Lord Hampton Royce
Grandmaster
there are more blues trying to noto pk me than there are pks trying to pk me.
just make attacking other players illegal
just make attacking other players illegal
If you're running in a group, people are going to be upset no matter what you do.
Everyone calls in.
If you went in with one person, expect 5 to show up. Might as well run with whoever wants to go because another group is going to call in theirs to fight. Isn't it part of the point to run deep in populated areas to start a fight?
@Lord Hampton Royce what are you doing in shame lvl 1 to see us that deep? I know you're not down there dropping shrooms bby.
People are going to leave regardless and people always search for a non self blaming reason. It's not me its them, so its not shocking to hear the new guild has 15,000 people and that the number one reason is player killers.
I started off under a different name on this server with no guild tag. I did not find myself having any problems aside from one EQ/MS member killed me when I was afk outside of Moonglow. I did the majority of my leveling in Shame and ran into a total number of zero player killers the whole time well farming and working up my skills.
Instead of looking at numbers within the new guild, one should look at avg hours played. Ultima Online is about getting over that first hump, where you start getting a okay supply stuff making death sting so much less.
Your problem isn't pks @Shane its that first hump, where a person is still deciding if its worth it. It's not player killers that cause him to quit, its a feeling of starting far behind well there is people with castles killing you.
How do you build up from nothing? That's a tough question to ask a new player joining a new server out of no where. Better yet as a game designer how do you make them feel like its possible to build up from nothing, because it clearly is. It's just that first hump sucks.
uoforever staff has a habit of 'fixing problems' by either limiting them or completely eliminating them.
ive told adam time and time again if you want to make a productive change that will please everyone, you need to learn to compromise.
instead of limiting guilds, why not encourage smaller-run groups by rewarding them somehow? implement a bounty system for parties/alliances/guilds with less numbers. bounty points turned in for rewards. something gay along those lines.
that way, youre encouraging smaller numbers, not discouraging larger numbers. theres a huge difference.
youre welcome
#AEMforFORUMmod2015
TRIN are the biggest griefers on UOF. Being statted by a role player is the biggest grief on the server and a huge blow to my UO ego.
People are going to leave regardless and people always search for a non self blaming reason. It's not me its them, so its not shocking to hear the new guild has 15,000 people and that the number one reason is player killers.
I started off under a different name on this server with no guild tag. I did not find myself having any problems aside from one EQ/MS member killed me when I was afk outside of Moonglow. I did the majority of my leveling in Shame and ran into a total number of zero player killers the whole time well farming and working up my skills.
Instead of looking at numbers within the new guild, one should look at avg hours played. Ultima Online is about getting over that first hump, where you start getting a okay supply stuff making death sting so much less.
Your problem isn't pks @Shane its that first hump, where a person is still deciding if its worth it. It's not player killers that cause him to quit, its a feeling of starting far behind well there is people with castles killing you.
How do you build up from nothing? That's a tough question to ask a new player joining a new server out of no where. Better yet as a game designer how do you make them feel like its possible to build up from nothing, because it clearly is. It's just that first hump sucks.
lets just all agree the playerbase here sucks, and we should do a server wipe to purge thefaggots:
THIS.this, so much. I'd bet that $ griefs more newbies off the server than EQMS or POWER ever could, yet they're also the most vocal when it comes to harsher PK penalties (reds being the only ones able to stop their griefing madness).
why don't you come over nd play my fagot ?
Try to read this, as it's very educational and really shows everyone what i think about over all.
Keep in mind the number one reason people quit is due to being pk'd.
This is an absolute fact and always has been
Basically not being able to even play/grind. Everytime they try as a legit player they just get mowed. People quit so fast over this.
Take your average mediocre "average joe" player as an example:
Player finds UO Forever, hasn't played UO in years or not at all. This player gets set up and logs in finally figures out how to create a char etc. This player does not use 3 accounts. This player also works 50 hour weeks or more, comes home to a naggy wife, puts his kids to bed and finally has some time to enjoy his new found, or returned to favorite game (UOF). This guy logs in, he doesn't macro skills, so he must go out and fight to raise them, maybe he teams up with one or two people from the new guild. They go out, within the first 10 minutes he gets pk'd. He thinks "Oh well, that was exhilarating, part of the game, and goes and restocks. 10 minutes later, BAM get's pk'd again. 9/10 times that guy will log off, and will never play again.
