Treasure Hunting Update

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Evil
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Re: Treasure Hunting Update

Post by Evil »

Has anyone started a list of all the new stuff you can find in chests?
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Sethra Lavode
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Re: Treasure Hunting Update

Post by Sethra Lavode »

I am so very glad I saved so many TMaps! This is great and much appreciated. I have noticed that there is one single gold coin in every single chest: just seems odd. Awesome stuff - thank you!
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Yoda
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Re: Treasure Hunting Update

Post by Yoda »

great update I know me drakis sethra and pheobe were out in force for sure

from the perspective of Pheobe and I great job on the update, the gold alone was a big kick
neat items, love the boost carto and lockpicking gear.

Had my first diabolical experience, same guardians as a lvl6 it seemed but wow nice gold.

if I had to be critical, and its tough to be with an update such as this because its awesome. Felucca chests need to have something extra, since doing them involves the hike, there should be an incentive..

having said that i have always done lvl6 felucca maps anyway even before this update and today was no exception.
heyyo
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Re: Treasure Hunting Update

Post by heyyo »

What's the drop rate on the upgraded maps? I did 10 level 6 maps spread out in tram and fel and didn't get one.

*also got a soulstone shard from the level 6 maps. I don't know what it is.
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+Requiem
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Re: Treasure Hunting Update

Post by +Requiem »

Yoda,

The guardians for level 7 are approximately paragon strength, and the level 8's are approximately 30% tougher than paragons. We used the same monsters to push out the content quicker, rather than designing new creatures. They may come at a later time.

Felucca chests *do* have something special. They are the only ones you can receive level 7 and 8 maps from. Oringally we had planned on making them more special, but it didn't make it into this iteration. This is possible in a future update.

Heyyo,

You won't find a level 7 map in a level 6 chest in trammel. So 0% for trammel. Its otherwise pretty rare in felucca. We don't want the level 7 and 8 special items too common, so they keep some value, and desireability over time, as well as interest in treasure hunting in general.

There are 3 types of soulstone shards, in 3 different colors. They are just new deco items.
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Yoda
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Re: Treasure Hunting Update

Post by Yoda »

ah well I have been lucky then to have done 2 diabolical maps.. no infernal at the present time
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Re: Treasure Hunting Update

Post by Pariah »

[quote="Sethra Lavode"]I am so very glad I saved so many TMaps! This is great and much appreciated. I have noticed that there is one single gold coin in every single chest: just seems odd. Awesome stuff - thank you![quote]

I keep trying to out the single gold coin in my gem pouch. Perhaps it''s time to get my eyes checked...
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Re: Treasure Hunting Update

Post by Pariah »

After further review, still love the updates. However, I do agree on the skill raising issue. We need a better outlet for raising skill. I have tmaps now (level 6) that i could do before the changes, but now I can't I traveled around to prisoner camps for a while hoping for one I could raise skill on but no such luck (all were recently opened). As a result, my only chance is level 5 tmaps. Well, with everyone holding on to tmaps now, that isn't really an option either outside of those I can collect myself. Some suggestions:

Revert Level 6s to 100 minimum skill. They can be tough to open, but I don't think those of us who could do something before the update should now have that taken away. Make it harder sure.
Make Prisoner Camps reset more frequently similar to lowering the timer on treasure chest decays
Provide some heretofore undiscovered method for raising lockpicking.

Feel free to ignore all of them!
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+Requiem
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Re: Treasure Hunting Update

Post by +Requiem »

Pariah,

While normally I would agree with you about being able to do something before, and not being able to do it now, I strongly feel there was no logical reason to be able to unlock both level 5 and 6 chests at 100 skill. I could have lowered level 5's difficulty, but that would have made it even harder to raise your skill to do the level 6's. (Assuming you used maps and not prisoner chests).

We added in +lock picking gear for just this reason. To help compensate for the new difficulties of opening the chests. I also wanted to make getting to 120 more meaningful. As it is, you can reach level 8 chests without ever using a piece of the +lock picking gear. (We almost made it so you needed to use the gear to even try to open the chest, but decided against it).

Another option we talked about, was making it so that if you failed, you couldn't open the chest at all (basically you would have wasted that map). It was also decided to be a bad idea. I wanted to keep it fun, and interesting. Something that you had to work for, in order to succeed. The thrill of finally opening that chest, to me, is exciting.

I thought about leaving level 6 chests at 100 to open as well, but that would just mean getting the skill to open level 7's and 8's would be that much harder too (again assuming you use maps for skill gain and not prisoner camps). You gain more skill, quicker in the fashion we have it set up now in. I also took into account how common level 5's are, as compared to level 6's, and added more ways to obtain a level 6 map. We didn't remove the paragon artifacts from level 6's, though perhaps we should have, or made the artifacts rarer to obtain, since the maps are more common now.

