Semi-Implemented Features

So going through the forums and during my game play I've found a lot of features that are implemented or advertised in patch which go in and then are either put in with parts missing, or implemented and then tested but not quiet right. Also a lack of information on how said features work.

I notice a lot of time is put into testing and polishing the PvP side of the game, but i believe that a well developed PvM/Crafting system is needed retain interest and keep a healthy player base.

So i thought perhaps we could get a constructive list going for the Shane & the devs of things we have noticed in game that need finishing/polishing. After watching the twitch stream last night i can see its pretty full on the issues they have to deal with answering all the pages and general running of the shard so smaller issues can be put on the backburner/forgotten about. I wouldn't want to be in their shoes!

Brewing: I realize there is another thread going now about brewing so i didn't want to hijack that one, but that is one of the examples, where it was advertised that it was going in the patch, but it doesn't work or no information is given about it.

Dye-able shields: i have been collecting the invulnerable kite shields for one of my parry chars because i was told that the shields were in but the the dye tubs to dye them haven't been implemented yet.

RDA: Yesterday completed an RDA and killed the final boss, only to have 900 gold and 3 glowing runes dropped... was a little disappointing but was told that people wont do these RDAs because of the loot, and that rares are suppose to be getting implemented.

120 Lumber-jacking: I'm told that rare woods are on the cards but not implemented yet?

Conquest/Titles: - Few people i have talked about were under the impression that title scrolls would be a rare drop off mobs, from chests, from events and that, but the only 2 titles i've seen are from the Event if you were online, and also the dedicated one (which i assume is from donating?).
Is anything going to be implemented where casual players(or people who are not in the US timezone for events) have a chance of getting titles, and when will the conquest achievements be implemented?

Champ Spawn Titles: I've completed every champ spawn on the server, and also a Harrower, and have only gotten recognition that i've completed one champ (Spite of Evil). I understand that some of the spawns on this shard have been customized so maybe this has effected them granting titles? Would be nice to have this feature back in to give people something to work towards.



If this thread gets enough interest ill update this list with items as they get address with a progress update or if they get completed. So regardless of how small your interest may be please add your items to this thread and ill add them on the list!

List to be updated:
  • Brewing ("Brewing is in but currently there is only one special ale to craft.")
  • Dye-able Shields ("Being adjusted")
  • RDA's ("Currently 50% chance for shard, 1% for rare loot, 180 Plat. Not all RDA's working to this tho")
  • 120 Lumber-jacking
  • Conquest/Titles ("System currently being worked on to give more functionality")
  • Champ spawn titles ("Harrower Title will override Champ titles. Only additional harrower kills will progress your 'Of Evil' Title")
  • Working AR/melee ranges ("Adam looking into")
  • Accurate flagging/criminal system ("Adjustments made and hopefully will be fixed")
 
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Kraden

Grandmaster
On osi you could dye those shields with just a normal dye tub. Pretty lame if they make u have to buy a special dye tub for that lol
 

Dewderonomy

Grandmaster
Some other things not fully implemented:

-Per the original FAQ from last year (which was edited in March of last year), stamina drain linked to character instead of mount. (Yes, it was in the actual FAQ - I remember because it was a selling point for me joining, along with the supposed "in beta for one year").

-Working AR/melee ranges.

-Accurate flagging/criminal system.

I'm sure there are many, many others.
 

Staff

Young Player Help
Alright, I am plugging away at this list. So far, I believe I've got the accurate flagging fixed (you mean the reflect stuff right?) and the dyable kite shields hehe. I can tweak RDA loot fairly easily I believe. Conquests/titles are on my to do list. The base system is there, we just need to add the conquests on the fly and add a bit more functionality to it. I'll make it a priority for this weekend.

Brewing is in but currently there is only one special ale to craft. I'll look at putting more in.

RDA bosses currently drop drop a hammer shard at 50%, 180 plat and 1% chance at a good rare. Do you have any suggestions to improve the loot? What do you think it should drop?

Regarding monster kill titles, it appears that the harrower title (spite of evil) overrides all of the other titles.
 
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Updated it.

I wanted to stay away from Mount stam loss, as that isn't really a polish or semi implemented feature. That would be a massive change to UOF, so its probably deserving of its own Thread/Discussion.

@Dewderonomy What did you mean by Working AR/melee ranges?
 

Lavos

Master
RDA loot is fine IMO, I think not enough rares have dropped yet for people to know it's worth it. I believe one person already got a japanese sword display rare, can't wait to see what else is in the loot table. Also not many are at the point where they can craft slayer armor yet.


