High Seas Update: Treasure Chests & MIB Treasures

As put the finishing touches on Rising Tide we are already in the process of scoping out Forgotten Treasures.

Two major areas we hope to focus on in Forgotten Treasures are Treasure Chests & MIB/SoS treasures.

Treasure chests are one of the core experiences in UO, and finding a treasure map has gotten many improvements over the years to making the process of acquiring and finding treasure chests more enjoyable

We want to build on that and make improvements to the overall systems to make them even more enjoyable.  

At this stage we looking to get feedback from the community about changes/additions to these systems so that we can begin to appropriately scope everything for the next publish.

Some of our high-level goals include, 
  1. Providing new loot in both systems, leveraging player requests for items that we've collected in recent feedback.
  2. Streamlining the systems to cut down on any mechanics that feel clunky or overly complex (sort of how we did with cannons, but not as robust since these systems aren't as complex as Cannons).
The best feedback we can get at this stage is that feedback which identifies specific and pragmatic goals that you'd like us to reach for.  Simple assertions like, "Give us perfectly clean legendary artifacts!" doesn't help us whereas "A chance at acquiring the highest level loot in the highest level treasure map would be great when combined with existing pirate mechanics (Dread pirate maps!) is something we can definitely work with! 

It's also great if you provide some perspective of where you are coming from as a player.  Are you the  treasure hunting character type, or someone who tags along and likes to clomp the spawn!  Are you the fisherman who enjoys endless hours dipping your line in hopes for a MIB or are you a treasure hound after only the loot at the end?  These details help us to tailor the experience even more!

Let's also try to stay on the topic of Treasure Hunting & MIB/SoS loot - keep it germane!

Thanks in advance and we look forward to the conversation!
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Comments

  • Garth_GreyGarth_Grey Posts: 1,459
    You hit the nail on the head with the Dread Pirate type maps, that excites me more than some of the other stuff. Some of us don't like the simple Do A and get B scenarios, a little RP in it adds so much flavor that's missed out on too often.
    You and Several Others like this.


    Please make the Grizzled Mare a 5 slot mount, it's incredibly rare and deserves it. Some of us have been waiting a long time for this simple addition.
  • PawainPawain Posts: 10,031
    Thanks.  Looking forward to getting some better loot.  

    Is there any way to make it so your bags do not close when you cross server lines?

    Can the zippy quest sos be raised to a higher level?  If there are levels.  I never get anything of value from the items in those chests. (including turn in value)
    Focus on what you can do, not what you can't.
  • BilboBilbo Posts: 2,834
    OMG Alls I can say is
  • ParnocParnoc Posts: 236
    You really need to give the folks in CC a decent map -- and not just for Thunting, for finding anywhere instead of guessing from that tiny round map thing.
  • GraceGrace Posts: 148
    I would like to streamline the multiple types of consumables in the loot. For MIB's anyway as I have never made a Thunter.

    Instead of several stacks of varying amounts of either gems/scrolls/reagents that equal, say 100, just do one stack of say blood moss of 100  Gems that were a total of 25 in various types, the loot would now be say 25 citrine. Same with magic scrolls and any other consumable I am missing.

    So after looting, you only had to pick up and sort one stack of a single type of gem, one stack of a single type of reagent, and one type magic scroll per chest.
  • CinderellaCinderella Posts: 1,757
    I'd like less items to weigh 50 stones... 
    its kinda crazy that a giant beetle holds 1600 stones & if you loot everything, that you have to make 2 trips... (some tend to want to unravel everything)

    ===============================

    my guild does some tmap nights, where I will fight along side of them... But I do have a couple treasure hunters that I will sometimes get out with, by myself... I always switch to the EC to do both tmaps & sos cause of the grid view (when looting).... in CC you can't see the regs or the good loot cause its under everything... And with EC its easier to see what to loot...
  • PawainPawain Posts: 10,031
    edited February 2019
    I'd like less items to weigh 50 stones... 
    its kinda crazy that a giant beetle holds 1600 stones & if you loot everything, that you have to make 2 trips... (some tend to want to unravel everything)

    This is what I mean.  After looking a few times and finding nothing useful. You just open the chest right before you unravel or trash it.

    The stacks of items would be nice as said. 5 individual gems is not a treasure.

    Add some new deco item art to the MiB chests.  Put the new artist to work.

    Focus on what you can do, not what you can't.
  • CinderellaCinderella Posts: 1,757
    where is the Yellow Polkadot Bikini Bottom?

  • PawainPawain Posts: 10,031

    6 different types. 

    Focus on what you can do, not what you can't.
  • DrakelordDrakelord Posts: 1,792
    I love how the SOS alway give you coors when you open it, any way you could do that with T maps?
    Remove Trap = Bad News
    for
    Treasure Hunters
  • DrakelordDrakelord Posts: 1,792
    where is the Yellow Polkadot Bikini Bottom?

