A
Antonio Cataneo
Guest
do you think it's drugs? Or it's just egomaniac?Bye Ahu.
See you next week![]()
apart from that, i think that the penality for reds, when we are talking about stat loss, needs only the permanent loss tweak
do you think it's drugs? Or it's just egomaniac?Bye Ahu.
See you next week![]()
I'm all for enough PK penalties to prevent the Classic Shard from being what the game was that caused Tram to become nessesary.
No one playstyle should be allowed to actively, seriously block the ability of other playstyles to be fun to play. Going out where Reds wander should not be a near guarenteed dirtnap. No matter how much fun it happens to be for the Reds.
Nothing that I haven't mentioned in prior posts.
My comments are based on my own experience with PKers in fel back in the pre-AoS Tram days, and by what posters who were around back before Tram have said in the Classic Shard #1 thread. No dramatizing required.I think that you guys dramatizing about the fact that going out of guardzones means certain death are a overestimating the issue. Trammel was made to "Everquestizise" UO and appeal to MORE GAMERS , not to fix the PK issue (not totally at least) , and we are talking about whining noobs. If you don't like the risk vs reward system then go back and play samurai things or whatsover, people joining this classic shard should be aware of what kind of server it will be.
Post-Tram Fel was totally different than Classic UO. Once Trammel was put in, any red in Fel was so desperate for someone to kill that they would attack any and everybody. By the time AoS came, a lot of those people had gotten bored of having no sheep...so they left.My comments are based on my own experience with PKers in fel back in the pre-AoS Tram days, and by what posters who were around back before Tram have said in the Classic Shard #1 thread. No dramatizing required.![]()
Yes...and no.Trammel was made to "Everquestizise" UO and appeal to MORE GAMERS , not to fix the PK issue (not totally at least)
It's comments like this that kill credibility.I think that you guys dramatizing about the fact that going out of guardzones means certain death are a overestimating the issue. Trammel was made to "Everquestizise" UO and appeal to MORE GAMERS , not to fix the PK issue (not totally at least) , and we are talking about whining noobs. If you don't like the risk vs reward system then go back and play samurai things or whatsover, people joining this classic shard should be aware of what kind of server it will be.
It's as simple as adding a flag. When a player says "I wish to enter exile" a check is made against their murder counts. If > 0, exile= 2. As long as the exile flag is on, position is locked in a specific parameter based on the choice of the red. The murder counts 'burn off' at X rate. Stat loss does not apply. Can't be reported for murder. When exile= 0, position is not locked, murder counts do not burn off, stat loss applies, can be reported for murder. Another condition can exist, exile= 1 (passive exile). When exile=1 (whenever the player is in a dungeon) murder counts burn off at X/1.5, can be reported for murder, stat loss applies, position is not locked.*edit* Not being a coder I don't know how hard it would be to make an exile system. If due to budgetary constraints such a system would be implausible, why not tweak the murder count system so that counts only decay if you are alive and in an "advanced" anti-virtue dungeon like Wrong, Destard, Deciet, or Hythloth. "Beginner" dungeons like Covetous and Despise would be dungeons where murder count's would not decay.*edit*
Yes and Yes.Also, in doing some research, it would seem that the client can ignore AoS, Trammel, SE, ML, SA, and Ilshenar...all with the change of a single variable for each*. Imagine that...
So, by simply taking existing code, and changing a handful of variables, a semi-Classic environment can be obtained. There would be:
- No Trammel
- No AoS or AoS properties
- No Samurai Empire
- No Mondain's Legacy
- No Stygian Abyss
- No Ilshenar
Now, there would still be items, but those are just a matter of shutting off item IDs x-y.
Anyone else still think a Classic Shard would take 2 years??
*edit: This is using a popular server emulator. However, the client receives it's information in one way only. Emulators do exactly that...they take scripts and code and converts them into instructions the client understands. So before pointing out that emulators are different than EA server code...consider that the client itself is the exact same client...and it is fed in only one way. So when it looks for specific instructions, it is looking for variables in these cases.
Is there anyone out there that is experienced with emulators (without naming any of them) that would be willing to chime in on this? Or better yet...an actual UO developer? If I am wrong here, I'd like to know it...because based on what I have found over the last several hours, the client can very easily be manipulated into essentially thinking that certain things simply don't exist. And when I say very easily...I mean VERY easily.
It took around 2 months to do a t2a shard as a freeshard, how can it take longer for the devs?Yes and Yes.
Like I have posted before many times, there are cheaper and better options than a Classic shard, like a production only PvP shard or a production only Tram shard or shard without AOS properties. Thank you for coming around to my point of view.
