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[UO Herald] Pub 75.0 Comes to Origin

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Stratics Veteran
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Greetings,
Publish 75.0 comes to Origin tonight. These are the changes to the Publish 75.0 Notes:
Faction Score System
  • All faction scores will be scaled down instead of wiped.
  • All faction members’ rankings will be updated to reflect the new scaled points.
  • Faction score now decays at a rate of 1% (rounded down) of score per day. Scores of 99 or below will have a scaling chance to decay 1 point per day. The closer the score is to 0 the smaller the chance is of having point decay.
  • Players with 0 Faction score will always be assigned Rank 1 and are no longer counted in Faction membership totals when determining the size of ranking brackets.
  • Bestial (Berserk) Suit Players can no longer remain in stealth while in rage. Berserk timeout duration updated to 8 seconds and greatly reduces all healing effects while in all stages of rage. After exiting the berserk state all healing is still reduced for 8 additional seconds and a cool down of 60 seconds goes into effect which prevents players from entering rage.

Changes to Cure
Cure Potion:
  • 15% chance to cure lethal poison
  • 25% chance to cure deadly poison
  • 45% chance to cure greater poison
  • 95% chance to cure standard poison
  • 100% chance to cure lesser poison
Lesser Cure Potion:
  • 5% chance to cure lethal poison
  • 10% chance to cure deadly poison
  • 15% chance to cure greater poison
  • 35% chance to cure standard poison
  • 100% chance to cure lesser poison

Continue reading...
 

Pinco

UOEC Modder
Stratics Veteran
Stratics Legend
My doubt now still on the town banners, why can't we have more than 1 for character since we have worked to reach the status AND we pay for each one 250k?
if the town treasure is empty they should take all the gold possible and not refuse to sell more :p
 

Xalan Dementia

Slightly Crazed
Stratics Veteran
Stratics Legend
Is this updated version of the publish going to be on TC as well? That way non Origin factioneers can test these newer changes.
 

Sprago

Certifiable
Stratics Veteran
Stratics Legend
does this mean there gonna start updating the community faction page on the uohearld. i like seeing the guilds and people that are the top players it gives you a target to aim for
 

Maximus Neximus

Certifiable
Stratics Veteran
Stratics Legend
All faction scores will be scaled down instead of wiped.
First I've seen this. How will this work since different shards have different amounts of points? Example: Atlantic you need millions of points for rank 10. But on smaller shards you only need single digits.
 

Poo

The Grandest of the PooBah’s
Alumni
Stratics Veteran
Stratics Legend
Campaign Benefactor
Greetings,
Publish 75.0 comes to Origin tonight. These are the changes to the Publish 75.0 Notes:
Faction Score System
  • All faction scores will be scaled down instead of wiped.
  • All faction members’ rankings will be updated to reflect the new scaled points.
  • Faction score now decays at a rate of 1% (rounded down) of score per day. Scores of 99 or below will have a scaling chance to decay 1 point per day. The closer the score is to 0 the smaller the chance is of having point decay.
  • Players with 0 Faction score will always be assigned Rank 1 and are no longer counted in Faction membership totals when determining the size of ranking brackets.
  • Bestial (Berserk) Suit Players can no longer remain in stealth while in rage. Berserk timeout duration updated to 8 seconds and greatly reduces all healing effects while in all stages of rage. After exiting the berserk state all healing is still reduced for 8 additional seconds and a cool down of 60 seconds goes into effect which prevents players from entering rage.
Changes to Cure
Cure Potion:
  • 15% chance to cure lethal poison
  • 25% chance to cure deadly poison
  • 45% chance to cure greater poison
  • 95% chance to cure standard poison
  • 100% chance to cure lesser poison
Lesser Cure Potion:
  • 5% chance to cure lethal poison
  • 10% chance to cure deadly poison
  • 15% chance to cure greater poison
  • 35% chance to cure standard poison
  • 100% chance to cure lesser poison
Continue reading...
umm...

where is the rest of the stuff?
are we not fixing the shame loot drop?

i need to get back to farming the high end stuff and i need my high loot payout!!!
 

