wreckognize
Grandmaster
Posting this to once-and-for-all find the most reasonable method for reducing Blue PKing from it's former state, as well as to hopefully figure out a solid policy that will help protect the shard from player frustration related population loss.
Although many forum users may not share the common goal of making UO:F balanced in a way that is fun for everyone, I hope that we can all discuss this without classless childish behaviour, de-railing or namecalling, because doing so is essential to population growth in a game we all love to play that has also had it's stuggles over the years.
I see UO:F as an opportunity to keep UO alive and see no reason why it can't be the platform that accomplishes this, except for a lack of solid policy governing the way changes are made to the game.
I would like to see a policy that any change MUST be polled, and debated before any changes are made to PvP mechanics, and that any idea that is being debated be done so in as unbiased a way as possible. I think this is best accomplished when no staff member is also a player of the server, however I realize that UO developers are in short supply and thus we have to make some allowances in this regard.
One change that happened here was that players were suddenly not able to recall if they were attacked and had any murder counts. It was changed and then staff finally posted an official thread about it after some people who noticed it began to complain.
I believe this change was made with the intention of reducing the amount of Blue PKing that was happening back when there were little consequences for doing so.
One thing that is different on UO Forever than most shards is that murder counts decay in 24 hours of in game time (used to not have to be logged on, and yes that lead to a ton of PKing.) Whereas on other shards the decay is 48 hours, typically with the option for 8 hour short terms which are generally used on shards with statloss. So of course this is largely to blame for the amount of Blue PKing that was happening.
The problem I have with the current mechanics are that we have developed a plague of players who roll around newbie dungeons with 5+ PK characters, with tracking, basically slaughtering any new players they come across. The game has a harsh learning curve when it comes to PvP, and in order for newer players to learn PvP they have to practice it, which sometimes means they will take the odd murder count as it's more likely for them to actually fight when they think they have a chance at winning. Whereas if they are attacked, especially when attacked by a group of players, they are way more likely to simply recall.
The current mechanics will not allow a player to recall if they are attacked. 9 times out of 10, a solo farming new player who hasn't had the chance, or maybe doesn't have the skills yet to be invited into a guild, will try and recall when he sees red players coming onto his screen. Maybe 10 times out of 10. Now, from an honor in pvp standpoint, having players who are trying to recall being killed while they're not even fighting is a joke, and that's what the current mechanics promote. Justice via game mechanics instead of a more honorable method.
Moreover, keep in mind that it can take a brand new player to UO *years* to learn how to set up hotkeys, or even configure their computer for the type of performance they would need to outrun people. Trying to use multiple clients is also a challenge primarily because of a bug in windows 7 which will crash the game client (whitescreening) every time you try to toggle between them. But you can rest assured that the first thing that they learn how to do in this game is cast recall, and that's why the current mechanics need to be revised.
The current mechanics also empower reds who are at the top end of the learning curve already. If you are a blue who has a murder count, maybe from two weeks ago if you only log on once a day for a couple hours, and you attack a red player, and he calls in his friends, you have no choice but to die on a server with heat-seeking purple pots that doesn't let you recall if you have the skill to pull it off.
The truth is, UO:F has a variety of players at each end of the learning curve, and for UO itself to survive it's important that in this situation, we try to find a balance that is benefitial to everyone when deciding what mechanics to implement. In order to find that balance, the best method is to put the proposed changes up for discussion with the entire community so that we can gain perspective from all players before deciding what to do.
Now I will propose some changes that I believe are more friendly to everyone, and also promote skill and honor in PvP more than the current ones. Please point it out if you do not think these changes accomplish that, and why not, so that it can be debated.
1) Revert the current mechanics, add 24 extra hours, (totaling 48) per murder count.
2) Revert the current mechanics, triple the amount of time it takes to cast a recall when a player has one or more murder counts and is attacked.
IMO under no circumstances should being attacked by a player cause the inability to recall completely. The reason being that agressors always have the benefit of the element of surprise, and therefore should have enough skill combined with that advantage to get the kill, on a full loot shard. By changing the consequences and notoriety you've really changed the game from Ultima into GTA. In UO there's a recall spell. Plan your attacks accordingly. If you are frustrated that people see your red come on screen and are able to get away, there's a player solution for you: Stealth.
The only positive thing that comes out of the current mechanics is that it helps force players into large groups, which helps us rival other games which have large groups as well. But I think there's better ways to accomplish that. Reduce the amount of gold a player can make solo, and increase the amount of gold a player can make when in a group, so that even with a split, they're still making more when working together. But don't try and accomplish it by allowing veteran players to shoot fish in a barrel. That's what this change really is. I've already had to explain the mechanics to several new and returning players, just like I had to constantly on uoforever, so for me this is a huge step backwards and I'm really just not impressed with it.
