An Update on What We Have Been Doing

Status
Not open for further replies.

Spikeszzz

Adept
Please what? lol.
What your suggesting is basically: "Blues need to party up to fight reds."
Why shouldn't reds have to do the same thing?
im still thinking the only way to fight pks is big partys, no stat things, if want big parties, encourage them with stronger spawns, maybe more spawn, and maybe a place like docks but only for "looking for party"

very far of "blues need to party up to fight reds" what im saying is:

staff needs to encourage the only (imo) way to counter reds permaganks
-more spawn (so people who wants to farm alone have lot of places to go, maybe even a gater npc that gate u for 500gp)
-stronger spawn at dungeons (so people go in big parties that could deal with pks)
-a place like docks but only for "looking for party"

sorry i wanted to delete the "please" but i forgot... i mean read, u say 5red vs 1 tamer is NOT pvp.. and then
wendy said:
How do you think a lot of pvp starts? It's from a spawner or pvmer being pked...
 
Last edited by a moderator:

Salsa

Grandmaster
There is some cool stuff in this update. Thanks Adam, but....

Wands are an awful idea and should of never been considered, would love to know how that even got on the table.

Statloss thing is gonna ruin PvP. Plain and simple. You guys keep pushing for faction PvP but this is not the solution.
 

noobs705

Grandmaster
I see docks being a solution to so many pvp related problems and Ive posted on 3 other threads that mention it and never hear anything on it. Docks give a place for solo reds or 2 random reds or anyone who wants to go and pvp, rather then the most popular choice of rolling dungeons. You give people who are looking for pvp like factioners a place to find action and you also give a place for blues to group up to counter reds or do any other pvp they want. Docks would be the biggest boost to pvp on this server, I think because reds would have another hotspot to pvp which takes them out of dungeons it boosts pvp and gives reds something else to keep them from looking in dungeons for action IMO
 

girana

Grandmaster
I like idea but perma stat loss is to much for pkers. Im not even a pk and I don't want this sever go to the way of trammel. I only get killed 1 out of 10 pk attempts. Its called recall when you see a red name. Do longer temp stat loss in dungeons that need macroed off while logged in.


tempstat that have to macro off while logged hurts far more as perma stat
 

Malkraven

Grandmaster
tempstat that have to macro off while logged hurts far more as perma stat
depending on your template but yea i agree id rather have perma statloss than 48 hrs logged in game...

Thou i will not be pking in dungeons with a tamer or poison template..
 

Lexington

Grandmaster
Hey there everyone, I thought I'd pop in and give a bit of an update on what I've been working on:


Red vs Blue Changes

We have been very hesitant to change murder mechanics here on UOF. There is a fine line for pking on any shard. Too lenient and the PKs are rampant and drive other players away. Too harsh, and much of the modern day UO PvP dwindles.

We have taken a good look at our current statloss mechanics and they just don't seem to be working. In general, most PKs have numerous characters then PK on. They have little issue cycling through all of their pks while statloss runs out on the ones that died. As statloss can be macroed away while not logged in, the worst PKs are able to PK as much as they want while the casual PK is punished harshly.

We are debating changing the mechanics to work like this:
1) We will switch to the classic short and long term system

2) Long terms are accumulated in the overworld and in dungeons. Long terms will not contribute to statloss.

3) Short term counts are accumulated in dungeons only. Some dungeons will not give short terms (Khaldun, Orc Caves)

4) Short term counts will give perma statloss. However, statloss will only be applied if you die in a dungeon. If you have short terms and die in the overworld, you will not receive statloss.

5) Short terms cannot be macroed while logged out.

6) A short term count will decay per 8 hours.

7) you can automatically buy out of statloss by paying x amount to your killer. (maybe)

What this means: PKs can pk freely outside of dungeons (some newbie areas will give short terms). This sounds bad but what we have witnessed is that the majority of PKing occurs in dungeons. We hope that this will add increased risk to dungeon PKing but will allow reds to freely search for PvP without repercussions in the overworld.

This hasn't been finalized yet. We will put up a poll to get some feedback on the proposed changes.


I'm so in love with you right now :p
 

Lexington

Grandmaster
I like to think of dungeon pking as endgame pking. Maybe you should be rolling 3 deep in dungeons if need be. We can also make it temp statloss. People seem to hate the idea of perma statloss. However, the temp statloss will actually be more of a punishment when you think about it. On UOF, you can macro skills back up in an hour or 2. With temp statloss, you can be out of the game for 2 days.