On the other hand there is a massive list of what is a Classic shard. Trust me, it is longer than the current list. It is not just a couple of ifs and changing 1s to 0s. Some parts will need total recoding, and testing vs 2 clients and vs 3 rulesets. Then when it launches, you will have bugs and purists saying it does not have this and that etc, all sorts of balancing issues etc. So yes, a Classic shard 2 years of development. Think KR client or EC client or whatever it is called now. Conversely a production only PvP shard or a production only Tram shard or shard without AOS properties, is an order of magnitude faster.
I believe you dont need to build a Classic shard to bring back PvPers, just a PvP shard. Similarly a tram only shard will bring back non-PvPers, and if you really think AOS properties is the cause of all problems, then zap that on the new shards as well.
No one called you a noob, i dunno who you are and i don't really care, if you felt called "a noob" from me it only means you feel yourself as the latterIt's comments like this that kill credibility.
First and foremost, NOTHING about UO even remotely resembles EQ, and vice versa, and never has. Now, if you want to compare UO, post AoS, to Diablo, Divinity, etc, then you have a valid comment. Otherwise, you're just making stuff up that you obviously have no clue about.
Secondly, calling anyone names here is a violation - and I'm getting tired of being called a noob, either directly or otherwise. You don't know me, or anyone else in this thread, nor do you know what their direct experiences were, nor are you in any position to speculate.
Finally, the reason some of us carebear, samurai playing whining noobs are here arguing for something a little more contained than the FFA gankfest you are calling for is we really don't want to see this happen, only to have it shut down for the same reasons Trammel was created in the first place. Which, contrary to your assumptions, are incorrect, and based on false information, or false usage of said information.
Thats certainly how it was.Post-Tram Fel was totally different than Classic UO. Once Trammel was put in, any red in Fel was so desperate for someone to kill that they would attack any and everybody. By the time AoS came, a lot of those people had gotten bored of having no sheep...so they left.My comments are based on my own experience with PKers in fel back in the pre-AoS Tram days, and by what posters who were around back before Tram have said in the Classic Shard #1 thread. No dramatizing required.![]()
I stopped doing much in fel after uber-items made it nearly impossible to win a fight in fel. I couldn't put in the UO playtime to obtain the uber-items so I had to quit foraging there even with 600 of the 700 skill points in combat skills. Skills vs Skills/Uber-items was not a winnable contest. The curse of AoS.Fel now, if you can even find anyone, is more just running around and PvPing for fun. There are no more PKs per se. Everyone in Fel just assumes that if you are in Fel that you know where you are, and that you are there to PvP. And they are right. If you go into an area specifically for PvP, it shouldn't come as much surprise that someone might try to PvP with you..
You have no problem speaking your mind, no doubt about that.[I get mixed reactions when I go to Fel. A lot of people recognize my stories and Classic Shard posts, so I get some pats on the back...but a lot for people try to kill me too because they think I am loud mouthed B***H. Which I am..
The only knowledge I have of pre-Tram UO comes from posts made by others. Taken with a couple kilo-tons of salt in some cases. <g>[But comparing post-Tram Fel and Classic pre-Tram UO is invalid.
That's sadly a rare ability. About as common as Common Sense unfortunately. This world would have a lot less conflicts in it if Joe and George could see things from the others viewpoint.I think I frustrate people on both sides of the issue because I can see both sides of the matter clearly. I think non-con PvP should have remained a part of UO...but not to the extent that it was.
Read your posts as if they were writen by someone else to you. I suspect you would get the same impression he does.No one called you a noob, i dunno who you are and i don't really care, if you felt called "a noob" from me it only means you feel yourself as the latter. It wouldn't be a gankfest because the playerbase, as i said and will continue repeating when needed, is DIFFERENT and "prepared" to counter by PLAYER MEANS the unbalancing parties. How hard is to make a "Recall->target the rune" macro in Uoassist ? we are not talking of 300+ pings and the server lag of the 1999. At the end, even if before trammel was created they were "bleeding subscriptions" (because the carebears were going to their proper environment) because of PK'ing , ITS NOT AN ISSUE FOR A CLASSIC SHARD! We don't need to populate 100000 worth of server space, we are talking about reachinga SIGHTLY LOWER playerbase, of populating ONE server, without robbing people from production shards and bringing back new subscribers. CLASSIC SHARD IS ABOUT GIVING AN OPTION TO A CERTAIN TYPE OF CUSTOMERS, THE ONES THAT LIKE RISK VS REWARD SYSTEM!
HD2300:A "PVP-SHARD" you say ? Well it's faster to play "call of duty" than a "AoS switch off" shard. Many points even on a felucca only shard with the actual gameplay mechanics would be unbalanced, and really wrong. I can see the hard fail of such a shard .
