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Requesting a Pirate Expansion

hawkeye_pike

Babbling Loonie
Stratics Veteran
Stratics Legend
I know, SA isn't even close to being released. But the incredibly creative Game Developers could keep this popular suggestion in the back of their brains (it is partly a repost of one of my early postings):

The Pirate Expansion

  • General enhancement of the water world in UO: Weather, storms that can drift you off, places of interest, etc.
  • Boats with more functionality, different design, and boats that actually work better.
  • Different ship types: Like a small and fast brigantine to escape monsters and pirates. A heavy galleon to hold cannons and require a high navigation skill.
  • Underwater dungeons.
  • Sunken cities to explore.
  • Sea battles, working cannons and other PvP/PvM stuff.
  • New sea monsters. Pirate ships attacking you and your boat.
  • Mermaids as "underwater healers".
  • New character art: Peg leg, eyepatch, hook.
  • New skills (not requiring skill points, but learning and experience): Ship navigation, gunnery, diving.
  • A lot of challenging sea and under water quests.
  • (Edit: The deep sea - meaning 15 tiles away from the coast - could even be open PvP area. Which means: ship to ship battles are allowed, but you cannot be looted if you locked your plank.)

Scenario:

While digging in the sandy beach in front of my house for glassblowing ressources, I accidentally dug up an old tattered scroll. Strange things you find on the beaches these days! The scroll was very encrusted and indecipherable.

I remembered the past event (the massacre of the Royal Council) and went to find some speckled poison and some zoogi fungus. My alchemist actually managed to create a potion out of these ingredients (it took him a while and he burned a lot of poisons and fungi, although he is grandmaster). It was a yellowish liquid and was named Solvent. Using three of these potions on the scroll suddenly revealed an inscription.

It was a recipe! It contained a list of 10 ingredients, which are partly commonly available, partly found only as loot on special monsters. It took me some investigation and about 2 hours to gather 5 of each ingredients. Using the scroll while having 5 empty bottles and a mortar and pestle in my backpack, my alchemist was able to create 5 potions. Then I noticed that the document was charged, and now lost 5 out of 10 charges. After creating another 5 potions, the recipe scroll crumbled and vanished. I was not able to create any more of these potions.

After some testing, I figured out the purpose of this potion:
It allows you to breath underwater for 20 minutes. (If you have the diving skill, you can double this time!) After the effect wears off, you have to surface quickly or you'll die and your corpse and ghost will be washed ashore. Remember that weighing more than 20 stones will drown you.

A certain treasure map scroll can be found as a MIB, which leads you to a certain location in the middle of the ocean. You and your team mates (who have to have used that potion, too) can then jump into the water at the given coordinates. You will find yourself in an actual underwater area, similar to a dungeon, but underwater. Instead of monsters, sharks, kraken, poisonous crabs and other dangerous fish can attack you. A shipwreck was found, and the group fortunately had a lockpicker with them. He managed to open an old rusty chest, but unfortunately died to the poison trap of the chest. The rest of the team looted the chest and found some very rare ingredients in it, along with gold and an artifact.
If you have to fight underwater, mind that only light one-handed weapons will work (dagger, skinning knife, darts [for archers]). Also, many spells will not work underwater. Especially fire- and energy-based spells will fail. You cannot summon underwater. And stealthing won't work either.

Mind the weight limit before stuffing your pockets with loot! The loot has to be distributed evently, and you have to decide what to leave behind if you don't want to drown.
 

the 4th man

Lore Master
Stratics Veteran
Stratics Legend
I tried out Disneys pirate game for a week or two, and said, wow this is like WoW.....none the less, I liked the sea battles, and manuevering the ships.

Would be sweet if they could one day, drag someting like that into UO....though pirates were a later dated class of sea farer.....vikings were there with theknights and lords and ladies.......
 
P

Pawl

Guest
Sony got one!! you want to be a pirate, go play Pirate of the burning sea online

What they need to do is Finish all the things they started but never finish!
 

hawkeye_pike

Babbling Loonie
Stratics Veteran
Stratics Legend
What they need to do is Finish all the things they started but never finish!
Like the massive areas of sea in Britannia nobody ever uses. Or the boats. That's exactly what I'm asking for. I don't need another landmass or another race. I just want the existing world to be enhanced and finished.
 
