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    Necromancy - QoL and PVE suggestions

    As a big fan of UO magery system, I see huge potential in Necromancy to finally give Mages tools to be self-sufficient in PVE. Following are suggestions to get there and possibly smooth some rougher edges. If below changes would mean further balancing in PVP, I still think it's worth a...
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    Hunger tweaks needed (or would be welcome)

    I have no major objection against current hunger system. Low quality food combined with resting (at times every 5-10 minutes which seems a BIT too much) is sufficient to semi-keep reserves at bay. My main issue is with how weight gaining/loss happens. There is no clear way understanding what...
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    The needful things - for beastmasters/tamers being viable

    Essentials * pet leveling and level locking * pet trading * proper pet follow (pet now switches to walk often even when far from you and gets stuck too easily, it requires a LOT of micromanagment) * beastmaster attacks (at least some sort of linear curve for dps boost currently) * clade gift...
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    More characters while keeping crafters important.

    I do understand SV doesn't want more characters per account because they want to keep player interaction up and avoiding self-sufficiency which kills it. They also want your name to mean something, so you make your own history. Why not then allow 2-3 characters which would keep same name...