NEWS Heritage and Looking towards 2021

Dan

Staff Member
Administrator
Game Master
For the last 4 years, the basic design and implementation of systems for Heritage has almost solely been around production UO and testing the various systems, as they were be coded for the first time, on ServUO.

We are now at a time in emulation history where we are mostly caught up with production and they are now focusing on a whole new custom shard and leaving the original shards mostly on autopilot.

UO in its current state is a mess of mostly obsolete systems and patchworks of content, produced by multiple development teams over the last 25 years, that never always fit/worked together or was poorly implemented, to begin with. Very little time seems to have been spent going back and accessing the various economical and lack of older content upgrades that the game has needed since the beginning. A lot of systems are abandonware, left to rot in the world. Some rightfully so, as they were poorly implemented, to begin with, while others could use a facelift/challenge.

To keep things feeling fresh, and also different, on Heritage our plan moving forward is not to emulate production UO but to instead forge our own unique legacy.​


I believe we have the UO experience required to ensure Heritage stands the test of time in regards to being able to provide fresh content while keeping the core elements of UO intact.

The primary focus and concern will always be on these two things:
  • Balance
    • Using what can already be obtained in the world, we want to limit “power creep” to that as much as possible.​
    • Loot pack adjustments to even out mobiles that have almost identical stats but drastically different loot packs. (older mobs vs new)​
    • Trying to keep and improve that balance between the professions and skills, wherever possible.​
    • Removing some older, unused content, while enhancing others.​
  • Economy - As the server grows and the total amount of gold in the world increases we will be increasing NPC prices on certain items. As stated before, most of these prices have not changed since they were introduced in 1998-1999, while the methods and ease to farm gold have drastically changed (Examples - bags of sending, loot pack enhancements over the years).
    • Introduce more desirable items on NPCs that players will actually want to purchase. Maybe have the NPCs sell exceptional gear with their name tagged for quick imbues on the fly.​
We also have many unique ideas that we hope to bring to life here now. We hope you continue on this journey with us and as Heritage approaches its 5th year anniversary I am excited to commit another 5 years to see what we can create.

Core combat mechanics, spell mechanics, and stats/caps will remain in line with production.

Some changes coming up the quickest:
  • NPC prices for various goods have/had already been increased.
  • Various basic loot adjustments to even out bosses and named monsters based on their stats/HP.
  • Getting basic wilderness spawns fully set up on all facets.
  • ML monsters will no longer drop Paragon Chests with treasure maps.
    • Instead, all bosses (only about 6 did before) will now have a chance to drop level 5 t-maps.​
    • All named/harder monsters will now have a chance to drop level 4 t-maps​
    • Over the next few months, all monsters will eventually have a chance to drop levels 1 - 3 t-maps based on their stats/HP.​
  • "Monthly" World Bosses.
    • Throughout Trammel and Felucca there are various ruins or unused wilderness locations. Soon, once every 30 days some of these locations will start spawning a "World Boss". They will have insanely high HP (NOT meant to be done alone) and will always drop a unique rare. 12 a year, of each type, will spawn.​
  • Dungeon Chests
    • These are still coming. Special chests that can be sought out in various dungeons that will offer resources and unique rewards.​
  • Felucca Changes.
    • Since the beginning, we have handled Felucca differently. IE - Reds can come and hang out with us on all the other facets. That will not be changing. Here are some things that will be changing:​
      • No more 2x resource bonus.​
      • Lower wilderness (no random wilderness spawns in T2A) and town spawn levels.​
      • Various named monsters and some new ones will spawn in unique locations around T2A. Providing specific farming locations to attempt to hold/raid.​
      • The Terethan Keep will soon be home to a new Felucca champion spawn.​

This is only the tip of the iceberg for what is coming. Stay tuned to the patch logs for when official changes start rolling through. I want to do this together and appreciate all constructive feedback and opinions.
 
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RedBeard

Journeyman II
The Legend
Benefactor
Supporter
Why no more 2x resource bonus? Thinking more along the lines of leather, Ingots and wood no big deal, but leather gathering is very time consuming and regular leather drops in small amounts, for reforging this would really be difficult as you could easily burn through 10k in leather to make one piece of armor with ideal resists, then hope not to ruin it upon reforge! You can't auto gather leather like you can with other resources.
 