Storm

UO Forum Moderator
Alumni
Stratics Veteran
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Awards
1
umm...

where is the rest of the stuff?
are we not fixing the shame loot drop?

i need to get back to farming the high end stuff and i need my high loot payout!!!
you mean this
Bug Fixes
  • It is no longer possible to obtain extra empty bottles by drinking Invisibility Potions
  • The Damage Eater property now counts as a property for Imbuing and Unraveling purposes. The property weight is 90%; the normal cap is 6% (this is 100% intensity), and the "overcap" maximum is 9% (150% intensity). A 9% Damage Eater counts as 135% weighted intensity.
  • Items turned in for Clean Up Britannia now only go to the Cavern of the Discarded at the intended 1% rate.
  • NPCs can no longer become Angry Rioters or Angry Protesters if they are in the Yew Prison
  • Players can no longer attack prisoners in Wrong. Monsters, however, still can attack the prisoners as they are being escorted.
  • The Britannian Ship now travels at maximum ship speed, whether it was initially placed from drydock or from a new deed.
  • Players mounts will no longer randomly become auto-stabled on login
  • Archery no longer allows players to trigger special moves on weapons with Use Best Weapon Skill
  • Potion Kegs now update their weight when used on a gardening plant
  • Brokers will no longer open the gates to their animal pens
  • Shame and Wrong loot generation now produces better quality item from tougher creatures
  • City Banner deeds can be purchased from the City Guards by those with sufficient City Loyalty
  • There are two new foundation sets in House Customization: Gothic and Board and Batten (require account entitlements)
  • Scroll of Alacrity effect will now pause when the character logs out and the timer resumes on next login
  • The Focusing Gem of Virtue Bane can no longer be used on runic hammers
  • Shame monsters now have Fame and Karma ratings more in line with their toughness
  • The Hungry Ogre no longer drops an empty bag as part of its loot
  • Snow has been removed from Britannia
  • Reduced duration of the slow walk effect for splintering weapons to correct time of 4 seconds
  • Mobs are no longer able to bleed attack players who are in bleed attack immune forms.
  • Soul Charge properly works on the cool down period for 40 seconds.
  • Bestial Suit (Berserk Effect) Update: Players can no longer remain in stealth while in rage. Berserk timeout duration lowered to 5 seconds from 15
  • Increased natural poison resistance to 20% of the player’s poisoning skill.
  • If you are wearing Morph Earrings your elven items will not be sent to your bank upon death
  • The Dryad bow will no longer spawn with a throwing skill
  • Players have to be within 2 tiles to dress a Mannequin or vendor
  • Night Terrors will no longer teleport players to a stuck location
  • The Binding rope is blessed now
  • The Pilots wheel will retain being blessed in deed form
  • Norton the Fisher should no longer be missing from the New Haven Docks
  • You will no longer to make exceptional Enchanted Apple.
  • If a runebook hue is 0, it will no longer be changed to default hue automatically.
  • Black dye tub will have a localized name.
  • You will be able to add “blessed” status to various hooded robes.
 

Poo

The Grandest of the PooBah’s
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what about the fix for pets being able to attack the same faction!

is that not coming in!
 

Poo

The Grandest of the PooBah’s
Alumni
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Stratics Legend
Campaign Benefactor
Greetings,
Publish 75.0 comes to Origin tonight. These are the changes to the Publish 75.0 Notes:
oh wait, k i didnt see this

it says CHANGES to what was on test.

thanks the gods, i was worried there for a sec!
 

Cogniac

Grand Inquisitor
Stratics Veteran
Stratics Legend
umm...

where is the rest of the stuff?
are we not fixing the shame loot drop?

i need to get back to farming the high end stuff and i need my high loot payout!!!
These are updates to a small subset of the things that are still in Publish 75. You know. That thing that's linked to in the first line of the thing you quoted.
 

Poo

The Grandest of the PooBah’s
Alumni
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Campaign Benefactor
when is this coming in?

i was just on origin and i still cant attack faction mates.
 

virem

Lore Keeper
Stratics Veteran
Stratics Legend
Is the cure potion stuff the same as what it was on TC? they didnt seem to list greater cure pots
 

Poo

The Grandest of the PooBah’s
Alumni
Stratics Veteran
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Campaign Benefactor
Is the cure potion stuff the same as what it was on TC? they didnt seem to list greater cure pots
oh your right, i thought that was the Greater stuff listed above, its only the normal and lesser
 

slayer888

Lore Keeper
Stratics Veteran
Stratics Legend
  • Players with 0 Faction score will always be assigned Rank 1 and are no longer counted in Faction membership totals when determining the size of ranking brackets.

Come on DEVS, remove the above. The community to be rank 10 will be extremely small if that is the case.

For example, there are 100 players with 1+ points, other people with 0 points. Those 100 players have only got 10 players that can be rolled for rank 10?

This doesn't make sense.

For players with 0 score will be assigned with Rank 1 = fine

But no longer counted in faction membership totals when determining size of ranking bracekets = stupid!
 

Phangs_of_Phage

Journeyman
Stratics Veteran
This is going to make it hard for casual pvpers to play multiple shards and is only going to encurage ppl to use multi accounts to farm points to maintain ranks if they dont play often.
 

