Suggestion: remove timers from peerless keys
I'd like to do more peerless content, but if i'm going to do it i'd like to be able to farm the keys then use them at my leisure, not have to worry about them expiring. I like being able to get 5-6 sets of keys for, say, zipa ready and not have to worry about it again for a while.
I understand why the timers were put in place when ML was first released, but I'm not really sure it's an issue anymore. It seems to just get in the way of doing otherwise enjoyable content.
I understand why the timers were put in place when ML was first released, but I'm not really sure it's an issue anymore. It seems to just get in the way of doing otherwise enjoyable content.
Comments
I'd agree with both.
Remove timers - or make them longer (20 days?). 6 days doesn't seem that much these days! So many times I farm keys, and they go poof before I've got round to them...
And make them Vendorable - definitely, it would add to trade, and give a purpose for gatherers.
guilds get together to obtain the keys and do the bosses together, that’s why they’re not vendorable and have a timer on the keys.
here is what you want: to solo getting the keys in bulk, vendor them, encouraging other sampires to solo the bosses.
why don’t you just play the game offline if you don’t want to find friends?
Of course I knew you would disagree.
The issue of Sampires is a separate topic in my opinion - you cannot run the game based on a fear of Sampires - maybe they need to be fixed.
This concept would encourage and increase the relationship between gatherers, traders and hunters - I've always thought that is a good thing, to have activity in an economy. There is little of it these days, this is one thing that could help.
I personally think having no timer may be too extreme, maybe up it to 2 weeks - I do the entire guild scenario as you know, and none of this is any skin off my nose. But something to encourage gathering/trading/hunting cannot be a bad thing.
But please do not make them vendorable.
Why not?
There is a market of players with a lot of gold, and little time, who would happily buy keys to hunt content. They are endgame hunters.
There are newer players, or those who enjoy gathering, who may want some gold.
Then there are traders.
This suggestion helps the whole gamecycle.
I agree the keys cannot be permanent, as stockpiling things does seem to cause issues.
But I've often collected stuff, then due to a tough working week, failed to use them, which makes my original effort wasted.
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I'll be trying to solo Zipa soon before I try in a group. What is he vulnerable to?
What does it matter if someone uses their keys within a week or two months later? Why does it matter who farmed the keys vs who uses them?
Further, if someone enjoys gathering keys and is happy to sell them, why shouldn't they be able to vendor them? That would be an actual economic change that would be hard for scripters to completely dominate and create a playstyle that diminishes nothing.
"Whaa sampires!" is just deflection.
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A guild - as Mervin thinks it should work - can still do the content on their own and have a fun night (just like it always was).
A single player who is not able to solo a boss can play the key-farming content and just sell them (as of now, there is no incentive for that).
A group that does not have the time to farm endless set of keys can buy keys and have a fun time doing content they otherwise would never do (as of now, farming keys before a group run is a real PITA).
Everybody wins with that. Only the bitter that want to ruin the fun in UO in general are arguing against it.
Any thoughts @Kyronix?
So often it takes longer to gather keys than the boss encounter itself.
I don't even attempt Exodus. The keys would expire long before I could use them.
Lower populations and more scattered playtimes as many of us are working adults now with other responsibilities make things like key timers and forced group play not work so well. That's what I like about Zipa and shadowguard - I can collect my quest keys or room keys solo (mostly) so I'm ready to go when my playtime does coincide with a friends, and i dont have to scramble to do the prereqs only to run short on time and end up scrapping the main event.
Cheers MissE
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At this point I throw them in a guild chest and just pray someone ends up using them before the timer goes, and that's that I've just barely used keys before that have 15 minutes left. I halfway understand any caution with exodus though maybe to limit scrolls. But peerless I don't see any point, I mean you can spend an entire day killing peerless with not one thing dropping worth anything now a days, some niche items(minus 2-3 specific drops).
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.
Whatever next? Make the champs never ever revert so you can get half way, go out to lunch and come back and complete it?
The keys are part of the encounter, quit trying to jump to the end content (the boss).
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