What shard are you on? I dig maps in Felucca and never see another person. No extra risk, lots of extra reward already from the fame and resources.Please assign greater value to tmaps obtained in Felucca over those obtained elsewhere.
felucca tmaps are obtainable in a much smaller area and at vastly increased risk. They deserve a larger point return.
Digging maps in felucca is relatively safe due to awkward remoteness of chest sites. Its the collection of felucca maps where risk comes in to play.
No, as others point out, there really ain't that much "more risk" for doing the maps IN fel ... which is already compensatedfayled, are you saying there should be no reward for the increased risk? thats not very fair.
- Well said.fin`e
QTF&Efin`e
Do those Frooshies come in Strawberry or Cherry, or even better, Strawberry Daquiri?Some of you hard ass frooshies really crack me up sometimes.
I go there.Man, screw Fel already. Nobody even goes there. It's just a tiny minority of crybabies who think everything they do there is more important. Because, hey, they could get PK'd! If anyone still played in Fel!
You obviously play a different UO than I do. I play a UO where I can go to Hythloth on any shard and farm for hours on end without seeing a soul. When I do it's 1 player and given his/her tag I know whether or not I need to leave. Highest population density if you count despise and yew gate perhaps.The spawn that gives tmaps most often or at least the higher level maps are found in dungeons. Dungeons in felucca are substantially more difficult to farm in for prolonged periods of time. With most above ground spawn gone, there are far fewer places to get tmaps outside of dungeons. These places are frequented more often than most trammel farming locations and the risk of seeing people at good felucca farming spots is higher than most players who don't pvp would think.
Difficulties in Obtaining Fel tmaps:
1/4th as much land mass(roughly) to find fel tmaps
Dungeons are harder to exit
Dungeons are heavily frequented and monitored by large groups of red guilds and solo pks
Above ground spawn points are few and far between, they are in use at almost all hours of the day and most of the time a player must contend with 4 or 5 talented pvpers to keep the spot for more than an hour or 2.
Highest population density(beleive it or not, you find more people compacted in a smaller area in felucca than other individual facets due to the limitations on exploration there and the hardcore attitude embodied by the players in felucca).
Death almost always means losing everything you farmed.(losing anything in another facet takes a concerted effort to do so.)
Escapes are highly limited due to the fact that you can't just run through things.
Proposed change:
some moderate increase to the reward for the large list of risks. double the points isn't needed but perhaps +100 more points for felucca maps than trammel maps. It's not an outrageous request like some perceive it.
It's not a trammelite vs crazed pvper request. its a request for the policy that EA/Mythic has enforced in the past. They promised us that although they nerfed the felucca facet to a hollow shell of what it once was(see insurance, PBDs, easier bod returns for more cbds, the removal of skill based pvp, the implementation of massively high barriers to enter pvp for anyone). They promised us that felucca would grant greater rewards for the greater risks that are involved. Scripters don't enjoy safety in killing monsters in felucca, they really don't benefit from this change because players in felucca regularly police their territories.
hehback in the day I never had the slightest pity for people whose excuse for dieing was they were a mule. My mule was a perma red. the good Baron miner frequently pked pks and during stat loss days, never once died(more luck than anything). Folks cried oh the mean pks killed me and my skills are low. That sucks for them but gming a skill took 2-3 power hours and you usually gmed multiple skill simultaneously. max stats took an hour to attain, the barriers to entry into UO's endgame were low.
The first time in all of UO that I felt it was hard to be a carebear was when they introduced malas. It suddenly required high end gear, skills are slow to gain and excessively time consuming and templates no longer even make sense.
ahah! here it is ...(06-03-2008)whoops, sorry newb mistake. I'm on pacific, the ghost town that used to be the highest population shard.
Treasure Map(Plainly, Expertly, and Adeptly Drawn 100ptsI just came back to uo. I'm still geared quite well and although my builds are a bit dated, I'm virtually incapable of doing any damage to anything new.
