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This is a forum for Myth - A UO Roleplaying Shard with a High Fantasy story


    Community Q&A Notes

    Darian
    Darian
    Overseer
    Overseer


    Posts : 5
    Join date : 2019-02-08

    Community Q&A Notes Empty Community Q&A Notes

    Post by Darian Thu Apr 18, 2019 1:53 pm

    Hello once again!  Here are the talking points and notes from our recent Round Table on mechanics.  Along with it are the answers to questions posed by players in our Q&A.  Big thanks to everyone who came out to talk and ask questions, and to Rex of Ultimalgamation (formerly of Requiem) for being courteous enough to schedule around us.  

    We're going to list these as they came up in the conversation.  I'm sorry if it's a lot, but people had a ton of questions and I think we covered a lot of things!

    First!  For people asking for Class/Skill information will be happy to know that there is now a "Class" button on the top right of our website here
    These are being updated as we speak and will be finished soon!  These pages will also be updated as we edit and change things during testing.




    • Our two new races (Darkling and Treekin) will be replacing Gnome, Goblin, and Frostling from Teiravon 2.  Those other races may return in some capacity in the future.

    • We have no plans to move to Legends of Aria or away from UO in general.  Khaeros combat will also not be making an appearance as of now.

    • Our crafting system is an edited version of the OSI system, with tons of racial craftables and even magical items with mods!  Crafting will be expanded on in the future, but doing so we will remember that this is a game and artificially making the game harder doesn't always make it more fun.  

    • Advanced Classes WILL be making a return after balancing and editing.  We're also looking forward to adding at least 5 new Advanced classes and 3 base classes.  These will roll out during expansions.

    • We will be using the feats/perks system from T2 while heeding the advice of some former staff members who have worked with this code before.  The level cap will be raised to 25 (However, this is subject to a few changes) and perks will be obtainable infinitely.  Perks will also have more uses!

    • We are happy to entertain the ideas and suggestions of players on our forum and hope that any ideas you have you will throw our way.

    • Requirements to play an advanced class will be posted on the site so that there is no question of favoritism.  As always, role-play is the most effective way of eliciting change in the world of Myth.

    • Reforges will be available, but not necessary in the event of bugs or broken code.  We will take care of our players and offer reforges when mechanics change drastically.

    • The base mods on the Ork mask (Hit chance increase, etc) will be removed and all races will be balanced together.  Their racial stat growths WILL remain, and are pretty wildly different, but those kinds of mods are best left to equipment.  Having them be innate basically gives a race free equipment slots, something that would be very hard to balance and isn't necessary in our setting.

    • Looting, Stealing, Rogue skills and ect will be covered in our rules post that is going up soon.  On that same subject, the Rules of Engagement, shard rules, and Staff code of conduct will also be posted before our Pre-Alpha.  There will also be a blog post explaining the thoughts of staff on our rules and we will of course entertain questions and suggestions on them as soon as they're posted.

    • Our Pantheon is not simply Good god vs Evil god etc, but all of the gods are multifaceted.  Their followers, demigods, guardians and so on are all completely rounded with their own goals and thoughts.  Both light and dark clerics of each of the gods will exist.

    • There will be (at least) 3 additional systems you can "slot" on top of your character choices in the future.  The current ones we are working on are Ritual Magic, Fighting Style, or Personal Faith.  These will be available to all classes but will be mutually exclusive and heavily RP based.

    • Our map will launch with a huge amount of player housing.  There will be ways to claim areas outside of towns, or even build your own housing or areas in game!  The ways to do these, adding your own buildings especially, are a little in-eligant currently and will be worked on before they're released.  In the meantime, there are dozens of housing types already available and will be open for purchase within the time-frame of Alpha!

    • Player-led faction rules will be posted before Alpha begins, along with the requirements and benefits of grouping up.  

    • The initial level of technology is not hard-set and permanent.  Players who role play and build along the path to creating new magical or scientific technology will find both failure and success on the way.  Remember, nothing comes without a price.  (As an easy rule to remember.. if what you want to do exists in some way in game already, it is simply a question of proper role play and a change in cosmetics!)

    • We will endeavor to strike a balance between players who wish to play against other characters, and the safety expected by players to tell their stories.  That thought is educating the drafting of our rules.  Risk vs Reward is a huge thing, and there's little reason to make something simply "Hardcore" because "that's the way things should be."  Balance is always our number one goal.

    • We'll try not to use "But it's high fantasy though!" as an excuse to avoid laziness in things like monster loot.  However, our shard uses Luck and has magical items, so sometimes you will come across a bizarre find on something simply because the game engine rolled it for you.  This is one place where High Fantasy is a reasonable excuse, but I do want there to be a good bit of "game" left in our game.

    • There will be several different ways to gain coin and level up including: Hunting, Bounties, Repeatable Quests, Crafting, Gambling, Event Rewards, Exploring, and Roleplaying.

    • In the style of one of my heroes, Aloof, there will be giant world boss monsters that will spawn and die a single time.  These monsters will have stories attached to them and unique loot.  Consider them as much a puzzle as a boss encounter!

    • Paragons and Treasure hunting will return as good sources of income and magical items!  There also may be the beginning of repeatable quests and boss encounters found this way, it's a system we plan to expand drastically.. including custom treasure maps!

    • Our map will launch with 5 cities completed on 2 continents.  A third continent will open in the future along with a story advancement and new areas!  Dungeons will be completed and finished and the world-spawns will change with the seasons in many cases to keep things fresh and moving!

    • For those who aren't familiar with the code base (and I did receive a few questions like this) the class system allows for a great deal of customization.  Your class determines the feats you can take (along with your racial feats) and what skill CAPS you can take up to your skill cap.  There are multiple ways to fight, to heal, and to overcome obstacles.  For anyone who isn't familiar and wants to try out high-end versions of the classes please join us for our Alpha test starting in two weeks!

    • There will be unique and special materials in game that have magical properties such as elemental damage or lighter, faster swings.  Racial crafts also continue this tradition with some crafters being able to make special racial versions of items, such as Elven armor innately having the Mage Armor property allowing their mages to wear chainmail!  

    • Nobility will be handled along with the Faction rules and will be both something that can be achieved in game (Raising to the peerage, knighting, etc) or as a part of the backstory of a character.  

    • Currently the death system and Permanent death are being discussed and worked on.  For the beginning of the game we will be using the OSI-style knockout system and Permadeath will be handled through story means.  It's our feeling that the one who best knows when a character's story should end is the player of that character.

    • Apprenticeship training and teaching systems are being discussed.  If a solution is found that satisfies staff members, you will be able to perhaps train or teach members of your type of class as an apprentice.  This is conjecture as the systems are still being discussed. Stay tuned for this one!

    • Alpha (and Chapter 0 of our story) will see our cities and major factions led by Staff NPCs.  That said, it's our goal to have player leaders rise through the ranks and take over parts of the world!  



    Wow that was a lot! Special thanks to Talexis, Slegnor, Logan, Ericson, and Jeuno for helping us figure out what players are wondering about. Now that you've devoured all of that information, take a breath and join us in our Discord Chat for any questions I missed and fun looks at the systems and map we're working on!

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