    Yep another good request ;)

    Remove Trap = Bad News
    for
    Treasure Hunters
  • Pirate Flags!  For ships and houses!
  • FaerylFaeryl Posts: 273
    Off the top of my head... one of the main things I can think of in terms of streamlining... can it possibly be fixed so that we stop getting the "something is preventing the chest from being dug up" thing that happens? Having that happen 5+ times in a row for one chest gets really irritating. Especially if I'm in an already potentially dangerous area.
  • BlindTomthePirateBlindTomthePirate Posts: 10
    edited February 2019
    I love the idea of finding treasure maps, (high level), on Dread Pirate Ships. And pirate flags on ships, yes a very good idea. BTW, I make my own pirate flags on my houses already, and they work just fine. Check out Red Skull Bay, United Pirates.[UP] Catskills. Blind Tom, [UP]

  • It would be nice to have a reason to do a Tmap other then a 6-7!!  Only thing are good for right now are popping corgul or toss points.
  • TimStTimSt Posts: 1,866
    edited February 2019

    Let a legendary mage unlock all levels of chests with the unlock spell so we do not need to recall home and use a soul stone to swap in 100 lockpicking. Could require some lock picking skill to boost the effectiveness of the unlock spell similar to how the poison skill gives a boost to the poison and poison field spells.  For example 120 magery + 90 lockpicking should be able to unlock a lvl 7 chest with the unlock spell.

    Add zoom in and out to the treasure maps.

    Add the Eodon potion recipes to the treasure chests.

    Add slayer spell books to the treasure chests.

    Add spell scrolls to the treasure chests. The higher the level of the chest the higher level of the spell scroll.

    Add dyes to the treasure chests.

    Add the other imbuing ingredients to the treasure chests.

    For SoS's keep them sufficiently away from the edge of the world. I've had a few that were touching the edge.

    Let us keep the completed SoS's instead of them disappearing when the chest is fished up.


  • BilboBilbo Posts: 2,834
    @TimSt why would you want to keep completed SOSs, I like the fact that they disappear so I know how many I have left to do.
  • TimStTimSt Posts: 1,866
    @Bilbo They would be keepsakes like the completed t-maps.  You only need so many t-maps to make the wall map.  After that you either throw them or keep them around as keepsakes.
  • Lord_BytorLord_Bytor Posts: 58
    edited February 2019
    - Let us keep the completed SoS's instead of them disappearing when the chest is fished up. -

    I like this idea if .... After so many completed SoS's you could have a Cartographer make a New Painting, say of Scalis or Corgul etc and you could use X amount for this Painting and X amount to get that painting. It would definitely add a use for even going out and doing them. About time we got some possible New Paintings and this would be a great way of doing it.
  • Petra_FydePetra_Fyde Posts: 1,455
    edited February 2019
    I love doing treasure chests, and most I enjoy the 'what will be in this one?' part. The special things that might/might not be there.

    Arms and armour, I'm less interested in. Yes, it's nice to find a good part that might fit my suit, but I'm less keen on the dizzying number of items that are in the higher levels. Less but better would be my thought.  Same number of items in all levels of chests, but gradually increasing intensity, with some overlap.  Say 10 - 15 'lesser magic - greater magic' in level 1s, greater depending on a luck boost, but in 6s you wouldn't get anything less than 'lesser artifact' with a possibility of a 'legendary' with luck. - still only 10 - 15. Level 7s would have at least one guaranteed legendary. 

    Maybe re-vamp, or add to the "chest only" minor arties in 6s and 7s?

    Treasure chests in movies often feature gold and silver plate items, chalices etc (a gold version of the silver tray that was a holiday gift a while ago maybe?) Could something like that be a rare drop?  Likewise these are the kind of things movies pull from sunken wrecks. How about a 'pile of dubloons' - single graphic, not able to be split into individual coins. Would look great in my treasure room :D

    Alacrity scrolls spawn in all levels currently. Maybe drop them out of the higher levels, giving people more reason to do the lower ones?

     A more controversial idea might be 105 - 110  power scrolls in top level Felucca maps. *ducks*

    more thoughts - a slight quest aspect, possibly to mib, pre loot?  An ancestral crown of [city] which can be turned in to one of the officials of that town (not sure which one) for a reward, or maybe boosted honesty points (like compassion sage:escorts) or maybe you'd sell it to Slim the fence?