The progression just makes more sense now than it did before, and I have no plans on reverting it. If you feel the need for, or just want quicker skill gains, every new character starts off with a free +60 skill ball. You can also purchase a +20, +50, or +120 skill ball from the donation room.

So, I guess maybe the +lock picking gear could be considered undiscovered (if you didn't know about it when you wrote this).
I don't think the prisoner camps need to be tweaked at all. I don't think I've ever come across one in felucca that was opened, so no need to up the spawn rate(s) when they all aren't even being used. (I know, you can't recall to the ones in felucca... doesn't make them useless though).
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+Requiem
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Re: Treasure Hunting Update

Post by +Requiem »

With all due respect, I don't feel that the tactic of picking a lock multiple times before it unlocked should be labeled a bug/exploit and I'm surprised that it was even considered attention-worthy.
Can you explain to me, in a logical manner, (not because - its old, and works everywhere), why you should be able to use a single set of tools, to attempt to pick a lock multiple times, before you succeed/fail the first time? For that matter, how or why could you logically use more than one set of tools to pick a lock multiple times, before you succeed or fail the first time?
Not that I'm complaining, but a one-stop shop making 0-95 lockpicking just going through the motions with a well-known script was purposely put into the game. Those are the *easy* gains and yet they were trivialized even further.
Do you feel this makes it too easy? Are you suggesting we remove it, so 0-95 isn't "trivial"?
LP was already accepted by most players as the most difficult skill to raise - are made exponentially more difficult?
+skill lock picking and cartography was added to make things easier, if people take the time to find some. There are 4 pieces of up to +5 intensity (although we made it limited uses), so with a little work, you can obtain 120 without ever using a power scroll.
I can't imagine there will be more than a small handful (like, baby-sized hands) of players willing to put in the months it will take to raise LP from 95 to 120 under this ruleset.
If people don't want to put in the effort, why should they be rewarded for being lazy, or otherwise not putting in the effort?
Moreover, this method of raising the skill has been used for a very long time and was common practice anywhere I played UO prior to Excelsior.
Just because it is commonplace, doesn't make it right.
I'd point out that there are other tasks that benefit from similar Razor manipulations (nevermind EUO, which can automate and speed up anything) like stripmining - using multiple shovels out of one's backpack to mine faster than one could mine with a single shovel.
I had thought this was fixed long before Mondain's legacy, but we will look into correcting this on all tools in the near future. Thank you for bringing it to our attention.
All that said about lockpicking, I admire the long-term effort you put into enhancing treasure maps for players' enjoyment. No doubt it's going to result in a lot more, and a lot happier, t-map hunters no matter what. :]
Thanks :) Hope you are enjoying it.
Opopanax
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Re: Treasure Hunting Update

Post by Opopanax »

This update sounds amazing :)

I'm looking forward to doing a few maps when I get a chance to play!! I've always loved treasure hunting and this update is definitely a reason to get excited about it again.

I know people are talking about lockpicking being a hard skill to raise, but there has to be something difficult about it to make the rewards worthwhile, if it's just all handed to you the enjoyment and longevity of such an activity and update will be pretty short lived. I think there is every reason to make part of it difficult.

I don't have 120 lockpicking either by the way ;)

Great job staff!!
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Yoda
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Re: Treasure Hunting Update

Post by Yoda »

and in a pinch you could barter for lockpicking and cartography elixiers.. or hunt them yourself from citadel.. and requiem is totally right about the felucca maps.. it was more running (broken up by the odd champs) although I had a runebook of the trammel prisoner camps I did far more felucca.
Unbeliever
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Re: Treasure Hunting Update

Post by Unbeliever »

Thank you, +Requiem, for inviting friendly debate on the lockpicking subject. I'll apologize in advance - I'm very wordy and I can't help it. Lifelong problem of mine.

