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Increasing products for crafters

- - - - - crafters increasing products

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29 replies to this topic

#1
Maeglid

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So I was sitting here thinking of things for my crafters to make, and thought I'd add a new thread to collect ideas.

I'll start off with an idea for carpenters. In Britannia I have seen half-tubs. I would like to be able to craft these half tubs, except that they would be called quenching tubs. Proper use of the quenching tub will provide a benefit to blacksmiths, thus giving carpenters something worthwhile to sell.

Lock the quenching tub down within one tile of an anvil, fill it with water (the water is not blue, but 'dirty' colored). Now that you have a complete setup (forge, anvil, quenching tub), you get a +10 bonus to durability of whatever new item you make. For example, say a sword has 100 durability by default. You would get a sword with 110 durability.

Why increase durability? Why not another stat?

"true fiction" - in real life a quenching tub does more than just cool down the hot metal - it conditions it for whatever purpose the smith wants. The nearest analog in UO is durability.

And why only ten points?

To reduce any potential serious power creep.

And why only on new items?

To promote blacksmithing, and to not replace powder of fortification.

Why provide any increase at all?

To motivate the smith to buy it, of course. It won't be JUST decoration.


The quenching tub completes the fiction of the UO smithy shop while providing a benefit to the player.

(note: yeah, I could use a dye tub for this purpose, but the half-tub LOOKS different, and I think it fits better. Also, the dye tub does not provide benefit other than graphical eye-candy.

EDIT: Forgot to add recipe:

QUENCHING TUB

Carpentry Req'd: 70? quite negotiable. GM would be too high, I think, as it would prevent younger craftsman from getting involved in interacting with players.

1 Barrel Hoop
2 Barrel Staves
1 Barrel 'Lid'
3 Beeswax (gotta keep it sealed, you know)

Also, I did not edit this to correct the mistake of me using squelch instead of quench. Nope. Nuh-uh. Nothing to see here. Move along now.;)

Further Edit: regarding limiting the uses of the tub... I don't care for the idea of consuming the tub. I DO however, like the idea of 'planned obsolescence'. How about this - a quenching tub has 1000 uses (if it is placed properly, it is automatically used, not selectable). 200 uses is too few, I think. Anyway, after 1000 uses is spent, you need to refill the special quenching agent. (Kinda like a hitching post).

A full quenching tub does not have blue water, it has greyish/black water with small bits of floating dirt. Animated ripples after each use (successful crafting) would be frickin' awesome.

The quenching agent recipe:

QUENCHING AGENT:

Cooking Req'd: 75 skill (yes, COOKING! Give them some love! All crafters need love)

1 empty potion keg
10 liquor
10 beeswax
10 Zoogi fungus
1 Balm of Strength*
1 Balm of Protection*

*FindUO lists these ingredients as being relatively cheap. If they are not permanent additions, then skip these and replace with one 'positive' peerless-type drop that is currently available and not too expensive. Corruption, for example, seems wrong. I do not know enough about these drops to make a proper suggestion.

ONE quenching agent keg fills ONE quenching tub. Quenching agent cannot be 'bottled'.

Perhaps after ten refills, the tub needs to be replaced?

#2
Maeglid

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Oops - please add your own ideas!

#3
Riboflavin

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If I may add one point to your nice idea, Maeglid.
The tube can be used just a certain amount of times (200?).
Why?
If one item can be used forever, it will be just a flash in the pan. Meaning, that we will see a demand for 2-4 weeks after it has been introduced. After that 95% of all smithes will have one. And then it will just sit there in the carpentry window.
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#4
Magister_Returns

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Fantastic idea! Good historical context and (to me) it appears balanced.

One quibble: I think you mean "Quenching" not "Squelching."

~M

#5
Maeglid

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Updated with new ideas.

Always interested in your own crafting item ideas!

#6
Ferenhelm

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I think you should make it so you can use regular water for a 10% and the Quenching agent would give a 20%.

It would also be cool to be able to "temper" other metal items that are found as drops or loot. Maybe 5% for water and 10% for agent.

