L
Lord Strahd
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lol
Stat loss is there for a reason, which is to give respite to one of the sides during sigil fights. It doesn't make much sense to eliminate it. Even shortening it doesn't sound to me very effective.1> Straight up eliminate it, or reduce it to anywhere from 2 to 10 minutes. Or, make it incremental in strength and/or duration.
I am strongly against this one. It triggers a vicious circle, where the more cities you control the easier it is for you to maintain their control. If anything, the more cities you have, the LONGER you should stay in stat. Of course another kind of incentive to keep the cities despite the statloss increments should be in order.2> Make statloss shorter based on the number of towns your faction controls
No definite opinion. I suppose it would be an incentive to silver farming, thus triggering more battles outside the sigil's ones. But still it feels like a rich person defeating death just because he is rich.3> Make it something you can buy off or partially reduce in duration and/or severity, with silver (e.g. a consumable you can purchase from the faction item / artifact vendor)
Against it. If that person dies he gets stat loss AND you get out of it, obtaining a double advantage by killing a single enemy. If stat loss is removed but the killed guy is NOT put himself in stat, it might have more merit. But that means that if you killed 10 guys you should be killed 10 times before going in stat? Mmmhhh... Too many exploits ahead....4> and eliminate it when the person who killed you dies
All stat loss does is force people to play defensively.Stat loss is perfect the way it is. It deliveres the proper penalty for being killed, and it gives PvP more of a purpose. The crap design for new bases has already made stopping a raiding force difficult, but it'll be damned near impossible if they're re-raiding every 5 minutes!
I'm just thinking, maybe if people don't go in stat wherever they are, then there will be less smoke bombing, and animal forming, and all that good stuff.In factions you shouldnt have to worry about chasing someone 25 screens, because no faction base is 25 screens long. If you want to join factions to go to Yew gate, than tough titty.
Ehh, i don't see a problem with it, but i also don't think it is all that neccesary, but the more reasons to control a town, the better.Players in statloss can go to town controlled by their faction and pay to reduce the statloss duration for a set time.
Players will only be subjected to statloss while in the vicinity of a town sigil. (So only during capturing, defending, attacking or transporting activities would factioners be affected by statloss).
This would allow regular faction PvP to happen anywhere there wasn't a sigil, without risk of statloss.
I do not think this would be necessary with the other change, 20minutes actually seems fine if you change where you can go into stat loss, and you can buy down the stat loss in a faction owned town.Statloss Duration reduced to something closer to 10 minutes.
Sounds goodExorcism would allow removal of ghosts who didnt have corpses in the vicinity of faction strongholds.
Um in a nutshell, yes! I'm especially on board for exorcism.So we were discussing a few Ideas and wanted to engage players for feedback:
Players in statloss can go to town controlled by their faction and pay to reduce the statloss duration for a set time.
Players will only be subjected to statloss while in the vicinity of a town sigil. (So only during capturing, defending, attacking or transporting activities would factioners be affected by statloss).
This would allow regular faction PvP to happen anywhere there wasn't a sigil, without risk of statloss.
Statloss Duration reduced to something closer to 10 minutes.
Exorcism would allow removal of ghosts who didnt have corpses in the vicinity of faction strongholds.
Um in a nutshell, yes! I'm especially on board for exorcism.
With a couple of obligatory caveats:
Vicinity of a sigil, needs some definition. Two screens, three? But this is very worth looking at. And I like the other freedoms that would be gained by it. Some thought might be given to silver farming and potential stat loss through orange mobs.
I personally don't feel very okay with using stat loss reduction as a silver sink. I think we could find better more fun and exciting ways to do that when we get a little further down the road. I'd like to see this ability tied to a reward for some action(s) in game instead, but that is just me. Allowing people to choose one way or the other might be okay. I wouldn't pay, on a ten minute timer, but, again...
I disagree. It has two detrimental effects:Players in statloss can go to town controlled by their faction and pay to reduce the statloss duration for a set time.