Martyna Zmuir

Crazed Zealot
Stratics Veteran
Stratics Legend
Faction rank bracketing should be entirely removed, its an insanely stupid system. Cap kill points at 100 and remove decay. Each rank is acquired after 10 points - 10 kill points = rank 1, 50 kill points = rank 5 and so on.

Having rank 10 limited to only a few people will create an imbalance as those few will enjoy significant suit advantages over everyone else.

Imbalance = terrible PvP.
 

G.v.P

Stratics Legend
Stratics Veteran
Stratics Legend
oh wait, k i didnt see this

it says CHANGES to what was on test.

thanks the gods, i was worried there for a sec!
lol Poo you need to take more time and read stuff, man. :p
 
A

archite666

Guest
Took this from another thread.

Factions
Purpose: To encourage Player vs. Player gameplay.
Advantages:
Faction artifacts (Artifacts with greater abilities)
Faction items (Such as Greater Stamina potions)
Faction Warhorses
Disadvantages:
Stat loss ( When killed by a member of a opposing factions, member will lose 33% of skills for 20 minutes)
Freely attackable by member's of opposing factions
Felucca towns with faction traps or guards
Mission Statement
Increase involvement in factions and eliminate players from using faction artifacts while never entering Felucca.
Purposed Changes
In order to keep factions players coming back to felucca, I purpose:
-Increase the decay of faction points, this may or may not happen with the new patch
-Add ways to farm faction points, currently stealing sigils is the only way to farm points other than killing players. My suggestions:
-Faction guards give points when killed.
-Faction monsters give points when killed.
-Random Faction NPCS spawn in faction towns that can be killed for points.
The end result would players would need to enter felucca, say once a week to farm their points totals so they could continue to wear their gear.
I have seen something like this work on Siege Perilous where we do not have insurence, so silver is constantly being farmed in order to replace lost artifacts. Those looking for pvp would check the silver spots looking for factioneers farming silver and possible pvp would ensue. So i'm sure it would work on normal shards.
The current concept is greatly flawed. You should not reward the best pvpers with even greater gear. If I kill more people, I should not have access to even better gear than those I kill, it creates a reverse handicap. Rather, we should earn points by participating in factions, via doing various activities in Felucca and having the risk of being killed.
I think this is the perfect way to keep everyone happy. It will make people who want to use their faction artifacts in trammel have to go to felucca on a regular basis, and risked being killed. It will also make the artifacts more accessible and have a clear method of obtaining them. This should get more people interested in participating in factions.​
 

G.v.P

Stratics Legend
Stratics Veteran
Stratics Legend
I think this is the perfect way to keep everyone happy. It will make people who want to use their faction artifacts in trammel have to go to felucca on a regular basis, and risked being killed. It will also make the artifacts more accessible and have a clear method of obtaining them. This should get more people interested in participating in factions.

When Factions first came out I was most intrigued by the idea of defending a base. Order/Chaos provided everything else. I'd like to see Factions return to a focus on base fighting rather than faction artifact farming and field/spawn fighting. I'm much less interested in controlling a silver serpents spawn than I am in epic base battles, and I don't feel like the point system should be tied to activities outside of base fighting.

Cap kill points at 100 and remove decay.
I'm all for a cap and the removal of decay. I'd even go as far as to suggest passive point gain while idling in a base, unless hidden/stealthed. There'd have to be some kind of a checks and balances to prevent some of the scripters.
 

Raptor85

Certifiable
Stratics Veteran
Stratics Legend
When Factions first came out I was most intrigued by the idea of defending a base. Order/Chaos provided everything else. I'd like to see Factions return to a focus on base fighting rather than faction artifact farming and field/spawn fighting. I'm much less interested in controlling a silver serpents spawn than I am in epic base battles, and I don't feel like the point system should be tied to activities outside of base fighting
Easy fix, remove the faction artifacts, make all existing ones cursed + cannot repair, that'll get all the people out who do nothing but pvm farm, and have a better killboard, like the arena ones , to keep track of your faction kills/ranking. (make the highest rankings give a better title, so the faction titles ACTUALLY mean something). A PVM activity like farming silver has no place in what should be a pure pvp system.
 

GalenKnighthawke

Grand Poobah
Stratics Veteran
Stratics Legend
The more I read in threads about this Publish, the more I realize that Factions is, as presently constituted, essentially doomed, and I don't mean by the changes themselves. Indeed, very much not by that.

Factions, you see, is essentially an RP system. By that I mean that it was intended to give a fictional basis to PvP, to give a reason and purpose to fight that was only to a marginal degree directly reflected game mechanics. Factions has always incorporated multiple playstyles: open field PvP; choke point defense/siege PvP; crafting (anyone remember "blessed Faction runics?"); stealth and evasion PvP; PvM; etc. It was a multi-faceted system, but it had RP as its heart and soul. At the end of the day only RP could make Factions worth truly worth the fact that it was, to be crude about it, a royal pain in the ass.