[quote="+Requiem"]Can you explain to me, in a logical manner, (not because - its old, and works everywhere), why you should be able to use a single set of tools, to attempt to pick a lock multiple times, before you succeed/fail the first time? For that matter, how or why could you logically use more than one set of tools to pick a lock multiple times, before you succeed or fail the first time?[/quote]

My answer to this is two-part. I've never been a staff member on any UO server and I don't guess I ever will be but from my player's perspective, logically it seems to me that (with the exception of game-breaking bugs/exploits/OP goods/etc) the first question asked regarding any change would be "Does it improve the players' game experience?". If the point of a free server, and of your revamp of tmaps itself, isn't about helping people have a better time, then I'm truly confused. I have some perspective on raising lockpicking. I raised it at the Haven Thieves Guild to 95 and proceeded to hit the Trammel Prisoner camp chests after that. Using the multiple-attempt method, at first it kept moving along at a decent pace but then slowed down to the point where I'd make several runs a day and get perhaps .5 to .8 skill gain. There was always competition for the chests and I was never able to hit them all nor gain off the ones I did hit. I believe I'd been at it for around three weeks and hit 112.3 when I decided to shelve it for a while. I found it very boring - *I*, who run around just looking at houses and landscape half the time - and skill above GM was useless at the time anyway. Before the Treasure Hunting update, it was already far and away the most time-consuming skill to raise. I'd judge that the very existence of the update alone would increase the competition for the Prisoner Camp chests fourfold, making it an unbelievable bear to raise post-update even under the original ruleset. I really can't imagine the length of time it would take to hit 120 even from where I am now 1 pick at a time. Now I'm not the Mouth of Excelsior but I'd say I'm close to an average player - middle aged guy, full time job with OT, wife and kids, steal time when I can to play UO so I can just not think about anything and forget about life's stress and worries for a while. More grueling labor I am not interested in. I don't have the desire for it nor the free time even if I did desire it. I believe that whoever created the original skill gain rules here understood that. Yes, skill gain is (mostly) easy here and has been for a long time. And I'd venture to say Excelsior has prospered because of it. No one wants to login and go to work, that's what production UO was about and it was NOT fun, not a bit. The only reason people put up with it was because UO was the only act in town and the only reason OSI made it so hard is because they were a business. It was their job to drag it out and keep people paying month after month. When they got competition in MMORPG later on, they gave away the farm to keep/attract customers. I would have (somewhat reluctantly) gone back to raising my lockpicking under the old system post-update. I feel that it is oppressively and, in the context of the general difficulty of almost anything else on Excelsior, unreasonably difficult now. There will be the knee-jerk "Good, it should be difficult!" responses, of course, but I seriously doubt that over time anyone will feel that their gaming experience has been improved by not being able to raise lockpicking skill through conventional means in anywhere near a reasonable amount of time. Picking locks day in, day out, for weeks or months instead of doing whatever one considers fun... idk.

I said this was a two-part answer. The second part is that logic never has had much of anything to do with the mechanics of Ultima Online, even if you suspend disbelief for magic. I don't want to come across as rude but I feel like this doesn't even really bear talking about, so I hope it's not really your primary motivation for changing LP. It's not logical that we can enlarge and reduce a full-size sailing vessel into and out of our backpacks at will. It's not logical that we can carry over 5000 lbs even before BOH and such. It's not logical that we can smelt ore on the spot or smelt 10,000+ ore in a single stroke anywhere. We aren't living blast furnaces. It's not logical that we can cut 60,000 pieces of cloth into bandages with one stroke of a pair of scissors. There is no end to the illogical things we can do in this game that have nothing to do with magic, and therefore no end to the tedium that could be inflicted upon players in the name of logic. Personally I think doing that runs contrary to the point of a free server though, and is at the same time exactly the reason these things ARE illogical. Because someone understood that people don't login to a game to be bored out of their gourds. Players care about logic sometimes. When it has to do with a logical order of progression, for example. Mongbats don't give as much gold as dragons, and dragons not as much as balrons. It's harder to raise a skill from 110 to 120 than it was to raise it from 40 to 50. That's just a basic linear progression without which the game world would make no sense at all. But when it comes to whether or not they're going to have to spend the free time they have dredging through boredom instead of playing the game, players like a tidy illogical time-saver. That's why we have Commodity Deeds, why we can cut 60k stacks of bandies and smelt 60k stacks of ore and all kinds of other things that I won't bother listing.

[quote]Do you feel this makes it too easy? Are you suggesting we remove it, so 0-95 isn't "trivial"?[/quote]

I wasn't complaining about it and I don't recall ever seeing anyone else complain about it so even though I actually DO think it makes it too easy, I wouldn't suggest that my sole opinion is grounds for removal. I brought it up to point out the inconsistency of making the easiest part insanely easier still and then the hardest part insanely harder.