TL;DR: In UO there's a recall spell. Plan your attacks accordingly. In case you haven't read the OP, please don't reply.
Although many forum users may not share the common goal of making UO:F balanced in a way that is fun for everyone, I hope that we can all discuss this without classless childish behaviour, de-railing or namecalling, because doing so is essential to population growth in a game we all love to play that has also had it's stuggles over the years.
I see UO:F as an opportunity to keep UO alive and see no reason why it can't be the platform that accomplishes this, except for a lack of solid policy governing the way changes are made to the game.
I would like to see a policy that any change MUST be polled, and debated before any changes are made to PvP mechanics, and that any idea that is being debated be done so in as unbiased a way as possible. I think this is best accomplished when no staff member is also a player of the server, however I realize that UO developers are in short supply and thus we have to make some allowances in this regard.
One change that happened here was that players were suddenly not able to recall if they were attacked and had any murder counts. It was changed and then staff finally posted an official thread about it after some people who noticed it began to complain.
I believe this change was made with the intention of reducing the amount of Blue PKing that was happening back when there were little consequences for doing so.
One thing that is different on UO Forever than most shards is that murder counts decay in 24 hours of in game time (used to not have to be logged on, and yes that lead to a ton of PKing.) Whereas on other shards the decay is 48 hours, typically with the option for 8 hour short terms which are generally used on shards with statloss. So of course this is largely to blame for the amount of Blue PKing that was happening.
The problem I have with the current mechanics are that we have developed a plague of players who roll around newbie dungeons with 5+ PK characters, with tracking, basically slaughtering any new players they come across. The game has a harsh learning curve when it comes to PvP, and in order for newer players to learn PvP they have to practice it, which sometimes means they will take the odd murder count as it's more likely for them to actually fight when they think they have a chance at winning. Whereas if they are attacked, especially when attacked by a group of players, they are way more likely to simply recall.
The current mechanics will not allow a player to recall if they are attacked. 9 times out of 10, a solo farming new player who hasn't had the chance, or maybe doesn't have the skills yet to be invited into a guild, will try and recall when he sees red players coming onto his screen. Maybe 10 times out of 10. Now, from an honor in pvp standpoint, having players who are trying to recall being killed while they're not even fighting is a joke, and that's what the current mechanics promote. Justice via game mechanics instead of a more honorable method.
Moreover, keep in mind that it can take a brand new player to UO *years* to learn how to set up hotkeys, or even configure their computer for the type of performance they would need to outrun people. Trying to use multiple clients is also a challenge primarily because of a bug in windows 7 which will crash the game client (whitescreening) every time you try to toggle between them. But you can rest assured that the first thing that they learn how to do in this game is cast recall, and that's why the current mechanics need to be revised.
The current mechanics also empower reds who are at the top end of the learning curve already. If you are a blue who has a murder count, maybe from two weeks ago if you only log on once a day for a couple hours, and you attack a red player, and he calls in his friends, you have no choice but to die on a server with heat-seeking purple pots that doesn't let you recall if you have the skill to pull it off.
The truth is, UO:F has a variety of players at each end of the learning curve, and for UO itself to survive it's important that in this situation, we try to find a balance that is benefitial to everyone when deciding what mechanics to implement. In order to find that balance, the best method is to put the proposed changes up for discussion with the entire community so that we can gain perspective from all players before deciding what to do.
Now I will propose some changes that I believe are more friendly to everyone, and also promote skill and honor in PvP more than the current ones. Please point it out if you do not think these changes accomplish that, and why not, so that it can be debated.
1) Revert the current mechanics, add 24 extra hours, (totaling 48) per murder count.
2) Revert the current mechanics, triple the amount of time it takes to cast a recall when a player has one or more murder counts and is attacked.
IMO under no circumstances should being attacked by a player cause the inability to recall completely. The reason being that agressors always have the benefit of the element of surprise, and therefore should have enough skill combined with that advantage to get the kill, on a full loot shard. By changing the consequences and notoriety you've really changed the game from Ultima into GTA. In UO there's a recall spell. Plan your attacks accordingly. If you are frustrated that people see your red come on screen and are able to get away, there's a player solution for you: Stealth.
The only positive thing that comes out of the current mechanics is that it helps force players into large groups, which helps us rival other games which have large groups as well. But I think there's better ways to accomplish that. Reduce the amount of gold a player can make solo, and increase the amount of gold a player can make when in a group, so that even with a split, they're still making more when working together. But don't try and accomplish it by allowing veteran players to shoot fish in a barrel. That's what this change really is. I've already had to explain the mechanics to several new and returning players, just like I had to constantly on uoforever, so for me this is a huge step backwards and I'm really just not impressed with it.
TL;DR: In UO there's a recall spell. Plan your attacks accordingly. In case you haven't read the OP, please don't reply.