Seems like you've got the narrow minded opinion that all PKs kill in order to grief. Quite frankly, that sort of wide sweeping generalization shows your lack of awareness that there were PKs who would kill because that was they way they made their profit.Simple Morgana. Monsters don't get thier childish jollies by ganking you. Pkers get their thrill by ruining the fun of others. They chase you down, kill your character, and take what you've worked for, and will do it over, & over, & over, to you and others for the thrill of griefing other players. A monster won't chase you or lie in ambush for you just for the fun of ruining your game experience. You can have fun in game around monsters because they don't act the way PKers do. You can make the effort to gain some treasure and probably get home with it around monsters. With PKers, you likely can't. You've made comments in posts in the first thread that show your able to understand this. Your not a potential Darwin Award winner.
Already starting to sound like a broken record here with this whole "griefing me and ripping me off" deal. Bank often and travel lightly in high profile areas.A non-PvPer doesn't get thier jollies by being jumped by jerks and losing what they've accomplished between OOOoooOOOoooing sessions. We like to achieve something. Have something to show for our time in game besides having to find a healer again, re-equip again, try to achieve something again, and getting PKed and ripped off again.
So you make the supposition that you have a "forager" (what the hell is that anyway?) that can kill a few PKers 1 on 1. Then after dirtnapping a few of these PKers, you claim that they would come back in a group. Yet, at the same time, you claim that these PKers are constantly killing players for grief, which would undoubtedly put many of them DEEP into stat-loss (after all, if they were playing the whole PK thing in a smart fashion, they wouldn't kill too many people).I have foragers who can likely kick rump one on one, but it wouldn't be one on one after I dirtnapped a few single PKers, would it? It would be several on one and another OOOoooOOOooo session. We get a gang together to forage, we'd just draw more PKers. The play seesion would be PvP, not PvM or foraging. We don't get to play how we want to, but the PKers do. Either way, our fun is ruined.
Good thing that no one has suggested mildly restrained or unrestrained PKing.A Classic Shard with mildly restrained or completely unrestarined PKing will drive out the non-PvPers and Crafters like they did 10 years ago, and then leave again because the game is no fun for them. They have no one elses fun to ruin.
Actually, this isn't quite right.So, things in your house are going to just decay?
If you will remember, lock downs were put in when decay was added (server item wipes). Prior to this, people would just hide bags behind trees, etc. full of stuff. It would just stay there. But the servers were getting so full of items that they had to turn on decay...this was pretty early on.
Lock downs were definitely around in T2A.
Yawn, it sure was convenient to miss my post in the other thread responding to this. So, I'll post it again:Sure there are. Is it just that the pro-Classic side cant provide anything plausible to show that a Classic shard will be beneficial to UO.
Businesses and people make decisions and crunch the numbers all the time. Which is the best option, should I drive to work which will save time, or should I use public transport which will save money. Should I pay EA to play a Classic shard, or should I just play a free Classic shard. Should the Classic shard be the next expansion or should hobbits or pirates be the next expansion. It doesnt need to be 100% accurate, just ball park accurate enough to make the right decision.
Then any solution should be aimed at making targeting those who have little or nothing to lose less appealing, if this is your goal.Expand the guard zones - make areas where gatherers can actually be safe - to me, it's utterly stupid and hypocritical to want to go back to a time when the smith and tailor were an admired class of people, only to also make them subject to wanton and pointless killing at the same time.
I am against most of the ideas in the other thread because they prove to be exploitable in a way that is unique to that system and isn't just a ubiquitous loophole that could be exploited under any system. Unfortunately, I am particularly against exile (no offense intended in this distaste). I do have a response that I drafted up a while back pointing out the problems that I saw with the system. I won't post them in this post, but if you want, I can put my points out there.So right now, would anyone say that they are firmly against extra PK penalties of any kind? Or just against the ideas that have been posted in the other thread?
Anyone else have any ideas?
I don't necessarily think that Trammel was entirely for one thing or another. However I do see 2 and a half things that Trammel was designed to appeal to:I think that you guys dramatizing about the fact that going out of guardzones means certain death are a overestimating the issue. Trammel was made to "Everquestizise" UO and appeal to MORE GAMERS , not to fix the PK issue (not totally at least) , and we are talking about whining noobs. If you don't like the risk vs reward system then go back and play samurai things or whatsover, people joining this classic shard should be aware of what kind of server it will be.
It does in terms of the loss of loot (the intended result of the time investment).It's comments like this that kill credibility.
First and foremost, NOTHING about UO even remotely resembles EQ, and vice versa, and never has. Now, if you want to compare UO, post AoS, to Diablo, Divinity, etc, then you have a valid comment. Otherwise, you're just making stuff up that you obviously have no clue about.
I would like to see the actual quote myself (not picking on you specifically for this, it was just the most recent post mentioning the quote), just to make sure that it isn't being taken out of context one way or another.I've got to back Guido on the whole "Tram was created to Everquestize UO thing" Raph Koster, Designer Dragon himself said during a chat in Star Wars Galaxies that the whole reason they made Trammel was because UO had allready lost subscriptions in the six digits (read at least 100,000 paying subscribers) because of FFA PVP (read PKs).
