TC Impressions.

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Howdy all.

Thought i'd share a few impressions of the changes currently in testing on pub
26 TC...

First off, the gold increase is amazing. I've found myself roaming around
killing things rather than camping any particular spot, which is just awesome
:)
It's nice that with all the monsters actually carrying decent gold, there isn't
the feeling that hunting monster X would be far better than monster Y, you can
wander around across the country side, battle a dozen or more different monster
types, and make just as much gold as you would've just camping the same monster
for hours and falling asleep halfway through.

The item drop increase is really nice, too. It's great to kill even something
as harmless as an ogre and have a chance at a magic ring or bracelet that might
be worth keeping(found a ring with 6 str/2int & FCR 2 off one ogre), and the
more powerful the monster, the more items you have to pick through.
I'm drooling already at the possibilities of what my smith could do with some
of this stuff.

The minimum intensities of loot have increased, and this is also great. It's
cool to get that 14% lrc tunic off that lich and actually have it have decent
resists for a change, which you could improve even further with enhancing.(and
with the increased number of drops, you don't have to worry about shattering
the only lrc item you found that day, if you hunt long enough, you'll likely
walk out with a suit full of 'em, and alot of other high mod items)

Treasure Map loot has been tweaked, though it still needs a little work. The
items coming out are better than they were, but most of it is still junk to
leave on the chest spawn's corpses(or the ground, if you're one of the many
dickish t-hunters abouts)

There is one problem with the amount of items dropping now, though...i managed
to kill enough critters in Doom to summon & solo a bone demon(i must have a
dryad bow now, the speed of that thing is amazing), and aside from the gold
skull, i found 5000 gold, and 32 individual items, alot of which weren't too
bad!
I can see people farming Doom on beetles, just to carry out all the items
dropping off the monsters in there.(Devourers & Ravagers drop some really nice
items, and usually only drop 4-6 items, so you don't have as much junk)
I'm also impressed with the barding changes, though i didn't personally test
them out, but it was nice to see bards able to control the spawn in Doom by
keeping sudden pops of DoS(s) and RCs off the hunters, making them a welcome
addition to any hunt in Doom.

All in all, i like the changes, and i'm eagerly awaiting them going live.
~Cyrus of Sosaria~

*Oh, and if anyone on TC wants to go play in the guantlet, i've got a skull
burning a hole in my backpack. hehe*
 
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>*Oh, and if anyone on TC wants to go play in the guantlet, i've got a skull
>burning a hole in my backpack. hehe*
>

Update: I've used the skull and fought alongside a young woman named "Spade",
got in on the action on 4 of the guantlet boss fights(Darknight Creeper,
Fleshrenderer, Shadow Knight and Abyssmal Horror), as well as an unfinished
Dark Father battle.

Of the bosses i fought, the fleshrenderer was the easiest and most annoying at
once. A pair of cross healing dexers could butcher one into submission in no
time at all...(i had a mage backing me up, kept me alive, but it would've been
faster with melee) Though it's one fast critter, was forced to switch back to
being a fencer and using a 100% cold kryss i'd been hanging onto since the
night before to fight it, since i couldn't keep the distance from it to use my
bow effectively.
The Shadowknight was easy enough to damage, and was nice enough to focus on
Spade's pets while i peppered him with eoo/cw backed arrows. The hiding was a
tad annoying, but tracking/detect hidden and focusing on the curious sound he
makes(SK grunts like a swamp dragon, for some reason) helped us keep him in
sight.
The Abyssmal Horrors were a true challenge, with powerful magery, the fact that
there were 2 of 'em, and their HUGE amount of hps. Thankfully, they didn't seem
to have a particularly strong resist, and i was able to just keep Eoo humming
without needing CW to actually damage the things.
They were the longest of the 4 bosses, and killed poor Spade quite a few times.
Thankfully i went in as a healer/archer, so i was able to ressurect Spade as
needed, and we soon overcame the AHs.

We'd fought the Creeper first, but i saved it for last...damn that's one
annoying monster. It was pretty much required that i use Eoo/CW to even damage
it, it randomly swapped targets, used mortal wound/bleed attack and infecting
when it closed the gap, and was, plainly put, the fastest damn thing i've ever
fought. Fighting it went on nearly as long as BOTH the AHs, but perseverance
won the fight...

