Your Burning Questions / FAQ Re: RunUO/Shard Update

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Cyrus Tegyr
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Re: Your Burning Questions / FAQ Re: RunUO/Shard Update

Post by Cyrus Tegyr »

Do we have an estimated time line as to when the runuo project will be live? And will you guys give us a heads up when we should stop training skills since presumably it will take time to do the transfers?

Also are we going to adopt the necromancy system that is currently used on runuo as well as making knights Paladins and giving them the paladin spell book presumably tied in with the religion system?
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Quintoz
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Re: Your Burning Questions / FAQ Re: RunUO/Shard Update

Post by Quintoz »

I would love a paladin class that WASEN'T tied into the religion system and drew his power from the virtues.
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Iktomi
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Re: Your Burning Questions / FAQ Re: RunUO/Shard Update

Post by Iktomi »

Cyrus Tegyr wrote:Do we have an estimated time line as to when the runuo project will be live? And will you guys give us a heads up when we should stop training skills since presumably it will take time to do the transfers?
As far as I understand there shouldn't be any sort of delay transferring characters. We just take the last save on PangaeaPOL and slot it into our character transfer mechanism and it should see whatever you had from your final save.

Cyrus Tegyr wrote:Also are we going to adopt the necromancy system that is currently used on runuo as well as making knights Paladins and giving them the paladin spell book presumably tied in with the religion system?
I'm kind of inclined to adopt the necromancy system that's in RunUO, as PangPOL necromancers were pretty broken. Not sure yet re: knights/paladins.
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Re: Your Burning Questions / FAQ Re: RunUO/Shard Update

Post by Cyrus Tegyr »

Adopting the necromancy system on runuo would also mean you wouldn't have to script power word detection if that helps sway you plus necros would also get their own spell tiles :D

I'd like to see the paladin system in action, there are so many scrumptious things I want to dink around with.

Another thing, sorry questions galore from me, are we going to keep and expand on the real virtue system (the one that uses shrines and not our fame and karma system which is called virtue) cause I'd very much like that expanded on for non religious characters it would give them something.
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Iktomi
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Re: Your Burning Questions / FAQ Re: RunUO/Shard Update

Post by Iktomi »

Cyrus Tegyr wrote:We going to keep and expand on the real virtue system (the one that uses shrines and not our fame and karma system which is called virtue) cause I'd very much like that expanded on for non religious characters it would give them something.
I imagine that we'd use the real virtue system (or whatever is default in RunUO), as POL's system wasn't particularly spectacular.
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Re: Your Burning Questions / FAQ Re: RunUO/Shard Update

Post by Percy »

Are we continuing to use the system in which tailors/smiths are only really useful when a hunting group brings them back hides/ores or is there going to be a way (although very hard) for those merchants to not rely on hunters?
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Iktomi
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Re: Your Burning Questions / FAQ Re: RunUO/Shard Update

Post by Iktomi »

Percy wrote:Are we continuing to use the system in which tailors/smiths are only really useful when a hunting group brings them back hides/ores or is there going to be a way (although very hard) for those merchants to not rely on hunters?
Certainly for blacksmiths, I'd much rather prefer to see them rely almost exclusively on mining. In terms of tailors... not really sure what we could do?
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Re: Your Burning Questions / FAQ Re: RunUO/Shard Update

Post by Arden Darkfall »

Iktomi wrote:Certainly for blacksmiths, I'd much rather prefer to see them rely almost exclusively on mining. In terms of tailors... not really sure what we could do?
Reduce the amount required to craft a set, and reduce durability. As it stands, you need shitloads of monsters to craft one set alone, making all common sets way too easy and hard sets way too rare. Rarer than they should be, since they are mostly useless, as most ores are.

Difference between them is: a smith can go out and gather 20, 50, 100 ores in one turn, and get a full set in 2 or 3 days. A tailor would need 2 week's worth of hunting to get anywhere near a set out of better materials. Tailored items will be cheap anyhow after a few weeks/months, let them be mostly disposable. Magic users don't get hit that often anyway, and there's also the option of increasing magic sewing kits' occurrence in the loot pool. A magic sewing kit shouldn't be worth anywhere near what a magic hammer is, but they're both so rare that it eventually ends up like that. I saw more hammers than sewing kits in the last 5 years.

This would of course make tailored sets less attractive for fighters, but that's the beauty of a new system. UO has tons of different effects that can be given to materials, some exclusive, some even combined to something bigger than could require pieces out of both tailor and smith. As long as there isn't a giant bone or an auropian wrecking the market, people would adjust to the remaining materials based on their gameplay style.
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Re: Your Burning Questions / FAQ Re: RunUO/Shard Update

Post by Cyrus Tegyr »

In terms of crafting if we keep the crafting system that is default on runuo which I assume we are just adding to it,it's already going to be different. Resource counts are most likely different,if you want a general idea just check out uoguide on the skills you are curious about in terms of crafting, again unless the staff change the numbers around it should be exactly the same or very similar to OSI's.

What I'd like to see is a merchant quest system eventually introduced where you can get resources as rewards for doing quests, they would be like craft x barrels and stuff like that. This would offer merchants such as tailors and smiths where collecting the rarer materials might be a pain for them to organize such endeavors a chance to get the same materials just perhaps at a slower rate. This would be the only feasible system for making collecting resources less of a pain. I wouldn't abolish summoned elementals from veins as they offer a rare chance to get extra material.

Thanks Iktomi btw for keeping us informed on some plans. I hope we adopt a virtue system like from the old Ultima games, where actions matter and those who strive to to be good can unlock helpful little abilities.

Are we going to use the mysticism and spell weaving systems? I wouldn't mind seeing those either as new classes or given to mages where once they hit a certain point say gm for the sake of argument they can select one or the other which would give them 16 different spells.
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Vaux27
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Re: Your Burning Questions / FAQ Re: RunUO/Shard Update

Post by Vaux27 »

So is there going to be a bunch of the lame UO samurai stuff on this RunUO server, with all lands returning?

If so, that doesn't sound like Pangaea at all, IMO.
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