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Lolindir

Guest
I like the idea of a pirate expansion, but I'm noe very keen on haveing even more skills in the game (at least not all those mentioned in your post). Some good alternatives could be that archery passes for gunnery, cartography may cover both navigation and of course treasure digging.

Instead of divining into the water to find treassures and hidden caves there could be instances of small islands that you could go ashore on. These island should only be seen by the ones in the party. Existing mobs can be used here or better yet humans, pirates and buccaneers, to guard the treassures.

Changing the ships would at least be a cool feature. I wish it still was possible to buy the good old double deckers (like the one anchored at Papua docks). Would be funny to see how the ships would look like with guns though. It would have to be at least 7 tiles wide to have some free space to walk between the guns and the mast.

Other items that could be added:
  • Puffy shirt (fencing shirt)
  • Ragged short pants
  • Striped short pants
  • Admiral hat
  • Parrot on the shoulder
  • Small funny monkies that runmage and loots players (small stuff like gems, small ammount of bandages/regs and gold)
 
D

Duku

Guest
I like it!

BTW i would start letting people craft their own boats (even in different coulors) :D
 

Gildar

Babbling Loonie
Stratics Veteran
Stratics Legend
Is it that time of the season again?

Maybe we'll be lucky and get some new sea-based content after SA :)
 

hawkeye_pike

Babbling Loonie
Stratics Veteran
Stratics Legend
I like the idea of a pirate expansion, but I'm noe very keen on haveing even more skills in the game (at least not all those mentioned in your post). Some good alternatives could be that archery passes for gunnery, cartography may cover both navigation and of course treasure digging.
I absolutely agree, those "skills" could be an enhancement of existing skills, like glassblowing and stonecrafting are.

Instead of divining into the water to find treassures and hidden caves there could be instances of small islands that you could go ashore on. These island should only be seen by the ones in the party. Existing mobs can be used here or better yet humans, pirates and buccaneers, to guard the treassures.
I think underwater caves could be easily done. You just find the spot the same way you fish up SOS treasure. There you walk the plank and get a similar message like when you enter a peerless cave. The whole team can follow. You find yourself into an area designed as underwater cave or sunken city. This would be similar to entering a dungeon, just with different design. It would be ok to keep things simple.

Changing the ships would at least be a cool feature. I wish it still was possible to buy the good old double deckers (like the one anchored at Papua docks). Would be funny to see how the ships would look like with guns though. It would have to be at least 7 tiles wide to have some free space to walk between the guns and the mast.
This wouldn't necessarily have to be veteran reward cannons. They could be much smaller (new artwork).

I like the list of your items!
 
K

Kratos Aurion

Guest
I like the idea you brought into concept but unfortunatly I don't believe a sea battle would be easy to manuvre on a tile based movement system. Ships would still move in seperate pieces and jump tile to tile creating extremely lagy or frustrating environments to pvp in.

While I don't think the sea battle theory would work but the rest of it sounds good. They could add mythical sea monters (new ocean based champs? giant squid? a real kraken? sea serpent?) that we could do on an island or from a boat to create an extra challenge.
 

hawkeye_pike

Babbling Loonie
Stratics Veteran
Stratics Legend
What about whale catching? A team of at least grandmaster fishermen would be able to hunt down and catch a whale. Inside a whale you even could have the chance of finding the remains of people who died in the water (maybe even their actual loot which would have remained in their corpse could be spawn inside a whale for 2 hours).
 

GalenKnighthawke

Grand Poobah
Stratics Veteran
Stratics Legend
At one of the Town Halls, Jeremy basically told us why not much has been done with boats and ship travel and the like, despite player demand and Dev team interest.

Basically, the boat code is an old, clunky, pain in the ass. Boats themselves, for example, are houses. Each time a boat moves, the code erases the boat and redraws it on the next tile.

Imagine what a pain in the ass that is.

Now if they could overcome that, I'd be 100% on board with a sea-based expansion.

A new map, lots of small to medium sized islands...No recall, no gate, sea and walk travel only...PvP-friendly with some kind of code that'd make it difficult for PKs to own the map (a re-entry timer like Fel dungeons between Publish 16 and AoS? Limited time for reds to be in the map, due to magic cast by native pirates that don't want the competition)...Sea mechanics like the ones the original poster mentioned...

Etc.

Sounds like fun.