[quote]+skill lock picking and cartography was added to make things easier, if people take the time to find some. There are 4 pieces of up to +5 intensity (although we made it limited uses), so with a little work, you can obtain 120 without ever using a power scroll.[/quote]

I guessed that the gear was made to fill in for what's now bound to be skill gaps in players LP but I feel it might work out a little differently than you had planned. My guess (and if I'm wrong, let me know) is that most players who can cut down big paragon spawns already have 120 lockpicking and therefore, don't need the gear. Meanwhile players who are more reliant on the resist and stat bonuses that their normal gear provides will find themselves sorely put out trading it off for +LP gear. For example: I could survive an encounter with a Blaze elemental in my normal gear but I could not decked out in +mining gear. I feel that what you said you steered away from in your response to Pariah would have been a better idea: making the highest level chests absolutely require bonus LP gear, so that even veterans might have to shuffle around their gear or face a real challenge. As it stands now, I believe the vets can more or less stomp through these, brand new players have the benefit of foreknowledge and will undoubtedly use their skillballs on LP to hit 120, and anyone new to mid-range who has used their skillball but not already 120'd LP has got it raw.

[quote]If people don't want to put in the effort, why should they be rewarded for being lazy, or otherwise not putting in the effort[/quote]

Though I'd call some things lazy ("Can I haz PS?" and "Can u tell me the quickest and best way to do everything step by step?"), I wouldn't call not wanting to mess with raising LP now lazy at all. But that's subjective and I've already spoken about my opinion on the skill gain.

[quote]Just because it is commonplace, doesn't make it right.[/quote]

No.. but I'd suggest that because it has been this way on Excelsior for many years now and the game hasn't been broken (or even significantly affected in any way) by it that it probably doesn't need "fixing". It suddenly came to someone's attention and they didn't like it - but it makes a dull part of the game a little bit easier, and therefore more enjoyable, for players and it hasn't ever hurt anything.

[quote]I had thought this was fixed long before Mondain's legacy, but we will look into correcting this on all tools in the near future. Thank you for bringing it to our attention.[/quote]

I addressed this in the very beginning, saying there is no end to the tedium that can be inflicted upon players in the name of logic. I hope that's no one's goal and you don't actually intend to nerf all crafting and resource gathering shortcuts. I've been recording my journal logs for roughly a year now and I can provide tons of discussion regarding what players already feel is the worthlessness of mining, gathering cloth, et cetera. In fact, there was another discussion taking place about it in global chat as I was writing this post. Even with being able to stripmine, players realize that it is by far not the most profitable venture. Some people will do it anyway because they find it relaxing and are content with modest profits. But it won't take an oracle to say what will happen if you intend to force players to mine one dig at a time or spin one wheel at a time. At the absolute least, no one will bother.
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apocalypse
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Re: Treasure Hunting Update

Post by apocalypse »

I was just wondering if you tweaked the drop rate for ingenious maps in devious treasure chests?
They were dropping before, not every time, but now I have done about 25 maps and haven't had 1 drop.

If not then I guess maybe its a bug?

If so, then maybe could you bring them back? :P Even at a lower drop rate than before would be nice, having them lead to ingenious maps was awesome. Out of 80 or so regular devious maps I maybe got 10 or so ingenious maps. Which I thought was a balanced ratio, considering the time I put into completing the devious maps.

Either way it's been a lot of fun doing maps, thanks again for the new update!!
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Yoda
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Re: Treasure Hunting Update

Post by Yoda »

ok I read the long post responding to requiem's change and I have to say it

very long and very off point..

the new maps drop +lockpicking gear with the skill level needed there are players like me who absolutely won't need it unless opening a level 8 chest etc.. and since we are into perfection would only keep the +5 stuff anyway.. so guess what that means player vendors will sell +3 and likely even +5 lockpicking gear pieces... so in theory a player such as yourself who feels all slighted by the new changes could buy some of this gear and fix their issue instantly.. the gains achieved from wearing JUST ENOUGH lockpicking gear to open the enhanced chest will allow you to gradually wear less of it and be able to then open them naturally and gain again.. just like training ninjitsu with a hanzo's bow

at which point you would be free to resell the lockpicking pieces if you so chose...

as well lockpicking elixiers are readily available on player vendors or looting them from the citadel elixier chest


3 benefits
1. a market for lockpicking gear opens up
2. a market for lockpicking elixiers widens (which instantly gain the skill 0.8-1.2 depending on strength) opens up
3. both of these things help an already ailing economy.

plus as he mentioned only the trammel chests (prisoner camp) are so heavily competed.. felucca prisoner camp chests are all over and rarely touched. I used them quite often boosting my lockpicking. As well this "repeated tool method" I never used it because I didn't think such a thing would work.. and got to 120 without it when the player base was much larger.
I think your complaint is vastly overblown and Requiem did a heck of a job balancing the new content.

sometimes staff has to tweak things. I shudder to think about the level of posts like this that will come up when they address the breedables/pet system and fix the myriad of balance issues there.

Yoda
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