system in the near future, and they would like my help.
 

Karl Sagan

Grandmaster
My recommendation/wishes
  • Stealable world rares to be unique from already existing items and not in jeopardy of becoming "donationalized" (No one enjoys having their portfolio being reduced to a fractoin of its previous value and no one will take the rares market seriously until this is no longer common place)
  • Spawn in multiple locations that fit within the world, and spawn on various timers
  • Utilise a mix of item types. UO has a vast range of items. I would rather a carpenter's woodworking bench or a scaffold over a rehued bear mask any day of the week.
  • The implementation of a new system to be done in steps or in secret. If a new rares system goes in announced and are a lot of them are found within a matter of days (and they will - we are resourceful), their locations will be known by a few. Ideally, a wide variety of people will have their "go to" rares and a real market will bloom.
I will gladly expand on this and offer my advice and help if staff are planning to expand on the stealable rares system in the near future, and they would like my help.

Reported for blatantly trying to corner the rares market.

I agree on the items, I paid a lot for a tiny little spittoon. Rarity is not the same as shiny pixels.
 

Bruno D

Adept
i'd be more likely to donate to a server with a good rares system in place ;) and that is one of the features i was really looking forward to here on UOF. It would be nice to see something done with it for sure.
 
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