The Dark Father, however, chased us out pretty quickly...with 2 spawning, and
both chucking bone piles faster than we could chop 'em, the overwhelming waves
of undead proved too much, and we were forced to flee.

I've finally had my first gauntlet experience, and i can honestly say i'd look
forward to taking it on on a regular shard anytime...but only if the DF spawn
hadn't been started up yet...there's something to be said for working up to the
DFs and earning the right to challenge them. :)

And the whole experience in Doom has me seriously considering making Cyrus on
Atlantic into an archer.

*chuckles*
~Cyrus of Sosaria~

*I've got an ssi 30% composite bow collecting dust on my mantle, would be great
to take it out and actually use it.*
 
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>And the whole experience in Doom has me seriously considering making Cyrus on
>Atlantic into an archer.
>
>*chuckles*
>~Cyrus of Sosaria~

Update Deux: After 5 years of stabbing his foes, Cyrus of Atlantic is indeed
becoming an archer. Unfortunetly, i already have a protege ready to take up his
old blades, so i'm not doing a give away of his arsenal(though Ghoul Bane will
forever more be a house deco, unless they let us unravel PBDs)...

That's really beside the point of this final update to my time on TC 26...the
real point for this update was the fact that, on a larf, i went on the Hag's
Quest, just to see if there was a chance she'd drop better items with all the
changes.
The short and sweet of it is, she does, but kinda doesn't. Since the reward is
still completely random, you've still got just as much of a chance for trash as
for treasure.

After running to and fro, killing rats, lizardmen and building clocks to get a
bloody star chart, i was rewarded with the usual gold(2k, not sure if that's
better than before, haven't bothered Grizzie in about a month), and a shield
with 9% hci/7%dci, fc 1.

Not a great item, and certainly not worth all the trouble of getting it...but
slightly better than the Self Repair 1 ringmail tunic with standard mods i seem
to recall getting last time i did that quest...

Oh well...the various changes are still very promising, the item drop rate
needs to be tweaked down slightly, though(i've only been running around with
200 luck, and finding 7-15 items on some of the mid-level critters), gold rates
on some monsters need adjustment(trolls and ogres give 130-150 gold, while an
ETTIN gives 220-300...wtf? And the Solen Queen-like Infiltrators still give
less gold than their easier warrior counterparts), and i'm enjoying being an
archer already, even if i'm only in training right now. Repeating Xbows have
some insane speed on them, even better than my 30 ssi compy...

~Cyrus of Sosaria~

*drools at the thought of Shamino's Xbow now, or a 30% SSI repeater with a hit
effect or high damage mod*
 
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Wont it also mean everyone will have "uber" items? thus lowering thier value
and further masking our smiths and tailors useless.

T'will be a nice novelty for a month or so though...

"Cyrus of Sosaria" <cystocot4@cs.com> wrote in message
news:20040725162402.06753.00002250@mb-m13.news.cs.com...
> Howdy all.
>
> Thought i'd share a few impressions of the changes currently in testing on
pub
> 26 TC...
>
> First off, the gold increase is amazing. I've found myself roaming around
> killing things rather than camping any particular spot, which is just
awesome
> :)
> It's nice that with all the monsters actually carrying decent gold, there
isn't
> the feeling that hunting monster X would be far better than monster Y, you
can
> wander around across the country side, battle a dozen or more different
monster
> types, and make just as much gold as you would've just camping the same
monster
> for hours and falling asleep halfway through.
>
> The item drop increase is really nice, too. It's great to kill even
something
> as harmless as an ogre and have a chance at a magic ring or bracelet that
might
> be worth keeping(found a ring with 6 str/2int & FCR 2 off one ogre), and
the
> more powerful the monster, the more items you have to pick through.
> I'm drooling already at the possibilities of what my smith could do with
some
> of this stuff.
>
> The minimum intensities of loot have increased, and this is also great.
It's
> cool to get that 14% lrc tunic off that lich and actually have it have
decent
> resists for a change, which you could improve even further with
enhancing.(and
> with the increased number of drops, you don't have to worry about
shattering
> the only lrc item you found that day, if you hunt long enough, you'll
likely
> walk out with a suit full of 'em, and alot of other high mod items)
>
> Treasure Map loot has been tweaked, though it still needs a little work.
The
> items coming out are better than they were, but most of it is still junk
to
> leave on the chest spawn's corpses(or the ground, if you're one of the
many
> dickish t-hunters abouts)
>
> There is one problem with the amount of items dropping now, though...i
managed
> to kill enough critters in Doom to summon & solo a bone demon(i must have
a
> dryad bow now, the speed of that thing is amazing), and aside from the
gold
> skull, i found 5000 gold, and 32 individual items, alot of which weren't
too
> bad!
> I can see people farming Doom on beetles, just to carry out all the items
> dropping off the monsters in there.(Devourers & Ravagers drop some really
nice
> items, and usually only drop 4-6 items, so you don't have as much junk)
> I'm also impressed with the barding changes, though i didn't personally
test
> them out, but it was nice to see bards able to control the spawn in Doom
by
> keeping sudden pops of DoS(s) and RCs off the hunters, making them a
welcome
> addition to any hunt in Doom.
>
> All in all, i like the changes, and i'm eagerly awaiting them going live.
> ~Cyrus of Sosaria~
>
> *Oh, and if anyone on TC wants to go play in the guantlet, i've got a
skull
> burning a hole in my backpack. hehe*
 
