DesignerD - carpentry is about to get looms and spinning wheels and abunch
of other stuff makeable
Payool - anything planned for bards?
DesignerD - Well, if UI can talk Stormwind into the embedded MIDI sequencer...
Stormwind - You know what I'd like to see: weighting of skills in relation
to one another, such that magery would count much more towards the skill cap than
tasting for instance
* DesignerD has wanted that for a really long time now
DesignerD - Actually, the thing I favor is skills in relation to each other.
Magery counts a lot more towards the skill cap if combined with swordsmanship.
But not if combined with say, alchemy
Stormwind - Writing music in the game would be cool...
DesignerD - the problem is building a table of 45x45 values:)
Stormwind - I like that too
DesignerD - Would you believe I raised it today as an idea and they started
worrying about copyright issues?:P
FrostB - Stormwind, I agree with that. Skills perhaps should develop a relationship
also...magery,alchemy,resist ,inscribe all work more for each other...but throw
archery in the mix..and you start to lose out.
Stormwind - A little complex for the casual player, tho
DesignerD - With the new gump stuff, J, I bet we could make a decent interface
for it
DesignerD - Painting is still on my list too
DesignerD - Of course, then we get the problem of all the sicko drawings
people will make. :P
Payool - can I throw in a question here?
Payool - there's a lot of really succesful vendors out there, that are an
integral part of the world
Payool - but with the item limits
Payool - things like reagents are almost impossible to sell
Payool - I know one person who has to restock 4-5 times a day
Payool - is there any chance of allowing stackables in vendors?
Payool - so you don't have to make little bunches of 5-10 reags
FrostB - if a building vanishes, and the vendors are still there, will a
GM remove them?
DesignerD - You can't use stackables in vendors? *boggle*
Payool - heh
* DesignerD hates to look so out of touch... :P
Payool - I mean, you can't buy 10 reags out of a pile of 100, like in the
NPC stores
Payool - you can only buy the whole pile
DesignerD - Ah
Stormwind - I thought vendors were supposed to go byebye if their house
goes byebye. Wait, I wrote that.
DesignerD - Yes, i see what you mean
Kirandria - the old vendors dont, only the new ones
FrostB - Yes, I thought they were too. Will a GM remove vendors that are
not attached to a dwelling? :)
DesignerD - Jason, should be possible to pop up a text entry window for
the quantity when buying a stack, yes? I don't know what function vendor buy flows
thru though
Stormwind - I could probably make old vendor attachment to buildings automatic
pretty easily... Would mean disappearing old vendors, tho
DesignerD - Yeah, we should do that anyway, on general principle, Stormwind.
:P
Firethorn - I have a question about harassment...
DesignerD - hates tracing BugKiller's code...
Stormwind - Many things we should do on general principle are shot down
because of unpopularity with players
Firethorn - Just HOW are you guys going to deal with harassment?
Stormwind - ... and he hates tracing your code. :-)
DenDragon - like what?
DesignerD - Looks like we can trap the stackables purchasing in vended.wxx
in the trigger message("purchase") Jason...
DesignerD - Like what?
DesignerD - Oh, how about...
DenDragon - Uh, popularity vs. principle :)
Stormwind - Nope, I'll automate them going away if allowed
DesignerD - lower skills cap, greater stamina costs, recall changes, death
penalties...
DenDragon - OK, just curious ;)
Stormwind - Increase game balance and long term fun vs. keep imbalance and
short term fun
DesignerD - I don't thin kmy code is THAT bad... :P Not the newer stuff
anyway
DesignerD - His erratic spacing and line breaks and commenting drive me
bats
Payool - Guys, what's up with seer applications?
DesignerD - Not a clue.
Stormwind - Who handles that stuff DD?
FrostB - I understand your troubles. I don't think you would get a lot of
frantic players by doing that though. Plus you would reduce LAG. :)
Stormwind - Seer stuff I mean
DesignerD - To quote what I said in the chat on Sunday, I don't know how
they are picked, I don't know when they are picked, I don't know why they are
picked, I don't know by whom they are picked...
DesignerD - I found out about the apps from the Vault :P
FrostB - wow...you not in the know on that eh? :)
DesignerD - Nope
FrostB - Good thing.
Kirandria - *hopes they start doing something about harrasment*
DesignerD - They started doing something about harassment already
DesignerD - the order is out to crack down, and they have been for the last
few days
DesignerD - But it being a public statement, they are of course dithering
over how to SAY they are doing so
* Kirandria nods
DesignerD - I intended to push them to prelease a statement today, but I
was in the seminar all day
Payool - do you keep logs of what characters say in the game?