Factioners were a breed apart, who did Factions for Factions' sake, and didn't mind having limited participation in other aspects of the game. This had its pluses and its minuses.

Now there were a lot of things that went on in Factions over the years, but the most-important one was the introduction of Faction Artifacts. The idea, I think, was to grant a reward for Faction play that was external to Factions, to broaden the appeal of the system. A noble idea, killed in large part by making the Artifacts so uber that every Champ Spawner and Yew Gate Fighter was staring at them, drooling, thinking not "that there is worth fighting for," but instead thinking "what is the quickest and easiest path from where I am to where that is." And, what's more, the items weren't even both uber and unique to Factions; rather they were beefed-up variants on what we already had.

The result was to make it easy for hard-core, direct confrontation PvPers to make a suit, and then use it for everything in Felucca except Factions, all the while complaining that the real issue is "Trammes," the all-purpose hobgoblins or bogeymen of the PvP world. (The term "Trammie," by the way, really has no meaning anymore, if it ever did. It really means, and to a degree has always meant, anyone the speaker disapproves of at any given time for any given reason.)

The hard-core Factioners, the ones who did Factions for Factions' sake, have found themselves slowly squeezed out of the system they kept alive for years in spite of itself. I've heard little from them in the discussions over this Publish; if they've been represented to any appreciable degree whatsoever I've missed it entirely. These discussions, indeed, have boiled down to "do what you have to do to get the mythical Trammies out, but please don't make me personally have to re-work my suit." And that is precisely what Factions had never been until the Artifacts came along.

The fact that folks claim this Publish will "kill Factions" is hilarious to me. It shows the degree to which Factions has become a way for Champ Spawners and Yew Gate Fighters to get awesome gear. And, if that's what Factions is now, then it's been killed already.

The team's last attempt to design a new Factions system, Mark's now-infamous three-Faction proposal, was designed to cater to those very hard-core PvPers who have squeezed out real Factioners, and catered to them so badly that it alienated its intended audience. (I'm not one of those people who hates everything they do, God knows I'm accused by certain popular people of loving everything they do, but that Faction proposal was just.....weird.)

The best I can advise the UO team to do is to just drop the Factions system entirely and let the chips fall where they may.

-Galen's player
 

silent

Lore Master
Stratics Veteran
Stratics Legend
Damn did you use a typewriter for that? ;)

I say just go back to order chaos and be done with it.
 

Tina Small

Stratics Legend
Stratics Veteran
Stratics Legend
The more I read in threads about this Publish, the more I realize that Factions is, as presently constituted, essentially doomed, and I don't mean by the changes themselves. Indeed, very much not by that.

Factions, you see, is essentially an RP system. By that I mean that it was intended to give a fictional basis to PvP, to give a reason and purpose to fight that was only to a marginal degree directly reflected game mechanics. Factions has always incorporated multiple playstyles: open field PvP; choke point defense/siege PvP; crafting (anyone remember "blessed Faction runics?"); stealth and evasion PvP; PvM; etc. It was a multi-faceted system, but it had RP as its heart and soul. At the end of the day only RP could make Factions worth truly worth the fact that it was, to be crude about it, a royal pain in the ass.

Factioners were a breed apart, who did Factions for Factions' sake, and didn't mind having limited participation in other aspects of the game. This had its pluses and its minuses.

Now there were a lot of things that went on in Factions over the years, but the most-important one was the introduction of Faction Artifacts. The idea, I think, was to grant a reward for Faction play that was external to Factions, to broaden the appeal of the system. A noble idea, killed in large part by making the Artifacts so uber that every Champ Spawner and Yew Gate Fighter was staring at them, drooling, thinking not "that there is worth fighting for," but instead thinking "what is the quickest and easiest path from where I am to where that is." And, what's more, the items weren't even both uber and unique to Factions; rather they were beefed-up variants on what we already had.

The result was to make it easy for hard-core, direct confrontation PvPers to make a suit, and then use it for everything in Felucca except Factions, all the while complaining that the real issue is "Trammes," the all-purpose hobgoblins or bogeymen of the PvP world. (The term "Trammie," by the way, really has no meaning anymore, if it ever did. It really means, and to a degree has always meant, anyone the speaker disapproves of at any given time for any given reason.)

The hard-core Factioners, the ones who did Factions for Factions' sake, have found themselves slowly squeezed out of the system they kept alive for years in spite of itself. I've heard little from them in the discussions over this Publish; if they've been represented to any appreciable degree whatsoever I've missed it entirely. These discussions, indeed, have boiled down to "do what you have to do to get the mythical Trammies out, but please don't make me personally have to re-work my suit." And that is precisely what Factions had never been until the Artifacts came along.

