A TheFallen suggestion: No more stat loss

TheFallen

Grandmaster
The reason Reds group is to avoid getting stat and being out of the game.
If there is no stat more Reds will go solo and fights will be more even. Also if you can't recall in if you have a count people will be less inclined to go to the bottom of a dungeon to kill the one solo farmer. Whereas with champs the group will come but smart Blues will be able to stage a better defense and have a chance at stopping the attacking group meaning they have to run down again and can't just recall in their next char.
 

Streets

Grandmaster
The reason Reds group is to avoid getting stat and being out of the game.
If there is no stat more Reds will go solo and fights will be more even. Also if you can't recall in if you have a count people will be less inclined to go to the bottom of a dungeon to kill the one solo farmer. Whereas with champs the group will come but smart Blues will be able to stage a better defense and have a chance at stopping the attacking group meaning they have to run down again and can't just recall in their next char.


See I belive the opposite. Reds will continue to fight in packs because it's an advantage. Every game that had any kind of pvp is like this for uo to wow to dark age to guild wars. Even when there is no loot to take people will do what takes the least effort and risk in pvp.
 

noobs705

Grandmaster
This server already punishes reds more then any other server I've played. Any change like this will be terrible for the server literally might as well add trammel that's the way things are headed in another year. How any blue can complain is beyond me have 0 counts and farming have magic reflect up and escape from a pk 99% of the time how much easier can it be.
 

Streets

Grandmaster
Punishes reds?

Reds alowed in towns... check
Reds have a maximum for stat loss... check
Reds can buy a murder reset..... check
Reds have no cut zones... check
Reds can Rez other than just at chaos shrine.... check
Reds are not hunted by blues because there is no ensemtive.... check


Sony know what servers you played on but if they where more lax than this good god no wonder you guys have no perception on how tough being a red use to be
 

TheFallen

Grandmaster
So this must be a good idea. We've got people saying it is to good for Reds and people saying its to good for blue.
 

K A Z

Grandmaster
Punishes reds?

Reds a lower in towns... check
Reds have a maximum for stat loss... check
Reds can buy a murder reset..... check
Reds have no cut zones... check
Reds can Rez other than just at chaos shrine.... check
Reds are not hunted by blues because there is no ensemtive.... check


Sony know what servers you played on but if they where more lax than this good god no wonder you guys have no perception on how tough being a red use to be


you mean back when noone had GM resisting spells, there was literally no voice communication and there were no pokemons that can one-shot kill you ? Fuck man, must have been tough as fuck back in the 90s. When everyone was fucking garbo at this game.
 

Streets

Grandmaster
So this must be a good idea. We've got people saying it is to good for Reds and people saying its to good for blue.
I don't know what's a good idea I just know our current system is off I am simply sugestions ideas to get the noodle working
 

Streets

Grandmaster
you mean back when noone had GM resisting spells, there was literally no voice communication and there were no pokemons that can one-shot kill you ? Fuck man, must have been tough as fuck back in the 90s. When everyone was fucking garbo at this game.


Wow u never played original uo?

There was voip but not widely used but..

Gm spell resist was possible
There where no slots for pets tamers you could literally walk with 20 dragons
Pots could be macroed:

Arm pot one>arm pot 2> arm pot 3> throw pot 1> throw pot 2> throw pot 3>

Pots could be placed on the ground and throw a pot into the pile to blow them all up at once

Murders had no max stat loss... 40 hours per muder long term meaning if you had 10 murders that's 400 hours to turn blue. Reds had to be rezed by a player or at the chaos shrine only none a lowed in towns

People cried about reds then but you know what there where a shit ton less then there are now
 
Last edited by a moderator:

miner_man

Neophyte
I think what is key, is we need ways to slow down pks without taking them out of the game.

Like disallowing them in certain places, making it more difficult to rez, harder to shop, harder to travel in groups... But let's not stat them or limit their guild/group sizes. Those measures are too drastic in my opinion.

What if reds could only rez at shrines, but they were made safe zones where nobody can attack to prevent griefing?