However, let's let them finish this event....Then pound out Stygian Abyss....And let us all get used to that for a few months....

lol

-Galen's player
 

Gheed

Certifiable
Stratics Veteran
Stratics Legend
Like the massive areas of sea in Britannia nobody ever uses. Or the boats. That's exactly what I'm asking for. I don't need another landmass or another race. I just want the existing world to be enhanced and finished.

I agree the current areas of unused sea are massive. But I remember even this being cluttered when 8x8 still worked. It seems the current shoreline and dock areas just arent designed well enough to support large quantities of large ships (which I'm sure everyone would want the biggest ship available). I'd like a pirate expansion to redo these waters and ships to sail more fluidly. But I would like to see them only allow small fishing boats in the current areas with abilities and decay rules just like they are today..

For the expansion Maybe something different. Larger ships should only be allowed to exist in public ports in the current areas. When you sail them from these docks they automatically move to the new area: The Open Sea. The open sea would be much much larger then the current areas. There would still be landmasses and ports to all current areas accesible as well as new landmasses in the open sea. But you could not access a landmass without a port (or a craftable dinghy add on) each requiring a quest or fee to make berth. You could even sail your dinghy to a small private dock attached to your private home(if it is sea side). Or any other current shoreline area in the current landmass. But your ship would stay anchored in the open sea.

Also add in auto port timers sailing your ship to the nearest port if it sat idle for too long. Or perhaps when you drop anchor and log off, your ship logs off with you. Same goes for dcing.

I'd also like to see larger ships require the sacrifice of house storage to own them. Have the largest ships take most of an 18x18's lockdowns to own. Or at least some kind of account bound limit to the number and size of ships you can own at any time.

Too much fun stuff to think about. But ya I'd love to see a pirate expansion.
 

TheScoundrelRico

Stratics Legend
Alumni
Stratics Veteran
Stratics Legend
At one of the Town Halls, Jeremy basically told us why not much has been done with boats and ship travel and the like, despite player demand and Dev team interest.

Basically, the boat code is an old, clunky, pain in the ass. Boats themselves, for example, are houses. Each time a boat moves, the code erases the boat and redraws it on the next tile.
LOL, they have used that excuse since Sunsword was steering the ship (excuse the pun)...la
 

TheScoundrelRico

Stratics Legend
Alumni
Stratics Veteran
Stratics Legend
No, I meant they used that excuse. If they wanted to do that...they would get someone who knows the code to make the changes. corporations have a way of doing this...when they want to...la
 
A

AesSedai

Guest
No, I meant they used that excuse. If they wanted to do that...they would get someone who knows the code to make the changes. corporations have a way of doing this...when they want to...
- So did you ever read how they stated that they spent time/resources trying to develop a sea expansion; but they just couldn't do that due to the difficulties of the current Wombat client? Maybe you could jump in the deep (pun intended) and make the code work for them so's they don't have any excuses...
 

TheScoundrelRico

Stratics Legend
Alumni
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Stratics Legend
Sorry, the only help I could give them is on the 3d design side or maybe some ideas for some building designs...sorry, I'm not into coding. I'm an architect...but thanks for your confidence...la
 
A

AesSedai

Guest
- there you go making excuses again... or is that a valid reason ;)
 
T

Thangorodrim

Guest
Remove recall, sacred journey and limit the gate spell to once per Sosarian day.

Then there will be a reason for folk to take to the sea.
 
K

Kratos Aurion

Guest
Honestly if the Devs think the ocean is a POS line of code. Why not

1) reverse engineer it?
2) implement an entire new ocean based code system that can be replaced with the old.

To me its no different than land mass Britannia. The only difference is its blue and characters cannot walk on it. Other than that, the extra coding lies within fish nets, fishing, random spawn and SOS.
 

TheScoundrelRico

Stratics Legend
Alumni
Stratics Veteran
Stratics Legend
Remove recall, sacred journey and limit the gate spell to once per Sosarian day.

Then there will be a reason for folk to take to the sea.
You'd think that would work, but I don't really think it would. We can only gate on Siege (sure limitless numbers per day). But we get around fine without the other means of transport, and our seas are almost empty...la
 
D

Dicimiie

Guest
If plausible, there is a ton of potential in a pirate expansion. Would be kind of cool to see something implemented. In one of the old Ultima games (can't remember which one, unless it was more than one), there was a reasonable chance of getting attacked by pirates when you were on a boat. The battles were fun. And there was also a schematic called the HMSCape plans you could find that would give your boat a temporary speed boost.
 
