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Board Index » Feedback & Suggestions » Scavenging - Feedback, ideas, suggestion.
Scavenging - Feedback, ideas, suggestion.109 views
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X
Player
Posts: 41
2026-08-19 00:23:48 UTC#1

  • (75%) Salvage Savant: Chance to find bonus items when scavenging scrap at the salvage station.

  • (100%) Master of the Heap: You will receive double the output when salvaging scrap at the salvage station.

Based on this information, the suggestion is:

  • 75%
Bonus also applies when searching refuse piles, barrels, etc., general nodes. Something like: “Thanks to your skill level, you have found an extra piece of...”

  • 100%
Double the resources obtained from nodes, in addition to the double items obtained at the salvage station.
X
Player
Posts: 41
2026-08-22 16:05:21 UTC#2
Since a skill level of 75 is required to scavenge resources from metal tanks and wooden barrels:

1. It would be good to obtain more processed resources from metal tanks, such as steel plates.

2. From wooden barrels: boards, barrel staves, and nails.

3. Finish nets: chance of get a rod, fish bones, etc.

...because otherwise, you get more and better materials from small nodes and processing them at the salvage station.


Using tools on these nodes yields nothing different or in greater quantities; the results are the same as when using no tools at all—or when harvesting lower-skill nodes, like metal barrels.

At the very least, using tools should yield more or better resources. Furthermore, the level 75 perk seems... terrible; I’ve obtained things like 1 coin, 1 shotgun shell, or 1 tuft of animal hair. I think this skill needs to be reviewed.


A
Player
Posts: 6
2026-08-22 21:26:57 UTC#3
I think there should be no minimum skill requirement to salvage any given item. How high your skill is should only affect how many resources you can extract from it.

If UO Icebound wants to break the 7x100 paradigm it needs to work on a system of diminishing returns, rather than encourage the all or nothing mentality of UO where if you don't take a skill to 100 you're missing out on most of its potential.

Especially flat out doubling salvage at 100% is kind of egregious if people aren't supposed to think of skills only in terms of 0 or 100. Skillpoints inevsted need to become worth less the higher you go in the skill, not suddenly skyrocket in value.
T
Player
Posts: 3
2026-08-23 00:30:17 UTC#4
Aetrion wrote:I think there should be no minimum skill requirement to salvage any given item. How high your skill is should only affect how many resources you can extract from it.

If UO Icebound wants to break the 7x100 paradigm it needs to work on a system of diminishing returns, rather than encourage the all or nothing mentality of UO where if you don't take a skill to 100 you're missing out on most of its potential.

Especially flat out doubling salvage at 100% is kind of egregious if people aren't supposed to think of skills only in terms of 0 or 100. Skillpoints inevsted need to become worth less the higher you go in the skill, not suddenly skyrocket in value.

The worst problem in not having skills to 100 in Icebound is that you can just keep a 50 point floating around and get a skill from 0 to 50 in like 3 days.
I am still thinking this thing might be the end of trade and crafting at all.

A
Player
Posts: 6
2026-08-23 13:14:09 UTC#5
Yea, this is also a valid point. Low skills rise so fast that there is really nothing stopping you from using 50 floating points as the ability to do every crafting skill at a low level with minimal effort involved in switching between them.

Getting skills to 100 isn't a problem per se, but if you want to encourage people to make sprawling, messy builds that represent real people rather than mechanical optimization, skills shouldn't be built up in such a way that their cost per level is linear, but their power per level is exponential.
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