Well, that certainly explains your wild assumptions quoted above.]The only knowledge I have of pre-Tram UO comes from posts made by others. Taken with a couple kilo-tons of salt in some cases. <g>
i think it's my english skills fault's , but i can't improve overnight so i can't do anything else apart from explaining myself further and further. I only want to partecipate this discussion with my opinions, nothing more nothing less.Read your posts as if they were writen by someone else to you. I suspect you would get the same impression he does.
I'm getting close to adding a third name to my Ignore List just to get rid of them.
i think it's my english skills fault's ...Read your posts as if they were writen by someone else to you. I suspect you would get the same impression he does.
I'm getting close to adding a third name to my Ignore List just to get rid of them.
http://www.merriam-webster.com/dictionary/foragerSo you make the supposition that you have a "forager" (what the hell is that anyway?) ...
The question was rhetorical and is meant to point out that saying you were a forager is about as useful as saying I was an orator (it says nothing about your play style because scavenging for things functionally uses no skills, as does talking).http://www.merriam-webster.com/dictionary/forager
From the trend of your post, I take it you favor the PK playstyle? <g>
See, the problem with PKs making their profit is that it was never their profit to begin with. The argument that it should be acceptable to players to be killed and looted so that someone else can essentially steal what that player has earned is ... well ...crazy.Seems like you've got the narrow minded opinion that all PKs kill in order to grief. Quite frankly, that sort of wide sweeping generalization shows your lack of awareness that there were PKs who would kill because that was they way they made their profit.
Working on that quote, the hardest part is the old SWG forums where it was posted were wiped shortly after that debacle that Sony called the New Game Enhancements. Kinda like the debacle called Age of Shadows. The wayback machine doesn't even have a copy of many of those forums. I do however have a couple of Raph Koster's comments on PK's etc. Most are pretty insightful things.I would like to see the actual quote myself (not picking on you specifically for this, it was just the most recent post mentioning the quote), just to make sure that it isn't being taken out of context one way or another.
Sorry for posting almost the whole article but it was hard to pare that one down without someone saying I was misconstruing what he was trying to say ect. This was taken from Enforcing More's OnlineIn the real world, we have fingerprints, descriptions, birth records, dental records, family histories, school records, etc. It's been well-explored in jillions of dimestore thrillers how thoroughly someone can vanish if they do not have the above elements present. Yet in the virtual environment everyone lacks those elements. They are ALWAYS a persona.
Now, do outraged citizens eventually catch up with The Jerk? Yes. But whereas in the real world a criminal who escapes from the scene of more than say 20 murders is literally one in a million, a virtual criminal can easily rack up hundreds of times the kill count.
There's an oddball factor complicating this. The consequences for the aggressor are light, "virtual", easily shrugged off. The consequences for the VICTIM are often traumatic, deeply troubling, not easily recovered from, and quite real. Not every virtual citizen is going to see their murder in the virtual setting as a crime; but many will. My experience is that far more than half of them will. Doing simple math, that shows us that the societal impact of a jerk like this (on the virtual society) is much worse than it is in the real world (on the real society).
Tossing in other things that factor into this: there's a general lack of major support structures for victims, in the virtual setting (family, friends, Salvation Army, what have you); and it's very easy for a traumatized victim to just "check out" of your virtual environment and thus not deal with the trauma.
This means that you hemorrhage players. Yes, the ones that "couldn't stand the heat" and therefore get out of the kitchen... but still. Particularly if you are a commercial endeavor, but even if you aren't, this is a real serious problem.
To put it crudely:
In the real world, a serial killer kills 5 people before he is caught. He never kills again. You end up with 5 dead people, and maybe another few who give up on life because of it.
In the virtual world, a "virtual sociopath" (my term for those who take actions against others in the virtual context because they do not see virtual social mores as real) kills 50 characters before he is caught and killed. You end up with 50 dead characters, out of which 5 quit the mud, eg are actually "dead" to the context. You also end up with another 5 who quit because they saw their friend killed--also "dead". And our killer returns to kill again the next day under a different name, effectively anonymous.
One pitfall here is that in any system where you can kill both monsters and players, players will always be more rewarding. They will have more smarts, an excellent level of challenge to them, a wide selection of potential targets, and likely, a greater diversity and greater quantity of treasure, rewards, goodies, etc. I find this to be axiomatic. The question is how much risk they offer, and how much other penalty the killer may accrue for his actions. But in a flat choice, which is more rewarding "before taxes" I believe players always win, hands down.
Taken from The Evolution of UO's EconomyHoarding caused all sorts of disastrous problems, of course, culminating in special measures like the Clean Up Britannia campaign. We broke the gold loop, and instead let currency float to the equilibrium point with the actual drains we had in the game.