Guess what though?
Mediocre "average joe" is the guy that donates a lot at first because he works a ton, has a wife and kids, and doesn't have much free time to grind and put into UOF every single day.
mediocre "average joe" is that player that makes veterans feel that nostalgic.
mediocre "average joe" is that player that can still be scammed with a scam used back in 2001.
mediocre "average joe" is that player that you see in full plate asking where to buy a horse, or buys/sells horses at WBB.
mediocre "average joe" Is the reason UO FOREVER is where it is.
The guys killing mediocre "average joe"?
The majority of those players log in, PK people and when there's no one left to pk, log out.
The majority of those players are also most vocal about changes/complaints.
The majority of those players do not donate, nor do they PvM or contribute to any other play styles (Some do, i'm not saying ALL)
Sooo... we update, work, market, and pay for ads, to consistently obtain a nice steady flow of mediocre "average joe's" into UO FOREVER , and in the end of ALL of it, UO FOREVER is getting royally fucked in the ass, by that pk player play style.
And the silver lining?
Guess whos money we use to pay for ads and get more people here for those people to have fun with/pk?
That's right, mediocre "average joe's" money, the same average joe player that just wanted to kick back, relax and escape the stress of his life for awhile with what little free time he had.
Can you all totally understand why trammel was implemented now? rofl.. IT blew my mind when i came to all these conclusions by experiencing large guilds, and pk guilds on UOF.
We obviously would never introduce trammel, however you can see how those who give little, ask for a lot while driving away those who give alot and ask for little, and in this situation those who are driven away are supporting the exact people that are driving them away.
All in all,
Having a huge guild constantly zerging definitely drives people away.
Having a huge red guild constantly zerging while pking, can be absolute toxic for a server of this size.
There's 15 thousand players in the new guild.
That tells you how many people join, and quit.
Keep in mind as my original opening statement says, the main reason for people quitting is pk's/unable to play how they wish.
Getting away from 1 or 2 pk's is easy, escaping 10-15 is fucking tough.
I've went above and beyond the issue with larger guilds, but with larger guilds comes larger PK guilds, and all in all it's tying together more than ever lately.
I hope that was a good explanation as to why larger guilds although not breaking rules will need a change and why PK's although not breaking the rules, will need a change.
This is what i think about, my train of thought and that train of thought has done really well for UOFOREVER thus far. This subject is one of the hardest ones i've ever had to deal with on UOF for sure.
Fix young status expand on the noobie dungeon area and let them stay inside for a longer time but prevent young player from abusing the other dungeons. Also lets be honest there aint many young player in this thread more like alot of vets crying about getting zerged . @Lord Hampton Royce makes a valid point for a change all of the main guilds atm can field 8+ players at least and there is a wide variety of guilds and alliances for new players to choose from. This is a good thing
Stop crying about action how would you feel if you logged in and was no one fighting at all?
blablabla
i play here since week 2... i did more pvp and factioning then u ever did on any server on mages or dexers ...
Why is this thread solely about EQMS? We arent the largest crew on UOF -- PCH/T^C field more than us, TBA/TRIN field more than us. Is it because we are organized and have good PVP leaders, thus we win the vast majority of our fights(regardless of numbers)?
EQMS only PKs in dungeons when theres no where else to get fights... if there was abundant PVP in brit no cut, we would never goto a dungeon whereas other large guilds(POWER for example) exclusively PK in dungeons and dont seek group PVP at all.
As it is though -- we defeated our faction enemies, not once but twice and no one has stepped up to give us a challenge since the 2nd defeat of CoM.
I guess instead of coming up with a better plan to fight us, people die and then cry on the forums.
p.s.
For all the talk about mass recruiting, EQMS is the only guild that it costs gold to join -- so while every other guild mass recruits, we have the strictest barrier to entry of any guild in UOF history.