Maybe these kinds of measures could be implemented, slowly, one at a time until the balance is shifted appropriately.

Sent from my D6603 using Tapatalk
 

smile it's me

Grandmaster
Punishes reds?

Reds alowed in towns... check
Reds have a maximum for stat loss... check
Reds can buy a murder reset..... check
Reds have no cut zones... check
Reds can Rez other than just at chaos shrine.... check
Reds are not hunted by blues because there is no ensemtive.... check


Sony know what servers you played on but if they where more lax than this good god no wonder you guys have no perception on how tough being a red use to be

Reds can heal other reds in town... CHECK
 

K A Z

Grandmaster
Wow u never played original uo?

There was voip but not widely used but..

Gm spell resist was possible
There where no slots for pets tamers you could literally walk with 20 dragons
Pots could be macroed:

Arm pot one>arm pot 2> arm pot 3> throw pot 1> throw pot 2> throw pot 3>

Pots could be placed on the ground and throw a pot into the pile to blow them all up at once

Murders had no max stat loss... 40 hours per muder long term meaning if you had 10 murders that's 400 hours to turn blue. Reds had to be rezed by a player or at the chaos shrine only none a lowed in towns

People cried about reds then but you know what there where a shit ton less then there are now


from pub16 onwards (UOF is based on pub15 and 16) alchemy gave a dmg boost on pots, and it is documented that pots were used in the same manner as on UOF on various UO Shards during that era.

Where is your point ? Statloss was also removed some time into UOR, same with bonding and pet control slots that were introduced with UOR.
 

Turner13

Grandmaster
I agree with the OP in that perma-statloss to reds either just pushes the reds off the server or encourages safer PvP in zergs. Dedicated groups of PKs really shouldn't die in zergs unless they encounter another zerg or are unlucky, so perma statloss only punishes the solo or small group PK.

Adding perma-statloss to reds removes the already established vet reds but replaces them with tons of blues that want dungeons to be too safe and only care about rewards with little to no risk.

How about remove all statloss above land, so there can be smaller group PvP / Red vs Blue, and only have statloss inside dungeons but the char that is in statloss has to be logged in for a total of 2 hours. This ties up the account and means they can't just log into another char on that account and continue (I know they can use another account but it still punishes them).

There also need to be further incentives for the blues to be out there hunting the reds.
 

Streets

Grandmaster
Also isn't this shard based off pre t2a? If so we are talking prior to October 1998 witch is pre publish 1 then way prior than publish 16 althus making the "bonus to alchemy and purple pots" way off in era
 

Streets

Grandmaster
I agree with the OP in that perma-statloss to reds either just pushes the reds off the server or encourages safer PvP in zergs. Dedicated groups of PKs really shouldn't die in zergs unless they encounter another zerg or are unlucky, so perma statloss only punishes the solo or small group PK.

Adding perma-statloss to reds removes the already established vet reds but replaces them with tons of blues that want dungeons to be too safe and only care about rewards with little to no risk.

How about remove all statloss above land, so there can be smaller group PvP / Red vs Blue, and only have statloss inside dungeons but the char that is in statloss has to be logged in for a total of 2 hours. This ties up the account and means they can't just log into another char on that account and continue (I know they can use another account but it still punishes them).

There also need to be further incentives for the blues to be out there hunting the reds.
Ok if no stat los than how about no looting corpses than too?

See how little sense it makes?
 

Tard the Paladin

Grandmaster
PvM'ing is pretty low risk here. If you do get pk'd then you are at a high risk/high reward spot such as Titans despise. There aren't that many reds out there to make every spot unfarmable.

When I PvM'd on Tard all day I could make a ton of gold. Most champ spawns aren't raided, its easy to recall out if you know how to watch your back, most farming spots you can farm for a long time before seeing a red. It is also easy to just out run a red and use hiding if you are out of a dungeon. Dungeons are supposed to be dangerous for all players. My provo mage makes more gold than he can carry in just a few minutes at Khaldun, another spot where I rarely run into trouble - and that is supposed to be the most dangerous dungeon of all.

