Two requests from crafters, please change.

__Psycoder__Psycoder Posts: 10
edited July 3 in General Discussions
My dearly beloved dev team of my favorite MMO,

There are two things I would like to bring to your attention.

The Armor

The first is the repairing. We can repair a metal armor when it is 1/255 durability at the first attempt. This is thanks to the 120 blacksmith skill cap and the additional +60 skill hammer. Making blacksmithing skill 180 total when repairing armors. 

On the other hand, if a gargoyle armor is damaged we need to use the chisel. The max for our stonecrafting skill cannot be any higher than 100. So if we try to repair a stone armor, we usually fail 3-4 times before we can repair it. 

In one of the earlier Dev Q/A sessions I asked Mesanna about this. I remember her saying that she will look into adding +80 tinkering tools, +80 Chisel, +60 sewing kit, etc. into the game so we can repair everything without failing.

Can you guys please look into this once more? It would be nice to be able to repair without failing :) 

BoD rewards

Can you guys please add some more desirable rewards to Tinker and Cooking bods? Right now, they are not that good compared to others. I have Tinker and Cooking bods but no need to ever fill them. 

This is a suggestion but maybe we can have
Tinker:
  • A magical dust that guarantees repairing at the first attempt. 
  • Base ring with 18% SDI.
  • Base bracelet with 18% SDI.
  • Base ring with 10% SSI.
  • Base ring with 1FC / 4FCR
  • Etc, or you can add other stuff that you like.

Cooking:
  • A pet food that boosts pet stats by 10% for 30 minutes. (Right now we have this but for 5 minutes I believe)
  • Regular food that boosts player stats by 5 hit points for 30 minutes, 5 str for 30 minutes, 5 int for 30 minutes, etc.. Only 1 food bonus can be active any given time. 

Thanks in advance for looking into this.

@Community Manager Can you please let the dev team know there is tremendous amount of desire for these two items? Almost in every corner of Britania people are talking about nothing but these two non-stop? The other day, I heard the tailors in Luna talking about going to strike unless these two issues are resolved :p 

Comments

  • Community ManagerCommunity Manager Posts: 627Dev
    Thank you so much for your feedback and suggestions! I will be sure to pass this along to the team. Hopefully the tailors won’t strike before hand. ;) 
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  • __Psycoder__Psycoder Posts: 10
    Thank you so much for your feedback and suggestions! I will be sure to pass this along to the team. Hopefully the tailors won’t strike before hand. ;) 

    Haha, thank you so much for all your hardwork!
  • ForeverFunForeverFun Posts: 1,012

    Re: repair success, there was an old thread with formula.
    There's a custom change to EC lua that properly handles these repair thresholds for various item types, though there is no obvious easy way to make these changes available.

    It boils down to the following:
    •     durability = current durability / max durability
    •     100 skill items should be repaired at 20% durability
    •     120 skill items should be repaired at 4% Durability
    •     180 skill items can be repaired at 0 durability, but should be repaired sooner to avoid reducing max Durability
    •     start notifying just above these thresholds, or higher for antique jewels

    •     armor slots are tailoring (120), blacksmith (180), stone (100), carpentry (100).
    •     weapon slots are blacksmith (180), tinker (100), fletching (100), carpentry (100), glass (100)
    •     talisman, ring, bracelet, ear slots are all tinkering (100)
    •     shoes, cloak, belt, shirt, skirt are all tailoring (120)

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