The fact that folks claim this Publish will "kill Factions" is hilarious to me. It shows the degree to which Factions has become a way for Champ Spawners and Yew Gate Fighters to get awesome gear. And, if that's what Factions is now, then it's been killed already.

The team's last attempt to design a new Factions system, Mark's now-infamous three-Faction proposal, was designed to cater to those very hard-core PvPers who have squeezed out real Factioners, and catered to them so badly that it alienated its intended audience. (I'm not one of those people who hates everything they do, God knows I'm accused by certain popular people of loving everything they do, but that Faction proposal was just.....weird.)

The best I can advise the UO team to do is to just drop the Factions system entirely and let the chips fall where they may.

-Galen's player
It's funny how some people remember what was said and not said in the focus group that preceded the roll out of the faction artifacts. I distinctly remember an avid factioneer who also was no slouch of a PvPer arguing strongly against the introduction of the artifacts. (It's too bad he seems to have quit playing and hasn't posted in quite a long time. Would really love to know what he thinks about this whole situation.)

And then there were certain people who were definitely not avid factioneers at the time who just couldn't wait for them to be added to the game....
 

slayer888

Lore Keeper
Stratics Veteran
Stratics Legend
They need to remove that ranking brackets bullcrap..

The community of faction is already so small, you're further making people to quit because now you're limiting 5 out of 50 people to get rank 7 or higher? So bring more unfairness to the ground?

Crappy patch again... my goodness
 

Raptor85

Certifiable
Stratics Veteran
Stratics Legend
They need to remove that ranking brackets bullcrap..

The community of faction is already so small, you're further making people to quit because now you're limiting 5 out of 50 people to get rank 7 or higher? So bring more unfairness to the ground?

Crappy patch again... my goodness
you're free to buy the real equipment people actually worked to get, ...this artifact vending machine nonsense has driven PVP in uo so far downhill...
 

Driven Insane

Sage
Stratics Veteran
I say just go back to order chaos and be done with it.
/Signed

The fact that Order/Chaos fighting was allowed in Tram also made it so people who were simply farming "points", with no interest in actual pvp couldn't just farm to get their gear and then run back to Tram and hide.

Although if you ask me, I think all the faction artis should just be the same as their normal counterparts. The idea was to let pvpers earn gear by doing what they like (PVP). But the overpowered gear has become a crutch for not only PvPers, but also Trammie point farmers, who are essentially abusing the system.

The whole system has been abused by almost everyone since the overpowered gear was introduced. So change the faction artis to normal ones and then only people who want to pvp for gear will play in the supposedly PvP system.
 
Z

Zyon Rockler

Guest
Faction items should be insured with silver. So, to wear the items you would have to hunt in Fel.

Faction spawns should be created so there are more of them. Perhaps have them spawn in cities.

Raise insurance on faction items to insure that people will need to hunt for silver.

I don't like the current faction items. They should improve the normal items and make them like the faction items and give Factions a type of armour that is not the same so that only Factions use them.

The current guild system and faction system need to be redesigned slightly to hold Chaos, Order and Neutral. You can not have fighting within Trammel because guilds need to be flexible enough to support different types of characters.

If you had Order guilds you could turn off PvP within the guild which might help protect Trammel only people but what would be the point of allowing Smiths or Fishermen and even new players to be killed in Trammel.

That's why it would be a good idea to have a Chaos guild and Neutral where they could kill each other.

The point system should be based on a capture the flag type, king of the hill game. Sigs should be a side game for points. Also, killing spawns should give points and while holding areas spawns should be created similar to champ spawns.

For example: A balance between the 2 warring parties or 3 where the flag would change color depending on the winner and if they held the ground their spawns would attack giving them the advantage.

If I want to go kill someone and head right now to Fel, I can't do that because I need to create a thief to do Factions, that's just my opinion.

Points should never be based on killing enemy faction but rather a percentage of the whole of the faction as well as individual ranks.

There are not enough relic fragments in the new loot system. Most of the items you cannot use. Most of the items do not compare with imbuing nor do they challenge artifacts.

There should be rare cases where an item will spawn faster cast 2 or defense chance 35 or lower reagant cost 40. This would make cursed items worth wearing.

If your holding a shield that has faster cast and spell channeling then to find a suitable replacement you would have to be able to find a shield that has faster cast and spell channeling.

I would also like to see more things added to the loot system. Not many slayers seem to spawn and the durabilities are to low.
 

slayer888

Lore Keeper
Stratics Veteran
Stratics Legend
you're free to buy the real equipment people actually worked to get, ...this artifact vending machine nonsense has driven PVP in uo so far downhill...
The point is, if I am to imbue my suit, or buy the original artifact, the incentive of joining faction is disappeared?

