The 'flow' of the wiki

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dieharder401
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The 'flow' of the wiki

Post by dieharder401 »

I've found that EVERYONE on the shard references the wiki. This shard is generally extremely helpful, but they don't typically answer questions that are on the wiki. With that being said, I feel like the wiki is very segregated into particular boxes. I hanv't gone through the entire thing, but I went through around half of it. At a glance this is what popped out to me as a new to the shard player who has forgotten much of the original UO (which I am told is a good thing heh).

And as much as I would love to jump on there and go trigger happy with the edits, there are two problems I have. One being lack of game knowledge, and secondly what is kosher by public opinion.

Example, like pet breeding doesn't seem to explicitly state what the limits are for various pets. Can all pets reach the same theoretical max through breeding? If they can't, then shouldn't there be some kind of list for at least the most popular pets?

And what about cross referencing topics. Now Taming, Ointments and Breeding are three separate subjects, granted. However, they are intimately connected. People want pets for killing / tanking things. In order to do that they need stats. So effectively Ontiments / breeding should almost be considered a sub-topic of taming in that regard. They should also cross reference each other since they are essentially alternatives to the same goal or counter parts to be used in tangent to the same goal.

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http://www.uoex.net/wiki/Taming_Difficulty_Table
http://www.uoex.net/wiki/Custom_tamables
This has some good information. But why not list the custom table side by side with it to condense nearly identical information down a bit and give easier comparison ..etc?

http://www.uoex.net/wiki/Taming_Skill_Guide
Under brushes it should have a mini table with items that can be made @ each minimum %. This helps give people an idea of what kind of uni they may need. Noting that lower % success rate gives better gains here would be beneficial as well.

http://www.uoex.net/wiki/Training_Room#Train_Stats
I've noticed at the bottom the pets section spends a lot of time about handling and using pets in general. I would think that would be another See Reference: Pet Handling type thing to help get to the 'meat' of the pet training details.

http://www.uoex.net/wiki/FAQ
Young player status doesn't mention losing/removing it via time or increasing skills beyond X point

Tithing Points
It doesn't mention the use of thithing points for cleric spells or how to check them without a chivalry book.

I feel like the fame/karma should be moved beside tithing, its all comes down to checking points / stats.. etc. Basically hidden info about your character.

Resisting spells could have a page reference to list the possible spells for raising that skill.

I havnt tested this, but from what I am told/hear, while gathering resource items you are occasionally presented with a bright object and a basic math problem..etc. However the page says you can train skills while afk. It should either note that you cannot afk train skills that gather items (even if you abandon the items) or explicitly say you can do so as long as you abandon / destroy said items.

FC/FCR cap
Extremely new players will have no idea what that even is. Also the protection enabled reference is a little vague. IMHO should also be moved closer to stat caps and any other caps should be included here as well, such as resis.


http://www.uoex.net/wiki/New_Player_Hub
Um ok just a random picture. Never even knew this place existed or have the slightest idea how to get there at the moment. Looks cooler than the other side of the pillow though.

http://www.uoex.net/wiki/Spells
A note or reference for magery keys would be useful here. Especially since its a subset for the new player section.

http://www.uoex.net/wiki/Champion_spawn ... _Locations
Pretty awesome section with excellent info overall. I might benefit from a table with respawn times since they tend to vary from champ to champ though.

http://www.uoex.net/wiki/Survival_Guide
That 'Survival Guide', especially for a new player reference, is by far, hands down, the biggest let down in all of the Wiki IMHO. Insurance and If I am stuck. This basically has almost nothing to do with survival. A survival guide should start by directing you to the new player donation room. Ideally this should be done with a discussion about portals and getting around first. Then the training room. Rat quest (and some earth elemental quest I heard a random reference to which apparently isnt on the wiki??). It should explain what type of armor or weapons are good. What stats can be on them and what they do / how to find them. Maybe a few dungeons after the noob dungeon in increasing hardness. Where regs are. How to make money. Possibly a reference to learning the basics about pets and taming. Which spells are effective. A little about healing/vet and bandages. A reference to the 3-4 major third party programs like steam, razor, easy and autoMap.