It seems like we have been going in the direction of a blue tamer friendly shard for quite some time. All end game content goes to tamers and they make bank day in and day out. If a blue is getting pk'ed constantly then they are obviously hunting in the most dangerous spots like despise titans. There are so many other farming spots out there where you will never see a red and make bank, I just don't see why reds are considered the problem.

Shane says that pks are the main reason new players quit. What is the main reason we like UO? It is because it has that edge because it is not risk free for anyone. Blues face little risk as it is. If a blue makes a ton of gold for two hours and then gets pk'd and loses 6k and a few regs then they still came out ahead.

Perma stat and macroing is too much. People play UO to take a break from work, school, etc. Many of us have value our limited game time and aren't going to waste it macroing. Champs spawns and dungeons are supposed to be dangerous. Take reds out of the equation and you end up with Trammel. If the majority of the player base wants a risk free tamer shard then maybe its the right decision for UOF. I doubt that is the case.
 

K A Z

Grandmaster
Also isn't this shard based off pre t2a? If so we are talking prior to October 1998 witch is pre publish 1 then way prior than publish 16 althus making the "bonus to alchemy and purple pots" way off in era


no, its based on pub15/16.. so pots are just fine, and statloss should not be in.
 

Streets

Grandmaster
PvM'ing is pretty low risk here. If you do get pk'd then you are at a high risk/high reward spot such as Titans despise. There aren't that many reds out there to make every spot unfarmable.

When I PvM'd on Tard all day I could make a ton of gold. Most champ spawns aren't raided, its easy to recall out if you know how to watch your back, most farming spots you can farm for a long time before seeing a red. It is also easy to just out run a red and use hiding if you are out of a dungeon. Dungeons are supposed to be dangerous for all players. My provo mage makes more gold than he can carry in just a few minutes at Khaldun, another spot where I rarely run into trouble - and that is supposed to be the most dangerous dungeon of all.

It seems like we have been going in the direction of a blue tamer friendly shard for quite some time. All end game content goes to tamers and they make bank day in and day out. If a blue is getting pk'ed constantly then they are obviously hunting in the most dangerous spots like despise titans. There are so many other farming spots out there where you will never see a red and make bank, I just don't see why reds are considered the problem.

Shane says that pks are the main reason new players quit. What is the main reason we like UO? It is because it has that edge because it is not risk free for anyone. Blues face little risk as it is. If a blue makes a ton of gold for two hours and then gets pk'd and loses 6k and a few regs then they still came out ahead.

Perma stat and macroing is too much. People play UO to take a break from work, school, etc. Many of us have value our limited game time and aren't going to waste it macroing. Champs spawns and dungeons are supposed to be dangerous. Take reds out of the equation and you end up with Trammel. If the majority of the player base wants a risk free tamer shard then maybe its the right decision for UOF. I doubt that is the case.


Take the reds out and you do end up with trammel but of you don't do something about the amount t of reds you end up with how fel ended uo a bare wasteland, the point is a middle ground must be found.

Also you may only pk is certain areas or experienced certain things when you a blue but now a days level 1 of dungeons are combed though by reds and in teams.

I don't want trammel but I don't want a barren waste land eithet. Of anyone played during the trammel felucca era you know this is what happened:

Care bares cried about pks, trammel created. Blues are happy reds don't care as much... weeks later trammel is bustling fellucca has only reds and people that want to pvp. ... some weeks later trammel has so much gold the inflation males prices of common items over priced, while in felucca people are getting bored killing each other...

Months later felucca is barren people are tired of fighting the same people, while trammel is dieing too because players are getting bored there is no longer any risk..

Here we are now look at any official shard it's done...


What we have now is opportunity to either try to correct this cycle or at the very least slow it dramatically. But to do that we need to figure out a balance and do it now... not months from now.

With the holidays coming up people will be on vacation or have more down time cause of the weather we should in theory see an up swing in new people how do you think they will view the server? Will they want to stay? Is it balanced where the most ammount of people will have fun? (You will never please everyone)
 
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