Factions been coming out for over 10 or 11 years. During the first 1 - 2 years, its been going well and starting to decline in numbers. Why? Because everyone loses interest in it due to nothing new's going on there.

Then in 2007 or 2008 (forgot which year), faction arties introduced. Do you guys honestly think that, if faction arties have the EXACT same mods as per the non faction ones, people would be joining factions to battle? You're kidding me! Who honestly would join faction for the 20 mins Stat loss for no extra rewards?

Factions desertted is not because of the faction arties, its because there are no new contents in it. By making the faction arties harder for everyone to wear doesnt improve the system and will only drive out more people in the Factions participation.

After this patch goes in, I will provide you a big picture:-

Assume : 10 TB members total (100 different characters in the total faction stone)

Each TB member = have 10 characters
Each TB member = want to have about 1 (YES JUST 1) character that is Rank 10

#1. The 100 different characters would have to have at least 1+ points each to roll for the rankings
#2. So meaning, if there is 50 different characters have 1+ points, there will only be 5 characters that can obtain Rank 10
#3. The other 5 TB member who cannot wear faction artifact would probably quit, because they will just go imbue/reforge their suit and be a blue whilst can get rid of the 20 mins SS.

This is the main point and frustration of the upcoming patch. Its further limiting the number of players who can obtain higher end faction artifacts which is totally incorrect. Because this will 100% reduce the size of the factions participations further!

In my previous post, I have proposed the following which will help to avoid Trammies to only purchase the artifacts and then head back to Trammel for no risk (with additionals):-

1. Use silver to insure faction artifacts (tone down to around 100 silver per piece and 50 silver for re-insurance upon death)
2. Every faction members who are killed in Trammel by monsters/npc will incur 20mins Stat loss same as Felucca
3. Seperate battleground within Trammel, Ishenlar, Malas, SA ruleset for factioners to be able to attack each others:-

for example, Wrong dungeon (currently cannot be recalled), Ishenlar spawns, Malas spawns, UO:ML hunting locations, etc..

or take out #3.

4. Provide Aura in certain area or from certain bosses that will auto unequip all faction arties once within certain 15 or 20 tiles of the boss or within the area

The above 4 points will be more than enough to avoid people who only greed for the faction arties and back to Trammel for pvm.

For new contents and ideas of factions, I have in mind several and would like to propose later in another post
 

kelmo

Old and in the way
Professional
Alumni
Supporter
Stratics Veteran
Stratics Legend
UNLEASHED
Dread Lord
Factions is just broken. Nothing short of starting over with a new system will do any good.
 
A

archite666

Guest
Factions is fine on prodo. Yes it killed Siege, but it is a perfect system on normal shards.

The rank system needs to be based on things you do in fel like taking sigils, killing enemy faction monsters, ect, NOT by who kills more people. New pvpers should not be further handicapped by having more advanced players having access to stronger gear.
 

EDA_GL

Journeyman
Stratics Veteran
Stratics Legend
Factions is just broken. Nothing short of starting over with a new system will do any good.

A while ago, somewhere on/in the old forums...I made a post/thread on how to re-vamp faction artifacts.
It was a double edged sword now that I am sitting around thinking about it.
It was a system that would actually make the towns worth a crap (now they are NOT, only bragging rights).
The system that I thought of was....

Make the faction artifacts only active (give their specific buffs) when your specific faction owns a certain percentage of them.
The example I will use is the crystalline ring.
Faction bonus is 3 FCR.
In order to unlock this faction bonus, your faction has to OWN/Control 75% of the towns. If you fall below that threshold, your faction gear turns into the equivalent of the standard item.

Just now reviewing this idea, you need to make the faction gear "active", whether its buffed up or not, in faction towns/bases or FEL rule set only.
This will eliminate all the, for lack of a better word, "newbies" joining in JUST to get the sweet gear.
Flame away.
Waiting for the rest of the class to finish their test, figured I would post a reply.
 
S

Sevin0oo0

Guest
i was wanting to read about story arc changes/adventures, seems like only Fel stuff in here, that correct?
 
W

Woodsman

Guest
The rank system needs to be based on things you do in fel like taking sigils, killing enemy faction monsters, ect, NOT by who kills more people. New pvpers should not be further handicapped by having more advanced players having access to stronger gear.
I agree about the killing more people part - that's a ranking that's way to easy to game for people who have several friends and with everybody having multiple accounts.

But the new PvPers thing is important, and Factions can be pretty complicated for them. A lot of people hear about UO and PvP and then try it out and end up confused or unable to fully experience it due to a lack of players and other issues.

I know that some people really hated Order/Chaos, but man was it easy to understand and easy to participate in and yes points were farmed, but that could have been dealt with.

