Pub 105 - Treasure Map Update Release 3
There have been a great many changes since Release 2, please check the publish notes
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Before you post please remember the following guidelines, those posts found in violation of these guidelines will be removed,
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Known Issues as of Release 3
- Ancient Chest Guardians can loot a player's corpse and prevent recovery due to the fact they have no loot.
Comments
I wanted to revisit some of my earlier criticisms and thoughts:
I did: 5 total :Ranger, Artisan, Warrior Fel Trove and 1 Mages Fel Horde with 150 luck.
Artisan loot is much better.
4 crafting related blues, 1 blacksmithing pink, 1 skull rug
They added in hats with the artisan trove which makes it much nicer.
The 5 pieces on the left were legendary, including glasses. Lots of major and greater. There were circlets included in the loot too.
Lockpicking: No items appear to be lost from failed lockpicking, I did get several Grubbers stealing loot. Will have to get @khyro to confirm this later on with the EC client.
Remove Trap at 0 is a great incentive to level it to 100, you have to stay near the chest .0 Remove trap was interesting to experience on a Trove map. I will comment more on this later. At 100, I had up to 5-6 failures where I had to start again and each time a new shadowy blue guardian was summoned. (The puzzles actually seemed to take less time to do. I will miss them). I think this is a fair compromise. The group will not be bored now when the treasure hunter is removing the trap (if people do it in a group)
(if only we could tame them )
This warrior trove had two power scrolls, 2 blues, 1 pink related to warrior skills. It included 3 legendary items (on the left) and a ruby octopus necklace.
Gem/Gold bags in all chests.
There were some sort of combo of scrolls in all chest, so even if the drops sucked, they were still worth it. In fact, got a nice taming and discord pink!
Mage Horde:
1 legendary, several major and greater artifacts.
I will do additional testing tonight, but I have a busy week this week. If only the devs can give me something to test on my weeks off (last week )
Overall I'm happy with the changes so far. A lot of the issues I found with the previous incarnation were addressed. They give an incentive for having 100 remove trap without forcing it.
My initial criticism is the shadow blue pets are too pretty to not be tame-able.
@Kyronix, can you give any estimate on the odds of failing per level at GM skill?
Edit: that makes three of four I've failed the first attempt on...
The 16 tile radius is a little small. I barely survived a hell hound guardian when RT failed on a supply chest. I would recommend increasing the radius to 25 or 30 tiles. Especially if the failed RT guardian is something that moves fast like a minotaur general. You need room to dodge the rampage mode.
On a more random note... I love the colour of the new glasses. Can you guys please make a dye of either the hue 1913, or the 1914 of the Hygieia's Amulet...?
This was a Malas warrior hoard chest. There are a lot of variables involved for this particular chest. I used lockpicks w/ GM lockpicking to unlock the chest, and a grubber popped out. It had snagged a trove t-map. I attempted to disarm the chest with 0 remove trap skill. I died to the guardians, and fetched an alt to come rez me. Both chars subsequently died, so I had to run a fair distance to Umbra for a rez, where I relogged for my pet so I could run back to the chest. Then I reset my skill for 100 RT. There were no more guardians, and my journal notified me of success.
However, the end result was an empty chest (or at least nothing visible in EC) that did not show 0/125 & weight when moused over. While the hunt did not go smoothly, I don't think that anything I did was particularly odd, even to ''unstoning'' RT midway thru the hunt.
I will test more though, but I think this empty chest syndrome was an issue with the previous TC1 patch. People were thinking it had to do with the puzzles, but that clearly is not the case, since it is still doing it. I will test some more later on tho, without changing skills midway.
Here the location of the map and a couple of suggestions if you do this live.
Here I set remove trap (Something I really hope we do not do when this goes live)! With my current skills I am trading mining for remove trap on the sea saw I use on Sonoma. Since Cart replacing mining on TC, I would have to keep Cart to dig up the chest so I have no room for remove trap on this character. Now someone is going to say drop Med, I use Med regen my mana quicker while casting healing on my pets when I cannot get close to them due to area effect attacks from the guardians.