* DesignerD laughs long and hard
DesignerD - Payool, do you even want to take a wild guess as to how much
data that is? :)
Payool - one thing that keeps coming up is with harassment in GM off-hours
though
Payool - or when it takes too long for a GM to respond
DesignerD - Yeah, we know that is a big issue
DesignerD - There are things we can do about tracking better even for off
hours stuff
DesignerD - But if I discuss them with you, I'll get in trouble :P
* Kirandria nods
DenDragon - Alright, what are your plans for combat-balance?
DenDragon - (between Archery, magery and melee, that is)
DesignerD - First off, we've got the revision of weapon damages almost done.
That "un-nerfs" the weapons
DesignerD - we're pretty happy about the balance between archery and magery,
got a bit of rock/paper/scissors going there
DesignerD - Wrestling however, is still the forgotten stepchild crying in
the basement
DesignerD - don't look for too many changes there just yet
DesignerD - but we think the new weapons damages will be good. Fencing is
now VERY viable
DesignerD - with a fast one hand fencing weapon, you can potentially do
more damage than ANYTHING
DesignerD - of course, against a heavily armored opponent, you may not get
thru
DesignerD - Anyway, expect those next update.
DenDragon - So you're going to release the new damages before thinking of
any changes to Archery/Magery, right?
DesignerD - we actually had it ready to go in this update, but felt it needed
extensive testing
DesignerD - correct
DenDragon - Alright, goodie
DenDragon - Next update?
DesignerD - Next update is the rep updatate
Kirandria - oh, talking about weapons. Do exceptionally crafted ones do
more damage at all?
DesignerD - we're trying to slow down the update pace to get better testing
and more useful stuff in them
DenDragon - Are you going to release the new weapon scale on TC first?
DesignerD - Yes, always on TC first :)
DenDragon - (obvious question :)
DesignerD - Yes, exceptional affects weapon durability, AR, and damage
DenDragon - OK, what are the chances of implementing new stat-related variables
in combat (like making DEX more important)?
DesignerD - Well, I am personally not sure why people don't think dex is
important :P
DesignerD - weapon attack speed is a HUGE factor right now
DenDragon - Well, in PvP combat, it really isn't
DenDragon - Even in PvMonster combat
DesignerD - PvP combat meaning, vs archery or magic :P
DenDragon - Well, STR has HP and INT has Mana
DesignerD - That's true
DenDragon - those are the two most important stats
DenDragon - DEX's bonuses are nice, but people don't like it because it
takes away from the 2 most important attr.
Payool - have it add to your chance of hitting?
DesignerD - it already does, I believe :)
DenDragon - I think a dodge factor would work out when figuring ranged attacks
DesignerD - Lemme dig thru the combat code a sec.
DenDragon - could help DEX and solve some of Ranged weapon's over-balancing
factors...
DesignerD - OK, peeking at the combat code, maybe we can make dex count
more in blows
DenDragon - Any chance of a dodge capability ?
DesignerD - The answer to the last one was, we will look into making dex
count more in combat
DesignerD - (and then get yelled at for only making cobat fixes) :)
FrostB - that's the way of it.
DesignerD - Next?
DenDragon - OK, DD top 3 things you plan on doing for the Recall/Gate situation.
:)
DesignerD - Current plan is not to do anything. But beyond that, my preferred
plan is to do mana based on distance
DenDragon - (Feel free to jump in too Stormwind ;)
Stormwind - Different plans I've heard:
Stormwind - Mana and/or reagent costs increase for distance or type of location
Stormwind - One use recall runes
Stormwind - Umm
Stormwind - # of charges in a recall rune
Stormwind - multiple locations on one rune, but I don't like that one
DenDragon - What about making runes stackable, and include a text menu that'd
pop up when you d-clicked on the stack?
DesignerD - It'd actually be easier to do multiple locs per rune than that,
I bet :P
Stormwind - My favorite is the increase in cost for distance and type of
location
FrostB - I had a quick question..are the new vendor changes going to result
in key that are not on a keyring having a price?
Stormwind - I like the 1 location = 1 rune thing... Means you need to carry
more to have access to more locations
DesignerD - Yes
DesignerD - In fact, you can open a keyring in a vendor and take the keys
:P
Kirandria - hmm, will they have a price as soon as the patch is done?
Kirandria - so like the first people who get on after the patch can like
rule the land? :P
DesignerD - I believe the way the new vendor code works, first time you
look at an item in the vendor, it updates it to the new method of pricing
DesignerD - No. Everyone has had warning, they should move their stuff out
of vendors :P
DesignerD - It DOES say this on the Update Center, if you go look :) Hopefully
not everyone ignored it
DesignerD - next q?