I just see Factions getting more and more complex over time, when it should be getting a lot more simple. Complex = Bad.
 

GalenKnighthawke

Grand Poobah
Stratics Veteran
Stratics Legend
Based on this phrase:

These are the changes to the Publish 75.0 Notes:
I would have to say that anything we saw in the earlier Notes but don't see here, is still in.

Storyline stuff, for example, and the clean-up Brit. dyes.

Still in, just not changed from their original form.

-Galen's player
 

Raptor85

Certifiable
Stratics Veteran
Stratics Legend
Needing super artys as an incentive to join factions? all that brought to the mix was PVM players,people abusing the system to use them in tram, and people using them to bypass ever having to "deal" with the community in uo. (you know...those other people in game that you pay gold to do the things you don't want to do...yeah...gj devs making a vending machine that completely gets rid of that). Might be a different story if the silver costs weren't so ridiculously low, and they had to be regularly replaced, because as stands I have 2 ways to get an orny myself.

1. Farm doom for months to years wearing a full luck suit hoping for a drop that isn't the ****ing luna lance yet again
2. sit afk in the daemon room in fire l1 for 30 minutes. (oh, and the one you get from here is BETTER btw)

Honestly, looking at that even, do you really blame people for abusing the factions system for pvm?

And ya know some of us actually pvpd and were orange for reasons other than "we get awesome gear for free" years and years before they were even introduced, and though you may say it's "good" for pvp on other shards...where are all the players fighting at then (and I don't mean the pathetic little scuffles and house fighting at yew gate)? a LOT of players on all shards left the game due to them, pvp just really isn't all that fun when everyone, mages,dexxers,tamers alike is geared to the point where they're max in every stat. On siege a good 95% of the pvp population quit then, it absolutely destroyed pvp on the shard by introducing super artifacts to us that are faction only and PLAYER BOUND on a shard with no insurance. (meaning not only does a faction player get to wear a suit 1000x better than everyone else for essentially free, but even if you DO kill and loot them their loot is worthless to you, while they can freely use all of yours. I was only around for the tail end of their introduction and the fallout from it, but it was night and day...as soon as factioners started using them fewer and fewer people would risk facing them, as being non-faction was essentially guaranteed death, and chunk by chunk whole guilds/groups of people just stopped participating in fights, packing up and leaving the shard, pvp is essentially non-existant now on siege. (tiny scuffles here and there, but insignificant really)
 

slayer888

Lore Keeper
Stratics Veteran
Stratics Legend
Needing super artys as an incentive to join factions? all that brought to the mix was PVM players,people abusing the system to use them in tram, and people using them to bypass ever having to "deal" with the community in uo. (you know...those other people in game that you pay gold to do the things you don't want to do...yeah...gj devs making a vending machine that completely gets rid of that). Might be a different story if the silver costs weren't so ridiculously low, and they had to be regularly replaced, because as stands I have 2 ways to get an orny myself.

1. Farm doom for months to years wearing a full luck suit hoping for a drop that isn't the ******* luna lance yet again
2. sit afk in the daemon room in fire l1 for 30 minutes. (oh, and the one you get from here is BETTER btw)

Honestly, looking at that even, do you really blame people for abusing the factions system for pvm?

And ya know some of us actually pvpd and were orange for reasons other than "we get awesome gear for free" years and years before they were even introduced, and though you may say it's "good" for pvp on other shards...where are all the players fighting at then (and I don't mean the pathetic little scuffles and house fighting at yew gate)? a LOT of players on all shards left the game due to them, pvp just really isn't all that fun when everyone, mages,dexxers,tamers alike is geared to the point where they're max in every stat. On siege a good 95% of the pvp population quit then, it absolutely destroyed pvp on the shard by introducing super artifacts to us that are faction only and PLAYER BOUND on a shard with no insurance. (meaning not only does a faction player get to wear a suit 1000x better than everyone else for essentially free, but even if you DO kill and loot them their loot is worthless to you, while they can freely use all of yours. I was only around for the tail end of their introduction and the fallout from it, but it was night and day...as soon as factioners started using them fewer and fewer people would risk facing them, as being non-faction was essentially guaranteed death, and chunk by chunk whole guilds/groups of people just stopped participating in fights, packing up and leaving the shard, pvp is essentially non-existant now on siege. (tiny scuffles here and there, but insignificant really)
I don't agree to you.

#1. Faction was nearly or was dead before faction artifacts were implemented

#2. Faction have increased in numbers after faction artifacts were implemented (even up to now, there are still people in factions fighting each others. Because of what? Because they can have 20 minutes stat loss after they die? Because their towns?)

Face the realistic, people who still in faction nowadays is because of the faction artifacts, period!