"- Adding a new rare list for over-world mobs and spawn.
- New daily/weekly/monthly rares (expand upon current system greatly).
- Allow for randomized spawns."

Any word on this stuff?
 

halygon

Grandmaster
Can you elaborate on this for me?
AR doesn't appear to function properly in regards to its level. Running with 60+ AR should make you fairly untouchable by melee attacks, but it does no better than a 31ar barbed leather set. Archery seems to completely ignore armor altogether.
 

Dewderonomy

Grandmaster
Certainly. So AR here easily goes into the 60s with armor components that would barely breach 50 during UOR. Yet during UOR, that AR would actually seem to be noticeably different (and for the better) than UOF's much higher counterparts. I've taken a 1 damage hit and then immediately taken a 68 damage hit from the same exact weapon (I'm using GM war hammers in this example, by the way), which would imply that the AR afforded me by my dex-reducing gear didn't exactly kick in.

I understand the premise for AR: it checks to see what slot is hit, and then deducts 50%-100% of the AR provided by that piece of gear. It doesn't seem that way at all. It may be melee ranges, though; as an archer, I've hit a guy in full barbed for 1 damage and then for 37. So it could be AR being wonky, it could be wide melee ranges (we all know that melee ranges were screwed from the beginning of the server, and the "fixes" were very much duct taped on). Hell, it could be issues with both systems that are causing the issue.

The bottom line, I suppose, is that the correlation between melee and AR isn't adding up. It isn't intuitive and always feels "off", whether you're being hit or hitting someone.

As an example, I wore a ring/plate combo of fort/invuln back in UOR. I believe the suit was around 60-64 AR. I was never two-shotted in that suit - ever. By any weapon. I was in the RP community, where we had RoEs that banned looting, so I was fighting against invuln/vanq LJers about 50% of the time; everyone else was macers and mages. Never once two shotted.

I've been hit several times in a single fight that, if I hadn't healed before the next swing, I would have been deuced against a GM war hammer. I know it was a GM war hammer because it was during multiple sparring sessions with allies. Something is wrong.
 

Bromista

Grandmaster
Alright, I am plugging away at this list. So far, I believe I've got the accurate flagging fixed (you mean the reflect stuff right?) and the dyable kite shields hehe. I can tweak RDA loot fairly easily I believe. Conquests/titles are on my to do list. The base system is there, we just need to add the conquests on the fly and add a bit more functionality to it. I'll make it a priority for this weekend.

Brewing is in but currently there is only one special ale to craft. I'll look at putting more in.

RDA bosses currently drop drop a hammer shard at 50%, 180 plat and 1% chance at a good rare. Do you have any suggestions to improve the loot? What do you think it should drop?

Regarding monster kill titles, it appears that the harrower title (spite of evil) overrides all of the other titles.
A couple points on this:

Loot aside, some RDA's are just as easy as they used to be (e.g. the maddening horror) and some RDA's have been made nearly impossible (e.g. the lummox)...the added ancient wyrms, balrons, and tentacles of the harrower that are often all right on top of the gate entrance meaning that even a big group is going to have big struggles. The barrier to entry is just too high IMO.

And it would appear there's still a little bit of wonkiness regarding reflect according to a friend of mine (this did not happen to me):

My friend was criminal with reflect up, a blue casted on him and flagged to him, my friend killed the guy that flagged on him yet was still given a murder count. I feel like that isn't working particularly as intended.
 

Staff

Young Player Help
I haven't pushed and restarted for the reflect changes.

Regarding armor, here is what I found with some digging. Armor is indeed based off of single pieces determined by a roll:

Code:
                if (chance < 0.07)
                {
                    armorItem = defender.NeckArmor;
                }
                else if (chance < 0.14)
                {
                    armorItem = defender.HandArmor;
                }
                else if (chance < 0.28)
                {
                    armorItem = defender.ArmsArmor;
                }
                else if (chance < 0.42)
                {
                    armorItem = defender.HeadArmor;
                }
                else if (chance < 0.56)
                {
                    armorItem = defender.LegsArmor;
                }
                else
                {
                    armorItem = defender.ChestArmor;
                }

                var armor = armorItem as IWearableDurability;

                if (armor != null)
                {
                    damage = armor.OnHit(this, attacker, damage);
                }

So, it appears that the armor piece that is chosen determines the amount that is deducted from the total damage. It gets even better though:

Code:
            if (!attacker.Player)
            {
                halfAR = ArmorRatingScaled(attacker) / 1.5;
            }
            else
            {
                halfAR = ArmorRatingScaled(attacker) / 2.0;
            }
            // absorb between 0.5 and 1.0 of halfAR's value
            var absorbed = (int)(halfAR + (halfAR * Utility.RandomDouble()));

What this does is take the armor piece that is chosen and then divides it by 2 in pvp. The scalar itself is determined by some convoluted code. The last line speaks for itself.

