A fair and focused stat loss idea, (with a perma stat version if staff is dead set on that)

GluttonySDS

Grandmaster
my style of PVP is large group vs large group -- sadly, no groups on here since we defeated CoM have been able to give us a challenge.

@Messremb -- you claim like you are above zerging but you are in one of the largest zerg alliances, #doesNOTcompute
 

Messremb

Grandmaster
my style of PVP is large group vs large group -- sadly, no groups on here since we defeated CoM have been able to give us a challenge.

@Messremb -- you claim like you are above zerging but you are in one of the largest zerg alliances, #doesNOTcompute
fighting against your zerg at IDOCs is about the extent of zerging i do. ask my alliance.

and honestly i have suggested we stop recruiting (we have) cause i don't like that we sometimes run with more people than one party. but i'm technically not even a guild leader in the alliance, so while i give my opinion, i'm not the one calling the shots. if you got issues with out #s take it up with PCH leaders and @Bromista .
 

GluttonySDS

Grandmaster
So because you dont participate in zerging all the time but your guild/alliance does makes it okay for you to try to blame everything on the "EQMS zerg".

When we first came back to the shard, we were fighting against a group of 8 CoM and 10 TB... is it my fault we defeated these enemies into disbanding and now have no competition? Can no one stop EQMS except perma stat loss? LAWL !
 

Messremb

Grandmaster
So because you dont participate in zerging all the time but your guild/alliance does makes it okay for you to try to blame everything on the "EQMS zerg".

When we first came back to the shard, we were fighting against a group of 8 CoM and 10 TB... is it my fault we defeated these enemies into disbanding and now have no competition? Can no one stop EQMS except perma stat loss? LAWL !
i blamed you for your short sighted demands on staff. i don't see me in here blaming the EQMS zerg for these changes. some things are the EQMS zergs fault, factions being dead, the creation of giant alliances. but the issues with people quitting cause of PKs predate EQMS and are not your fault, but pushing staff to cater to you is your fault, and from what i read thats what tipped the scale with shane.

also if you read my idea (seriously try reading it) you will see i am against perma stat, but rather than rage at staff, i have tried to come up with reasoned approaches that accomplish what staff wants without punishing the whole server.
 

GluttonySDS

Grandmaster
I push for faction incentives/enhancement because abundant consensual PVP is the only thing that will take PVPers out of the dungeons... sorry I ask for things to benefit the shard.

I dont like your idea, I want perma stat, between 1% and 10% on getting your head cut in a dungeon. Let the shard have its red vs. blue -- you will be on the blue team for sure, good luck statting me.
 

Messremb

Grandmaster
I push for faction incentives/enhancement because abundant consensual PVP is the only thing that will take PVPers out of the dungeons... sorry I ask for things to benefit the shard.

I dont like your idea, I want perma stat, between 1% and 10% on getting your head cut in a dungeon. Let the shard have its red vs. blue -- you will be on the blue team for sure, good luck statting me.
lol you guys are so funny. if thats what you want i can respect that. but i hope you dont get your way.
 

bane

Master
I push for faction incentives/enhancement because abundant consensual PVP is the only thing that will take PVPers out of the dungeons... sorry I ask for things to benefit the shard.

I dont like your idea, I want perma stat, between 1% and 10% on getting your head cut in a dungeon. Let the shard have its red vs. blue -- you will be on the blue team for sure, good luck statting me.
Look I don't think anyone faults you for advocating for extra content for your preferred play style. But this thread is about providing constructive solutions that are measured and not an over reaction. Reds cry a lot and blues cry a lot but at the end of the day the solution is usually in the middle.

Lets focus on commenting on the idea Mess put forward.

EDIT: The Gandin is right.
 
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The Gandin

Grandmaster
I love logic like this. "Hey man, get on topic, but first let me respond to your thing which incites you to respond, further derailing the thread!"
 
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Grizard

Adept
There has to be a penalty equal to the amount of kills you wrack up. This is the Grand Theft Auto philosophy. You collect 5 stars and some folks should be after you.

I am a strong believer that bounties should able to be set with the value above your head. If someone kills you with a high bounty they get the reward, but all those kills you encountered say 30 kills that you haven't decayed off means X amount of time. That may be a high amount of time you have to macro off.