This is a good suggestion because I think it acts on the specific reason statloss has been introduced in the first place. Stat loss is necessary to give meaning to strategy and superior defense in sigil battles. So it makes sense for it to stay there during the sigil battles. In other situations its presence is not that important and its absence would foster more casual pvp. So, if you are in a faction and enjoy casual pvp you can still go looking for a fight in dungeons and champs without worrying about going in stat.Players will only be subjected to statloss while in the vicinity of a town sigil. (So only during capturing, defending, attacking or transporting activities would factioners be affected by statloss).
This would allow regular faction PvP to happen anywhere there wasn't a sigil, without risk of statloss.
I think that statloss reduction is the wrong way to go. Either you remove it entirely, or you keep it almost as it is. If you reduce stat so that it's almost the time you need to restock, it actually means that it's not affecting the outcome of the sigil battles, which means it might be eliminated all together.Statloss Duration reduced to something closer to 10 minutes.
Definite yes. Possibly even people WITH corpses in the vicinity of the faction stronghold. If you want intelligence get a stealther, unkillable pass-through-doors scouts are something that shouldn't be allowed.Exorcism would allow removal of ghosts who didnt have corpses in the vicinity of faction strongholds.
Very good idea. But might be a challenge to complete. What is "vicinity"? 10 tiles, 100tiles? or dmg/heal a sigil carrier?Players will only be subjected to statloss while in the vicinity of a town sigil. (So only during capturing, defending, attacking or transporting activities would factioners be affected by statloss).
This would allow regular faction PvP to happen anywhere there wasn't a sigil, without risk of statloss.
Deal. Dont go under 10 though! I love hardcore environments, gives a greater feel of victory and practical function in raid/defending.Statloss Duration reduced to something closer to 10 minutes.
I think the debate of stat loss is key. It is the one issue that always seems to divide people that are willing to play factions vs. people who are unwilling. It does seem there is common ground on both sides that if stat loss were to be greatly shortened/removed, a comparable system would have to take its place to prevent faction base defenses and town control from becoming meaningless, non tactical, res and repeat battles where outcome would be controlled by volume of players and time available to those players rather then the tactical team work that separates factions from run of the mill pvp(and when I say team work I am including everyone from the most uber of pvpers to those non pvpers who make/remove traps, steal sigils, brew potions, bring in bandages, repair damaged armor, bake cakes, etc.)Let’s talk about penalties for death, casual versus hardcore, and faction territory control.
Potential Imbalance: I see an game imbalance here where people raiding a base, send ghosts to a controlled town so soldiers can get back into the fight almost immediately. It would be a means for the larger, more power factions to kill off smaller/weaker faction and eliminate their chances of securing towns. Sigil defenses should be balanced regardless of town control with small incentives to the Defenders, not the attackers.Players in statloss can go to town controlled by their faction and pay to reduce the statloss duration for a set time.
Against the Spirit of Factions: Removing stat loss timers when not engaged in sigil defense and towns will encourage people to join factions and avoid those areas. It would create a second class Trammy who instead of simply wearing faction arti's and riding horses in tram, you would have a Fel group who uses and wears faction items in safe Fel areas with no incentive to take part in the spirit of factions.Players will only be subjected to statloss while in the vicinity of a town sigil. (So only during capturing, defending, attacking or transporting activities would factioners be affected by statloss).
This would allow regular faction PvP to happen anywhere there wasn't a sigil, without risk of statloss.
I like this idea. But there are some problems.Players will only be subjected to statloss while in the vicinity of a town sigil. (So only during capturing, defending, attacking or transporting activities would factioners be affected by statloss).
This would allow regular faction PvP to happen anywhere there wasn't a sigil, without risk of statloss.
Personally that is how I feel about it (20 mins standard and some reduction for town control outside base areas) but it seems there is a strong group of non faction people that want to faction fight with little to no stat loss penalty regardless of how well there faction is doing in the overall scheme of facet control.The only conceivable thing i could think of for lowering stat loss would be that your stat loss timer goes down 1 minute per town your faction owns. and keep the standard timer at 20minutes.
That is a really good question.... new factions, new alliances.... just based on the new faction names and beliefs I can see a mass exodus of TB into the Free Traders, particularly the thieves which is the foundation of TB long term sustained success on GL.Do you not think that most groups will join that faction, knowing that you guys will control the towns most of the time?