Of course that second part is if you like my idea.

#7
Riboflavin

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Quenching agent sounds great! The agent goes dirty, gets contaminated by impurities. So, there is a need to exchange it.

Just as a sidenote...
first I thought 200 is a bit less, too. However, when will the quenching tube be used? I would guess, the majority of smithes will use it when they are crafting with a better runic hammer. And these hammers have just a very limited usage. Say around 25. So, it will take quite a long time till the agent has to be renewed. If it goes with 200 (like a sturdy pickaxe/ shovel) the cooks will have something to do :).

Yes, I think one should be required to exchange the tube as well after a certain amount of usage (as stated earlier).

@Ferenhelm
I think, quenching agent should be a must. However, maybe there could be 2 (or more?) different agent types. Differing in the amount of bonus you get, in the required ingredients, required skill to be able to cook (something like different healing/ cure potions).
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#8
Maeglid

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I think you should make it so you can use regular water for a 10% and the Quenching agent would give a 20%.

It would also be cool to be able to "temper" other metal items that are found as drops or loot. Maybe 5% for water and 10% for agent.

Of course that second part is if you like my idea.


Not bad ideas... I still worry about 'nerfing' Powder of Fortification though, so I think only newly crafted items? Just my opinion. I'd be happy as a pig in 'mud' if the team actually implemented any sort of quenching tub. :)

#9
Maeglid

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Quenching agent sounds great! The agent goes dirty, gets contaminated by impurities. So, there is a need to exchange it.

Just as a sidenote...
first I thought 200 is a bit less, too. However, when will the quenching tube be used? I would guess, the majority of smithes will use it when they are crafting with a better runic hammer. And these hammers have just a very limited usage. Say around 25. So, it will take quite a long time till the agent has to be renewed. If it goes with 200 (like a sturdy pickaxe/ shovel) the cooks will have something to do :).

Yes, I think one should be required to exchange the tube as well after a certain amount of usage (as stated earlier).

@Ferenhelm
I think, quenching agent should be a must. However, maybe there could be 2 (or more?) different agent types. Differing in the amount of bonus you get, in the required ingredients, required skill to be able to cook (something like different healing/ cure potions).


Hrm, I went with the easy route of just being locked down to be used, like the forge. I wanted to avoid adding another construction step to ease programming, but if they can do it, that'd be cool. I see is as a passive use item, where it just works everytime until the uses are expended. In that view, 200 is pretty small for BOD fillers. 1000 wouldn't be so bad, and they wouldn't mind as much just leaving it locked down. In an active use situation, 1000 would be WAY too much. In that case, 200 is probably good.

#10
Maeglid

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How do we submit ideas to the official UO team?

#11
Gyvalor

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To submit your idea I think you need to go to UOHearald
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#12
Gypsy

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Love these ideas! I always kept a tub of water next to my forge, just for the look of it. Would be great fun to see heat treatment implemented into the game!

maybe there could be 2 (or more?) different agent types.

I agree. Perhaps brine, oil and a 'special recipe' quanching agent? I would prefer a tub that enhances every hot forged item - I know it's a bit too drastic, but I would love to see items that's -not- quenched and tempered lose durability at a much faster rate :)

Any implementation of the tub gets my vote, anyway. A very interesting thread, thank you! For getting it to the dev team, I don't know? I think they're reading these forums, perhaps you could try here: http://www.uoforums....ld-it-be-55354/

#13
Maeglid

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Well, I submitted the basic idea to the link posted by Gyvalor. I just copied the first post, added a header and a link to this thread. What happens to it on the other side of the innartube walls is a mystery. I hope it gets to the right people, and that they can use it in some fashion.

Until that day comes, I am using a locked down dye tub. I colored the dye with the darkest grey shade I could use. Looks OK, but it is a little small. The half-tub would be so much better.

#14
Maeglid

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Love these ideas! I always kept a tub of water next to my forge, just for the look of it. Would be great fun to see heat treatment implemented into the game!