#3. If faction didn't ever implement any faction artifacts and just the same ole system back in 10 yrs or 11 yrs ago, it will be deserted, simple! I mean maybe not deserted but like you said, a few people thoroughing around.

#4. With reforge/imbue nowadays to the system, it is possible to create suits similar or competitive enough with faction suits, you think people would be joining factions if they couldn't maintain the faction arties on their bodies?

#5. By not able to maintain the faction arties on their body, more people will just eventually tired of dropping their arties in their backpack and then quit faction and readjust their armor

#6. Those who cannot have time or interest to readjust their armor, will either close their extra accounts or abandon their extra characters to play with (i.e. decrease of the community of UO overall).

The above points clearly tell you what happens to a player who started faction right off the bat 10-11 yrs ago until now.

I have been fighting in Asuka and been over the 2.1 billion points limit at least 10+ times, and I know what's going on in factions clearly.

But again, I have to agree that there are people who have abused the system (like get easy faction arties and never step foot in Felucca anymore). But this situation have been declined lately due to the following reason:-

#1. Reforge, imbue and new SA artifacts been able to make suits competitive enough to a faction arties combined suits
#2. Trammies who do not have interest in pvp, will not use faction chars to work on Felucca spawns and then get kill and end up 20 mins STAT LOSS right?


Honestly, my proposed method to cope with this problem is very simple:-

1. Use silver to insure faction artifacts (tone down to around 100 silver per piece and 50 silver for re-insurance upon death)
2. Every faction members who are killed in Trammel by monsters/npc will incur 20mins Stat loss same as Felucca
3. Seperate battleground within Trammel, Ishenlar, Malas, SA ruleset for factioners to be able to attack each others:-

for example, Wrong dungeon (currently cannot be recalled), Ishenlar spawns, Malas spawns, UO:ML hunting locations, etc..

or take out #3.

4. Provide Aura in certain area or from certain bosses that will auto unequip all faction arties once within certain 15 or 20 tiles of the boss or within the area


The ways to improve faction participates SADLY is to enhance, fix, or add new contents. I am sorry, but face the truth of it. Here are some ways in my mind:-

1. Remove the rank requirement for all faction artifacts, making it convenient for everyone to have the SAME chance of using the same level of artifacts. Geez, I can't understand everyone here. What's the problem if everyone have the SAME chance of using the same level of items? What's more to whine about this? LOL..... my gooodness..
2. Allow faction Commanding Lord to have an option to remove all faction traps within the faction every 24 hours to avoid griefing of faction traps


1. Make corruption of sigils in 2 process:-
a.) same as now
b.) After a.) process is completed, there will be an additional 2 hours time in which FACTION MESSAGE will be announced to everyone in faction that; "2 more hours, sigils will be corrupted by TB/Minax/SL/CoM"

2. Change how each town's faction silver are functioning:-
a.) Reset all the current town silvers to 10k
b.) Allow each faction to have it's own Silver coin status for each town upon corruption

For example, TB finance minister or sheriff showing 10k in its town, doesnt mean that Minax finance minster or sheriff showing will be 10k. Because now we change it to be independant budget for each faction.

So meaning if TB got 10k in this time, they do nothing and hire some guards or vendors or whatever, they spent 8k. Meaning next time they control the town, it will still be only 2k left in the budge for that town. But if Minax controlled, it doesnt mean that Minax will be only 2k because Minax didn't use any.

c.) Changing of faction npcs:-

1.) Trading Manager - will randomly spawn traders which patrol around the town
-this type of npc will allow the faction to gain in silver for "that town" only.
-this type of npc can be killable on sight by other faction players
-upon killing this, there will be silvers or low % chance some additional random rewards generated
-the more traders inside the town, the more income will generate for the controlled faction town

2.) Guard Captain - will randomly spawn faction guards which patrol in that town
-this type of npc will attack enemy faction on sight
-this type of npc can be killable on sight by other faction players
-upon killing this, there will be silvers or low % chance some additional random rewards generated


Every week, faction message / town criers will be showing that a mass war will be coming in each particular town. During this time, all Trading Manager / Guard Captain can be killed by opposing faction members. Specific time will be noted by the faction message / town crier such as (1 more hour, the war is begin... etc.)

So the faction who controls the town will need to try their best to guard their Guard Captain(s)/Trading Manager(s), whilst other faction tries to kill it in the process killing each others.

Upon the death of Guard Captain(s)/Trading Manager(s), there will be a less than 1% chance that certain random rewards will spawn in the 16 top damagers bag.

If after the war is over (1 hour from start), the Captain and Manager still here, the winning team faction who is within that town will have a 2% chance that certain random rewards will spawn in their bag (up to 16 players).

Anyways, I have a huge list of what to propose of improving factions, but I will type more when I have time.
 
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