Here the amount of loot I retrieved from the chest
Really sad on the amount of loot each chest. I did the very next level after this and retrieved seven items from the chest. Remove trap IMO is not needed nor necessary for treasure hunters when doing maps. I hope this will help.
for
Treasure Hunters
Drakelord#5598
I have now timed it 3 times. The contents of one chest went poof 14 minutes after dig up, the contents of another chest went poof 15:45 minutes after dig up and the third went poof around the 15 minute mark after dig up.
Re: the decay time - this is something we will address before going WW. Loot should not decay out of your chest before you have a chance to loot it. The chest should decay long before any items inside do.
Mysticism 112.3
Cartography 100
Focus 100
Lockpicking 100
Remove trap 100
Detect Hidden 50
GENERAL FEEDBACK
Davie's Locker
** I know not really part of the process, but it is related to the storage of these maps so if can, can; if no can, no worry (for this publish).
** Sort alpha/numeric per column
AND/OR
** Filtering interface (similar to BoD books)?
Solo THunting Paladin (main character, moi) - Casual Treasure Hunting
Went back to my normal template, so...
Cap: 720
Luck: 0 (RP purposes, I just don't bother with it on this character)
Pulled some TMaps from my transferred lockers
Mage's Supply (Tram, Moonglow area)
Had issue digging up - kept saying something was in the way
- Killed roving pig, mongbat, rat, and cat before could dig up chest
Spawn was good (2 hellhounds, liche (guardian), fire elemental (guardian), orc mage)
Lockpicked first with skeleton key, took 5 tries (LP @ 50 skill)
- grubber appeared upon successful lockpick, he took a greater magic item from the chest
Remove Trap (skill at 50)
- Ancient Ogre Lord, dude hit fast and hard! I ran and tried to stay in range, but nope. Had to kill the AOL (see what I did there! LMAO!) then redo remove trap
- Ancient Liche appeared, dispatched
- Ancient Orc appeared, dispatched
- Ancient Liche appeared, dispatched
Trap removed successfully, got okay loot for this one
- 7 pcs Greater Magic armor pieces (will all be unraveled on prodo), gem bag with misc. gems and about 30k gp
Warrior's Supply (Tram, Buc's Den area)
Again issues with digging up, something in the way. I moved around quite a bit before could dig up.
Guardians were worthy (Fire Elemental (guardian), Liche (guardian), Earth Ele (guardian), Gazer (guardian)
Lockpick (50), 2 tries with skeleton key, 3rd time a charm
- grubber appeared, seems to have taken about 3k gold from the chest
Remove Trap (50)
- Ancients of the following appeared: Orc, Liche, Fire Ele, hellhound, Orc Mage, Gazer
Finally removed trap - loot is nice!
- 2 Alacrity scrolls (mace and swords)
- 6 Greater Magic, 3 Lesser Magic - misc. armor and weapons - all would be unraveled on prodo
- gem bag with lots of misc gems and 20k gp
- green pak with the item below, which would be sold on my vendor
Artisan's Cache (Tram wilds)
Dug up, no problems
Spawn - Dread Spider (guardian), Liche Lord (guardian), Demon (guardian), Elder Gazer (guardian)
-- Want to note that these do drop loot, and got a Lesser Arti off of the Demon, thanks!
Lockpicking (50)
failed, a lot, even with skeleton key
Lockpicking (75) after a few times, success
- grubber spawned carrying a greater magic weapon (would be unraveled)
Remove Trap
- judging how the lockpicking went, raised RT to 100 (getting tired)
- success after only about a minute with no spawn
Loot was okay
- Misc. Jewelry, Armor, and Weapons
---- 3 Greater Magic, 6 Major Magic, 1 each Greater Arti, Major Arti, and Legendary Arti
---- the Magic items would be unraveled, the Artifacts would be sold
- Gem bag with avg. 18 of each standard gems, and 33k gp
- While removing items, Liche Lord spawned, a normal one and couldn't remove anything from the chest
- Of course, he killed me (I wasn't expecting a LL!) and he looted my corpse
- Ran to find a healer, returned, and set about killing the LL
- He had looted my bandies, my lockpicks (not the skeletals), and all my gold
- Removed the rest of the loot from the chest without incident, then removed chest
Last one tonight...
