You're not losing points for simply trying to stay alive, you're losing points for relying on items over your template.
You have to rely on items if you're a dexer such and bandaids and potions...I dont think you should be penalized for using them.
You're not losing points for simply trying to stay alive, you're losing points for relying on items over your template.
Just to be clear...You have to rely on items if you're a dexer such and bandaids and potions...I dont think you should be penalized for using them.
Just think of how much time we could have saved....Anyway, you're clearly not in agreement
SureThanks for the discussion.
.... if you'd replied with reasons to start with.Just think of how much time we could have saved....
I was disagreeing without providing reasons. Lol, I should have just left it alone..oh well...... if you'd replied with reasons to start with.
I agree they should take the bad in as well, but most people (not saying you, although I am sure if I looked through all the threads it might apply to you as well) its more than just being a critic, people offer no positive way to improve what they feel is wrong, its just "devs you suck". Take the bases for example, very simply people could have said "can we not have so many entrances? And unless you have some really good plans for the bases being this big, maybe get them to where I am not spending a half hour running through them just to get in and out?" that is a ton better than "Who ever designed these bases sucks and has no idea what they are doing". Same with the majority of the beginning posts, Negativity is all that was brought, not criticism. If you want to be a critic of "Ideas" then offer counter Ideas, it is not like they said "here is the system as we are putting it in" they said "test this and tell us what you think" Sure as I said, change is coming like it or not, but at least they are offering us a chance to try and help them make it a bit more how we would like it rather than just force feeding us their ideas.Sure, and thats fine, I'm just not one to take the it's better than nothing stance. The majority of the time my criticism is probably destructive, but I'd like to think they'd take the good with the bad and then decide what to do. Not just come up with an idea, take only the good criticism and move on.
All of this.Let’s move the discussion back to statloss...
I completely agree that consumables need to be rebalanced in pvp but I think there are more effective ways then trying to incorporate them into a statloss system.
I will start a seperate thread for ideas on Balancing Consumables: HERE
The Discussion brought up some great points on how skill and items relate to Statloss; Particularly "How items are used to reduce the negative effects of stat loss".
Current Issue: Statloss reduces a player's unmodified skill by 33%. However through the use of items, you have thieves who can steal sigils in statloss, mages who can continue to field and enjoy the defensive ability granted by mage weapons, ninja's who can animal form into the faster animals, etc, etc. Players can also use Soulstones to avoid statloss penalties.
Potential Solution: To prevent players from bypassing the intended negative effects of statloss, skills should be locked at -33% and should not be able to be modified by items until the statloss timer has ended. Nor should a player be able to access a Soulstone (or soulstone fragment) while in statloss.
**Additional Issue: When using "Combat Specials" a Tactics check is made using "real skill" or unmodified skill. Currently Statloss is viewed by the game as modified skill then real skill loss. This effectively bypasses the consequences of statloss for Melee/Archers who can continue to use specials while in statloss. Statloss change to skills should be considered "real skill change" rather then "modified skill change" for the duration of the statloss timer for ALL SKILLS .
You need to remember that several of the people who have been posting here went through the last couple of focus groups and the SA beta and it was pretty obvious that the developers already knew what they wanted to do and weren't really interested in getting a lot of feedback. For the beta, they just wanted people to test and make sure stuff wasn't broken. For the focus groups, I think the whole idea was just lip service, a big show to make it possible to deflect any future criticism for what was implemented onto a group of players. And that is exactly what did happen. A lot of people who were peeved about not being in a focus group or a beta made posts later complaining about the stuff that "players" managed to push through when the reality was that the stuff they were complaining about was stuff that the players who were in the focus group or the beta didn't like and complained about. It was all mostly a waste of time, as I think this probably will be too. This forum is probably all just lip service too and cheaper and easier for EA to manage than running an internal forum to collect information on broken stuff in test or feedback about proposed changes.Cloak‡1691445 said:I agree they should take the bad in as well, but most people (not saying you, although I am sure if I looked through all the threads it might apply to you as well) its more than just being a critic, people offer no positive way to improve what they feel is wrong, its just "devs you suck". Take the bases for example, very simply people could have said "can we not have so many entrances? And unless you have some really good plans for the bases being this big, maybe get them to where I am not spending a half hour running through them just to get in and out?" that is a ton better than "Who ever designed these bases sucks and has no idea what they are doing". Same with the majority of the beginning posts, Negativity is all that was brought, not criticism. If you want to be a critic of "Ideas" then offer counter Ideas, it is not like they said "here is the system as we are putting it in" they said "test this and tell us what you think" Sure as I said, change is coming like it or not, but at least they are offering us a chance to try and help them make it a bit more how we would like it rather than just force feeding us their ideas.