And there it stayed, stable for quite a long time. Massive hoards were broken up as players quit and houses decayed leaving stuff to decay--or when they decided to break up the hoard to give to friends, many of whom lost large sums. Much wealth was redistributed via jerks, actually, and to a degree they were a positive economic force because they were so rich already they let lots of people's wealth decay away too.(my b, i, and u by the way)
Taken from Is the Future in Smaller Muds?This is where I am silly and idealistic and all that jazz. And I am sure someone somewhere is going to take offense at what I am about to say.
The pre-Trammel UO player towns decided to do something difficult. So difficult that most of them failed. They collaborated against the odds and built communities and established social standards by dealing with the world and the way it worked.
The post-Trammel UO cities are bunches of friends hanging out together.
I see a qualitative difference. As I said, I know the current player towns thrive and are loads of fun. But I also see them as very "casual" communities in some ways, and I don't see them as being empowered in any way. They have zero struggle to exist, and are fundamentally just cliques.
I still believe that running servers themed around PvP or not is also a bit of a waste of time. The amount of wolves who want to play on a wolf-only server is way smaller than the total amount of wolves, and generally speaking, wolf-only servers are extremely underpopulated. You might as well devote those resources elsewhere.
Exactly!The pre-Trammel UO player towns decided to do something difficult. So difficult that most of them failed. They collaborated against the odds and built communities and established social standards by dealing with the world and the way it worked.
The post-Trammel UO cities are bunches of friends hanging out together.
You understand that T2A lasted from 98 through 2000, right?only one question from me: what's so difficult to understand about "classic UO"?
either the devs create a t2a-accurate shard or they don't.
I don't care which publish of t2a is implemented, that's a debate of semantics. all I want is a UO world without trammel or anything else from UO:R or later.You understand that T2A lasted from 98 through 2000, right?
Which publish would you suggest they pick from? What bug fixes that came after that?
I think those are the primary points.
But also, if the devs are working backward from existing code and turning things off, how close does it need to get for you?
This is why we are having these discussions...so that hopefully the devs will understand what we all want when/if they start working on this thing.
Just asking for T2A is like asking for the 1980's. It was an era, not one specific thing.
Amen brother!! I can live with that!I don't care which publish of t2a is implemented, that's a debate of semantics. all I want is a UO world without trammel or anything else from UO:R or later.
Me?don't even pretend implementing such a thing would be difficult for the devs given that derrick has accomplished just that on his own with limited help from unpaid contributors.
Go to the site. 4th line from the bottom says, "Second Age is running XXXXXX 2.0 on a high-end dedicated server." If you follow the setup instructions, you can setup a XXXXX 2.0 server in less than a day.don't even pretend implementing such a thing would be difficult for the devs given that derrick has accomplished just that on his own with limited help from unpaid contributors.
Try again. C++ and C# are not 98% the same...not even close. If anything C# is closest to Java.XXXXX 2.0 is in C#. EA servers are in C++. They are like 98% the same.
Fact is, he probably hasn't. Adjusting that particular emulator to function more like T2A is more a question of (a)knowing how T2A functioned and (b) adjusting scripts (C# scripts) to reflect this...not changing the .net code the emulator written in.I am sure that derrick has done heaps of extra work to build upon the open source XXXXX 2.0 and is an awesome coder.
Well, not really. The profit belonged to whoever managed to get the profit into a secure location where it couldn't be stolen or taken by being PKed. At the end of the day, that could be the PK or the person who originally put in the time investment.See, the problem with PKs making their profit is that it was never their profit to begin with. The argument that it should be acceptable to players to be killed and looted so that someone else can essentially steal what that player has earned is ... well ...crazy.
I posted the numbers in the other thread regarding profit from PKing, and a PK that didn't take stat loss wasn't capable of bringing in a profit in comparison to a player in the 70's for their skill. And in order to reach their best case scenario, they had to stay logged in 24/7 and kill absolutely perfect victims all the time. Ultimately, the PK who kills for profit will take an extreme risk if they are turning an enormous profit (on the order of deleting their character if they PKed perfect targets for more than maybe a couple of weeks while staying logged in 24/7).I am not advocating for no PKing, but I think that everyone needs to be honest with themselves. If you want to play a PK, there should be some risks to you as well. The enormous profit potential of that particular play style compared to other play styles should mean that the risks are equally enormous. I am all in favor of the risk vs. reward model, as long as it is not a hypocritical model.
The gank is the cure-all to every single system that can be put into place short of a system that punishes PKs while still alive. This is where player justice has to come into play. This can be slightly mitigated through barring recall or gate while a criminal or aggressor (no KOP when the waters get too hot for the PK), but this has practically no effect on a group of PKs anyway, as will all other systems.In old UO, it was far easier to be a PK than it was to do anything else. You didn't even need to work your skills up if you travelled in a gank-squad. Every kill yielded up 10-20x the loot you would find on a monster (assuming you were not killing miners and lumberjacks), and on average the risk to the PK was essentially zero as the odds were 4-1. By the time the player got rez'ed, got help, and came back...the PKs were gone along with the player's stuff. Only the stupidest PKs, and the ones that were doing it only for the fun of PvPing, would stick around after a gank.