The skill gain system as it is, is so slow and grinding it will take forever to raise new skills from the new expansions and frankly, the removal of power hour long ago pretty much ended my new character or new skill days.
vanguard spawn in all but 1 city that I like to bank in, they get hit for 14 damage by a weapon i used to 3 hit kill people with 70s resist. They hit me for 30 almost every time even though i have all 70s resist. On top of this, they spawn an average of 10 other mid to high end monsters around them if i make their health drop so that red shows in their health bar.
Should i bother logging in any more? Monsters that are nearly invincible, and pvp templates that don't even make sense is very unenjoyable.
Don't forgot the fact that there is no champ spawn there.Hythloth is one of those places in UO that there have never been huge, it's more of an exception to most rules. the sheer difficulty in navigating there and the large numbers of spawn makes it a hard place, the ridiculous number of traps is more annoying than anything.
and yet you could still go down to level 3 and kill the ogres and titans in relative safety...Don't forgot the fact that there is no champ spawn there.Hythloth is one of those places in UO that there have never been huge, it's more of an exception to most rules. the sheer difficulty in navigating there and the large numbers of spawn makes it a hard place, the ridiculous number of traps is more annoying than anything.
It's easy to avoid PK's if you know where the "hot spots" are. For example, going to pvm in Despise, probably the worst thing to do since it contains the most popular champ spawn.
You fail miserably to show where the actual risk is. The only risk in felucca is when a trammie guild gears up and tries to do a champ spawn and get away with one. That is risk. That is the only risk. Those who frequent felucca day after day risk nothing but their own time doing something they would do anyway.Because even if large guilds dominate a shard, pacific for example is dominated by FL. I regularly fight them at these farming locations. My guild is dead because nerfs actually obsoleted every character on every account in our guild. I still farm there. I still fight there. And guess what? the majority of people i see in the facet aren't in the classic dominating guild.
The problem most people have is that they are solo players in fel trying to play a single player game or a 2-3 player game when UO is Massively Multiplayer. I fully support those large guilds who gank me because they are simply more organized than I. And before my fellow thieves were nerfed into oblivion, we were more organized than them and regularly wrecked those folks despite smaller numbers.
Its a benefit to anyone who will take risks. Shocking but that is the cost of increased rewards, the gamble that you will leave with nothing more than a death shroud. A larger number of people than you realize farm in felucca. The most die hard trammelites I know on pacific all farm in felucca. they regularly fight off pks, they win some, they lose some. They're not uber leet people they just play as a team and rely on the strength of numbers to keep the risks down.
Often times their numbers are threatening enough to keep all but the largest pk guilds away, and they find that they profit wildly from their endeavors.
Hythloth is one of those places in UO that there have never been huge, it's more of an exception to most rules. the sheer difficulty in navigating there and the large numbers of spawn makes it a hard place, the ridiculous number of traps is more annoying than anything. This all said, I got attacked there multiple times this week by 3 different(2 may have been the same guy on alt chars) roving pks.
If many players decide the risk is not worth the reward, thats fine. Thats still not a reason to punish those who take on the increased risk, expecting to receive a fair increased reward.
I thought this was evident but the world is flat crew believes otherwise.Well, another possibility is to tone down the value of T-maps in Tram.
If you're talking risk v reward, why should a Tram T-map, where there is no risk AT ALL, have as much value as a Fel T-map.
I'm surprised no one else pointed this out.
This is no longer true in all Fel dungeons and spawn areas, Fayled. See the Five on Friday from November 30, 2007 (http://www.uo.com/fof/fiveonfriday87.html).consolidate with the above aspects that in Fel, the droppers spawn faster ergo MORE maps per basetime expended ...
It's amazing how many things that are "evident', need to be pointed out. huh?I thought this was evident but the world is flat crew believes otherwise.
Yes the Cyclops and Titans still spawn there.and yet you could still go down to level 3 and kill the ogres and titans in relative safety...
(they still spawn titans and cyclos there don't they? haha)
Yes the Cyclops and Titans still spawn there.
It would still be riskier than going to Hythloth though. And would certainly be far more riskier than farming those same creatures in Tram.