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"Cyrus of Sosaria" <cystocot4@cs.com> wrote in message
news:20040725162402.06753.00002250@mb-m13.news.cs.com...
> Howdy all.
>
> Thought i'd share a few impressions of the changes currently in testing on
pub
> 26 TC...
>
> First off, the gold increase is amazing. I've found myself roaming around
> killing things rather than camping any particular spot, which is just
awesome
> :)
> It's nice that with all the monsters actually carrying decent gold, there
isn't
> the feeling that hunting monster X would be far better than monster Y, you
can
> wander around across the country side, battle a dozen or more different
monster
> types, and make just as much gold as you would've just camping the same
monster
> for hours and falling asleep halfway through.
>
> The item drop increase is really nice, too. It's great to kill even
something
> as harmless as an ogre and have a chance at a magic ring or bracelet that
might
> be worth keeping(found a ring with 6 str/2int & FCR 2 off one ogre), and
the
> more powerful the monster, the more items you have to pick through.
> I'm drooling already at the possibilities of what my smith could do with
some
> of this stuff.
>

Tried TC 26 after reading your post... (can never remember what name they
use for smithing skill??)
I was interested to see what the Lich dropped, and his brother the lord. It
seems that mummies drop as much as liches, around 400 gp, and LLs about 600.
Tht seems a little low to me, but I've always had a bias towards lich-
hunting.
The item count is a definite improvement!

Archeon
 
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"Cyrus of Sosaria" <cystocot4@cs.com> wrote in message
news:20040725183236.06753.00002273@mb-m13.news.cs.com...

<snipped>

> I've finally had my first gauntlet experience, and i can honestly say i'd
look
> forward to taking it on on a regular shard anytime...but only if the DF
spawn
> hadn't been started up yet...there's something to be said for working up
to the
> DFs and earning the right to challenge them. :)
>
> And the whole experience in Doom has me seriously considering making Cyrus
on
> Atlantic into an archer.

I don't know about Atlantic, but Europa's always been busy when I've been
there. My archer has trouble with the impalers and fleshrenderers, as he
doesn't have a bow of 100% cold/fire yet. He also seems to die more often
than my swordsman, who has been down only twice, and who got an artifact on
his second visit! I'd only hit the DF for a little damage as well, so it
proves it really is random :)

The guntlet can be rewarding, but there is little of the cameraderie of the
champ spawns, and it can feel like a conveyor belt of artis, if you see what
I mean. Round after round of the same monsters...

Archeon
 
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"Cyrus of Sosaria" <cystocot4@cs.com> wrote in message
news:20040729051413.23932.00000030@mb-m23.news.cs.com...
> >Tried TC 26 after reading your post... (can never remember what name they
> >use for smithing skill??)
>
> "Set Blacksmith" :}
> Easier to just "set tailoring" and make some decent armor with good
resists,
> though...managed to make a barbed tunic a few days back with 74 Resists...
>
> Of course, for weapons, you really can't go wrong with a valorite runic
hammer.

Made some armour with a Val Runic, and was underwhelmed...too many self
repairs, lower req and the like. Thought I'd get all pieces 50+ resist, but
not a bit of it. Don't feel so bad that I'll never see one for real now!