Ok I did not mean to go on like that.....I am sure you understood.
It's way too early yet to say for sure whether they've incorporated ANYTHING anyone here has suggested. All we know at this point is that they're tweaking the point system because they obviously got something wrong in the coding. I have my doubts about whether anything we suggest will be included. And yes, I have made suggestions already....I guess you didn't see them.Cloak‡1691581 said:I am not saying everything we suggest will be put in, but the developers are not exactly offering their own ideas for how to change things, but have only presented ideas we have had and asked for more, that alone is a tell of how they are taking what we are saying and incorporating it, sure it more than likely wont be "exactly" what anyone asked for, but it is a resemblance of it.
Then create your own `mage only` shard and go play it,,,current UO is not for you.That'd be no bad thing, at least then spellplay and timing would determine the winner .
OMGOOSES!!that dexxer relies heavily on whats ingame to win,,,WE L33T MAGES CANT LET THAT HAPPEN!!!!OH NOZbut the fact that you think other templates would be non viable without those items illustrates perfectly what an over reliance newer PvPers have on them..
OMG,,,NON-MAGE TEMPLATES NOT USING MAGERY SPELLS,,,OH NOZ!!Players no longer learn how to time spells or do anything for themselves, time a cure? No need just drink a pot, what happens when you're out of pots? Oh then you die and go restock. Its inane.
You didn't understand the idea. Still don't.Then create your own `mage only` shard and go play it,,,current UO is not for you.
The idea applied equally to Mages.OMGOOSES!!that dexxer relies heavily on whats ingame to win,,,WE L33T MAGES CANT LET THAT HAPPEN!!!!OH NOZ
btw i`ve beaten people without pots,bolas,or the other things ingame your griping about.these are tools put ingame to be used,,,if you dont like them,stop playing.
I wasn't referring to non Mage templates. I was speaking generally. As I already said the idea would affect all templates.OMG,,,NON-MAGE TEMPLATES NOT USING MAGERY SPELLS,,,OH NOZ!!knowing what to do and when to do it helps on any template.Playing a mage can be more difficult but to say other types of chars dont use at least some form of timing is assinine.
I never said you didn't.....My posts are in a broad aspect of everything being said here, not at you personally. I know I am responding to you, but I can still answer you with a broad aspect to it.It's way too early yet to say for sure whether they've incorporated ANYTHING anyone here has suggested. All we know at this point is that they're tweaking the point system because they obviously got something wrong in the coding. I have my doubts about whether anything we suggest will be included. And yes, I have made suggestions already....I guess you didn't see them.
As for the rest of your angry ranting gibberish it doesn't apply.
Base it on the rank of the player that killed you. The higher the rank of the person that killed you the longer your stat loss.1> Or, make it incremental in strength and/or duration.
No I don't. The idea was to balance the use of items that require no skill so that they are not better than skill methods. And as I said before much of it was put there before the way it is currently used. As stat loss is up for debate it was an idea to merge both in a relatively low level but wider spread way than we have now, to counter balance me also being in favour of removing the current stat loss.you dislike what people have ingame that was put there to be used
No I don't, I use the stuff as well.you have the problem with it.
You don't know how anything is intended, you are not a developer, and you do not have access to their design docs. If you think everything in UO is working as intended then you must have your head in the sand, there are many unintended things in UO.when obviosly its being used as intended.
Spellplay is interruptable, this means players have to use timing, weapons swing automatically, pets attack automatically. I haven't said that spellplay should beat everything, that chip is only on your shoulder, I just made the observation that it is player skill based instead of item and RNG based (like specials landing).But please go right ahead and create the `perfect shard` to where this great timing of spellplay beats everything and go play on it.I`m certain you'll do so much better than the UO team right?
The only part really worth commenting on....The Developers do not even have the design docs. Lets not forget the amount of developers we have gone through, not to mention all the original coding is spaghetti code. But the items are being used "as intended" Describe how they are not and I will agree with you, cure pots cure poison, heal potions heal, bolas dismount. Those are the intentions of them. You already know I am not against your idea in a general sense, but sometimes it takes a little more than tossing around "possibilities" to win an argument.You don't know how anything is intended, you are not a developer, and you do not have access to their design docs. If you think everything in UO is working as intended then you must have your head in the sand, there are many unintended things in UO.
I'm not saying they don't do what they're supposed to, what I'm saying is that they are over used and over relied on to the point where people build whole templates around them and it affects more than just staying alive and putting people you can't catch on foot.Cloak‡1693825 said:But the items are being used "as intended" Describe how they are not and I will agree with you
There's nothing to win (which would be a childish outlook I don't have anyway) because he isn't discussing anything, he is just ranting over an idea he hasn't understood.Cloak‡1693825 said:You already know I am not against your idea in a general sense, but sometimes it takes a little more than tossing around "possibilities" to win an argument.