http://www.uoex.net/wiki/Luck
So I know everything about how to get luck, but basically almost no idea what it is / does.

http://www.uoex.net/wiki/Relayer
Relayer page is pretty top notch as well. Though a reference to a page with an example of a full relayer set with before/after and what it was made from / how could be beneficial I think. Also a backwards reference to leveled weapons (leveled weapons has one to relayers) would be useful. Granted backwards references would make the site more spider webbed than linear, but personally I find that to be useful / relevant

http://www.uoex.net/wiki/Virtues
Include a reference to this in the survival guide or something. The ability to rez yourself is highly valuable, especially for a new player that may die often.


Side Note: OMG power died on my laptop, power flicker (no battery in it). Chrome auto restored the tabs and saved the above in. So forever using chrome from now on WOOT.
Asmodean
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Re: The 'flow' of the wiki

Post by Asmodean »

You have some good points, but let me point out a different perspective.
And what about cross referencing topics. Now Taming, Ointments and Breeding are three separate subjects, granted.
That's why they are in the same category (related), but not the same thing.
http://www.uoex.net/wiki/Taming_Difficulty_Table
http://www.uoex.net/wiki/Custom_tamables
This has some good information. But why not list the custom table side by side with it to condense nearly identical information down a bit and give easier comparison ..etc?
It could be combined, but separating it makes it very easy to see whats special HERE vs normal UO. Granted, it could be separated on the page, but combined into a single page at the same time.
http://www.uoex.net/wiki/Taming_Skill_Guide
Under brushes it should have a mini table with items that can be made @ each minimum %. This helps give people an idea of what kind of uni they may need. Noting that lower % success rate gives better gains here would be beneficial as well.
Good thought! Some of the information you seek can be found here:
http://uoex.net/wiki/Skill_Guides#Animal_Taming

This could probably be appended into the other page for easy reference.
http://www.uoex.net/wiki/FAQ
Young player status doesn't mention losing/removing it via time or increasing skills beyond X point
Another good point, with information found elsewhere:
http://uoex.net/wiki/New_Players_Guide# ... yer_Status

I havnt tested this, but from what I am told/hear, while gathering resource items you are occasionally presented with a bright object and a basic math problem..etc. However the page says you can train skills while afk. It should either note that you cannot afk train skills that gather items (even if you abandon the items) or explicitly say you can do so as long as you abandon / destroy said items.
This comes from actually reading the RULES of the shard that you agree to by logging in.

4. Programs, macroing, exploiting:
a. Any kind of client or program is allowed to connect to this server, as long as it does not harm the integrity or performance of the server in any way.
b. Macroing allowed, even while you are away from keyboard, except for activities listed in rule 4.c. below.
c. When performing the following activities, you must not be away from keyboard: killing creatures, fishing, gathering ore/wood/leather/wool/plants, taming animals. ...
d. Exploiting the game in any way is prohibited and will be punished by a long term or permanent ban.

found at: http://uoex.net/codex
http://www.uoex.net/wiki/New_Player_Hub
Um ok just a random picture. Never even knew this place existed or have the slightest idea how to get there at the moment. Looks cooler than the other side of the pillow though.
Doesn't actually exist as a place anyone can get to currently. This page is also hidden on the main wiki link pages. You have to search to find it even. I think it was a work in progress that got abandoned, but since the page was an admins, it was never removed by the wiki scribes. (most likely a good idea).

I pretty much agree with your post, just wanted to share some different insight perhaps as to why things are the way they are. We have some wiki scribes, who hopefully take an interest in this, and will follow some of your suggestions.
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Wil
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Re: The 'flow' of the wiki

Post by Wil »

dieharder401 wrote:And as much as I would love to jump on there and go trigger happy with the edits, there are two problems I have. One being lack of game knowledge, and secondly what is kosher by public opinion.
Howdy,

There's a post buried in the forums somewhere about joining the wiki editing group. Start there. (Finding it is the first test. ;) )

Here are some good rules of thumb:

1. You will not be held to Wikipedia's standards. So don't sweat it.

2. If you're creating new content on a new page, you can do more or less what you want to do. You can get an idea of the few things you shouldn't do by reading some of the page histories to see what gets removed.