> >It
> >seems that mummies drop as much as liches, around 400 gp, and LLs about
600.
>
> It's pretty nice, i'm looking forward to returning the lich to the top of
my
> hit list.
> Though once i get my parry back up to snuff, i plan to rotate to Lords, or
even
> rotting corpses(1100-1200 gold each, and a bunch of items, they respawn
pretty
> fast in the depths of Covetous)

OMG!! RCs worth killing? Might have to dust off the mage :) But do them in
Doom and reap the bones...

>
> >Tht seems a little low to me, but I've always had a bias towards lich-
> >hunting.
> >The item count is a definite improvement!
>
> Aye, it's nice to actually find something worth keeping, too. :}
> Shame it's on TC right now...i found a great plate tunic with lower reqs.
that
> would've enhanced to be ever so slightly better than my current chain
> tunic...i'm really tired of wearing light archer sets, i miss platemail!!
>
> Though in a couple months, i'll probably be decked out in Samurai Gear
anyway.
> hehe
>
> ~Cyrus of Sosaria~

Ah so...

Archeon
 
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"Cyrus of Sosaria" <cystocot4@cs.com> wrote in message
news:20040729213845.23951.00002878@mb-m28.news.cs.com...
> Or you can jsut use the barbed runic and have a set with super stamina,
regens,
> great elements and what not that almost puts the arti set to shame.

Yes, the only artifact I've got my ahnds on was the Ornate crown of the
Harrower, which is a green skull (bone helmet), and actually doesn't have
that much to offer compared to others. Still mustn't grumble, I know some
have hunted there for months and got sod-all. (why?? as in why keep at it?)
My barbed kit made in the real world (!!) reallly made some nice pieces,
most of which were for my Thunter-bard, who is female, and won't share her
skirt etc.

>
> I mostly use Val hammers for weapons(in iron, so there's less of a chance
of
> wasting properties on enhancing an existing element mod), and hci/dci
shields
> on TC these days.
>
Yeah, seems best to craft in iron; nothing more annoying than a super slayer
with the wrong elemental damage...

> I hope they don't screw up samurai gear like they did dragon armor,
though...i
> still fume when i think of my Gold Scale armor with Valorite backing going
from
> 84 AR one day to 0/15/15/15/15 with 100 luck the next...got clobbered
taking it
> Earth hunting before i realized it had changed...(found some nice items,
> though...then they tweaked earth ele loot to hell)
>
> It's still really cool looking armor in 3D, too. :{

I labelled it "ceremonial & decorative" on my vendor :)

Archeon
 
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cystocot4@cs.com (Cyrus of Sosaria) wrote:

>Not a great item, and certainly not worth all the trouble of getting it...

Of course you have only looked at less than a tenth part of the
treasure.... Because there is the t-map as well to consider.


--
Touch-twice life. Eat. Drink. Laugh.
 
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On 02 Aug 2004 00:49:43 GMT, cystocot4@cs.com (Cyrus of Sosaria) wrote:

>*I'd kinda like to see runic hats come into being, doesn't make sense that we
>can't make them...and why not just give in and make earrings/necklaces with
>mods? It always bugs me seeing that fourth radial item slot empty on my
>paperdolls...*

That's where you use your carefully hoarded pile of Magic Resist,
Invisibility or Teleport earrings. ;PP

--
Michael Cecil
http://home.comcast.net/~macecil/
 
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>That's where you use your carefully hoarded pile of Magic Resist,
>Invisibility or Teleport earrings. ;PP
>

Do reflect earrings even do anything anymore? The spell itself shunts physical
into elemental resists, but when i fooled about with a ring post aos & the
later resist skill rework, the ring i was using to test it out just seemed to
wear off charges, and it didn't even do that very well...

I've still got a teleport ring with 10 charges left in one of my bank boxes,
was originally planning to use it a few times on Shame level 2, to get Paladin
boy Cyrus across the river down there to the Air ele den, then i noticed just
how heavily elemental loot had been shafted...

Used to be one of my favorite spots to hunt, too...had a nice unpredictability
rate with so many air eles spawning on top of one another, and the infrequent
water ele dropping by to play...(I had an elemental ban short spear that got
alot of exercise down there...)

Even with the loot revisions, Shame will never be the hub of activity it once
was, and it's nowhere near as much fun to hunt there nowadays, just too
lonely...

