Sir.
Grandmaster
From a discussion in the UOF Disco last night, I made a suggestion that got a lot of backlash, and from that I had to take the constructive criticism of some, and dig through the piles of troll shit of others, to re-evaluate the suggestion itself for a refined, less radical version. Here it is.
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No stat loss is permanent.
Stat loss time is based on murder counts.
Time for murder counts should be exponential in growth, but within reason.
There should be no cap to the amount of time you can work up - PK responsibly.
Insert @Iniak 's idea here to make bounty price roof scale with murder counts.
You should not be able to delete a red character if they have over x murder counts (whatever number works).
You should not be allowed in towns if you are a red.
You should not be allowed to defend a town in militias if you are red because you shouldn't be allowed in guard zones to help separate real PvPers from plain old PKs.
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Instinctively, so many people do not read what is really being said, and think I am saying "remove reds" or "force reds to play a certain way" or "harshly penalize reds just for being red" and asinine suggestions of this nature. This is not the case at all; I truly enjoy the presence of PK's on this shard, but we are imbalanced.
The fact is, many people have voiced that they think this game is entirely about PvP and if you think otherwise, go play another game. These people fail to see the "wholeness" of UO and what makes it fun for everyone, and most likely are the trash-talking trolls and griefers we often encounter here without concept of what an RPG even is. These closed minded opinions and comments are not needed here, so please refrain if you have nothing constructive to suggest. If you disagree, please explain why with some indication of at least a modest education.
Others have stated that they think more stat just creates less activity. Not sure I understand this one as there are maaaaany other things to do in UO and if "all" you do is PK, well, maybe it's good you take a break sometimes and let others do their thing too. I keep getting the reaction of offense from reds with this because they think I'm suggesting to affect their gameplay in some way; uh, yes, I am, because it's only fair due to the fact that you constantly affect others gameplay, in a negative way, and don't give 2 shites let alone have any decency to treat that player well after you've just killed them for no reason and took their gear then called them a noob... This mentality and type of player is toxic for the entire community, I don't care how "much they play"... its bad.
This game is a "dynamic" meaning that it has many facets that all intertwine in some way to make a balanced whole. If we keep "adding systems" to this dynamic like custom bounty hunters or jail quests and complex structures of this nature, we are going to throw off the balance sooner or later. Red lives matter, I get it, but so do blues, crafters, fisherman, RPers, collectors; everyone.
The truth of the matter is we are playing an RPG called Ultima Online in a world setting where you don't have to RP to experience it but you have to accept all of it to be any kind of positive impact on the shard/community no matter what your role is. It's not PvP Online, it's not called PK Online or Magery Online. It's Ultima Online. Solidify that in the mind.
Do these suggestions make sense in an RPG world where you can totally affect another players gameplay experience by murdering them? I don't see the suggestion disallowing or forcing PK's to play in any different way, it just adds a rush to their experience and help balance the red to blue ratio of late. The bottom line is not about pixels or losing gear; it's about how we treat one another in a game that affects the human behind the screen and thus affects the entire community/shard that is the last remaining hope for UO in this era to keep going. I never want to see reds/PK's go away, but I do want to see a balance to keep the entire dynamic whole. I suggest these changes because it is simple and does not add more flour to an already bad batch of dough so to speak; change the original recipe vs adding more ingredients.
------------------
No stat loss is permanent.
Stat loss time is based on murder counts.
Time for murder counts should be exponential in growth, but within reason.
There should be no cap to the amount of time you can work up - PK responsibly.
Insert @Iniak 's idea here to make bounty price roof scale with murder counts.
You should not be able to delete a red character if they have over x murder counts (whatever number works).
You should not be allowed in towns if you are a red.
You should not be allowed to defend a town in militias if you are red because you shouldn't be allowed in guard zones to help separate real PvPers from plain old PKs.
------------------
Instinctively, so many people do not read what is really being said, and think I am saying "remove reds" or "force reds to play a certain way" or "harshly penalize reds just for being red" and asinine suggestions of this nature. This is not the case at all; I truly enjoy the presence of PK's on this shard, but we are imbalanced.
The fact is, many people have voiced that they think this game is entirely about PvP and if you think otherwise, go play another game. These people fail to see the "wholeness" of UO and what makes it fun for everyone, and most likely are the trash-talking trolls and griefers we often encounter here without concept of what an RPG even is. These closed minded opinions and comments are not needed here, so please refrain if you have nothing constructive to suggest. If you disagree, please explain why with some indication of at least a modest education.
Others have stated that they think more stat just creates less activity. Not sure I understand this one as there are maaaaany other things to do in UO and if "all" you do is PK, well, maybe it's good you take a break sometimes and let others do their thing too. I keep getting the reaction of offense from reds with this because they think I'm suggesting to affect their gameplay in some way; uh, yes, I am, because it's only fair due to the fact that you constantly affect others gameplay, in a negative way, and don't give 2 shites let alone have any decency to treat that player well after you've just killed them for no reason and took their gear then called them a noob... This mentality and type of player is toxic for the entire community, I don't care how "much they play"... its bad.
This game is a "dynamic" meaning that it has many facets that all intertwine in some way to make a balanced whole. If we keep "adding systems" to this dynamic like custom bounty hunters or jail quests and complex structures of this nature, we are going to throw off the balance sooner or later. Red lives matter, I get it, but so do blues, crafters, fisherman, RPers, collectors; everyone.
The truth of the matter is we are playing an RPG called Ultima Online in a world setting where you don't have to RP to experience it but you have to accept all of it to be any kind of positive impact on the shard/community no matter what your role is. It's not PvP Online, it's not called PK Online or Magery Online. It's Ultima Online. Solidify that in the mind.
Do these suggestions make sense in an RPG world where you can totally affect another players gameplay experience by murdering them? I don't see the suggestion disallowing or forcing PK's to play in any different way, it just adds a rush to their experience and help balance the red to blue ratio of late. The bottom line is not about pixels or losing gear; it's about how we treat one another in a game that affects the human behind the screen and thus affects the entire community/shard that is the last remaining hope for UO in this era to keep going. I never want to see reds/PK's go away, but I do want to see a balance to keep the entire dynamic whole. I suggest these changes because it is simple and does not add more flour to an already bad batch of dough so to speak; change the original recipe vs adding more ingredients.