Just to be clear..... you'll only take stat loss is you rez (after dyeing) while over the short term cap??
 

kyleakira

Master
I like new patches because it makes the game better overall but I'll make a couple suggestions that might contribute in better ideas for real problems:

Real problem: gang of PKs looking for single targets/gang od blues looking for solo PKers. This is not fair. We should encourage the Solo PKing. I dont see problems if a single PK kills a single target, only long count may be given in this situation. If the blue is killed by 2 or more PK you can give a short and a long. Now, if a PK is killed by a single killer, PK should get a penalty but if the PK is killed by 2 or more its not fair to get stat loss. Any case other than this will encourage gank squads or PK killer squads.
The way to calculate how many players participated in the death of another player should be the same as when a blue is killed by 2 pks(the system let you give 1 count to different players)

The other idea is the way PvP is becoming full of mages. Specially in groups. Dexxers have no magic reflect, they miss more often when hitting a mage, their quip weared is much more expensive than the mage stuff. By that I mean that dieing as a dexxer is more easy and expensive than dieing as a mage. I think that should be changed by a rework on armor system.
 

lost

Grandmaster
I mean this means that PK's most likely won't ever go to champ spawns and people will freely do champions and get rich on PS without worry. Maybe champ zones should be no statloss, or grey zone..
 

TheFallen

Grandmaster
3 accounts x 3 kills per day = 9 kills a day = 63 kills a week without ever having more than 1 short term meaning no stat loss. You would also have the ability to have a reserve of 117 counts between 3 accounts 7 Reds that you can take for those weeks requiring more murder. So even with this system you can easily avoid stat unless you are killing ever single blue in a dungeon including training newbs and afk ' s.
 

Fuschino

Adept
Arcade combat events....love it ;)

I think the Zombie event was a great idea. I love that the admins of this server create such unique and interesting events.

I, for one, had a really hard time with the arcade combat in the Zombie event. I think this is a great addition in limited doses. I would ask that you not go too overboard with it.

Thanks for running an awesome server!
 

Lord Hampton Royce

Grandmaster
future ping... current ping... lol



VI7iGbz.png
 

girana

Grandmaster
no packet loss to the new server <3



. Dexxers have no magic reflect, they miss more often when hitting a mage, their quip weared is much more expensive than the mage stuff

Power/Vanq Weapons cost 2-3k you really cry because these 3k gold ?
 

Babethoven

Grandmaster
sounds good but, idk there is no RP orcs here anymore, so the no mount thing is late IMO... pointless now

some good ideas but, not liking the perma stat loss thing, we are the only group that plays reds on this server so not like any of the population will be affected by that. just us ;\
 

Lexington

Grandmaster
Love where you are taking the shard Adam / Shane.....

Down the road is there any chance you can take a look at the offence mage templates? We more or less only have one viable template, the Alchy/Stun. It would be nice to see some more variety... enabling the inscription bonus sure would make things a lot more interesting.
 

K A Z

Grandmaster
Love where you are taking the shard Adam / Shane.....

Down the road is there any chance you can take a look at the offence mage templates? We more or less only have one viable template, the Alchy/Stun. It would be nice to see some more variety... enabling the inscription bonus sure would make things a lot more interesting.


please stop it now, you have no clue when it comes to mage combat.. sorry that I have to tell you this.


and lol @Babethoven whom I haven't seen on a red in weeks.
 

Staff

Young Player Help
There is some cool stuff in this update. Thanks Adam, but....

Wands are an awful idea and should of never been considered, would love to know how that even got on the table.

Statloss thing is gonna ruin PvP. Plain and simple. You guys keep pushing for faction PvP but this is not the solution.

People keep saying it is going to ruin pvp but I don't see how. The idea is to increase pvp. You can pk as much as you want in the overworld without any issue. If you die in a dungeon, you can pay to avoid statloss. This sounds like a huge buff to me. if you are not willing to drop 30k to avoid a death when you can probably make that much killing a few noobs in a dungeon, you probably deserve perma statloss.
 

edw3rdwood

Grandmaster
Adam, I see what you mean about dungeons being end-game pvp, and I actually agree, but realize that everyone has a different approach and way of looking at things/playing the game and the current proposals aren't really going to accomplish that.

I actually agree with what wendy whoppers said, and if these changes come into effect then PK'ing in dungeons will be discouraged/avoided and in exchange more people will just farm gold endlessly without threat. Just be wary of how these changes may increase total server gold over time.
 
Status
Not open for further replies.
Top