    A map of a different kind?  to a hidden cache of Valorite, Frostwood, something else? Guarded by something that only appears if you get within x number of tiles with the map in your pack?
  • jaytinjaytin Posts: 417
    @Petra_Fyde some nice ideas there!  :) I use the EC (with Pinco's) and I don't even look at the green and red items, I do take the blue ones but they are usually just trashed for a few points.
  • MervynMervyn Posts: 2,208
    There is a definite advantage to doing maps on EC over CC, currently spawn appears each time you move items or take something out of the chest. CC players can’t see all the items as some are buried under others. But EC players have a grid view container so don’t need to move items about so no spawn appears. 
    I tell you the truth, tis better to do 10 damage on the right target than 100 damage on the wrong target.

    Breaking in the young since 2002


  • MerusMerus Posts: 656
    Here are a few thoughts:

    1. Streamline the skills needed for treasure maps.  Fishing is the only skill needed for a MiB.  Rename Cartography to Archaeology and make that skill replace the need for Mining, Cartography, Lockpicking, and Detect Hidden.

    2. Provide reliable creatures in each facet to drop high level maps (6+).

    3. Add level 8 maps that spawn peerless guardians which have the same powers and drops as their originals.  For example, you might pop a Medusa, Lady M, Stygian Dragon and a Slasher.  This would open the door to treasure maps becoming a group activity.

    4. For level 8 maps also add in a small chance to spawn a legacy tamable (dreadmare, bane dragon, silver steed, etc)

    5. Make chests instanced loot for members of the party.

    6. Reduce the number of magical items in a chest and increase the minimum property weight budget for items, scaled based on map level.  Level 8 maps should be equivalent to top tier encounters when it comes to property weights.

    7. Sort out the “something is standing in the way” nonsense when the guardians have been defeated.

    8. Increase the distance before guardians rebound on level 7+ maps to allow a little more isolation of mobs.
  • Hey, super stoked that you guys are working on tmaps. First, I would love for my classic client tmapping experience to be as easy/simple as enhanced. IE. the tmap red dot in classic is fricken complicated and to add, it is so much easier to dig up in enhanced opposed to classic. Would love for you guys to make classic a bit easier too. Also, have you considered doing tmap binding? ie 8 devious maps = ingenious or something of the like. It would make hunting lower level monsters relative for newbs etc. Lastly.... we could really do with out all those old artifacts like nights kiss etc... they are worthless and invoke no excitement. You know what would be awesome?! If one of the higher rated artifacts (greatly, legendary) was in the bag. Then you would be excited to look in the bag to find whether you got a legendary or not and what kind. That would make the hunt 10x better. 
  • CinderellaCinderella Posts: 1,757
    edited February 2019
    My husband just asked me to convey his wish... he wants a new special color  net to appear in SOS chests that when fished up, contains a random interactive statuette of sea serpent, kraken, dolphin, mermaid/mermen, coral (has sound & has wave movement), whales, fish, hydra, paralithode…


    He suggests it being a blue color... I think it would be awesome if it was void color
    also I would like to add, have a water tile in them...
  • I would love recipes in the chests. Either treasure chests or mib chests of both. There are a lot of recipes I don't have, both older ones and definitely the new ones.
  • Really great thread with great ideas!

    Grace
     
    "I would like to streamline the multiple types of consumables in the loot....Instead of several stacks of varying amounts of either gems/scrolls/reagents that equal, say 100, just do one stack of say blood moss of 100  Gems"

    Yes! Truth is I wouldn't care if scroll, small gems and reagent drops went away. They're a pain to keep moving around until I bring them home to finally stack in a container that I never do anything with. Then again I don't do imbuing or much by way of scribing, so I don't know if that would be a hardship for others to see this loot go away. 

    I don't think anyone is going fishing or t'hunting for small gems and reagents. I think we're going shopping for those items. Larger stacks of one or two small gems / reagents, and small stacks of pearl and large gems and small stacks of only higher circle scrolls makes a lot more sense to me.
    "I'd like less items to weigh 50 stones...its kinda crazy that a giant beetle holds 1600 stones & if you loot everything, that you have to make 2 trips... (some tend to want to unravel everything)"

    Yep! I'd love to see gold dropped into the hold go straight to bank (That may be impossible if more than one player is dropping gold in there but maybe it could work like a Chest of Sending with security set to Anyone.) Combine that with Petra's idea of "Less but better" when it comes to Arms and Armor and you've gotten rid of some of the clumsiness of handling loot right there! And love the idea of finding those Yellow Polka Dot bikini bottoms!

    "Water Tiles"

    Oh! Yes, please! Drops of some new artwork that can be added to the water features that players create in their houses would be wonderful! I'd love to see some tiles that offer a bit of animation that can be added to water features as well. For example: We already have artwork for buffs we fish up as small schools of fish. Put a little wiggle in'em!

    TimSt
    "Let a legendary mage unlock all levels of chests with the unlock spell so we do not need to recall home and use a soul stone to swap in 100 lockpicking."