Warrior's Hoard (Tram, near Wind)
Dug up, no issues with fun spawn (x3 blood elemental guardians, 1 poison elemental guardian)
Lockpicking (100) done first try, no grubbers
Remove Trap (100) done real quick, almost disappointed
Opened and LO!
- 4 alacrity scrolls
---- went to grab one and what should appear but a damned ancient wyrm!
(for many an AW is a fun spawn, but for a raw paladin without masteries... this is a real challenge solo - particularly since my toon is wearing her RP gear and not a whole lot of artifacts)
RUN RUN RUN!
Lure AW away a bit, went to grab another scroll, and a Lich Lord appeared!
Now, mind you, these are not Ancients or Guardians, but seem to be spawning every time I grab something desirable from the chest. Interesting.. particularly since I can actually grab something without having killed the spawn, whereas a previous chest wouldn't let me grab stuff (something was standing in the way) until I killed the spawn.
Run run run again as AW is coming back hot.
Do Enemy of One, lure away and separate the mobs, do my thing - saving AW for last
Lure that AW far enough away so I can get all loots into gem bag, grab gem bag, SJ to bank, drop in bank, then SJ back to chest...
Just in time to get chomped by that AW.
Found healer, ressed, returned to chest, used "Remove Chest" and grabbed stuff from my body.
Up to the point of getting rid of the treasure chest.. about half hour. I got the loots out of it at about the 12 minute mark though - the rest of that time was running around looking for a healer, running back and avoiding an angry mob spawn.
Adjusted my skills, went to bank again to grab my favorite dragon slaying weapons, and played with the AW for a good long time (about an hour or so) testing my different weapons and skill settings because is not too often I actually wanna solo an AW.
Loot from the chest included:
- 2 Tactic, 1 Macing, 1 Wrestling alacrity srolls
- 57k gold, avg. 24 each standard gemstone
- Misc. Armor, Weapon, Jewelry items
---- 6 Major Magic, 3 Greater Magic, 1 Lesser Arti, 2 Greater Arti, 3 Major Arti
- "Ancient Weapon"?? Looks like new sword art, but cannot equip and has no stats:
**ETA: took this ancient weapon to my house, locked it down, and it can turn with the deco tool. So, is acting like a deco piece instead of a usable weapon. The Skull Sword also turns. None of my other swords will turn.
Loot from the AW was decent as well with about 5k gold, 4 various magical pieces for unraveling plus 2 lesser Arti, 1 Greater Arti, 1 Legendary Arti which would be sold if this were prodo
~~~~~
Anyhoo... I am happy with the changes - thank you for listening to us and considering the feedback, not many development studios do that (*cough* blizzard). It is just challenging enough for me with the template I plan on using without being too easy or impossibly hard. I think I'll be doing hoard level chests as well for the sheer fun of the spawn. The trove maps I have will probably be saved for returning vets or sold as that would be out of my solo-playing-league judging by what else I'm reading and comparing the levels I've tried.
Keeping the puzzles as an option-only thing and for training is a good idea - thank you so much for that!
If I have some time in the next couple days, will get my pure mage and tamer toons tested.
g'night (or rather, morning.. ugh.)
kirthag.blogspot.com
Maybe a bit off-topic - but since this seems to be the current discussion about T-hunting - one more note from me:
Coordinates: Here would be a kind of Mini Davies Locker that you can carry in the bagpack great and extremely helpful and super-cool .
And - ashes on my head - I haven't read everything here - but after the patch, is it also ensured that the Tamable Pets like Frost drakes and Frostdragon, as well as Dragon Wolf will continue to spawn and remain tamable???? Is it planned to bring in new Tamables here as well?
