--Sturger Quotable-- “Evolve your crafting potential and Evolution will grow beyond… “.
"Crafting 101"
Sturger: I’ve talk with a lot of people on both team-speak—and the forums— and everyone is excited about the changes you intend to make with the revamped ‘Item Crafting System’. Some are leery while others are excited—it’s just in their nature—and of course many have a few questions, too.
Sturger: For starters Kane; what is the status of the upcoming ‘Item Crafting System, which we talked about in [Chapter One]?
Kane: The item crafting system is on hold at the moment due to Christmas being right around the corner. The way I see it, I have 1 month for Christmas, and 11 months for everything else. Lately, my time has been spent recoding the ‘Twelve Days of Christmas’ holiday event in order to make the change over from one day’s event—to the next— automated. In addition to that, Domino has created tons of new Christmas decorations this year. Apparently she is into snow. But don’t forget there might be a few hidden surprises, or gifts, from all of us along the way.
Sturger: Did someone say all new items in every gift box this year?
Kane: Maybe. But Santa told me not to tell anyone until the 25th of December.
Sturger: Well then! I’ll have to have a good long chat with Santa. While we wait, for Christmas, our good friend,
Smilingdeath, wanted to know if the old special recipes—for weapons and armor— were being updated in the new ‘Item Crafting System’; or will that, older, system be left as it is?
Kane: Smilingdeath’s answer is no. The ‘Item Crafting System’ does not use a recipe based system like the old ‘Mondain’s Legacy’ system, which he is referring to, does. Instead it relies on players collecting, potential, item crafting ingredients and then trying to craft something useful out of them. The new ICS looks at three things when ascertaining the likelihood of successful item construction. What ingredients the character is trying to craft with, what core focus is being used to fuse with those crafting materials, and does the character meet the skill requirements, necessary, for crafting with the materials selected in the attempt at item creation. In the end the need for a single recipe scroll, to craft a specific item, is highly redundant, with regards to the new ‘Item Crafting System’. This is largely due to the endless number of possibilities—within the new item crafting system— which a player can choose from to craft. Again, no recipes are necessary to craft with the new system, but maybe a new key to hold all the ingredients players are bound to find, and save for a rainy day.
~~In Kane’s example, he mentions that it all begins with a core focus—pretty much a specific item—which can either be found as loot, or potentially crafted by the players themselves. The next step is where things get interesting. Kane mentions that a brain from a lich could be “one of five material sources’’, and that this material source could provide a “Spell Damage Increase” bonus to the core focus when fused together in the crafting process. The last step is for the item crafter to meet the correct Magery skill requirement check. Once this requirement is met, the item is likely to be successfully crafted into a new item which carries the SDI bonus mentioned earlier. I am sure there are more details, even a few I have forgotten, to come on this topic; but be patient & we will learn them all, together, in time~~Sturger: Newly returned, Emperor Norton wanted to ask about jewelry crafting. Apparently, he is into man bling, or whatever the kids are calling it these days. But more specifically, he wants to know if the new item crafting system would allow him to craft the old jewelry recipes, once again?
Kane: Again, the answer is no; but only to cover the possibility that me saying yes, now, turns out to be wrong in the near future. All characters will have the potential to craft new jewelry pieces when using the new ICS, after it is patched in. Though, it is possible that an older, recipe related, jewelry item can be crafted by a player using the new ICS; it is unlikely that the newly crafted item would be an exact match. The potential, for players, to pick and choose what bonuses are being applied to the finished product means that unwanted values will, undoubtedly, be left out.
~~Kane had a lot to say about the new ‘Item Crafting System’—which will be coming out sometime next year—and that is why I kept his answers, to questions about it, short and to the point. The truth is I got confused a few times—among other things—while he spoke about the system in greater detail, and length. It was clear to me, in his voice at least, that the new ICS excites him. There will be much fun to discover within the new ICS; a system— at least from my standpoint— that has endless potential. That mirror shield, or warlock staff, not good enough anymore? Very well, then, you have the power now—when it comes to future item crafting at least— do something about it. Make something truly better, I dare all of you~~ Sturger: Before we wrap up this section; I have been getting a lot of positive feedback about the, recently remade, craftable ‘Blackstaff’. People I’ve talk to want to know if there are more items, on your list of 1001, ready to undergo similar changes. Perhaps the Scythe is next?
Kane: No. There are none at the moment. As a matter of fact, until recently, I was unaware that the ‘Blackstaff’ was broken & in need of fixing. If other items—such as the Scythe— are in need of a fix, I will get around to fixing them eventually; but only after I am made aware that there is an issue with the item. The old saying: “If it ain’t broke don’t fix it,” comes to mind; but as that saying rings of truth, I imagine the following thought holds true as well: “If I don’t know it’s broken, how will I know it needs fixing”. Just keep in mind when asking about in game items, that I don’t play UO anymore. None of the Evolution staff holds an active player account on Evolution, it is against the rules---one of which I required in order to be head of content development.
Sturger: Thank you Kane, on behalf of all of us. I know simple things, like the Blackstaff’s return to greatness, means a lot to the player base. By the way, does that mean you won’t tank for me next Sin Dungeon Run?
Kane: … (laughs)
"Open Ended"
Sturger: Kane, is it possible to go over the current mechanics of the Bushido formula, and flesh out a simple—yet accurate—understanding of it?
