No talking about stacked potions. Punishment will soon follow.
Aren't they beautiful.
No talking about stacked potions. Punishment will soon follow.
I'm not enough of a pvper to have any opinion on most of what you want changed but I think EVs should not poison players or monsters. Blade spirits should poison but EVs are supposed to be energy. It doesn't even make sense they poison, really.
My guess is that if a vortex of pure energy touched you, you would feel pretty drained and probably require medical attention. That's my best guess as all the playguides up to and including UOR say the same thing, which is:
EV's are supposed to be quick-moving, and cast harm, poison and curse. That means that they are already nerfed on UOF by comparison...
If you can't anticipate it, you can at least outrun it, but it shouldn't be easy for you to stay on screen without dispel loaded. That's normal UO gameplay, I swear these factioners just want kills handed to them. Maybe instead we could just remove guardline from the West Brit Inn??
Conjecture.You obviously use EVs a lot.
Opinion.They are clearly too fast.
Name ten.There are 100 reasons why they should be slowed and just a couple of weak reasons that they shouldnt.
My guess is that if a vortex of pure energy touched you, you would feel pretty drained and probably require medical attention. That's my best guess as all the playguides up to and including UOR say the same thing, which is:
EV's are supposed to be quick-moving, and cast harm, poison and curse. That means that they are already nerfed on UOF by comparison...
The explode randomness also makes it harder to kill outnumbered and doesn't reward skill in syncing and healing. I don't see how it would effect 1v1's. Surviving is already extremely easy on this server.My opinions:
-1 Explode timer, I like the randomness and I can find 1v1 and survive 1v2 more
+1 on EV's could be slowed down
-1 Stamina of mounts, I like moving fast even when not in PvP
-1 Stacked pots, would mess up the potion kegs, and we don't need the instant restock, it is fast enough now.
Neutral on low spell damage, could use a little more, but not much.
Neutral on defensive wrestle, it is fairly balanced dex vs mage now
Neutral on mounts, I agree, not for mares
+1 on potions, should hit if you don't have query criminal action set.
I also think flagged players shouldn't be allowed through gates. I hated the days from an old server where It was 10 v 12 people would drop two, then run into a random gate out spot.
The explode randomness also makes it harder to kill outnumbered and doesn't reward skill in syncing and healing. I don't see how it would effect 1v1's. Surviving is already extremely easy on this server.
I didn't say we needed stamina for mounts. I said stamina loss for the player when they are below 10% health to make running less effective, especially in 1v1's.
I suggested stacked pots to be non lockable and non secure-able. This keeps kegs and restocking the same as now. The main reason for this was restocking off peoples corpses mid fight, instead of having to retreat home for stock and killing the action.
Thanks for these - your thoughts have not gone unnoticed:The PVP mechanics are in need of a few small tweaks/changes to become more enjoyable.
The random explosion timer: This takes away any real skill when healing syncs. It was introduced to stop macro syncs, but all this does is make auto heals more effective, and create clunky group fights. Your average player WILL NOT heal a sync, whether it's delayed explosion or not. Good syncs and good heals are the essence of group fighting. This server in it's current state doesn't allow either.
(Note for staff: Aga has mentioned flamestrike has an additional delay. If explosion becomes non randomized, the flamestrike delay will have to be shortened to allow the spells to hit closer together when syncing.)
EV's: These things are just horrible. They move almost as fast as a player, constantly poison and hit extremely fast. A single EV takes one player out of the fight and onto dispel duty, which is no fun for anybody. I believe Adam argued that they are mages #1 source of damage at champ spawns, which may be true, but they don't need to be fighter jets when attacking players as well.
Stamina loss when redlined: We currently have; infinite stamina mounts, no bola's and no player stamina loss. The ability to run endlessly is a massive problem, anyone who PVP's will agree. Adding stamina loss when a player is below, say 10%, will help cure this issue. Redlining your opponent and then having them zoom off into the distance with no way of stopping them is ridiculous.
Stacked Pots: This has been brought up multiple times, it allows you to restock off your opponents on the fly which promotes sustained PVP. Many fights are ended because one side is forced to run home and restock. Not allowing stacked potions to be locked down or secured will keep the keg and butler just as useful, and make fielding more enjoyable.