......
They don't particularly go hand in hand, but as consumable balance/reliance is often a topic of debate, and one I agree with, and stat loss was up for discussion I attempted to combine the two within my idea.Cloak‡1694661 said:Are you suggesting the removal of stat loss in favor of making consumables less reliable? I admit I am confused how these two topics actually went hand in hand, and also admit I did not and still am not sure I understand what your idea is. I agree with your "points" but the idea seems a bit blur to me.
The "win" I am talking about is sort of how you put it, except what I meant was that when you are defending the sigils it is not 10 hours of fighting. You get (obviously) brief down times to sort of re-plan your defense. I did not mean exclusively for pvp it was a win if they are in stat, killing someone is the winning factor, but in factions the 20 minute downturn can be helpful.You may have missed it, as I was editing the post, but I added that I think the idea should only apply to factions.
Its not mandatory loss, you don't have to use the item, and there would be a amount you can use before its considered excessive. It doesn't have to be after the 1st use it could be after the 5th before penalties start.
I don't think -1 to -5 in skills for 1 minute is going to kill off people participating in factions but as the use of those items is so widespread in current UO it would at least make it relavent in a fight. Current stat loss isn't, it just means you leave or go afk. But a few skill points still allows you to fight.
I don't think it would encourage people not to be in factions but encourage them (with their better artifacts) to fight other factioners over non factioners. Which is something non factioners have been concerned about. You're not losing items you're just having to manage them better.
Are you saying the current "win" in factions is putting someone in stat so they have to leave for 20 mins? That may end big fights but only because you're reducing effective player numbers. The "win" really comes down to playstyle, the sigils/towns is (or should be) a part of it though thats a whole other area that needs discussing, but for fighting playstyles a kill is a win regardless of whether the person leaves or not.
That discourages people from playing in stat.How about making it an accruing system.
You die initially say stat is 10 mins;
You die again within 10 mins restarting the stat timer its 15 mins in stats,
You die again its 20 mins restarting timer.
No more than it already does.That discourages people from playing in stat.
I don't think we were really debating whether we could or not.If I can play in stats so can all of you, now don't make me think you are all weak, and cannot play in stats. my image of the uber pvpers will be totally crushed
Could vs. want to, are two different thingsLeave statloss in. If I can play in stats so can all of you, now don't make me think you are all weak, and cannot play in stats. my image of the uber pvpers will be totally crushed
I totally agree with you Tina! Just by the statements the Dev has made, he has already made his mind up what is best for Factions and come hell or high water, they will be put into play. That is why I refuse to log into the Faction Test Center to work out any bugs that are a result from the changes.You need to remember that several of the people who have been posting here went through the last couple of focus groups and the SA beta and it was pretty obvious that the developers already knew what they wanted to do and weren't really interested in getting a lot of feedback. For the beta, they just wanted people to test and make sure stuff wasn't broken. For the focus groups, I think the whole idea was just lip service, a big show to make it possible to deflect any future criticism for what was implemented onto a group of players. And that is exactly what did happen. A lot of people who were peeved about not being in a focus group or a beta made posts later complaining about the stuff that "players" managed to push through when the reality was that the stuff they were complaining about was stuff that the players who were in the focus group or the beta didn't like and complained about. It was all mostly a waste of time, as I think this probably will be too. This forum is probably all just lip service too and cheaper and easier for EA to manage than running an internal forum to collect information on broken stuff in test or feedback about proposed changes.
Watch and see. I predict everything will get put in more or less the way it is originally rolled out and any modifications from the original design will be relatively minor. I'm not trying to say that what the developers have come up with is bad. I don't think any of us know enough of all of the details yet to really say that now. I just don't expect our feedback to really matter that much.
Statloss does not matter so much if all you want to do (by your own description) is "relax" while guarding sigils.Leave statloss in. If I can play in stats so can all of you, now don't make me think you are all weak, and cannot play in stats. my image of the uber pvpers will be totally crushed
Ya when not under attack DUH!!!!Statloss does not matter so much if all you want to do (by your own description) is "relax" while guarding sigils.
when I posted thisYou call yourself a "Trammy Factioneer" and you seem to take some sort of pleasure in mocking "pvprs".
I still stand on leaving statloss the way it is.Then you go on to express your support of statloss, an antiquated system that limits an already small pvp community.
Maybe you should be the one camping a navery if you are going to cry about postsI speak for a lot of those jerk pvprs when is say:
Go camp a navrey and keep your passive aggressive smack to yourself.