Kane: The simple answer is found in the parrying section, which lists the changes made to bushido and parrying. Most of what is needed, mechanics wise, is listed there. In Evolution— unlike OSI— the Bushido and the Parrying skills work independently of each other. In order to figure out which formula to use; ask yourself if you are using a shield. If your character has a shield in hand, then the parrying formula is being used. If no shield is involved, in a characters combat set up, it is only a matter of how many hands are required to wield the weapon being held by the character. Once a player has a clear grasp on which formula they are subjecting their character to, while in combat—and understands how that formula works— all that remains is their opponent’s combat prowess, to consider. A common orc will be easily defeated by a player with a high amount of ‘Bushido’ at their disposal. However, a Ronin might be a tougher assignment to contend with. Following this line of thought, farther, should lead to a complete understanding of ‘Bushido’s’ vast array of moving parts.
~~Kane was unable, or unwilling, to give me the hidden math, talked about, in the Bushido combat equations, mentioned in the parrying section of the EVO-Wiki. Whatever any of us come to believe about the meaning of this secret; I believe the secret is not a secret at all, but rather a safeguard. Not putting a number into the equation allows Kane to change the number to reflect what he, and staff, feel is a stable, yet, balanced Bushido aspect of Evolutions combat structure. At the end of the day, a little trial and error, using real life math, might just be the answer to figuring out what the correct mathematical equation is being used for Bushido related combat. Then again, it might just be the correct hidden number for the day~~
Sturger: In our next question,
Smilingdeath has concerns about throwing weapons and their primary & secondary abilities. He wants to know if the correct abilities are being used during a ranged attack, versus, a melee attack.
Kane: The answer to that is no. As of right now, throwing weapons, need their—RunUO— to hit mechanics recoded, for their, primary and secondary, abilities to display & function properly. I am aware of this issue and will be working on a fix sometime after Christmas. As I’ve said, Christmas is a busy time of year for us.
"P.Y.N. Section"
--Sturger Quotable-- "Why do you always have to pine over where the tamable cows are... you're not a farmer"
Sturger: In this next section, dubbed the P.Y.N. section, we will be going over questions which only require an answer of: yes, no, or plausible/possibly. However, more detail, concerning the answer to the question, will never be turned away by this reporter.
Sturger: Once again, good ole,
Smilingdeath--who is this guy-- wants to know about the following:
Sturger: Will, or have, throwing weapons been looked at to make sure they are functioning as intend?
Kane: Yes, they have been looked at. No, they are not working as intended.
Sturger: Will items—similar to the +20 Swordsmanship hat— grant a ‘Throwing’ skill, ‘Mace Fighting’ skill, or ‘Fencing’ skill bonus be added to Evolution’s equipment list at some point?
Kane: Yes, items like the new ‘Skull of Vecna’ have this option, with the use of skull chips, which can add skill bonuses, like
Smilingdeath mentions.
Sturger: Will items be added for the other less used combat skills?
Kane: Yes, again. Any of the skills, from the skills tab on the paper doll, are possible. This includes items that do, and don’t, use skull chips. In the future anything can be possible.
Sturger: Will armor sets, without the battle worn tag, be added in the future?
Kane: Yes, there are plans to add more item sets in the future. Soon more pieces of the new Vecna set will be released—which includes the already obtainable 'Skull of Vecna'— but there are plans for more armor sets, in the future, with and without the: "Worn" tag.
"Interviewer’s Choice"
Sturger: Today, in the interviewer’s choice section, I wanted to talk about the mechanics behind calculating character hit points, what a character’s maximum allotment of hit points is at the moment, and finally, cover why gear related bonuses, and magical means, play no role in determining a characters hit point pool.
Sturger: The formula, according to the OSI/EA standards for calculating hit points, is (Strength/2) + 50. However, I’ve noticed this is not true on UOE. In fact, the correct formula for hit points—when playing on Evolution—is 2 for 1. I.E. every point of strength gained, towards a characters maximum base stat pool, grants them 2 hit points; a potential maximum hit point total of 250, before gear related bonuses. Do these observations sound correct, and are they as intended?
Kane: Plausible, but not coded by me.
Sturger: According to my findings, while using the mechanics I mentioned above plus relevant gear related bonuses, 300 is a character’s maximum hit point’s allotment. Does this sound correct, and as before, is this working as intended?
Kane: Again plausible, but not coded by me.
Sturger: Evolution is full of magic, and cluttered with all sorts of potential gear to wear; why is it then that these two factors neither help nor hinder a players hit point pool; while the same is not true in regards to a characters stamina and mana pools?
Kane: At the moment, the formula for calculating hit points is either broken, or altered by X amount of variables which allow for some items to change the formulas end sum. At this time, I intend to leave the way hit points are calculated alone. What you mentioned, above, seems to be correct; though I would have to look into it before I could be 100% positive.
Sturger: I want to thank you Kane for not smiting me down, with a 10k lightning bolt, for asking you all these tough questions tonight. Every new understanding helps the reader sleep at night you know. .. at least it lets me do so. *Laughs*
~~With all of my questions asked, and the answer jotted down in short hand before my eyes, Kane left me with the following thoughts before we logged off Teamspeak for the night~~
---Afterthoughts---
--Kane-- “The biggest thing to remember about projects, mentioned in development, is that new content will come; but it requires patience from both sides. Again, I repeat, content will come; it just takes time to code---and for the staff to hurdle any obstacles which get in the way of the finish line”.
--Kane-- “Oh yeah, by the way, Domino is taking charge with the new contract system! She is going, above and beyond, to learn the system and create new merchant contract vendors for everyone to enjoy. Domino is just plain awesome, and because of her I get to focus more of my coding time on other things, like ‘The Tomb of Vecna’, which is great.”
~~There you have it, another chapter, with an interesting file to read. Hope you enjoyed this installment of ‘The Kane Files’. Until next time, keep up the adventure, and remember: “The game has evolved...”~~ --Sturger, of Skara Brea; reporter at large, EVO-Herald—(Part 2, of 2)