3. You can generally link from a page that touches on your topic back to your page by highlighting the relevant phrase and linking it. That doesn't generally bother anyone.

4. When updating or expanding on information in an existing page, try to respect what's already there. Add content, not style. Avoid re-organizing the page unless your version is not just better, but so much better even the original authors will surely agree. If that looks too hard or won't serve the need, don't be afraid to just start a new page. There's no law that says we can't have two wiki pages covering the same subject from different perspectives.

5. Studiously avoid multi-page reorgs. There are many external links to those pages which will be fouled. Your organization isn't better if it causes helpful forum posts found via google to dead-end at the wiki link. At a minimum, track down the prior authors (via the history tab) and discuss your ideas with them before you start.

Regards,
Wil
dieharder401
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Re: The 'flow' of the wiki

Post by dieharder401 »

I'll definitely look into the wiki scribe, I already made another post regarding it. In the short term, I'll leave my other thoughts here for consideration and so I don't forget them.

2.1 Stat Cap
The 125 str, 125 dex, 50 mana build should be mentioned here, along with any other common alternatives. (Natural dex combined with gear and stat scrolls for 220 instant healing)

http://www.uoex.net/wiki/New_Players_Guide
Client Assistants
UOSteam - There are many similarities and a handful of differences between Steam and Razor. Its single biggest noted feature is the auto looter.

TeamSpeak
A general VOIP / Voice chat program that is common to a variety of games, not just UO. (Are there reasons why the server address / password isn't listed here? bots??)

Further Weapons Training. You can actually go to 90.3 WITH the training dirk. It is the dirk which limits this, not the tree. A weak weapon on the tree will continue to see gains. An important note for new players. A player might see it go 90.1 and decide to leave it till it hits 100 or create confusion.

Between weapons training/rats and noob champ spawn should be a reference to means of acquiring gold and what spending priorities should be. Things like +5 or +10 worth of taming uni can be invaluable early on. This goes hand in hand with dungeons to hunt, what pets to acquire and armor / weapons are effective in these areas.

Since the noob champ spawn is under 21 days and Misty Vale is 21 - 120, Mistevale should be moved after noob champ. Also, what PS are capable of dropping in noob champ? Any? Limited?

Critical skills and abilities. (Ideally each of these should link directly to a quick skilling guide). (I have no knowledge of bushido / jinjitsu books and abilities at the moment)

Skills:
A weapon skill (archery is a good starting skill)
Parrying (Must have a shield equiped??)
Healing
Animal Taming (early on this will be your primary means of survival)
Animal Lore (A secondary requirement for animal taming / control)
Vet (healing for animals, a must have if you go for animal taming)
Peacemaking (Invaluable in taming and could save your life one day)
Evaluating Intelligence

Spells:

-Cleric
*I pray to the gods
*No book, use [cs spellName
*Requires gold be tithed to an ankh
*Check chiv book to determine tith points available

Angelic faith
Increase in skills, stats, regeneration. Cannot ride a mount or teleport while in this form. Lasts 10+ minutes or until deactivated
Purge
Remove poison / negative effects
Restoration
Target is resurrected from death / fully healed
Touch of Life
Powerful Heal
Sacred Boon
Heal over time

-Magery
Create food
Useful for pets
Bless
If youre not big enough to be an effective fighter in a group, this is a good support spell
Mark
Saves a teleport location to a rune
Recall
Teleports you and your pets to a marked rune
Gateway (Recall portal that lasts several seconds that anyone can use)
Arch Cure (Removes poison, Area Of Effect-AOE)
Resurrection (Restores a player to life)

-Necro
Horrific beast (good regeneration)
Vengeful Spirit (Good damage)

-Chivalry (Requires gold be tithed to an ankh) (Check chiv book to determine tith points available)
Close Wounds (Cleric spell is more effective at healing)
Consecrate Weapon (EXCELLENT spell for melee types)
Enemy of One (Great for boss fights like champ spawns)
Sacred Journey (Usually prefered over recall. Doesn't sap mana when leaving Fel..etc)



Secondary, but still important
Hiding
Stealth (good for recovering a corpse or avoiding death)
Anatomy
Eval Intelligence
Tactics
Spirit speak (for cleric spells "i pray to the gods" \ "[cs SpellName". Do not use spaces. Capitalization does not matter.