Fair enough ... BUT ...since most won't actually take the time to read the linky:This is no longer true in all Fel dungeons and spawn areas, Fayled. See the Five on Friday from November 30, 2007 (http://www.uo.com/fof/fiveonfriday87.html).consolidate with the above aspects that in Fel, the droppers spawn faster ergo MORE maps per basetime expended ...
That aside ... I ain't saying fel is equal or less easy to farm in either ..."Why did you slow down the spawn rate in Felucca?"
First of all, let me apologize for not putting this in the patch notes - it was one of the ones that slipped by us. We actually didn't change the spawn rates themselves - what we did is fix a bug that was causing champ spawns to accelerate the spawn on the entire subserver. This was causing spawns that were much (up to 8x!) faster than intended, in any area that had a champ spawn.
Like europeans thinking the world is flat despite the fact that watching any ship disappear into the horizon, you watch the bottom of the boat disappear first long before its sails. These folks refuse to believe the complete and utter safety guaranteed in trammel is somehow equally dangerous to the numerous obstacles, risks and difficulties inherent in the felucca ruleset. If you want fel maps you also have far fewer options on where to farm them. You're funneled tightly into a realm of danger.It's amazing how many things that are "evident', need to be pointed out. huh?
There's more risk than doing it in Tram.True enough but are we really gonna come out and say that pvm'ng and farming treasure maps in fel is risky?
Oh I won't argue it's not riskier to get them in fel but the OP makes it out like it's some kind of triumph. I'm in fel all the time and I could farm maps all day on any server in more places than I have fingers and toes to count them on. Getting maps in felucca isn't a risky endeavor and if they made the maps worth more because they came out of fel it wouldn't be a reward for risk. That's all I'm saying.There's more risk than doing it in Tram.True enough but are we really gonna come out and say that pvm'ng and farming treasure maps in fel is risky?
PK's aside, the push through rule and no recall in or out of dungeons makes it more challenging than doing it in Tram.
So even if you won't agree that it's more risky, there's no denying that it is more challenging pvming and farming maps in Fel.
All maps were assigned this value. The inherent reward for obtaining this commodity in felucca, where there is more risk(this isn't even up for debate, it's a well established fact) is lessened by the fact that its trammel counterparts receive equal value!OP is going on like "maps" didn't get a bump from days gone by ...
they DID they get the "new" points value added to them .... that weren't there before
They came and come from felucca. These turn-ins do not seem to have pre established endings and we can only assume that they will continue. As a result, many may find that their choice to take on increased risks to hunting in felucca, past and present, are not being fairly rewarded.OP is wanting EVEN MORE "value" for no more reason than they came from fel ...
This is a fallacious statement. You are claiming that based on the fact that many felucca tmaps already exist there was never any risk in obtaining them. Of course, there was and still is risk to hunting in felucca as opposed to farming for tmaps in the safety of trammel.re-read the op ... uses (uses) the false flag of risk vs reward .... nice buzz phrase
The risk has always existed! This is the answer to your question. The risk was always there and there are rewards for digging tmaps in felucca but since not everyone will inevitably dig the chests for every turned in map, there exists no extra reward for them. There is and always has been increased risks to playing in felucca. The long standing policy of the developers has been that players that take on the increased risks deserve to receive increased rewards if they are successful in their endeavor.where's the INCREASED RISK .... for acquiring the same stinking map (IN FEL)... than from before ...
All maps were assigned equal reward value regardless of origin in direct contradiction to the fact that maps obtained in felucca are obtained at substantially increased risk.the increased value/desirability has been placed on the maps .... that NOW he's asking for more ...
Your argument is faulty in that it fails to recognize the fact that there has always been increased risks to farming in felucca. That the rewards from those risks would then be made equal to the rewards obtained in virtual safety violates the established rules of risk vs reward(rules that are not up for debate as they are the expressed policy of the developers).WITHOUT there having been ANY increase in risk ... huh ?