I agree. Perhaps brine, oil and a 'special recipe' quanching agent? I would prefer a tub that enhances every hot forged item - I know it's a bit too drastic, but I would love to see items that's -not- quenched and tempered lose durability at a much faster rate :)

Any implementation of the tub gets my vote, anyway. A very interesting thread, thank you! For getting it to the dev team, I don't know? I think they're reading these forums, perhaps you could try here: http://www.uoforums....ld-it-be-55354/


The only problem I have with multiple agents is that you can easily get carried away with trying to get too close to real life. Ideally, I'd have an ash or sand pile for annealing metals as well. A beeswax-based hot polish for forged items. Welding powder for complicated item joinery... rivet setters... coal for fuel...all that good stuff (can you tell I want to be a real blacksmith? Had some lessons, loved it to death. No place for an anvil or forge). The problem becomes where do you stop? I'd love ALL of these things. And if UO put them in (hint hint wink wink) that'd be great! But there's only so much time allotted for each development.

That said... I'd also love it if sparks flew off the anvil for every successful manufacture of an item. That'd be really coool.

#15
Gypsy

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I know I'm asking for a bit much, yes :) I've done some blacksmith work myself, I love it. I was very pleased about the dishing stump rubble piece, with tongs hanging from a little rail and everything.

Clouds of steam rising from the tub when you quench an item would be awesome. Coal, rivets, polishing gear - bring it on! Even if it's just deco :)

#16
Chefb0yrg

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How about to add a little variety to make a couple different quenching agents, we let the cooks get creative and they have to have a set 3 ingredients and they can add different stuff of their choice to make different types of agents? that way cooks can get creative also?

#17
Maeglid

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Here's one for the stonemasons out there:

Gravestones. What? There already are gravestones, you say. These are different. I visited a museum recently. One of the displays was a 'torso of (someplayername)'. I learned that at one time these could be collected from dead players, like a trophy of sorts. These are no longer available.

Picture this: You and your party/guild/alliance are having a huge slugfest with a champ or another PvP team. Let's say your guy MasterMan gets killed by (creaturename/playername). The battle was epic. You want a memorial of your PvP kill or your own death. Escort a stonemason to your body (for their protection). They use the hammer and chisel, select 'Tombstone', select your corpse and poof! A random shaped tombstone with a mouseover that reads:

Here Lies 'deadplayer', killed by 'killing person/creature' 'realworld monthname, daynumber, yearnumber'.

The mason then can turn around and sell it to the appropriate party.

Example 1:

Here lies Maeglid, killed by a plague beast lord, Jan 17, 2009. <--(I bought this one)

Example 2:

Here lies Maeglid, killed by FeluccaMaster, Jan 17, 2009. <--(FeluccaMaser commissioned this one)

Why not just make bland old tombstones - you are using the same graphic!?!

This way we have more interaction between players. A team going into battle ahead of time might contract out a mason to go with them. Of course, this could be dangerous for the mason, but a set of cheap but effective armor contributed by the commissioning team members could help out there. Or it could be a deadly carpenter/chiv template. Never know! :)

And let's face it, who doesn't want to have their own tombstone planted in a lot in their yard? Or the tombstone of that loudmouth jerk planted in their yard? Hehehe

#18
Chefb0yrg

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if you could turn every body into a tombstone, uo would be flooded with tombstones...

#19
Maeglid

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if you could turn every body into a tombstone, uo would be flooded with tombstones...


1) Player bodies only
2) named tombstones ony (no T of the damned)
3) Initially flooded yes, but would even out.
4) Still pretty dangerous for a carpenter to do if the mobs are still around. Would need the player base to shield him/her while working.
5) Perhaps require permission like the rezzing does? That way the tombstoneee would have to be there, so no random 'hey a dead body lets make a tombstone!'
6) No mobs ever.

#20
Robert Falcon

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First let me say, you have just made two Role-playing crafters very happy after reading this! *HUGS* This is awsome!!!! and smart!

You should be made crafting god of UO!

This is better then my wagon idea!

UO are you hearing this????? Were saying please!!!!!:)





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