Of course if these sections below were reordered they would need the current logical numbering, the .5 references are just a relative place marker.

Housing seems like and week 2 or 3 concern and ideally should be placed later (6.5 ish?) in the guide to help get to the 'meat' of it since most of these topics in and of themselves are somewhat complex (like taming).

Skill raising should be after skill/stat caps @ 2.15

Pet leveling should clarify the minimum / max levels and give a vague (if not specific) idea of how many points are gained per level. Though this may just as easily be a link to an existing page.
-Also I am pretty sure based on a recent conversation with a young player, that mules DO requiring taming and not just lore from what he told me. Can anyone confirm that?

Macroing, eventually I'll create a wiki page for each skill, possibly for each program. Depends how trigger happy I get.

Mistvale? Mistyvale? Misty Vale? I dunno how its supposed to be spelled ;(
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Wil
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Re: The 'flow' of the wiki

Post by Wil »

dieharder401 wrote:Further Weapons Training. You can actually go to 90.3 WITH the training dirk. It is the dirk which limits this, not the tree. A weak weapon on the tree will continue to see gains. An important note for new players. A player might see it go 90.1 and decide to leave it till it hits 100 or create confusion.
IIRC you can actually go all the way to 100 with the training dirk on the reapers. Just not all the reapers. If none of the reapers climb all the way to 100, kill them and try again with the respawns.


dieharder401 wrote:Housing seems like and week 2 or 3 concern and ideally should be placed later (6.5 ish?) in the guide to help get to the 'meat' of it since most of these topics in and of themselves are somewhat complex (like taming).
Need housing to stash your stuff. A 125 item bank box is very confining after the first few hours.

dieharder401 wrote:-Also I am pretty sure based on a recent conversation with a young player, that mules DO requiring taming and not just lore from what he told me. Can anyone confirm that?
There's a wiki page which says how much taming.

dieharder401 wrote:Macroing, eventually I'll create a wiki page for each skill, possibly for each program. Depends how trigger happy I get.
There are already pages which describe most of them and what to macro.

dieharder401 wrote:Pet leveling should clarify the minimum / max levels and give a vague (if not specific) idea of how many points are gained per level. Though this may just as easily be a link to an existing page.
This is more appropriate on the pet levelling page and is largely covered there. Pets gain between 1 and 50 points per level. A run from level 1 to level 42 gains between 80 and 300 points depending on how lucky and skillful you are. 140-180 is typical.
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Agony
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Re: The 'flow' of the wiki

Post by Agony »

The wiki is a place where players contribute their knowledge of the game. That being said, why not contribute all of this knowledge to the wiki?

No sense in troubleshooting something you can simply build on :) Seriously.. All of this info you have that is not in the wiki, log in and correct it. We'd appreciate the info -in the wiki- rather than reading a long friggin post about the info it doesn't have in general discussion.

http://www.uoex.net/forum/viewtopic.php?f=28&t=8199
...Dimiir Borgu
dieharder401
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Re: The 'flow' of the wiki

Post by dieharder401 »

Ok obviously you didn't read the initial post or the beginning of any of my follow up posts as to why this is here at the moment. Not the least of which is the fact that I dont have half the info I need and want other perspectives before I go trigger happy on the edits.

Things like the house. Its true most new players dont have much cash, but at the same time it emphasises that goal since the bank is extremely limited in size.

Which also brings to to thought now the fact of what should / shouldnt be kept in the bank given space and resources. While I cant think of what off the top of my head, I know some things require coin and others can be kept in check, others have to be dropped into exex deposit boxes before they can be used.

And Im glad I didnt just 'add info into the wiki' especially for the macros if that information already exists elsewhere and I can just link it as needed.
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