They likely were taken if they were level 3 or better. This is how most treasure hunters and veterans decide whether or not to take a tmap. They make a decision based on the perceived value of the item.remember ... tis likely ... before the increase ... the maps were likely left in the corpse ...
this argument has already been firmly shut down. The risk is not in whether or not the player chooses to loot the map but in the ruleset and locations in which the corpse with a map was encountered. You keep saying there is no increased risk for hunting in felucca. The developers and facts all firmly disagree. Your argument breaks down when put to the test. You claim felucca has no inherent risks and thus no increased rewards are merited. You don't just disagree with my proposal but rather you believe per se that there are no risks in felucca.now .... they're worth picking up ...Same Risk to "open the corpse"
You tried to argue that there are no increased risks in felucca or that if there are, no increased rewards are deserved for that risk.OP tried to slip in a "something for nothing"
"plea"
This is anecdotal evidence, and really offers little to any argument as I can just claim the exact opposite, denigrating the entire argument to he said she said...Oh I won't argue it's not riskier to get them in fel but the OP makes it out like it's some kind of triumph. I'm in fel all the time and I could farm maps all day on any server in more places than I have fingers and toes to count them on. Getting maps in felucca isn't a risky endeavor and if they made the maps worth more because they came out of fel it wouldn't be a reward for risk. That's all I'm saying.
intrinsic vs extrinsic
there are substantial risks to consider when doing anything in felucca, this is established in my prior posts and in the policies of the developers of this game.
Um no, push through is a pain when ur stam is low,the method of travel is different meaning you have to walk the entire dungeon to get to where your going being you cant recall in or out in fel unlike tram where you can recall to shame lvl4 blood ele fill up recall out, and while running out full of a fel dungeon you have a risk at meeting a pk while over weight or soon to be after a curse. being that most fel dungeons are champ spawn areas theres a good chance you can get spotted by the local zerg.The "rewards" increased ... re: map points
The "Risk" known and established ... did not ... the monsters are no smarter, the terrain is no harder to navigate, the Pk's are not more numerous, push through is not more difficult, rezzing is not harder, insurance costs no more, damage to gear did not increase, fatique to mounts did not increase, distances and methods of travel did not become more difficult, the names and positions of the locations did not change,
Fel ... except for the map points ... is as it was before.
Increase the current risk for the new map points ...Maybe a 10% bump for coming from fel
QFT.I mean seriously people there is so little risk involved the word becomes watered down when you use for every single thing that happens in fel. Oh no, it's a risky BOD collecting adventure! I went to fel minoc to get my BOD's so I should get 2 because a red could try and pk me! Oh noes!
The rewards essentially were not increased for collecting maps in felucca as there is no difference from the trammel map reward and felucca map reward.The "rewards" increased ... re: map points
Are you a native english speaker or is the scattered nature of your posts the result of translations?The "Risk" known and established ... did not ...
No but the inherent risks are not just of the monsters. I think this is where you get lost. They aren't able to be pushed through, monsters can and do corner you when you have alot of spawn(as is often the case with necro casting monsters especially).the monsters are no smarter,
The terrain is far harder to navigate in felucca than elsewhere. You can't just recall into all the dungeons safely as is conducive to the farming that transpires in trammel.the terrain is no harder to navigate,
There aren't more pks in felucca than trammel? Jeez what shard do you play? I'd heard populations shrank but you don't have a single pk on your shard?the Pk's are not more numerous,
LOL, okay you're just sewing lies now.push through is not more difficult,
Tell anyone trying to hunt in khaldun that, or better yet tell anyone who has ressed next to someone else in felucca that. Res killing will rock your world, especially when you get back to your body and your bandaids, pots and supplies are gone.rezzing is not harder,
Except for the increased risks of dieing right? Dieing more does result in more insurance lost. But hey, if you have no pks on your shard I guess it is safe right?insurance costs no more,
you got me, getting hit hurts your gear the same everywhere.damage to gear did not increase,
you've never traveled in felucca dungeons if you think its the same as elsewhere. Especially with the short cuts to champ spawns making some less accessible locations a lot easier to patrol in felucca than elsewhere.fatique to mounts did not increase, distances and methods of travel did not become more difficult,
huh?the names and positions of the locations did not change,
Riskier than trammel ruleset facets and thus deserving scaled rewards.Fel ... except for the map points ... is as it was before.
Huh?Increase the current risk for the new map points ...Maybe a 10% bump for coming from fel