Otherwise: If almost everything stays the same in the low cards, we find nice decorations and nice useful arties, maybe something really fat in the low boxes and Remove Trap is only necessary for the higher levels - I don't have much to complain about : And the feature should stay and not remove after the event !
Please make a clear announcement - thank you!
A little less ego-thinking, know-it-all and rumbling compared to others who aren't so "great" and the UO-life would be a whole corner easier
(Ein bisschen weniger Ego-Denken, Besserwisserei und Rumprollerei anderen gegenüber die halt nicht so "toll sind" und das UO-Leben wäre ne ganze Ecke einfacher)
write down the davies co-ordinates and take a sextant with you?
It has already been said (more than once) chest guardians are unchanged. I haven't done many Trove maps so I've not seen frost dragons, but I have seen dragon wolves and cold drakes. No frost drakes though, I've only ever seen those at Krampus spawns?
@Drakelord just how much loot do you expect in a level 1 map?
With the skill set shown in your screen print my choice would be to lose the meditation, get some MR on the kit. With a pet doing the fighting you don't need to do much casting to need the medi. Do lots of maps with easy spawn and the remove trap will go up as you do them.
My take on this update
I'm having a ball. I've dug some Hoard maps I got from Miasma last week and one Trove I got from one of them plus a cache map which gave me a further 3 hoard maps. I'm using the same strategy for remove trap as I do for digging the chest. The hardest 'ancient guardian' I got was an ancient wyrm, with that strategy in place I didn't die, nor did I have to run offscreen, or even near that.
I'm getting a nice pile of 'paper', sots, soas, power scrolls and more maps.
I'm not good at judging gear, but one piece I took home was this one:
Strategy: While digging the map I cast a summoned reaper and pre-cast invis which I drop on when the guardians spawn. The reaper engages and I move a little away and invis again, following up by casting RC, sleep etc till spawn is cleared. Unlock chest, deal with grubber if it spawns. Cast another reaper, start remove trap, precast invis again, if a guardian spawns, follow procedure as previously.
Now on prodo shards now we open the chest step back and cast TK to make the trap go off, why is it this cannot still be done still? Because they shoving this remove trap at us from every direction.
for
Treasure Hunters
Drakelord#5598
Cheers MissE
Thanks for leaving the RT puzzle boxes in. I think they're a fun addition and at the same time take nothing away from those who'd rather work up a tinker at the same time instead.
I'm not having much luck finding containers out and about in the game world on TC to train RT. For me it would be fun to explore and mix it up with the Puzzle Boxes but I can't find Optimal containers for mid 60's skill level. It could be that they're out there and I've not looked around enough. And it may be different on my home shard.
I am disappointed the timer between tries on RT hasn't been reduced. I can't think of why the wait is needed. I don't know why it can't be like working a lock, with no wait in between attempts. Not that there couldn't be something I haven't thought of, but I haven't seen where anyone offered a reason as to why the wait between tries should stay.
Thanks
I'm also not quite sure how many times this needs to be reiterated to you, but you do not actually need to invest any skill into remove trap to be able to remove the traps. You literally just have to hit the skill button, and target the chest.
Yes, it takes longer and is more difficult to disarm the traps without, but that's the compromise for being allowed to use the 100 skill points for something else. You are not being "forced" or having remove trap "shoved" at you. It would literally take you less than five seconds to just use the skill, at 0 (or 20 innate if you're human) and target the chest. No training required.
All that was ask was an upgrade to loot in the chests, not a complete revamping of it. It was fine other than that.
I did the follow map this morning on TC
I first set skills
Here are the skill I had when I went to do the map
Here the map I did
Here we are killing off the guardians
Here I am resitting skills
The loot from the chest
Nothing really fancy from the loot, nothing stood up and salute me that was for sure. All would be unraveled on Sonoma if I had this chest there. Of course I will not since if this goes live my T hunter is retiring.
for
Treasure Hunters
Drakelord#5598