    With all do respect, I'm not a fan of this. I think HS content and T'Hunting go hand in hand with a rogue persona. I'd like to see more need for rogue skills not less. 

    "Add the Eodon potion recipes to the treasure chests. Add dyes to the treasure chests." Recipes and dyes would be great!

    *****

    In addition to the great ideas already mentioned...My off the top of my head wish list:

    Do players use the Gloss of Fortification, etc. items? I love the artwork for decorating but I can't speak to if they're actually useful to crafters. If they are useful I'd love to see them stack.

    Any drops mentioned below, to be found through Fishing / Pirate, Merchant ships, PlunderBeacon / MIB's / T'hunting loot:

    Rare drop décor items: Rare like yellow polka dot bikini rare perhaps? And maybe even some really uber rare drops. Keep it a goal for fishers and T'hunters to want to keep looking for these items and other players to keep hoping they find them for sale.

    Rare imbuable, armor, weapons, jewelry sets. I'd like to see clothing items that can be imbued (perhaps need tailoring and imbuing to imbue and repair?) New artwork always fun.

    New sea monsters: Rare spawn of a new sea monster that challenges a solo or two person team that has a chance of offering rare drops. As few new creatures mixed in with serpents, krakens and ellies would be fun too!

    Rare drop, chest found inside a chest: New art for container found only inside T'hunt or Mib Chest. Chest should be Locked, Cursed?, Trapped? Rare items inside might include Special T'Map, MIBs, Resources. The list of what might be found inside could get really long so I'll leave it there.

    Thanks!






  • I'm just going to post a list of the suggestions I like, plus one of my own.
    • I'd like less items to weigh 50 stones
    • Water tiles - purely deco
    • Pirate flags or banners
    • Dyes with 5+ charges
    • Level 7's guaranteed at least one legendary
    • Map to hidden caches containing bulk (250+) materials
    • Reduce the number of magical items in a chest and increase the minimum property weight budget for items, scaled based on map level
    • Rare chance for a Doom artifact (from the equal table) to be in level 7 chests

  • I am sure as we get better goods, and more rewards, the team will feel the overwhelming need to up the difficulty of the mobs spawned.  

    Please, however, keep in mind that not all of us play on atlantic, so either scale the spawn reasonably by how many are there, or something.   Cause we cant always get 6 people together...
  • poppspopps Posts: 4,021
    edited February 2019
    What I'd like to see in a Treasure Maps revamp is :

    1) - Overall better loot quality;

    2) - All Peerless ingredients be made able to spawn as loot and in good quantities (Blight, Corruption, Muculent, Putrefaction, Scourge, Taint, Captured Essence, Diseased Bark, Dread Horn Mane, Eye of the Travesty, Grizzled Bones, Lard of Paroxysmus) so that a crafter could gather them in good quantity for crafting needs;

    3) - Absolutely provide more options to get Level 7 Treasure maps (more Monsters on which they spawn);

    4) - More Monsters on which to find level 6 and 7 "Felucca" facet Treasure Maps;

    5) - More variety for "Special" items to spawn including items which spawned at older Events and are no longer spawning;

    6) - What is the point to get Forged Pardons ? Does anyone still use these or are they totally worhtless to find ?

    7) - There currently is a HUGE disadvantage of locating a Treasure Chest with no mining with the Enhanced Client vs. the Classic Client. Due to the MUCH better quality of the Enhanced Client Maps, it is WAAAAY easier to locate a Treasure Chest without mining with the Enhanced Client as compared to using the Classic Client instead. This should be fixed and the 2 client should be brought to an equal ground. That is, the Classic Client should somehow be given SAME quality of Maps as the Ehnaced Client OR be given some default Mining as a bonus to bring the Classic Client on par with the Enhanced Client when it comes to having to locate a treasure Chest with zero Mining ;

    8) - Please, fix the Khaldun Treasure Chest room !

    9) - The actual investing of Skill points in Detect Hidden, Remove Trap, Lockpicking (300 skill points!!!) should absolutely be rewarded one way or the other....
    Perhaps by adding a "secret" pouch inside of the Treasure Chest that is Hidden, Trapped and Locked and, thus, would REQUIRE the investment of these 3 Skills in order to access it and benefit from its contents which should be valuable and rewarding to compensate such a large investment in skill points ?

    10) - How about adding the possibility to get a drop of a "Valiant Scroll of Commendation [Replica] in the higher levels Chests (perhaps in the hidden, trapped and locked inside pouch which would require the investment in expensive 300 skill points in order to access it ?) to offer an alternative to the Exodus in order to get this particular item ;

    11) - How about then permitting in some way to "Bind" lower level Treasure Maps into Higher Level Treasure Maps?



This discussion has been closed.