Spell damage and Timing: Lower circle spells deal extremely low damage, or are resisted too heavily. Spells like magic arrow, harm and lightning are the go to finishing spells on a low health opponent. They are often not enough to finish the target. Tiny damage on the low circle spells combined with no stamina loss makes escaping too easy. Magic arrow for example, often deals 1 damage and has a large delay, making it useless for anything except disrupting.
Defensive Wrestle: This is plain broken. If you attempt to punch while casting a spell, your punch will be invisible and wasted. You will never actually perform the action and will have to wait a few seconds for your next punch to ready.
Another problem with the defensive wrestle, is the bizarre chance of being hit while casting. Attempting to cast infront of a dexxer is almost guaranteed to get you disrupted. This makes fighting outnumbered harder than it should be, and in some cases impossible. Not to mention extremely frustrating.
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Less important additions that would be appreciated:
Not so useless mounts: Plain old mounts like horses are completely useless at the moment. Adding the ability to remount lesser mounts (horses, llamas, beetles, etc) who are combat flagged, would give them a purpose. These mounts can be used to block tiles and disrupt mages, which is very fun/skillful tactic to use. Obviously this change shouldn't apply to mares.
Flag System: If you flag a blue while you're blue, and attempt to throw an explosion potion at them, it will not do any damage. However, if they throw a pot at you, it will deal damage.
Conjecture.
Opinion.
Name ten.
These are all good examples of why emotion doesn't belong in debate. You are basically forced in this case to state things as facts that are not facts, to support your erroneous conclusion that EV's need a change. They do not.
Your only example is that it might be difficult for you to dispel an EV in a dungeon with a player chasing you. In that case I suggest simply outrunning the EV, if you are in a dungeon then you are never very far away from an entrance/exit of some kind. It is extremely easy to outrun an EV and even easier to just stand there and spam dispel.
I did a test and found that almost 100% of the time, I was able to dispel EVs using the spell before dying by standing still and spamming the spell. I think the problem most people are having is that they panic when they see EVs (which is the point of them) and will run into dead ends with these chasing after them. Their movement speed is already low enough to outrun them easily, and there is not one single reason why they should be slowed.
Thanks, much appreciated.Thanks for these - your thoughts have not gone unnoticed:
Spell damage and Timing: MA damage has been modified -- not quite to UOGH level, but more than 1HP. Lightning is already good - damage is actually the same as UOGH. Harm has never been a spell that was off.
Defensive Wrestle: Defensive wrestling (anat + eval) is confirmed to work as expected. We are still looking into the wrestling skill during casting.
The other items are on a list of items to consider for PvP changes - some have already been discussed but no decision made on them. Obviously the dev staff will not make just any changes, all angles and impacts are reviewed to ensure it is the right choice, not just for PvP, but for UOF.
Lightning is resisted pretty much the same as on UOGH. That said though, our goal is not to copy UOGH, but to find the best mechanics for PvP, it just so happens that both shards run on RunUO code, which makes some things similar by default.Thanks, much appreciated.
I understand changes may effect others. I tried to give reasonable suggestions with the entire server in mind.
PS
Could lightning be resisted too often maybe? It just doesn't feel right if it is indeed the same as UOG.
Lightning is resisted pretty much the same as on UOGH. That said though, our goal is not to copy UOGH, but to find the best mechanics for PvP, it just so happens that both shards run on RunUO code, which makes some things similar by default.
I agree to a point - I mean there are some fundamental mechanics that work just because that is the best way to setup those mechanics. But there are other items are are more a flavor of pvp instead of making it better or worse - it just makes it different. The latter is the sort of wiggle room we have on UOF to be different but better.tbh
copying UOGH when it comes to PVP is no shame at all.
Its because those of us that came from there were ground down until there was no other way to play except at a higher level.There must be a reason why kids who been playing that Shard are better than those who havent...
tbh
copying UOGH when it comes to PVP is no shame at all. There must be a reason why kids who been playing that Shard are better than those who havent...