This could be true. It would suck to be a tile away, and not be engaged, or maybe not, depending.Also, how are you going to deal with server lines? I imagine that will be an absolute nightmare to code and not worth the effort.
And the fact that it looks really cool has nothing at all to do with that, nope.just based on the new faction names and beliefs I can see a mass exodus of TB into the Free Traders, particularly the thieves which is the foundation of TB long term sustained success on GL.
That would equate to punishment for excellent performance. Normally I would ask about political leanings at this point.What about basing the duration of stat loss according to the killers rank? Higher the rank longer the stat loss?
Why do you keep trying to equate people "running away" so as to not die with stat loss? Before this whole Faction revamp people were still running away, smoke bombing, hiding, stealthing, ninja forming away. In normal PVP this has been an issue a lot longer than the faction hype. It is not because of stat loss that people run away, they run away because they do not want to lose, its really simple. Do you never fight non faction people? Have you never? They never ran away if you did? As far as I can tell, the tactics of the populace has not changed simply because of stat. Correction, the only part of it that has changed is a good portion of the community now stops fighting when they go into stat, thus declaring a winner, Other than that nothing has changed.I still like this idea, this way you can participate in both factions, and regular pvp, and not be subjected to the penalty of one. Stat loss goes away in other pvp areas, so the running, hiding, and logging from stat loss goes away. This also keeps the "definitive winner" aspect of a sigil defense.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^Now forcing a faction rule set on EVERYONE in fel... well that seems like a cool idea to me, but will obviously never happen.
Being someone that usually has 2 to 4 characters in loss, pretty much all the time at defenses, I say let the stat loss timer alone. Giving the controlling faction more power by no loss? I totally disagree. You can play in loss. Fix the issue with speeders, cheat engine use, file modifications, over powered arties, and statted players can be effective.Personally that is how I feel about it (20 mins standard and some reduction for town control outside base areas) but it seems there is a strong group of non faction people that want to faction fight with little to no stat loss penalty regardless of how well there faction is doing in the overall scheme of facet control.
In the end I want to see factions more active and fun for more people so I can let go a little and try to find that inbetween...
5 mins seemed to be the universal "I can live with that penalty" and Dev's were considering the idea of no stat loss... The difference between a 5 min stat and no stat is signifigant but not horribly so... Figured I'd try to work them both in and tie the no stat loss to town control which might encourage more traditional faction fights at the bases.
That is a really good question.... new factions, new alliances.... just based on the new faction names and beliefs I can see a mass exodus of TB into the Free Traders, particularly the thieves which is the foundation of TB long term sustained success on GL.
just as you keep making assumptions that the devs are overlooking thieves, im starting to feel slighted by you because im a pvper.Being someone that usually has 2 to 4 characters in loss, pretty much all the time at defenses, I say let the stat loss timer alone. Giving the controlling faction more power by no loss? I totally disagree. You can play in loss. Fix the issue with speeders, cheat engine use, file modifications, over powered arties, and statted players can be effective.
Stat loss in the vicinity of sigils. Worth considering but I would say stat in any faction town, faction base, maybe silver farming areas (undecided). Seems like the players would avoid being around the sigils thus reducing the base defenses to stay out of stat. Except of course the thieves who yet again would take on additional risk to keep sigils in play and give the pvpers a cause to fight for. I have to stop here and say ... there is pvp outside of factions ... there is no cause to fight for outside of factions. Those of us that fight for the good cause are the ones being asked to change to promote pvp; something that can happen anywhere in fel. And again I say, if you hit a faction stone you need to be aware that you have taken on the risk of stat loss.
Yes, the less loyal will move to whereever the power base is at the moment, I truly believe that. TB on GL, you mentioned the thieves are the core and reason for the long time control. We are a family, we are loyal, whereever we go we will go together. Where we end up will be dependent on the fiction, the reason for the new bases/groups and the cause. I am curious as to how you came to think that the Free Tradesmen would be where we could end up? To the best of my knowledge, most of us on Test Center (family of thieves) are in CV.