I never said I hate directed pvp I refuse to directly fight against others who feel they need to cheat to win.What makes you stand by your taste for statloss?
I have a theory:
You hate direct pvp. You have already admitted you enjoy the "relaxation" of sitting around at sigs. I have a hard time believing you would do this alone. So I take it you run with a group of people. Since you don't seem to want to broach the FIGHTING aspect of things openly, I take it you are not very good. This of course makes me think that any success you have comes only with assistance. Depending on the size or population of your server, that level of assistance could range from immense (5 or 6) to a close knit group (2-3). But the fact remains: You are happiest when you are GUARDING. Not FIGHTING.
Since EA has made a firm push toward rolling most of traditional pvp INTO factions with incentives, it stands to reason that factions is evolving beyond the hideously distended and buggy version of capture the flag it has historically been. If EA wants to keep using these incentives (resable horses, enhanced artifacts), they are clearly attempting to invite more pvprs into the fold. That being the case, it puts individuals like you in a tricky situation:
Either hide behind statloss, or face more fighting that can't be turned off with a nice, quick gank. In other words,
Learn to pvp. My opinion is that factioneers are the soft ones. Spawn control used to force guilds to suppress wave after wave of fully skilled players or die trying. A gimp dismount gank might buy you a couple minutes, but it wouldn't stop the tide. Not without sustained, effective group tactics.
Factioneers who rely on statloss are soft. You might even call them, "carebears". Again, I think you might consider a nice "relaxing" vacation at navrey should statloss be shrunk.
Stat loss should stay.
The reason for stat loss was to allow 1 group to be a final victor in a battle.
Personally, I think stat loss should be 100% of skill loss for the approved time period. If you die in battle, you're out of that battle. No coming back at all.
It is far too easy to "book up" (for mages) or "jewel up" your in-stat character and get right back into the fight. This is contrary to the purpose of stat loss. You should be down and out for the count. If you want to continue the fight, jump on another character.
Players should only be subjected to point gains while in the vicinity of a town sigil. (So only during capturing, defending, attacking or transporting activities should factioners be able to gain points). If you cant take the statloss then you shouldnt get the points. Your doing something like a champ kill someone no points yew gate no points.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.
Factioneers who rely on statloss are soft.
Oh, is this the thread where we are just listing all the worst ideas?how about making stat loss dependant on your faction rank, the lower in rank you are the shorter the statloss lasts. that way new players to faction pvp can get back into the fight and learn how to pvp. the better they get and higher in rank the longer the statloss lasts.
Yes.Cloak‡1715449 said:O.K. looking for opinions for an entirely new look on statloss.
How about if we change the functions of statloss completely, such as making it affect faction more than actual pvp, it may not work how I am thinking it should, but then that is why I am asking for opinions.
For starters remove the skill loss portion, obviously will not be able to be called "statloss" but names are not as important anyhow. So instead of skill loss, we change it to affect aspects of factions such as during statloss you can not steal of hold a sigil, also during stat you would be unable to gain or give "points" no matter what system we are using, under the current system you would not be able to get points when you kill or gain points from killing, and more or less same applies to the new proposed point system. Perhaps the prevention from entering Faction bases, or being ressed in faction controlled towns controlled by opposing factions.
I had more ideas when I thought this idea up last night at work, but can not seem to think of it currently, if I can remember it I will post more later but for now you can get the basic idea.
I have seen that before, and also have had similar ideas, like you should not be put in stat if you only get "killed" by a factioneer due to having almost no life and them pop-shoting you. What you posted could be a very viable option, but then it also would have to account for how many faction players are on your side as well, which could simply lead to the "reds" being in the same faction as you and thus you end up with a longer timer, unless they start doing something drastic so people in the same faction do not fight each other.This post was on another forum, and i wanted to bring it here because i liked the idea.
I did read up to a point of this post. We all see Reds jumping in on factions fights when they are not factions. This is fel, its going to happen. Get used to it. The only problem i honestly see with this, is when its 5 Non factioners and 1 factioner. And its then a team effort of the 6 to give the factioner the kill. Thus the 20 min stat. I feel that if the Stat timer were linked to the % of damge done by; A. a single factioner. B. a group of factioners. C. non factioners. Basicly what im saying is that if u get mowed over in a gank of 5 v 1, ur stat timer should be much less, or even removed. Base it off the % of damage done by factioners. And split it up if there is more than one person or pet/person doing the damge. This would make an honest 1 v 1 much more enjoyable, and worth the fight.
Basically, stat loss would be linked to the number of people doing a percentage of damage to you, and also scaled by the number of factioners