There is risk on both sides for the PK who kills for profit and the PvMer in a high(er) profile area. The inherent risk of farming in those areas is that the PvMer presents a much more lucrative kill, and the PK risks stat-loss in order to turn a profit through that play style over that of a PvMer in those areas. At that level, the system works. However the system does need to be adjusted for those who inherently present a lower profit so that they are less appealing to PKers. This generally includes PvMers who are in low profile areas (graveyards, newbie dungeons such as despise, etc.) and crafters gathering resources.There should be risks on BOTH sides. If the Classic Shard launches with risks only for PvMers and crafters, you won't see those people in any significant numbers...and I think a Classic Shard would be better off if it had them.
No it doesn't because the PK never actually suffers stat-loss. He/she simply UM's off their counts while they sleep.and the PK risks stat-loss in order to turn a profit through that play style over that of a PvMer in those areas. At that level, the system works.
Untrue.I posted the numbers in the other thread regarding profit from PKing, and a PK that didn't take stat loss wasn't capable of bringing in a profit in comparison to a player in the 70's for their skill. And in order to reach their best case scenario, they had to stay logged in 24/7 and kill absolutely perfect victims all the time. Ultimately, the PK who kills for profit will take an extreme risk if they are turning an enormous profit (on the order of deleting their character if they PKed perfect targets for more than maybe a couple of weeks while staying logged in 24/7).
Nothing that you said disproves the argument. On your thesis that the only things that most players did or were capable of killing were Orcish Lords (which is one of a ton of mid-range creatures that could give ample amounts of gold), and that they could only get about 6000 gold per hour, lets look at the results:Untrue.
A PvM, in Classic UO, would have no chance of solo'ing a Dragon without the EV/BS bug...so, let's just consider Orcish Lords. Orcish Lords used to give about 500 gold, and another 200-400 in loot. So you are looking at 7-900 in gold from each Orcish Lord killed. Considering that most players got pretty bored, and hit their weight limit, around 6000 gold and loot in Classic UO...that player might gain 6000 in gold and loot in roughly an hour or so. The PKs that kill that player just before he or she recalls back to the bank invests roughly 2 minutes. If there are 4 of them, the PKs each make 1500 in gold and loot in roughly 2 minutes...and that's being extremely generous in how long it took to gank someone. Meanwhile, the player that was PKed invested an hour to make only 4 times that amount.
While a PK "risks" stat loss (a night or two of UMing), they stand to gain something close to 7.5 times the loot. While the player that is PK'ed risks spending an hour of his or her life and seeing ZERO profit from it at all.
To me, those 2 things are not equitable.
Try again. C++ and C# are not 98% the same...not even close.
"Tis better to be silent and be thought a fool, than to speak and remove all doubt."Fact is, he probably hasn't. Adjusting that particular emulator to function more like T2A is more a question of (a)knowing how T2A functioned and (b) adjusting scripts (C# scripts) to reflect this...not changing the .net code the emulator written in.
That was only possible for the first 2 months of T2A, which was in the midst of the first housing shift (people had been barred from placing houses before T2A even released as the first step in this process). For practically the entire time of T2A, housing was relatively secure.And, you must also consider the issue of house looting.
At some points in T2A, and most points in true Classic UO, houses were freely lootable if you had the key and knew where it was.
So if you consider the fact that a PK could participate in a house looting back then, you are talking about insane amounts of "profit" in an extremely short period of time.
None of this changes the fact that the profit is not wholly yours until you secure it in your house or bank (which again, a properly secured house is unlootable).But the fact that you are overlooking Kaivan is that when a player slays a monster, an in game NPC, and take the loot, that loot belongs to the player at that point.
Just because the rules of the era allowed that loot to be stolen, either by thievery, or by PKing, it did not change the fact that the people that were perpetrating those actions were in fact stealing from said player.
You earn yours by taking a relatively low risk killing creatures (no, nothing during T2A or UOR was ever that threatening PvM-wise) and a significant initial time investment, while a PK takes a small initial time investment and a very large risk afterward or a very large time investment to avoid that risk (which, as you saw in my last post, will never equate in terms of time investment to the PvMer UM or otherwise).What sets the difference between what is mine and what is yours? The fact that I earned mine through crafting or PvMing.