As we speak, I am looking over 8 sigils in the Castle that is my UO home. Not a pvper in sight, not a fight anywhere. PVPers are intensely active for a few hours of the day. The dedicated thieves are involved all hours of the day and night and the reason the sigils stay in play to provide the weekend warriors a good fight. So stat loss in the vicinity of sigils, bring it on, I am not afraid to run or fight in loss ... but then I am a one of Mark's "crappy" players and maybe I am just too unintelligent to realize I should huff and puff and rage log for dying and getting a penalty.
Let me first say, I love your posts ^^, more so that it is how I see it when it comes to stat, just keep playing, but in general it is always best to speak your mind in a......whats the word I am looking for, civil, that's it, a Civil manner.Yes, the less loyal will move to whereever the power base is at the moment, I truly believe that. TB on GL, you mentioned the thieves are the core and reason for the long time control. We are a family, we are loyal, whereever we go we will go together. Where we end up will be dependent on the fiction, the reason for the new bases/groups and the cause. I am curious as to how you came to think that the Free Tradesmen would be where we could end up? To the best of my knowledge, most of us on Test Center (family of thieves) are in CV.
As we speak, I am looking over 8 sigils in the Castle that is my UO home. Not a pvper in sight, not a fight anywhere. PVPers are intensely active for a few hours of the day. The dedicated thieves are involved all hours of the day and night and the reason the sigils stay in play to provide the weekend warriors a good fight. So stat loss in the vicinity of sigils, bring it on, I am not afraid to run or fight in loss ... but then I am a one of Mark's "crappy" players and maybe I am just too unintelligent to realize I should huff and puff and rage log for dying and getting a penalty.
Unfun when you lose. Yes indeed, it is and imo it should be. If it wasn't then no one would want to compete. It is the disappointment or exhileration that keeps humans striving to improve and compete. And you can enjoy playing in loss, I guess I just don't understand how loss is instantly equated to not being able to play or have fun.On the subject of statloss, it is something we plan to change. Currently on the Factions test center, it is 5 minutes.
There are currently several ideas on the table:
1> Straight up eliminate it, or reduce it to anywhere from 2 to 10 minutes. Or, make it incremental in strength and/or duration.
2> Make statloss shorter based on the number of towns your faction controls
3> Make it something you can buy off or partially reduce in duration and/or severity, with silver (e.g. a consumable you can purchase from the faction item / artifact vendor)
4> Shorten statloss, and eliminate it when the person who killed you dies
All of these ideas have merits and drawbacks, as well as different levels of time required to implement and test.
The purpose of statloss is to make it possible for one side in a Factions battle to create a definitive victory. It does this by weakening the losing side to the point where they have to just quit fighting for a while. The downside of it is it sucks to be weakened that much and for so long. The ability to gain control of territory comes at a cost of making players unable to enjoy their play.
So, the question to answer is, where is the balance?
On one side, UO PvP is fun while you’re fighting, but very un-fun when you lose. Insurance, item loss, having to get ressed and re-equip, etc., are all barriers that keep people from wanting to PvP. They also keep people from being able to learn PvP, without lots of support from other players. Factions adds statloss on top of all that.
Again, pvp exists outside of factions as well and without loss. And, FYI, all the people havent lost interest in playing factions because of penalties. Those of us that are dedicated still play daily, penalty or not. PVP is too hardcore ... isn't that what it is suppose to be? Player versus player to see who can kill who? This is fel after all.Putting it another way, UO PvP is too hardcore. Those who have the know-how and the equipment just crush it. They kill a lot more often than they die, so it’s the un-skilled and underequipped who end up suffering the penalties more. With such harsh penalties, it is no wonder at all that people lose interest in playing Factions, or never seriously consider playing it in the first place.
One of the goals for this update to Factions is to make the system more appealing to more players. This doesn’t mean we want to make it into an easy game, or level the playing field, or make it so you can just respawn and run back in when you die. It does mean we want to look at various ways we can soften it up some so people can spent more time PvPing and less time dealing with downtime created by PvPing. We want to make it more fun, with larger and longer battles.
Won't happen because most raiding forces are lucky to even steal the sigils. All they want is for the defenders to reset so they can come back in and kill them all again. No stat loss plays right into their hands. You are looking to make the more dominant players/groups even more so by lowering stat too much or eliminating it.The other side of the balance issue is the need to be able to take enemies out of the fight in Factions. It just doesn’t work if you roll over a bunch of enemies and they just come in and roll you back in a couple minutes.