L

Lore Master

Guest
love the idea i can think of a lot of ideas not named here with this one too many to name right now if only i had more time right now.
 

Silverbird

Slightly Crazed
Stratics Veteran
Stratics Legend
If you dont belive the problems with ship movement and so on in the code and the client take a look at available free shards. None of which I had a look at even had ANY ships or sea traveling. If EA wants some fresh ideas for UO and maybe some skilled designers and programmers, who are already familar with UO and its mechanics, they should try to headhunt programmers from the free shards.
 

Gheed

Certifiable
Stratics Veteran
Stratics Legend
I like the idea of a pirate expansion, but I'm noe very keen on haveing even more skills in the game (at least not all those mentioned in your post). Some good alternatives could be that archery passes for gunnery, cartography may cover both navigation and of course treasure digging.
Treasure digging? How about treasure burrying?! Cartography could make use of alot of interesting things.

Another way out there idea... what about NPC crews? I know there are tons of new skills that coould be added. What about the ability to hire crew members that could help man you large boat? An npc navigator to steer the ship. A captain could then use his/her cartography skill to make sea charts. They could work much like recall runes only you give them to your NPC navigator and he pilots the ship to (or near to) the cords on the chart. Crew members specialized in different skills to enhance the abilities of the ship. A lookout in the crows' nest trained to spot targets of opportunity. Crew members trained in gunnery to man the cannons. Carpentry and tailoring to repair the ship. They would be trained in standard fighting skills as well to defend the ship. Or given a throwing skill to get those grappling hooks on an enemy ship for boarding.

A new skill (privateering) given to the captain that increases the number of crew he can manage at one time and enhance the skills of said crew. The drawbacks would be increased weekly payment to well trained crew members. And the more skilled your crew becomes, the larger their share of the spoils.

I threw this out there because.. to me.. a captain, a crew, and a ship are the main components of any swashbuckling adventure. Not everyone can keep 5 or 6 rl people together for hours of adventuring. NPCs could augment the lack of rl adventuring friends. NPC crews could also complete most of the in game quests and storyline. But a crew of rl players would have much more of an advantage in high end fights and PvP situations.

Also I just think it would be fun to balance out and NPC crew in both adventuring in large sea battles as well as defending against the spawn when digging for treasure in newly discovered lands.
 
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Pawl

Guest
Yes once a year someone says, "lets add pirates" yet they forget about the one time UO had them it it flopped.. yes it was a one time event, but it still flooped...

How many remember the BIG pirate boat that sailed around bucks den. you could board it kill the red npc that was about it, oh, get thrown off when you crossed the server line .. was during the pirate invasion of bucks den.. lasted what 2 or 3 weeks tops? few months after T2A came out?

boat sail around for another week empty til they canned it..


Boats work just fine, they got 8 diffrent ways to go N, NE, E, SE, S, SW, W, NW they can turnaround on one command
boat pointing North, say Forward, boat goes North, pointing to the TOP right of your screen.. now say "forward left" to Go North west. boat goes Strait up the screen to top center..

they can got 1 space, slow or full speed, forward or backwards.

Maybe you need to get UOrudder on main page. boat goes more then forward, backwards, right, left, turn right, turn left..(normal default key of UO) you have Forward right, Forward left, same for backwards, "Turn around" command does a 180 on boat, no need to say turn left twice or turn right twice...


Sea battles, Were MANY before tram. Be out mining along the rocks in T2A and have a boat load of reds come up and attack.. or even fishing in Brit waters and have it happen, or even go looking for boat loaded with reds...
 
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Turdnugget

Guest
I'm all for a pirate expansion! I remember the good old days of killing people 8x8ing on their boat. Getting on your plank and going up to someone's ship to steal the stuff off of their boat.

I think gargoyles are gonna add more gimp templates and more unbalanced PvP.

I like the ideas that have been thrown out. We don't even need underwater caverns w/treasure. But island and what not, that could lead down into caves etc... that way they don't gotta worry about coding in new potions + diving etc.

An npc crew would be sweet. They could be like control slots like the animals are. You could train them up. Perhaps have them guard a designated area... say you're hunting on an island. You could have the ship roam around within X amount of tiles of a specified spot and they'll attack anyone that comes near.