~Cyrus of Sosaria~

(Would be nice to see dungeon spawns get a tweak, having some high level Ore
eles spawn in Shame levels 3 & 4 would really spice things up, and adding
shadow/copper eles to the gate TO level 3 would REALLY add to the fun...and
maybe get the Juka out of Wrong, revise the Ilshenar spawns, bring back gazers
to Lakeshire and give the Meer their own home...or at least have them high a
cleaning crew...with how long they've been moved into Lakeshire, you'd think
they could pick up a chair...)
 
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On 02 Aug 2004 08:10:01 GMT, cystocot4@cs.com (Cyrus of Sosaria) wrote:

>>That's where you use your carefully hoarded pile of Magic Resist,
>>Invisibility or Teleport earrings. ;PP
>>
>
>Do reflect earrings even do anything anymore? The spell itself shunts physical
>into elemental resists, but when i fooled about with a ring post aos & the
>later resist skill rework, the ring i was using to test it out just seemed to
>wear off charges, and it didn't even do that very well...

Not sure. Even when they worked they were bugged. You'd put them on and
all the charges would rapidly run out. I think buffing spells wore them
out. I only have a couple teleport and invis items left, no reflects.
Might be worth something to the collectors I guess.

>I've still got a teleport ring with 10 charges left in one of my bank boxes,
>was originally planning to use it a few times on Shame level 2, to get Paladin
>boy Cyrus across the river down there to the Air ele den, then i noticed just
>how heavily elemental loot had been shafted...
>
>Used to be one of my favorite spots to hunt, too...had a nice unpredictability
>rate with so many air eles spawning on top of one another, and the infrequent
>water ele dropping by to play...(I had an elemental ban short spear that got
>alot of exercise down there...)

Hey, I've got one of those but it's called Elemental Slayer now, no "ban"
in the name. Does yours still say that?

>Even with the loot revisions, Shame will never be the hub of activity it once
>was, and it's nowhere near as much fun to hunt there nowadays, just too
>lonely...

Eh, things change. Remember before T2A, Moonglow was much less busy. Now
that you can recall into T2A it's not anywhere nearly as busy as it was
though. The busy spot now is Doom not T2A. I don't know that Illshenar
ever created a single busy location.

I'd rather like a high level dungeon like Khaldun or Doom (even without so
many artifacts) that was easier to get in and out of. Sometimes you just
want to fight some tough monsters for a few minutes, not plan a big event.

>~Cyrus of Sosaria~
>
>(Would be nice to see dungeon spawns get a tweak, having some high level Ore
>eles spawn in Shame levels 3 & 4 would really spice things up, and adding
>shadow/copper eles to the gate TO level 3 would REALLY add to the fun...and
>maybe get the Juka out of Wrong, revise the Ilshenar spawns, bring back gazers
>to Lakeshire and give the Meer their own home...or at least have them high a
>cleaning crew...with how long they've been moved into Lakeshire, you'd think
>they could pick up a chair...)

--
Michael Cecil
http://home.comcast.net/~macecil/
 
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Polychromic <macecil@comcast.net> wrote:

>Eh, things change. Remember before T2A, Moonglow was much less busy. Now
>that you can recall into T2A it's not anywhere nearly as busy as it was
>though. The busy spot now is Doom not T2A. I don't know that Illshenar
>ever created a single busy location.

Cyclops Camp
Lich Lord Spawn
Savage Hunting

etc...

D.
--
Touch-twice life. Eat. Drink. Laugh.
 
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On Tue, 03 Aug 2004 06:17:00 GMT, fairwater@gmail.com (Derek Lyons) wrote:

>Polychromic <macecil@comcast.net> wrote:
>
>>Eh, things change. Remember before T2A, Moonglow was much less busy. Now
>>that you can recall into T2A it's not anywhere nearly as busy as it was
>>though. The busy spot now is Doom not T2A. I don't know that Illshenar
>>ever created a single busy location.
>
>Cyclops Camp
>Lich Lord Spawn
>Savage Hunting

Outside the first week I don't recall ever seeing more that 1-2 players
per screen at those locations. Not exactly a busy location.

