Is this something that just hasn't been implemented yet?
We need a way to know if what we are buying/selling is even worth anything, it will be hard to set prices on stuff if we can't see the value in it.
Is this something that just hasn't been implemented yet?
We need a way to know if what we are buying/selling is even worth anything, it will be hard to set prices on stuff if we can't see the value in it.
I would like this answered as well.
This affects everything from a crafting perspective.
i'm not sure if there are stats and simply hidden but supposedly the quality of the item effects how long and how well the tool is used. I don't believe the item decay has been turned on though.
Stats are a must, even if there is some system where they need to be "discovered." Possibly require X amount of weapon/craft skill to see detailed stats and if you dont meet those reqs you see a generic set of info. Whatever the method, stats for items need to be concrete to help setup the economy. If we are always kept guessing on the stats of items it will take much longer to set definitive values.
Also, without stats people may be able to cheat others in trades etc. Some people may like that idea, as it allows some sort of immersion, but no stats whatsoever is bad for the game's economy.
There aren't stats, but their are built-in value markers. There are various quality & status notations in the tool tip for every item. A Pelican Axe that is "Superior Quality" & "New" is going to have a lot more value than a Pelican Axe that is "Poor Quality" & "Worn." We don't necessarily need stats to tell us that.
I know you guys are looking to get into the finer details & be spreadsheet warriors ala EVE (which I prefer, as well), but I just wanted to point out that there is at least something in the game to drive price points.
I am less and less liking stats on items... it makes things about numbers + maths. From my perspective, the more stats they added in UO the worse the game got. I think it would depend on how it was implemented... just as long as people arent going after purple weps + armour or trying to make a 100% fire resist armour with faster casting 3 rings
This.
I like the vagueness of the overall game. The lack of hard number stats makes it more interesting. Everyone wants a tutorial, a noob area, stats on everything, NPCs to guard-quest-trade-etc......this minimilist approach is rather refreshing. I like the sort of "ok...now what am I supposed to do" situations I've found myself in as I've figured out more and more. Everything will be figured out in it's own time...but by the players, and not by some artificial popup that spoon feeds the info.
Thats the dumbest comparison I've ever seen. Everything you buy has "stats" on them, from how to wash/handle to calories and composition or where it's made.
Why should everyone guess the stats on the grass armor you just crafted or the tools you just crafted if everything we create is unique and different? Stats would help the trade economy and crafters who specialize and work their asses off to have high skills. The higher their skills the higher the stats and with tangible evidence of those stats you can start building a demand for what you make. Why would I care to trade with another tribe/crafter if I have no real evidence that the weapons they make with their 75 crafting skill are better than the weapons I make with 35 skill.
The ability to identify concrete stats doesn't make the game less hardcore, that all depends on the crafting and item system.