Poor example. You can't equate real life to this because we don't accept any degree of thievery (well overt thievery but that's another discussion), or murder (again, not overtly), as acceptable. In UO, the implication of a pre-UOR server is that thievery and PKing is acceptable in order to produce the risk vs reward system. Because of that, we can't suggest that the lack of acceptance in a real-life system should equate to the in-game system, because the desired rule set has an implied acceptance of that behavior.Example: In real life, I go to work. I earn a wage. I am paid for performing a service or duty...through a pre-arranged agreement. I am on the way home on Friday, and a mugger takes my purse. I have all of the wages I earned for the week in that purse. The mugger now has my wages, but no one in their right mind would say..."well, that's how muggers earn a living...deal with it!". It's illegal, and there are punishments for it.
Whoa now...I picked Orcish Lords because they were low-risk vs. medium reward. Certainly a player that is willing to attack Demons, for example, would earn more, but at much greater risk to him/herself. Using my example, we are weighing similar risks because 4 pks are at little or no risk at all from a single PvM player.Nothing that you said disproves the argument. On your thesis that the only things that most players did or were capable of killing were Orcish Lords (which is one of a ton of mid-range creatures that could give ample amounts of gold), and that they could only get about 6000 gold per hour
No. If the PK killed 10 players per day, for example, he or she would be looking at 80 hours of UMing...MINUS playing hours. Counts did not just burn off while UMing. So if the PK played 6 hours per day, and an additional 12-18 hours of UMing per day (while asleep and at work), PK would UM off 3 murder counts per day. So it would only require 3.3 days to UM off the counts. More to the point, the PK could also avoid murder counts when acting in a gank-squad by staying back and only healing others and such, so if a rotation of 4 PKs operated together, each could benefit from 10 kills per day while only being reported for 2.5 per day on average...and that doesn't take into account those that went back and forth between red and blue.lets look at the results:
In order for a PK to stay out of stat-loss, they would be required to kill no more than 3 players per day (8 hours per short term count and 3 counts = 24 hours). We would also assume that the player would be required to macro off counts 24/7 and would never have an issue with disconnections. Also, we can postulate that server down times were never more than 2 minutes, and server wars lasted for only 5 minutes (just to give these PKs an ideal scenario).
Not true. The PK him/herself would only need to play 6 hours per day, and could be directly involved in the murder of 10 players per day. Assuming an average PvMer pulled in 6,000 gold per hour, and a gank-squad can take that in 2 minutes, then the gank squad earns 1500 gold in 2 minutes. If they kill ten times per day, that is 15,000 gold...in 20 minutes of total play time. Even with 4, that's 3750 per PK in 20 minutes, or 11250 per average hour.Assuming a PK killed 3 people per day, each of them carrying a maximum amount of gold on them, the profit that the PK reaped would be approximately 18k per day. With that amount of gold acquired, the breakdown of that profit over 24 hours would yield approximately 750 gold per hour.
I disagree.That amount of gold, which was easy to get in the graveyard killing ghouls in the 50's is a PK's maximum gold yield under your conditions. On top of that, this is also a calculation for a solo PK who doesn't have to split the loot (it's 187 gold per PK per hour if there are 4 of them). So no, there really isn't any scenario that a PK can turn a decent profit that doesn't involve taking stat-loss as a result. In a near best case scenario such as the one I presented in the other thread, a PK would still be turning a much lower profit than a PvMer with middle range skills and scaling the gold that they can acquire to a lower amount doesn't help their case, it just makes it worse.
Nor did I. I made most of my 'money' from crafting. There were some serious in game loopholes one could exploit the ____ out of back then where tailoring was concerned. It didn't take long for me to realize that PvM back then was not profitable if you considered the amount of time you invested and the amount lost to PKs. Whereas I could log in for 15 minutes with my tailor and make close to 40,000 gold...then spend the rest of the time taming or PvPing for the greater good.Also, on one final note, I don't know what the experience of other players was during the era, but I can assure you that I had no problem bringing in a major profit in comparison to the above numbers with a character that was only moderately developed at best.
Do you understand the difference between C# scripts (what freeshards use) and C++??"Tis better to be silent and be thought a fool, than to speak and remove all doubt."
A function of the mechanics of the time. I contend that this is more of an exploitation of a lack of laws, rather than a moral right.None of this changes the fact that the profit is not wholly yours until you secure it in your house or bank (which again, a properly secured house is unlootable).
Again, I disagree...one cannot invest time that one does not actually attend to. Time spent UMing while sleeping, or performing another task such as working, is not time spent.You earn yours by taking a relatively low risk killing creatures (no, nothing during T2A or UOR was ever that threatening PvM-wise) and a significant initial time investment, while a PK takes a small initial time investment and a very large risk afterward or a very large time investment to avoid that risk (which, as you saw in my last post, will never equate in terms of time investment to the PvMer UM or otherwise).