Make Bucs Den a true pirate town. Make it kinda like Ever Quest/WoW where your karma/relationship with the Pirates determines whether or not you'll be attacked upon entering the town or they'll see you as indifferent.

Make ships customizeable but not to, otherwise they'll end up like big house highly decorated lag monsters.

Perhaps add a new skill? Pirateering... You regen better when drunk for X amount of seconds. Control your NPC crew better/require less control slots per member. Passive skill: Increased HCI/DCI/DI while using a cutlass.

There could be a lot of possibilities... and they woulnd't have to add a new race or anything...

A pirate spawn would be really fun... you gotta sail to the island and there you encounter a champ spawn... parrots, monkies, drunkards, swashbucklers, pirates... Grand Champion Captain Blackbeard or whatever...His special could be....... he gives you a pegleg and your movement speed is decreased? I dunno =)

I've always wanted pirates in game though!
 

TheScoundrelRico

Stratics Legend
Alumni
Stratics Veteran
Stratics Legend
I miss stealing ship keys. It was even more difficult to steal ships on Siege since you couldn't recall off the key. I would page a GM and tell them I had lost my ship. They would take the key, and minutes later i would appear on the bow of my new ship. Fun times...la
 

Maplestone

Crazed Zealot
Stratics Veteran
Stratics Legend
I miss stealing ship keys. It was even more difficult to steal ships on Siege since you couldn't recall off the key. I would page a GM and tell them I had lost my ship. They would take the key, and minutes later i would appear on the bow of my new ship. Fun times...la
*boggle*

You admit this? Here where the boards are filled with people foaming at the mouth at the perception that GM's don't assist people any more? You admit to gaming the GMs to your own advantage?

Epic fail.
 
T

Turdnugget

Guest
You stated 'anymore'. Which would be more than likely true... back in the day there were actually GM's around that would help when needed. You didn't have to wait 4 hours in line just to get an automated message.

There's nothing wrong with what Rico did. He had the key. For all the GM knew it was his. It's not like he was exploiting the key. He simply asked for a service which the GM's were paid to render. It's not like they had to babysit him for 30 mins while he found his ship. Those kinda calls were dealt with rather rapidly and then they could go onto the next call.

You'd have to be an oldschool thief to understand the ways of how to be a 'thief'. It's not an epic fail. More like... one clever thief who outwhitted his victim.
 

TheScoundrelRico

Stratics Legend
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Stratics Legend
I miss stealing ship keys. It was even more difficult to steal ships on Siege since you couldn't recall off the key. I would page a GM and tell them I had lost my ship. They would take the key, and minutes later i would appear on the bow of my new ship. Fun times...la
*boggle*

You admit this? Here where the boards are filled with people foaming at the mouth at the perception that GM's don't assist people any more? You admit to gaming the GMs to your own advantage?

Epic fail.
Huh? Let me ask...have you ever played Siege? Not sure you have, since you seem to see a problem with me contacting a GM to get transported to my ship.

Now if I could recall or gate off a key...then you would be correct. Too bad though, I usually would have to wait about 30 minutes to get the assist. I think I got about 5 ships this way, even though that was long ago. I have had better sucess waiting near the ship salesman in Brit, back when Brit on Siege stayed pretty busy. Ship deeds were much easier to deal with...la
 

Maplestone

Crazed Zealot
Stratics Veteran
Stratics Legend
Not sure you have, since you seem to see a problem with me contacting a GM to get transported to my ship.
If you don't know where the ship is, it isn't yours yet. You were wasting/abusing a GM's time and attention.

edit: my apologies for pirating this thread to put rope to such skullduggery - pirate expansion sounds cool, but I fear it's going to be a while before we see it unless the gargoyles take to the seas
 

ColterDC

Visitor
Stratics Veteran
Stratics Legend
I think gargoyles are gonna add more gimp templates and more unbalanced PvP.
No doubt.

Typical EA fashion. Add overpowered race/skill/item forcing players to buy otherwise un-original, subpar expansion in order to remain competetive, then after sales have dried up, nerf everything, making way for the next got to have race/skill/item.

Good business I suppose, except it pisses off your customers.
 

Dragkiris

Seasoned Veteran
Stratics Veteran
Stratics Legend
I would happily wait 2 years after SA for a pirate expansion if it was complete and well designed. I have been saying do this since before they even thought of trammel.
 