Kirandria - Currently potions do not tell you if they are lesser, normal,
or
Kirandria - greater. This makes it difficult for Alchemists to sell potions
and
Kirandria - impossible to tell them apart unless you use it. Would it be
possible
Kirandria - to make potions tell you what type they are when you clicked
on them?
Kirandria - ie:
Kirandria - a lesser yellow potion, a yellow potion, a greater yellow potion
Kirandria - that would also help with the different levels of poison since
there will be 5
DesignerD - Yes, it would be possible.
Kirandria - any time soon? ;)
Stormwind - Good idea, I like it. We'll see if we can. Yikes, I didn't even
know UO had different potion strengths.
DesignerD - BugKiller added it. Except for the poison, EvilJohn did that
* DesignerD once again tries to trace BugKiller's code to
figure out the alchemy stuff for potion names...
Kirandria - also, on potions
Kirandria - when you sell a greater in the shop
Kirandria - it sells for the same as a lesser or normal one
Kirandria - kinda weird when a lesser explosion takes a minimum of 3 ash
to make and a greater takes 10 yet they cost the same to sell :)
Stormwind - We can make them have different amounts of magic resource, that
will change their value
* Kirandria nods
Stormwind - Can we move on while we look at alchemy?
FrostB - I have another quick question....
FrostB - any chance of extending the life of 8th circle summoned creatures?
Also..polymorph?
DesignerD - I think a simple lookAtText with potions[0] in fillBottle()
would do the naming thing, am I right?
DesignerD - I am looking into ways to play monster races instead, how's
that? :)
DesignerD - that seems to be the intended purpose behind longer poly times...
FrostB - that would be nice. But summoning still has a problem. Well, extended
polymorph would allow some covert missions..a lot of players will ignore a chicken
by the side of a road. :)
FrostB - I use all my mana to bring forth this mighty creature that vanishes
before I can do anything with it. :)
DesignerD - Whoops, I meant potions[1]
Kirandria - that would make a LOT of alchemists happy :)
FrostB - extended polymorph would have a useful function. And summoned creatures
would be more useful if they had extended durations.
Kirandria - you mean summoned daemons, no one really uses the rest except
to spar or to get resist
DenDragon - Being able to change your name would also increase P-morph's
value.
DenDragon - (changing name upon casting, of course :)
DesignerD - msg stormwind er, in alchemy,wxx
Payool - there's a good question... could elementals have some advantage
over daemons?
Payool - like longer duration, etc
DesignerD - They could, sure :)
DenDragon - Possibly combine the Elemental spells into one spell (menu-based)
and allow for one-three elems to be summoned per casting (depend. on skill)...
DesignerD - Den, that's a very popular suggestion, actually
DenDragon - that would allow for a few more useful 8th Circles and increase
Elem-Summs. :)
DesignerD - OK, potions will have proper names now.
Stormwind - I also think fewer people would be mages if they couldn't use
weapons or armor as well as they can now. That is probably related to too high
of a stat cap, tho.
DenDragon - not nec. too high a stat cap--no incentive to use related skill
groups
DesignerD - Alternatively, a table of dependencies between skills would
help
DesignerD - say, give enhanced combat to warriors who learn anatomy and
armslore, give enhanced magery to mages who study animal lore or whatever, etc
DenDragon - Could have armor influence chance of disruption, among other
things.
DenDragon - You could also bring NPC guilds into play in that regards
DenDragon - You could group skills by the classic Ultima professions...
Stormwind - Was that Wyrd that came up with the skill matrix idea? I remember
something about a matrix between skill groups as a way to make it simpler.
DenDragon - Tinkers, Mages, Paladins, etc.
DesignerD - and I thought, what if when you hit 90 skill, you had to find
a teacher to removed your "barrier" from advancing further, and certified you
as the next stage up
DesignerD - skill matrix, skill group matrix, same thing, just one gives
finer control
DenDragon - DD, that could help with atrophy due to a skill cap as well,
if players had a choice whether or not they wanted to bypass certain levels for
certain skills.
Kirandria - good point :)
DenDragon - That'd give them an indirect ability to choose how they'd like
to develop.
DesignerD - Well, early on, I wanted to use the method of spending "practices"
which were hard to earn, to get basic ability in a skill. But the lead designer
then overrode me
DenDragon - Well, I'd say go with the traditional 8 guilds and group skills
according to them.