Then where is the difference ... the people waiting to come back either stand and wait, log off and get another char, log off totally, go to luna and bank sit ... difference here is they can go off to fight somewhere else for ten minutes. How many will bother to come back to the faction fighting?In addition to considering ideas about modifying statloss itself, I’d like to see some ideas of alternatives that achieve the needed effect but in some other way. For example, what if instead of statloss, you were simply not allowed to approach within a couple screens’ distance of the place where you died, for ten minutes?
Casual pvp can happen in Trammel... form warring guilds. The RP community has what I would call casual pvp often. Fights with "rules" if you will. No loss, no looting, no worries of trash talking... nice, casual pvp. Hardcore is fel and that is how it should be. You click the Fel button or step through a red gate and you have CHOSEN to accept hardcore results. NO ONE is forced to go to fel or pvp or join a faction. If they want casual, devise a working war system in Trammel for them. Let us have our world, flawed as it is.Please discuss these things on this thread. Let’s talk about penalties for death, casual versus hardcore, and faction territory control.
The word you are looking for is non-typical fel resident/faction player. Indeed I am ... I am a non-swearing faction playing grandmother of three and part of the grandparent brigade in True Britainnians on Great Lakes. Yes, we are old enough to know better but here we are ...Cloak‡1688830 said:Let me first say, I love your posts ^^, more so that it is how I see it when it comes to stat, just keep playing, but in general it is always best to speak your mind in a......whats the word I am looking for, civil, that's it, a Civil manner.
Possibly but since Lore is my guildmaster on one char and a long time CL of my faction I would like to hear from him incase granny just forgot to turn up her hearing aid and I missed something... *grins*I think he assumed you would end up in FT because FT = TB if I am not mistaken (currently) But given that the new names are just place holders, it is not surprising that they just inputed the names in a few places and did not do away with the old ones totally yet.
That was 100% sarcasm ... I cannot fight my way out of a wet paper bag but I am one of the craftier/most inventive players on my shard, hence my guild title of sneakylilgrannythief .... and very often underestimated. Which, btw, I love... *smiles*Also, how you relate being "crappy" to being unintelligent, is beyond me. People continually enjoy making a big deal out of the simplest things these people say. There was absolutely no way to put it that would have pleased the "crappy players" anything that compares a person to another person in a lesser fashion would have been insulting to "you". Also using game, or "player", terminology also seems to be in the "wrong" these days. Oh well, I know it is not just me who feels there was nothing wrong with this, I also know there are a lot of people who think it was. Then again....the other people who think there is nothing wrong with it also feel the same way you do about the terminology they just "agree" with what was said, where as I simply do not believe the choice of words should be misconstrued for intent to harm.
You have to admit there are far more vocal voices in the pvp sector and you are capable of speaking for yourself as you have proven by well thought out posts.just as you keep making assumptions that the devs are overlooking thieves, im starting to feel slighted by you because im a pvper.
Ahh, sorry then....As I have mentioned before, tone is often times lost here on the internet. *smiles* fighting is not the only way to win a warThat was 100% sarcasm ... I cannot fight my way out of a wet paper bag but I am one of the craftier/most inventive players on my shard, hence my guild title of sneakylilgrannythief .... and very often underestimated. Which, btw, I love... *smiles*
Good question.how are bolas dishonorable?
This post is just a factual nightmare. So much wrong in such a small space.Cloak‡1689305 said:Good question.
As for Locryn, More of the pvp community wants statloss vs the few who don't. So who are you really trying to cater to? I understand maybe more people would pvp in general in factions with out stat loss, but then....Those people do not even pvp to begin with, so why bother trying to make it better for them?
Also, most pvpers, including so far all of the oldest ones, best ones, and most active in the community have no problem with the faction artifacts, many of them do not even use the artifacts as they are not as useful as You, and a very small population of others, would like everyone to think. Sure they give an advantage, but honest the advantage is minuet and not so detrimental that you can not "keep up" with the faction players. I have faction characters and non-faction characters, guess what? I do not find my faction characters stronger. Does it simply mean I am a better pvper than you? Or are you simply over stretching the situation. The faction arties made things "easy" to get right into, now imbuing makes it almost to easy to just start up a character and go. If you like actual faction play, play factions, if you do not like it, do not like stat loss, or any other aspect of it, then do not play it. It is not a forced thing, sorry.