Risk vs reward. I would hunt people down for a payday. Red could also kill themselves and collect the money, but that account would be out that amount of time.

I'd love to see someone running around with a 1 million bounty guildtag above their head. I would have a tracker looking for them for a payday.

You may find that the pack of reds that you hang with turn on you for the gold.
They may even not want to run with someone with such a high bounty on them...


You could be "John Wick" With a multi million dollar bounty =] I think this fits in line with the spirit of the game. Reds want bragging rights, Blues want gold.


Right now I don't want anything off of a red. Why do I Want to spend 30 minutes looting his 90 pots and garbage armor. I also have never had a red really buy back a head. THey just curse in the message and life goes on.
 
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TheFallen

Grandmaster
I think this would be an improvement but wouldn't really help protect average Joe.

Average Joe doesn't quit because he gets pk'd. He quits because he gets pk'd a lot and can't see a way to avoid it . This would stillhappen under This rule set because its safer to pick on newbs and not get stat.

@Messremb I would be interested in your thoughts on my proposal as I feel it both encourages consensual pvp and provides a lot of ways a farmer can protect themselves without making them completely safe.
 

Zoobler

Grandmaster
That would be cool to see a red with his bounty clearly displayed. I don't see it working but +1 for a neat idea at least.
 

Messremb

Grandmaster
I think this would be an improvement but wouldn't really help protect average Joe.

Average Joe doesn't quit because he gets pk'd. He quits because he gets pk'd a lot and can't see a way to avoid it . This would stillhappen under This rule set because its safer to pick on newbs and not get stat.

@Messremb I would be interested in your thoughts on my proposal as I feel it both encourages consensual pvp and provides a lot of ways a farmer can protect themselves without making them completely safe.
i will comment in detail on your post, i just wanted to point out that killing average joe means getting less loot and increasing the risk when you die under this system. also it provides incentive to PVP outside of dungeons, meaning less PKs in dungeons.
 

Streets

Grandmaster
if you are just here for the idea just jump down to where i start it.

OK first off i wanna say i think perma stat is the wrong way to go, it discourages PVPers from risking their heads, and while that is good in some ways (keeping reads out of dungeons) it makes normal PVP less likely to happen.

so first lets look at the goals of stat loss. (IMO these are what we should be trying to accomplish)
  • force reds to give back to the community
  • keep reds killing new players, Bards, and tamers in check and having risk.
  • provide the ability to blue players to keep reds away from their PVM chars (this also encourages PVP)

how does the current system line up with these goals.
  • the only way the current system forces reds to give back is the bounty system, unfortunately since most reds die to other red guilds it really isn't accomplishing its goal. also it defeats some of the other purposes.
  • the current system does provide risk for PKs although that risk is minimal, and with auto head buy back, amounts to about 35k total risk.
  • the current system would provide the ability for blues to keep reds in check but the BO system makes that not an option.

now lets look at how perma statloss affects this

  • perma stat definitely forces reds to give back to the community.
  • perma stat does increase the risk on reds but too much so, to the point where reds will be unwilling to risk their heads to provide fun PVP interactions, and will make them run in much larger groups for protection.
  • it does not keep reds away from their PVM chars, as reds can simply SS up and be right back at it. but it does make the reds want to run deeper to avoid losing their heads.

conclusions i draw here are, that while perma stat does meet the goals of stat loss, it takes it to far, and only affects the poor PKs who cant afford SSs.

MY IDEA (some of this I stole from others) without Perma Stat

bring back long and short term counts ( for those who dont know long term counts only affect your red status, and decay at one every 40 hours. short term counts affect your stat loss and decay at 1 every 8 hours)

Make it so short term counts can only be given in dungeons and designated PVM\champ areas.

leave in the bounty system but add in an option to view the murders short term counts, also remove the cap on bounty price, and make auto buy back based on short term counts as well.

when a red gets stated it will be 2 hours game time for every short term count. capped at say 48 hours, this time will decay if they are on that char, or a blue char on that account, but will not decay if they are logged out of that account, or on another red.

being stated removes all short term counts.

if a red buys out his head he is still unable to enter dungeons for 2 hours? (some amount of reasonable time)

kills in the over world give only long term counts, and so if you only PK in the over world you can not be stated.


what this accomplishes IMO is it punishes dungeon PK while not making them log out if they run out of reds. it also allows over world red vs blue PVP still viable and with no punishment unless you were dungeon PKing. it also makes it a chalange to be the red PK with a significant amount of short term counts, imagine being able to brag about having 1000 short term counts, i would have some serious respect for that PK.

how does this match up to my goals

it allows reds to give back to the community through gold BO, or through PVM\whatever else they want to do on blue chars.

it provides risk to the right kind of reds, and a risk that is not so harsh they quit, or feel the need to run 20 deep.

it provides a way for blues to keep reds away from their PVM chars, and encourages reds to stay in the over world where they can find fights with no risk.

added bonus, 40 hour long term counts means less blue griefrs.