So, my interpretation of the code is this: say your invul plate chest is hit (which I believe provides the highest AR). Your invul plate chest provides a base AR of 26. This is then given to the onhit function of the armor.

By the code, we see that our AR is instantly calculated to provide a base negation of 13 damage. In the worst case, the chest will negate 13 damage and in the best case, it will negate ~20 damage. There is a high probability that your chest piece is chosen when determining the damage negation (44%).

I wrote in some checks to see how much damage was being negated with a full invul plate set and an exceptional warhammer. I did not notice my negated damage ever go over 21, which is in line with what I stated above. So, it is entirely possible to have a wide variation in damage based off of how armor is calculated here. If your invul plate gorget is hit, you could negate only 1-3 damage. Combine this with a max hit, crushing blow from a war hammer and you are looking at a 50+ hit easily.

I would have to say that over approximately 20 minutes of testing, my average damage negated with full invul plate was 9-12 per hit.

If anyone can give me a detailed write up on how armor is supposed to work in this era, let me know and maybe we can work something out regarding armor.
 
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Dewderonomy

Grandmaster
This is what I recall to be true, which is why I'm thinking there might be something amiss with melee ranges.

When the server went live, it was taking people 5 minutes to kill ettins specifically because of damage. As a response, damage against mobs was increased by 1.5x and mob armor was evaluated. I don't know if anything else was adjusted during this period, but there were constantly (and still they show up) threads in suggestions about damages needing to be reviewed. The months that followed saw small tweaks to min/max damages, mainly because people were getting so many 1s and 2s. They seem less frequent now in comparison, that's easy to recognize, but the circumstances to get them seem like they should be rare if happening at all.

Again, though, I cite UOR where getting two-shotted simply wasn't something that happened with any regularity, and certainly not with GM weapons. Here it happens with such a frequency that scribe macers bank on getting two lucky shots to bring down their opponents.
 

Staff

Young Player Help
Interesting.

So your total AR doesn't seem to have any effect on damage reduction, its each individual piece. Noticed that it only takes a check again Neck/Arms/Hands/Chest/Legs... meaning that you get no damage reduction from using a Helm. Also equipping an Invul shield wont do anything (besides parry).

Also the last line.. Is that saying you'll absorb more damage if your Int is higher? So that would be why a mage in barbed takes about the same as a Warrior in plate?

Nah, the int is just a variable cast to convert from a double to an integer. Also, your helm is accounted for in the defender.headarmor assignment.
 
RDA bosses currently drop drop a hammer shard at 50%, 180 plat and 1% chance at a good rare. Do you have any suggestions to improve the loot? What do you think it should drop?

Regarding monster kill titles, it appears that the harrower title (spite of evil) overrides all of the other titles.

Regarding the RDA.. Is the platinum drop 100%? Did the Lummox RDA yesterday and it didn't drop any. After doing the Dark Father and its corpse was full of different loot, the Lummox boss literally had 4 items on him, 900gold and 3 glowing runes. Perhaps its just this boss which needs tweaking to be like the Dark Father?

Also the champ titles will get overridden by the Harrower title, however the Harrower title should scale based on how many of the champs you have killed. Based off http://www.uoguide.com/Champion_Title.
 

wreckognize

Grandmaster
Code:
            if (!attacker.Player)
            {
                halfAR = ArmorRatingScaled(attacker) / 1.5;
            }
            else
            {
                halfAR = ArmorRatingScaled(attacker) / 2.0;
            }
            // absorb between 0.5 and 1.0 of halfAR's value
            var absorbed = (int)(halfAR + (halfAR * Utility.RandomDouble()));

What this does is take the armor piece that is chosen and then divides it by 2 in pvp. The scalar itself is determined by some convoluted code. The last line speaks for itself.
.

well that explains why we see total AR amounting double of normal
 

Staff

Young Player Help
Regarding the RDA.. Is the platinum drop 100%? Did the Lummox RDA yesterday and it didn't drop any. After doing the Dark Father and its corpse was full of different loot, the Lummox boss literally had 4 items on him, 900gold and 3 glowing runes. Perhaps its just this boss which needs tweaking to be like the Dark Father?

Also the champ titles will get overridden by the Harrower title, however the Harrower title should scale based on how many of the champs you have killed. Based off http://www.uoguide.com/Champion_Title.

On UOF, it is scripted that only harrower kills will progress your harrower title.
 
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