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Melek Taus

Novice
Benefactor
Supporter
I really like the world boss idea, but only 12 a year sounds way too scarce in my opinion. I also think drop rates from bosses should be looked at very closely. For instance, lots and lots of people have been farming the Halloween spawn only to not get a drop in several days. I know @FireFly has had bad luck with the whole thing, and I have gotten 2 drops in total from the spawn after farming it for a week, granted I work and am not doing it 24/7, 2 drops in that amount of time is ridiculous. This situation can be applied to pretty much every boss in the world, with the exception to Doom that runs on a point base, where you collect a certain amount of "kill points" and once you reach a threshold are given a random Doom Artifact. It goes without saying, why would someone want to farm and farm and farm with little to no reward? Not to mention, when you do get a reward, it could be an extremely outdated 'rare' or 'artifact' that is total trash, very disheartening and outdated in my opinion.
 

RedBeard

Journeyman II
The Legend
Benefactor
Supporter
I have an idea for Dungeons. Maybe Ilshenar since it has many dungeons with secret passages and puzzles. If you gain enough kill points a boss will spawn that you must find throughout the dungeon. The boss spawns on a timer and you must find and defeat it in a set amount of time (I would also have a cool down between boss spawns to encourage players to explore the different dungeons). I would also have a regional broadcast, so all players in the dungeon are aware of the boss' arrival. Epic battles that would require many players, and promote group hunts. Rewards: collectibles, gear (improvement to the ML paragon drop system) and maybe items that tie into other lore.
 
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FireFly

Journeyman II
Supporter
I really like the world boss idea, but only 12 a year sounds way too scarce in my opinion. I also think drop rates from bosses should be looked at very closely. For instance, lots and lots of people have been farming the Halloween spawn only to not get a drop in several days. I know @FireFly has had bad luck with the whole thing, and I have gotten 2 drops in total from the spawn after farming it for a week, granted I work and am not doing it 24/7, 2 drops in that amount of time is ridiculous. This situation can be applied to pretty much every boss in the world, with the exception to Doom that runs on a point base, where you collect a certain amount of "kill points" and once you reach a threshold are given a random Doom Artifact. It goes without saying, why would someone want to farm and farm and farm with little to no reward? Not to mention, when you do get a reward, it could be an extremely outdated 'rare' or 'artifact' that is total trash, very disheartening and outdated in my opinion.
Yeah i hardcore grind event boss and all i end at this moment its just 2 tiles :]
 
OP
Dan

Dan

Staff Member
Administrator
Game Master
I really like the world boss idea, but only 12 a year sounds way too scarce in my opinion. I also think drop rates from bosses should be looked at very closely. For instance, lots and lots of people have been farming the Halloween spawn only to not get a drop in several days. I know @FireFly has had bad luck with the whole thing, and I have gotten 2 drops in total from the spawn after farming it for a week, granted I work and am not doing it 24/7, 2 drops in that amount of time is ridiculous. This situation can be applied to pretty much every boss in the world, with the exception to Doom that runs on a point base, where you collect a certain amount of "kill points" and once you reach a threshold are given a random Doom Artifact. It goes without saying, why would someone want to farm and farm and farm with little to no reward? Not to mention, when you do get a reward, it could be an extremely outdated 'rare' or 'artifact' that is total trash, very disheartening and outdated in my opinion.
12 per location. No idea yet on how many locations.
 

Mrriots

Apprentice II
Benefactor
Supporter
Eodon and TerMur could use a glow up.
I was going to mention Ilshenar but with the new paragon system you mentioned, it will be alive again!
 
OP
Dan

Dan

Staff Member
Administrator
Game Master
If when you are running around you find blank expanses of land, please just shoot me the [where and I will take a look at adding something.
 

Mrriots

Apprentice II
Benefactor
Supporter
I mean, sure you will find the excess of tigers, dinosaurs and tribes.
But these are two new landmasses, Ter Mur and Eodon and they dint even do something with it besides some map work. Barely any detail like Ilshenar or t2a.
No P o I's more than entrences to dungeons. Which is quiet sad.
Im not saying we should add more spawn but maybe try to find a balanced and exciting way to get more out of it.

Just like the Paragon changes, it will surely make Ilshenar abit more alive again ! :)
 

FireFly

Journeyman II
Supporter
Lets bring here for example myrmidex slayer and dinosaur slayer armor sets- maybe just make some "heritage artifacts" item based on that graphic? Or something like minichamps in abbys but based on tribes/monsters? Boss could be buffed tribe member or one of dino? Giant ape not eveb worth to bother with actual lootpack tho
 

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