Lets Talk About Supply Bundles and Treasure Maps

Discussion in 'Archived Topics' started by Aartemis, Apr 23, 2019.

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  1. Aartemis

    Aartemis Avatar

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    So while reading the MMO websites out there I came across this article:

    https://uo.com/wiki/publish-105-forgotten-treasures/

    Being a big UO Fan, I wanted to compare how they detailed bundle drops with how we did our bundle drops.

    With the Treasure Map system coming in for EP2, it might be a good time to reflect on how to better build out and scale these containers that will basically form the best part of loot drops.

    One of the big things that was a take away from the Stream Chris did where he showed the bundle code, was that the median cost of each bundle really drove away the good parts of what people are looking for. Just by having 1 city home as a chance to drop effects the median price in a major way. So how do we best get good value without skewing the system so much that we hardly get anything good in the bundles?

    My thought is breaking down the expensive items into parts that need to combined get the true value.
    • All items on the COTO store could be broken down to blueprints and recipes that could drop in the bundles/treasures. Only by combining resources and crafting does the true value come out.
    • Drop essences not totems
    • Drop weapon components not completed weapons.
    • Artifacts need to be salvaged to get patterns and components (reduce the value)
    • Increase the resource amounts (getting 10 ore is just silly)
    • Remove the garbage loot (we dont need bananas and rusty items to create a false bundle sale value)
    • Love this idea from UO on Themed Treasure.
    • Create many more rare components that can be added to crafting/MW/Enchanting that have USE value over cost value.
    One last thing, please keep the thread positive. We all know the system needs work, there is no use in bashing it - lets add ideas that can make it better!

    Cheers!
     
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  2. Trevour

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    Good idea on the median value. The chance of a city lot in the bundle guarantees the normal everyday bundle will be under valued. Reducing junk and adding components and ore and more reagents all are good ideas.

    Treasure map link is an interesting read. I like how user skills affect the random.

    Thanks for sharing.
     
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  3. Aartemis

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    Also adding Mini-Games or Skills to the process would be cool. Locked Chests, Poisons, Minimums lock-pick skills to TRY and open...Lethal Exploding traps..

    Build on circular adventure loops like UO did... You Fish > Message in a Bottle (Treasure Map) > Combat/Dig/Skills > Loot Treasure Chest > Fishing Nets > Back to fishing and repeat..
    Anywhere along the way you can buy and sell Nets, Mib's, Maps, Chests, Bundles, etc...

    Let us Display Bundles/Chests...
     
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