DenDragon - DD, as long as you mak it as "non-artificial" as possible, it'd
be cool. :)
Kirandria - I've had a lot of this sort of question
Kirandria - lots of people are a bit upset about the new rep system
Kirandria - and how it affects a lot of spells
Kirandria - like Blade Spirits, Energy vortex, fire fields etc
Kirandria - how they can be abused by others
Kirandria - but if you want to use it to say kill monsters
Kirandria - a person can still run though it or whatever
Kirandria - just to be able to kill you
* DesignerD nods
Kirandria - they were wondering if it would be possible to give the make
a bit more control
Kirandria - over the spells
Kirandria - like being able to cancel them somehow
DesignerD - Like, make the things pets?
Kirandria - that would work
Kirandria - that way you could release it
Kirandria - as it is there are a # of spells you have to be really careful
with
Kirandria - or cant even touch if your a "good guy"
Kirandria - ie: earthquake
DesignerD - Well, wall spells wouldn't be able to work that way of course
:P Not as pets, I mean
* Kirandria nods
Kirandria - spirits and vortexes could maybe get a limited pet control,
though not the more advanced commands as telling a vortex to follow would be gross
:)
DesignerD - Well,we can look at the spells, but I suspect that changing
them will be difficult, because it'd entail either radically altering how they
work, or removing what makes them special
* Kirandria nods
Kirandria - I suppose we'll see when the rep patch hits how everything falls
into place :)
Firethorn - Are there any plans to add any kind of awards or medals to the
game? Either guild given or
Firethorn - Lord British given (perhaps to go with the new reputation system).
What good is being a Knight
Firethorn - without showing off that Knight's Cross?
DenDragon - Honorary or rewarded titles would be nice too...
Stormwind - No plans I know of, but it would be cool
DesignerD - Actually, Stormwind, as a result of today's seminar... ;)
DesignerD - We are looking into adding both a "bio" button to your paperdoll,
and the bio could have on it a history that would include things like GM/counselor/seer
granted titles
DesignerD - as well as a big ol' editable history for your roleplay background
Kirandria - that would give the strategy button a new home ;)
DenDragon - Anyone else have anything thay'd like to bring up?
Kirandria - I do
DesignerD - I WILL make ships cooler, I promise.
DesignerD - I still like the idea of a script attached to tillermen that
occasionally creates sea serpents whilst the ship is sailing :)
Kirandria - how about having larger more expensive ships have bigger holds
:)
Kirandria - when you put in the fame part of it
Stormwind - That would be cool. Right now I think all containers have the
same fixed limit, but we could change that.
DesignerD - Did you put up that alchemy change, Jason?
Stormwind - checked in, need globals.wxx and alchemy.wxx
DesignerD - globals? why globals?
Stormwind - added a setLookAtText() function
DesignerD - heh, you programmers. Never do in one line what you can do by
adding a function. :)
Stormwind - not that reason
Stormwind - The function encapsulates one specific behavior... That way
if we ever change how that is implemented, we only have to change that one function
Stormwind - Rather than searching for hundreds of setObjVar()s
DesignerD - Instead, we have to search for hundreds of setObjVars to make
them use that function now ;)
Stormwind - Maybe think of it as a subset of the abilities of setObjVar()
DesignerD - does showNameAndTitle() use lookAtText? Or alternatively, is
there any way to change a name on a player?
DesignerD - No, actually, it will only change newly made ones
DesignerD - as you might guess from what function names we toss around,
what we did was make it so that when a potion is made, it sets an overloaded name
on the bottle
Stormwind - Not sure if player name lookup checked for lookAtText overriding
DesignerD - I'll check. I am intrigued by adding player families. :)
Stormwind - That would be neat
DesignerD - Official marriages, that sort of thing
DesignerD - that entails parsing the name, and allowing you to stick in
a last name in it
Kirandria - hmm, how will this patch affect say magic armor that people
have on their "storage vendor"?
Kirandria - that isnt priced
DesignerD - It will be free
DesignerD - "All existing not-for-sale items will be set to a price that
matches their appraised value."
* DesignerD just adds the alchemy fix to the update center
too
DesignerD - I guess I am going to reiterate the vendor stuff on the front
page then :)
* DesignerD just posted about vendor changes on the what's
new page...
Kirandria - so keys cant be kept on a vendor like before anymore?
FrostB - with a keyring
DesignerD - I didn't do any special case code for keys.
FrostB - but you said something about unlocking it right?
DesignerD - They act that way because keyrings are containers. :P
DesignerD - The keyrings act exactly like any other container, as described
by the other bits