Winstonian
Grandmaster
1. My Perspective
Let me start by saying that UO is and will always be my favorite game, and that UO:F is - by far - the best version of that game.
It's also important to note that this current version of the game isn't exactly what it used to be, in many cases for the better. One clear example: the PvM here is remarkable, and attracts both PvMers and PvPers to participate. One way in which UO:F lags behind is not (necessarily) in the amount of PvP, but the accessibility of PvP to the general population.
In its prime, PvP was centered about build diversity, preparation, timely heals and overall tactics. The casual player could (and often did) grab a few cure potions and jump into the fray, enjoying the excitement and tension of the best gameplay that UO had to offer. That environment, quite frankly, no longer exists.
UO:F PvP has devolved into meta builds, group tactics and automated actions. If you don't run the right build and utilize the right mechanics (expl pots for one), or don't have 9 others with you ready to cast the same spell on the same target, you don't stand a chance against those that do. And that's completely fine: there are those that love this style of play, and they will continue to participate until pulled away by the next big game.
This, however, wont lead to the growth of this game. UO thrives when most of its players are both consumed by the PvM and enjoy the thrill of PvP, not aiming to avoid it completely. This can only be achieved by diversifying UO:F PvP. In my opinion, this isn't difficult to do.
2. The Approach
I believe it's imperative that we enhance certain skills and balance others to provide for an increase in viable PvP builds. As it stands right now, there are five skills 'required' for mage PvP:
Resist
Evaluating Intellect
Meditation
Magery
Wrestling/Anatomy
It's my belief that UO:F needs to tinker with those remaining two spots to allow the player to determine how they'd like to play, and to have each playstyle be equally effective. Examples: Want to throw expl potions? Good. Require GM Alchemy (potion damage) and Tactics (remove splash) to make this build viable. Prefer a more defensive style? Invest in Inscription (spell reflection, protection or reactive armor) and Healing. Enhance Poisoning to deal significantly more damage and to cause the Cure spell or cure potions to have a chance to fail. And, of course, Wrestling and Anatomy allow the player to stun. Once balanced, these changes would significantly diversify mage PvP, removing a true 'meta' build and instead allowing players to choose (and enjoy) their own preferred style. This doesn't mention uoforever builds, which, in turn, may also see increased play.
In addition, I believe that other changes are also worth exploring. For one, Archery needs to be a viable skill: whether that means reducing the chance to miss at GM, or allowing arrows to be shot while moving, it's important that Archery is effective. In addition, I also feel that it's worth thinking outside the box to 'fix' some of the more... lame... strategies. I do feel that there should be some sort of 'diminishing returns' to being struck by 10 e-bolts at once. (The first does full damage, while the damage of the second and subsequent cast within two seconds is reduced considerably.) Instead of spamming the same spell together, they'd have to at least discuss and decide which different spells to cast. It ain't much, but it's honest work.
3. The Bottom Line
UO:F is a truly great version of what I feel is the best game of all time. That being said, unless and until PvP is tweaked to appeal to the masses and not the few, it will struggle to grow in the way that it should. The hardcore PvPers will just say "get gud" or "stop crying and adapt", and that's absolutely fine... players will leave and find PvP elsewhere. For this game to truly grow, PvP has to appeal to all, not the few.
Let me start by saying that UO is and will always be my favorite game, and that UO:F is - by far - the best version of that game.
It's also important to note that this current version of the game isn't exactly what it used to be, in many cases for the better. One clear example: the PvM here is remarkable, and attracts both PvMers and PvPers to participate. One way in which UO:F lags behind is not (necessarily) in the amount of PvP, but the accessibility of PvP to the general population.
In its prime, PvP was centered about build diversity, preparation, timely heals and overall tactics. The casual player could (and often did) grab a few cure potions and jump into the fray, enjoying the excitement and tension of the best gameplay that UO had to offer. That environment, quite frankly, no longer exists.
UO:F PvP has devolved into meta builds, group tactics and automated actions. If you don't run the right build and utilize the right mechanics (expl pots for one), or don't have 9 others with you ready to cast the same spell on the same target, you don't stand a chance against those that do. And that's completely fine: there are those that love this style of play, and they will continue to participate until pulled away by the next big game.
This, however, wont lead to the growth of this game. UO thrives when most of its players are both consumed by the PvM and enjoy the thrill of PvP, not aiming to avoid it completely. This can only be achieved by diversifying UO:F PvP. In my opinion, this isn't difficult to do.
2. The Approach
I believe it's imperative that we enhance certain skills and balance others to provide for an increase in viable PvP builds. As it stands right now, there are five skills 'required' for mage PvP:
Resist
Evaluating Intellect
Meditation
Magery
Wrestling/Anatomy
It's my belief that UO:F needs to tinker with those remaining two spots to allow the player to determine how they'd like to play, and to have each playstyle be equally effective. Examples: Want to throw expl potions? Good. Require GM Alchemy (potion damage) and Tactics (remove splash) to make this build viable. Prefer a more defensive style? Invest in Inscription (spell reflection, protection or reactive armor) and Healing. Enhance Poisoning to deal significantly more damage and to cause the Cure spell or cure potions to have a chance to fail. And, of course, Wrestling and Anatomy allow the player to stun. Once balanced, these changes would significantly diversify mage PvP, removing a true 'meta' build and instead allowing players to choose (and enjoy) their own preferred style. This doesn't mention uoforever builds, which, in turn, may also see increased play.
In addition, I believe that other changes are also worth exploring. For one, Archery needs to be a viable skill: whether that means reducing the chance to miss at GM, or allowing arrows to be shot while moving, it's important that Archery is effective. In addition, I also feel that it's worth thinking outside the box to 'fix' some of the more... lame... strategies. I do feel that there should be some sort of 'diminishing returns' to being struck by 10 e-bolts at once. (The first does full damage, while the damage of the second and subsequent cast within two seconds is reduced considerably.) Instead of spamming the same spell together, they'd have to at least discuss and decide which different spells to cast. It ain't much, but it's honest work.
3. The Bottom Line
UO:F is a truly great version of what I feel is the best game of all time. That being said, unless and until PvP is tweaked to appeal to the masses and not the few, it will struggle to grow in the way that it should. The hardcore PvPers will just say "get gud" or "stop crying and adapt", and that's absolutely fine... players will leave and find PvP elsewhere. For this game to truly grow, PvP has to appeal to all, not the few.