E

Evilminion

Guest
Okay, leaving aside the technical issues pointed out by one previous poster, as well as the fact that the devs are already working on a different expansion, I too would love to see a major pirate expansion for UO. Imagine trading in our tiny boats for carracks, caravels, or galleons, capable of carrying an entire guild of pirates into battle against deep-sea leviathans and other epic creatures. I love the idea of undersea cities, and of course would love to see water-breathing added as both a mage spell and potion type.

Oh! Does anyone else remember the Dragon Turtle from one of the old Ultima games? It was massive. I'd LOVE to see a battle between a pirate galleon and a magic-wielding Dragon Turtle!
 

Nystul

Lore Master
Stratics Veteran
Stratics Legend
it would be cool.

but with the new recent expansions bringing new races into play, I think they would continue the trend. There are many races in the ultima series, I believe Ultima Underworld 2 had quite a few and I would think they will keep introducing more.
 
L

Lolindir

Guest
...An npc navigator to steer the ship. A captain could then use his/her cartography skill to make sea charts. They could work much like recall runes only you give them to your NPC navigator and he pilots the ship to (or near to) the cords on the chart...
This is already implemented. Plot a course on a map, give it to the tillerman and say 'start'. The tillerman will then steer the ship untill you reach the destination.

  • Start: embark along the charted course and continue until finished or stopped.
  • Continue: resume course after a stop .
  • Goto #: where # is the number of one of the pins - the ship sails directly to that point, then continues on with the remainder of the plotted course.
  • Single #: where # is the number of one of the pins - the ship sails directly to that point, then stops.
  • Nav: the Tillerman tells you which pin on the map you are currently en route to, if any.
 

Restroom Cowboy

Crazed Zealot
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Stratics Legend
Considering the expansion track record, I wouldnt be surprised to see a pirate expansion consisting entirely of:

a 9th Anniv disk (relabled Pirate Edition), skull and crossbone flag, boat, parrot, and a fifth of rum. (I am thinking photoshop contest..what you all think?)
 
S

ShadowJack

Guest
that's actually a great idea.


put unused skills to use

make the waters a playfield



and it's a hell of a lot better than SA anyhow.



Wonder how pirates and fisherman would interact in trammel though lol.



The game has become "nice and friendly" which makes a pirate more of a fel type thing




Buttttt if it was more of a thunter pirate with npc pirates and etc to fight, I could see it in trammel
 

TheScoundrelRico

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If you don't know where the ship is, it isn't yours yet. You were wasting/abusing a GM's time and attention.
If he owned the key, he owned the ship in my opinion...
It was a race back to the ship. The original owner vs me. May times they didn't have knowledge I had their key, but then again, they always had the second key, and knowledge of the true location of the ship.

The fun part was when both ended up on the ship at the same time with our own keys. I usually lost most of those fights since they usually actually had fighting skills on their templates, but if I got off a poison and a couple of spells off, all i would have to do is wait for their bones to disappear...and/or wait for their ghost to leave...la
 

Velvathos

Lore Keeper
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Stratics Legend
Sounds more like some ad-ons that would be in a publish rather than a expansion..
 

Maplestone

Crazed Zealot
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Stratics Legend
If he owned the key, he owned the ship in my opinion...
Well, if someone is calling a GM to accomplish their gameplay, they're wasting my money.
Personally, if I were a GM, I would consider it a banable abuse.

edit: sorry again ... I'll try to stop interrupting ... go pirates!
 

Restroom Cowboy

Crazed Zealot
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Stratics Legend
If he owned the key, he owned the ship in my opinion...

If playing a theif (or a pirate even) wouldn't you would find out WHERE the boat was before you took the keys? Also the ownership was not really what was in question...it was using GM intervention for personal gain. I can think of many a scenario of which GM time could have been better spent.

Perhaps:
1) an account was getting hacked but instead of helping that person immediately said CSR is busy scanning sosaria for an ill gotten boat.

2) a duper is caught red handed but the call doesnt get answered because said CSR is busy scanning sosaria for an ill gotten boat.

3) a well known scripter's script fails and goes bonkers. with proof in hand of said scripter you page a gm, but 15 minutes later the scripter notices the error, fixes it, and finally the GM shows and asks *what?*

See what I am getting at?
 

Beefybone

Visitor
Stratics Veteran
Stratics Legend
Lying to EA staff so that they'll use GM powers to circumvent the Siege no-recall rule is totally legit gameplay! Really!
 
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