Not only do I not really agree with the premise here, but it's not like droves of new players are coming to UO. The logic of "keep three vastly different programs and confuse players so that they want to keep playing" is lost on me.
Way late on this, but I actually agree completely. I'd much prefer only one be used, or if a new program was created that combined as many of the great features into one. Will never happen, though.
I can see it. I think staff-related events would absolutely spike with a spike in overall players on UOF.
I think we can all agree that militias probably aren't going anywhere. In my opinion, finding a way of combining these suggestions (add increased incentive to participating effectively in...
Although I don't disagree, some of that necessitates that someone from the staff be involved. It would definitely spike participation during those events, but things would return to normal without them.
What's the overwhelming downside to incentivizing free-flowing, structured PvP (like...
You're honestly either saying the part in bold to win what you view is "forum PvP", or you're not fully understanding my suggestion here. Scoring by damage done would provide a significant incentive for ALL players to participate in structured PvP. Solo players would rank, groups would still...
I'm not trying to be an issue in all of this. I'm honestly trying to improve this server so it continues to grow. The PvM is on an elite level, and the interest in PvP is nearly non-existent. Incentivizing PvP would change that. Players want idols, relics, powerscrolls, skillscrolls and...
Well, right, but that's my point. You asked why simply killing players wasn't good enough, but it's simply not for most players. I gain nothing by getting ganked and trash-talked in PvP. It's why the big, zerg guilds dominate and why others - who don't prefer that playstyle - simply won't...
Then why even have militias or factions? Systems have always been created to provide a benefit for PvP... they just haven't been done in a way that appeals to all players.
How popular would PvM be on UOF if all monster drops were removed? Sure, you'd have a few players who would "feel...
Because it provides the solo player an incentive - and quality rewards - for simply participating in PvP. If the reward condition is kills or survival, the big groups would still remain the most powerful (and only active) players. If it's by damage done, solo players will still have a great...
I'll never understand relaxed rules for cheaters. I don't cheat, so I guess I'm biased, but I think it's ridiculous that players who would intentionally break the rules for some sort of in-game gain aren't wanted as far away from a game like this as possible.
Is it your impression that the...
... because, in the current state of UOF PvP, some will simply spend their time getting ganked and not getting those kills. UOF PvP is based around group pre-casting and explosion potions. It leaves solo players with little to no hope nor interest.
Don't take my word for it, though... just...
See, a player like me has absolutely no incentive to PvP on UOF, but that doesn't mean I'm not a PvPer.
I spent all of my OSI years PvPing. I'd go into the wild and kill enough monsters to buy enough regs... to PvP. (Order/Chaos was incredible back then.) In each game I play, I spend my time...
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