If UO did not require a real life commitment of funds to play, you might be correct...but because REAL people pay REAL money to play UO, I do not think the argument that it is not REAL does not stand.Poor example. You can't equate real life to this
There were a multitude of things that could be killed back in the day that produced a low risk and medium reward situation. Singling out orcish lords does little justice to the explanation.Whoa now...I picked Orcish Lords because they were low-risk vs. medium reward. Certainly a player that is willing to attack Demons, for example, would earn more, but at much greater risk to him/herself. Using my example, we are weighing similar risks because 4 pks are at little or no risk at all from a single PvM player.
So, out of curiosity, if a PK took 10 counts in a day and wanted to avoid stat-loss, what do you think they would be doing for those 3.3 days?No. If the PK killed 10 players per day, for example, he or she would be looking at 80 hours of UMing...MINUS playing hours. Counts did not just burn off while UMing. So if the PK played 6 hours per day, and an additional 12-18 hours of UMing per day (while asleep and at work), PK would UM off 3 murder counts per day. So it would only require 3.3 days to UM off the counts.
Ok, there's so much that's wrong with this calculation. First, if you have a gank squad garnishing the maximum amount possible per kill and there are 4 people in that squad, each kill is 1500 per kill, and the total amount made at an average of 2 minutes per kill is 15000 per 20 minutes for a gank squad of 4. This equates to 45k per hour, but also results in counts at a rate of 30 per hour, or an approximate 10 days of macroing to get those counts off. After maybe 2 hours of doing this, under these supreme conditions of 6k kills every time, the PK would be so deep in stat-loss that they wouldn't reasonably work themselves out of their stat-loss, UM or otherwise, in less than a few weeks.Not true. The PK him/herself would only need to play 6 hours per day, and could be directly involved in the murder of 10 players per day. Assuming an average PvMer pulled in 6,000 gold per hour, and a gank-squad can take that in 2 minutes, then the gank squad earns 1500 gold in 2 minutes. If they kill ten times per day, that is 15,000 gold...in 20 minutes of total play time. Even with 4, that's 3750 per PK in 20 minutes, or 11250 per average hour.
Sorry, but I had to bold that little bit there for kicks.I disagree.
A PvM'er, back then, would normally earn about 6,000k per hour...max. And that did not take into account for PKs. Assume (and I think you are the one that put forth the numbers 90-95% PvPers back then) that the PvMer is killed twice daily, a small percentage based on the numbers you presented. So the PvMer, playing 6 hours per day, would earn 36,000 gold. If 2 hours worth, 1/3, went to PKs, you are looking at the PvMer earning only 24,000 gold in 6 hours, or 4,000 gold per hour, at best.
To answer my rhetorical question above, if a PK had to macro off counts for 3.3 days to achieve the amount that you suggested in an hour (its only 5k in that hour actually) while avoiding stat-loss, the PK would be required to not kill anyone or do anything for 3.3 days, including playing other characters, in order to avoid said stat-loss. Adjusting the money made in that hour over 3 days, well, the PK makes a tiny profit for killing 10 players on a Monday and going out and killing that Thursday.As I stated before, PKs would earn closer to 11250 per hour, give the above conditions.
Even PvMing, 6k in an hour is exceedingly low. Quite frankly, the quickest profit in the game came using a method that required to to be in the 60's in skill, and a few steps away from guard zone. The result was a ridiculous amount of money and more vanquishing weapons than you could shake a stick at.Nor did I. I made most of my 'money' from crafting. There were some serious in game loopholes one could exploit the ____ out of back then where tailoring was concerned. It didn't take long for me to realize that PvM back then was not profitable if you considered the amount of time you invested and the amount lost to PKs. Whereas I could log in for 15 minutes with my tailor and make close to 40,000 gold...then spend the rest of the time taming or PvPing for the greater good.
And again, a profit is not made until that profit is secured.Again, trying to make PKs a part of the economy ignores a vital part of the equation...their profits were not their profits at all...they were simply the profits of others that had been taken by force.
The only thing that I would point out is that getting on a blue character and playing on a second account are essentially the same thing. Game time was required to macro off the counts and that couldn't be done by playing on an alternate character on the same account or on another account (it could be done if you had a second account and a second computer and a second connection)."So, out of curiosity, if a PK took 10 counts in a day and wanted to avoid stat-loss, what do you think they would be doing for those 3.3 days?"
Just a quick answer, I ran a large tower set up for reds in stat (always had GMs there hanging out it was that popular) where they hung out, chit chatted with other reds, gms ect or played checkers/chess. Most reds I knew would do something like that at a tavern or place like it.
or
macro it off while playing their second account
or
... get on their blue character and play a different char while waiting for the stat-loss to fall off.
It really wasn't that huge of a deal back then to slaughter a lot of people on any given day, then lay low for a long time or keep it up until you died. Once dead they of course had a back-up plan.
The only thing that I would point out is that getting on a blue character and playing on a second account are essentially the same thing. Game time was required to macro off the counts and that couldn't be done by playing on an alternate character on the same account or on another account (it could be done if you had a second account and a second computer and a second connection).