You can not prove that. And I can not prove the opposite. Which leaves only the merit of our arguments. I have made the case very clearly that factions are designed now to entice people to join them. Resable horses, powered up faction artifacts, etc. The incentive to join is coupled with a statloss penalty that kills action for extended periods of time. This has created a climate of boredom and survival at all costs rather than engagement and regular participation. There are two solutions: Change statloss, or remove the incentives and free people to do what they want by enabling them to achieve similar bonuses and rewards outside factions.More of the pvp community wants statloss vs the few who don't
It is not a matter of how you personally use them. It isn't even a matter of how a LOT of players use or don't use them. If you are in factions and willingly use a regular set of stormgrips (-10 HCI) or Arms totem (-10 HCI) or Crystaline Ring (-3 FCR) then great. I'm sure you have a wonderful system worked out for it.the artifacts as they are not as useful as You, and a very small population of others, would like everyone to think.
How are they not?how are bolas dishonorable?
i bola people to stop a speed hacker and or, someone who only wants to run run run. and i put my self in harms way to do it (on foot and drop my mage weapon).How are they not?
What do you think someone throws a bola for, to have a duel? No. Its usually for a gank or to stick pets on you. Or otherwise tilt the odds hugely in their favour else why would they be throwing it. And as I already said its an item replacing skill. Sure both people end up on foot but its always at an advantage to one more than the other.
Don't get hung up on the wording, its just an idea, which they asked for.
......
I have to disagree with you just slightly. Bolas, or dismounting in general is not dishonorable. It is a limiter, just like mortal strike. If I bola you it is not for a gank, it is so you can not run away. Be it if I am alone or with a group it is always a means to not allow you to run away. Usually if it is a group battle, then it is not 9v1, I feel if you can not kill a person with sufficient force then they deserve to live, but if it is 9v9, or more importantly 3v7 I will dismount people. I agree that stealth archer dismounting is a bit....wrong, but dismounting in itself is not.....
If they're running away from you they aren't killing you. If you bola them you have tilted the odds in your favour. Which is exactly what I said above. You used a 0 skill items to gain an advantage - the speedhacker clearly isn't at an advantage on your screen or he wouldn't be speedhacking the f away.i bola people to stop a speed hacker and or, someone who only wants to run run run. and i put my self in harms way to do it (on foot and drop my mage weapon).
Again, you handicap something they have skill points in with a 0 skill item, you tilt the odds in your favour with an item not a skill. Not so much with JOAT but then I hadn't mentioned Thunderstorm.I also bola people who animal form away. i also thudnerstorm to reveal stealthers.
Don't get hung up on the wording. I did put it in inverted commas to start with in the hope I could avoid writing a ton of disclaimers everytime someone takes it for a different context.So somehow for this, i am the dishonorable one?
In many situations bolas bypass an intended handicap for the thrower. Take someone with a pet (cu/dread/gd), ordinarily to use the pet they would need to be on foot as a balance for having double the potential firepower, the victim when mounted can still fight, they're fighting against the odds already but they have the fact they're mounted on their side. If you take that away it isn't balanced anymore. The victim is forced on to the defensive, if they carry on attacking the player the pet kills them, if they attack the pet the player kills them. If the tamer used a weapon to Dismount instead of the bola there would at least be the balance that they had used some of their template for it and probably lost out in another area.Cloak‡1689357 said:I have to disagree with you just slightly. Bolas, or dismounting in general is not dishonorable. It is a limiter, just like mortal strike. If I bola you it is not for a gank, it is so you can not run away. Be it if I am alone or with a group it is always a means to not allow you to run away. Usually if it is a group battle, then it is not 9v1, I feel if you can not kill a person with sufficient force then they deserve to live, but if it is 9v9, or more importantly 3v7 I will dismount people. I agree that stealth archer dismounting is a bit....wrong, but dismounting in itself is not.