--
Michael Cecil
http://home.comcast.net/~macecil/
 
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"Cyrus of Sosaria" <cystocot4@cs.com> wrote in message
news:20040802041001.13589.00002609@mb-m12.news.cs.com...
> >That's where you use your carefully hoarded pile of Magic Resist,
> >Invisibility or Teleport earrings. ;PP
> >
>
> Do reflect earrings even do anything anymore? The spell itself shunts
physical
> into elemental resists, but when i fooled about with a ring post aos & the
> later resist skill rework, the ring i was using to test it out just seemed
to
> wear off charges, and it didn't even do that very well...
>
> I've still got a teleport ring with 10 charges left in one of my bank
boxes,
> was originally planning to use it a few times on Shame level 2, to get
Paladin
> boy Cyrus across the river down there to the Air ele den, then i noticed
just
> how heavily elemental loot had been shafted...
>
> Used to be one of my favorite spots to hunt, too...had a nice
unpredictability
> rate with so many air eles spawning on top of one another, and the
infrequent
> water ele dropping by to play...(I had an elemental ban short spear that
got
> alot of exercise down there...)
>
> Even with the loot revisions, Shame will never be the hub of activity it
once
> was, and it's nowhere near as much fun to hunt there nowadays, just too
> lonely...
>
> ~Cyrus of Sosaria~
>
> (Would be nice to see dungeon spawns get a tweak, having some high level
Ore
> eles spawn in Shame levels 3 & 4 would really spice things up, and adding
> shadow/copper eles to the gate TO level 3 would REALLY add to the
fun...and
> maybe get the Juka out of Wrong, revise the Ilshenar spawns, bring back
gazers
> to Lakeshire and give the Meer their own home...or at least have them high
a
> cleaning crew...with how long they've been moved into Lakeshire, you'd
think
> they could pick up a chair...)

Maybe stop recall into dungeons, and stack up the foes at the gates? Not
sure if that would be popular, but there needs to be an element of risk...
maybe a big sign saying: "insurance invaild here!"

Archeon
 
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Polychromic <macecil@comcast.net> wrote:

>On Tue, 03 Aug 2004 06:17:00 GMT, fairwater@gmail.com (Derek Lyons) wrote:
>
>>Polychromic <macecil@comcast.net> wrote:
>>
>>>Eh, things change. Remember before T2A, Moonglow was much less busy. Now
>>>that you can recall into T2A it's not anywhere nearly as busy as it was
>>>though. The busy spot now is Doom not T2A. I don't know that Illshenar
>>>ever created a single busy location.
>>
>>Cyclops Camp
>>Lich Lord Spawn
>>Savage Hunting
>
>Outside the first week I don't recall ever seeing more that 1-2 players
>per screen at those locations. Not exactly a busy location.

Might check back, at least on LS these are medium busy locations.

D.
--
Touch-twice life. Eat. Drink. Laugh.
 
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"Cyrus of Sosaria" <cystocot4@cs.com> wrote in message
news:20040804125436.05710.00002767@mb-m14.news.cs.com...

> I'm all for the insurance being blocked in dungeons(and felucca, so the
pks &
> the larger pvp community will stop whining about it on the boards), in
fact, i
> think insurance never should've been added at all...i never use it outside
of a
> test center when i'm going to play with a balron, and don't really see the
> point to it...it drains your money away(well, there's the EA reasoning for
> insurance, can't have the players having money now, can we) and leave alot
of
> people being more careless than they should, taking dumb risks...(like
charging
> headlong into a crowd of devourers and RCs....) since there's no real
danger of
> loss.
> It cheapens the dungeon crawl and the corpse run experiences, and i'm sure
it's
> left pvp alot more hollow than it once was...as much as i hate pvp, i
still
> thought the concept had some good points...i mean, if you're going to
fight
> someone, you have to accept the chance of loss.
> If you're willing to murder someone, there should be the chance for a
reward of
> some sort(other than their gold, which any smart person would just pop
through
> a readily replaceable bag of sending at the start of a pk encounter), like
> vanquishing them and picking through their gear, taking what you like...
>
> I dunno, maybe i'm just complaining because it's a luxury i never had when
i
> started out, and things are designed to coddle younger players a tad
> nowadays...

Agreed. only one thing to add, which is that insurance reduces the role of
the crafter so much. Trade is bad now... hardly ever sell GM armour.- in
fact, I don't evenbother selling metal armour now, except for enhanced loot.
It's the same for furniture and decorations- you can redeed it all now.
"insurance for furniture" I suppose :)

Archeon