Idea with perma stat loss

ok if you have your heart set on perma stat loss here is how i think it should be done so it doesn't kill all PVP.

once again bring back long and short counts,

only dungeons and select PVM areas can short term counts be given.

stat loss should be based on total short term counts, max being 10% if you have say 50 or 100 short term counts.

its a less harsh version of perma stat that only affects dungeon PKs. it lets over world PVP still happen.

I dont like this Idea but its better than just adding in perma stat.


@Shane @Adam @UOFcommunity

thoughts on this?

lets keep it on track ;)

This is pretty much the same exact same damn thing I said and everyone gets ***** over it.!

But in my opinion don't have designated areas it's alot of un needed code players have to memorize what's safe what's not can be confusing. . Just keep it everywhere.

Also I believe the user should be on the murders character to work off the count times not a blue not an alt. Not in a house! The idea is 48 hour punishment not play an alt for the next 2 days.

I agree 48 hour play time cap but I can't stress enough how perma statloss is bad.
 
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Streets

Grandmaster
There has to be a penalty equal to the amount of kills you wrack up. This is the Grand Theft Auto philosophy. You collect 5 stars and some folks should be after you.

I am a strong believer that bounties should able to be set with the value above your head. If someone kills you with a high bounty they get the reward, but all those kills you encountered say 30 kills that you haven't decayed off means X amount of time. That may be a high amount of time you have to macro off.

Risk vs reward. I would hunt people down for a payday. Red could also kill themselves and collect the money, but that account would be out that amount of time.

I'd love to see someone running around with a 1 million bounty guildtag above their head. I would have a tracker looking for them for a payday.

You may find that the pack of reds that you hang with turn on you for the gold.
They may even not want to run with someone with such a high bounty on them...


You could be "John Wick" With a multi million dollar bounty =] I think this fits in line with the spirit of the game. Reds want bragging rights, Blues want gold.


Right now I don't want anything off of a red. Why do I Want to spend 30 minutes looting his 90 pots and garbage armor. I also have never had a red really buy back a head. THey just curse in the message and life goes on.
This
 

Easy Erin

Journeyman
Only thing I would add is have killing blue pets add a long term count. This way blue griefers would at the very least be openly attackable at some point. I see blue griefers as the larger problem anyway.

Oh forgot to add I am in favor of the temporary statloss for reds part of Mess's post and I have no red characters. Not all of us trammies want PKs off the shard. Just remember we need constructive solutions not threats and bluster.
Please leave pvp discussions. Also all of these trammies begging for statloss don't realise that blue griefer guilds such as $ will be more rampant. They will be out to instant kill your precious Pokemon which is another reason for rage posts such as this.

Secondly players will just make swarms of trash dp dexers and destroy low level dungeons - your 'new players'.
 

Streets

Grandmaster
Please leave pvp discussions. Also all of these trammies begging for statloss don't realise that blue griefer guilds such as $ will be more rampant. They will be out to instant kill your precious Pokemon which is another reason for rage posts such as this.

Secondly players will just make swarms of trash dp dexers and destroy low level dungeons - your 'new players'.


Really that's your response "leave pvp discussion " such a great community here
 

bane

Master
Please leave pvp discussions. Also all of these trammies begging for statloss don't realise that blue griefer guilds such as $ will be more rampant. They will be out to instant kill your precious Pokemon which is another reason for rage posts such as this.

Secondly players will just make swarms of trash dp dexers and destroy low level dungeons - your 'new players'.
Obviously a reading comprehension failure. I am in favor of temporary statloss not permanent. Mess's suggestion is no stat loss outside of dungeons and temp statloss inside dungeons with the same cap we currently have.
 
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