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15 year retrospective; biggest game changer?

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Viquire

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RaDian, I don't recall being aware you were a leader for an honor guild on GL. I find that interesting as I was doing the same thing at about that same time. I don't particularly miss being "on call" or patrolling either, but it was fun at the time, and served a purpose.
 

FrejaSP

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That's not an inability to place then, it's a decision not to.
True but we want more players on Siege and players testing out Siege need a place to live.
I would like to see a new version of old strongbox. Now a house do have x vendor spots, I would like to use let say, 4 vendor spot to mark a few tiles for rent, could be a room of 6x6 tiles with a 2 strongboxes of 125 lockdowns each and 25 lockdowns for deco of the room.
It should work like with vendors, paying the fee weekly or monthly and the renter can access the strongboxes from the sign and claim his lockdowns too if he should lose access to the room, just like with vendors, house can't be customized if it do have renters.
 

RaDian FlGith

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RaDian, I don't recall being aware you were a leader for an honor guild on GL. I find that interesting as I was doing the same thing at about that same time. I don't particularly miss being "on call" or patrolling either, but it was fun at the time, and served a purpose.
Cult of the Azure Dragons [CAD]... in fact for a couple of months we were the largest veteran guild on the shard (you know, back when MyUO actually worked... hehe). And yeah, I agree, it was definitely fun at the time. But no, like you, I don't miss being "on call" at all. That said, I knew almost to the minute how long it would take for a "strike team" to assemble if one was needed. hehe

Don't get me wrong, there was a certain sense of community that can't be replaced, because largely, our membership expanded largely from the people we had helped out. They saw what we were doing and decided that it was a very worthy cause and joined in.

But as I'm sure you'll attest to, the number of us who were actually out there doing it was far less than the number of PKs. Our only saving grace was that PK guilds hated each other as much as they hated us, and so even if we found ourselves in the middle of an all-out PK gankfest of three or four PK guilds, we could always make sure they found each other and use that to our advantage.
 

RaDian FlGith

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True but we want more players on Siege and players testing out Siege need a place to live.
I would like to see a new version of old strongbox. Now a house do have x vendor spots, I would like to use let say, 4 vendor spot to mark a few tiles for rent, could be a room of 6x6 tiles with a 2 strongboxes of 125 lockdowns each and 25 lockdowns for deco of the room.
It should work like with vendors, paying the fee weekly or monthly and the renter can access the strongboxes from the sign and claim his lockdowns too if he should lose access to the room, just like with vendors, house can't be customized if it do have renters.
Well, just as a suggestion, though obviously trust still remains an issue... if someone allowed a public house and added co-owners to the place, only the owner has full access to everything. If you, as a co-owner, place a chest and leave it set to owner, only you and the owner are able to access it.

I'm sure the problem with treating Siege and Mugen differently is that they would need a separate housing server for those shards... no idea what UO's budget looks like, but maybe allowing it is an answer. Hard to say. I'm sure the biggest concern becomes whether or not people place houses, then stop playing, and never remove their houses, as could be the case. The solution probably isn't as simple as "Let everyone have a second house."

Personally, if I ever got to the point that I was interested in Siege, I'd put a house up.

Maybe the answer is to make houses require refreshing after a month... if you don't refresh them once a month, they collapse. But then, again, Siege ends up becoming an exception to normal rules that were put in place to keep paying players happy too.

No easy answer, but I get what you're saying. Of course, truth of the matter is, no one really needs a house to check out Siege. Maybe they could double bank-box space on Siege instead. Anything you would need a house for you can readily do at public crafting areas, and no one would need significant storage until they were actually committed to the game anyway. So, I guess if I were to offer a suggestion that might aid Siege/Mugen, it would maybe be "Double the bank storage space for people on those shards." Or double it unless they have placed a house... but simply doubling it seems like it would be the easiest solution that wouldn't require significant programming time.
 

FrejaSP

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Umm...

Not to challenge your wisdom, but... lockdowns were introduced into the game before Trammel. They came because the developers came to agree that you shouldn't have to fear losing your house because of a lost key. In fact, you had to claim your ownership of your houses by being (1) the person who placed it, (2) having the master house key, (3) being on the friends list, or (4) having a key to the house in that order of importance. This was done pre-Trammel, by roughly a year if I recall correctly. It was part of the big 1.26.00.1 client update if I remember correctly that also introduced targeting reticules and was a pre-cursor to things like advanced alchemy and necromancy that were in the works on Test Center. But it was all definitely pre-Trammel. Maybe post-T2A, but definitely pre-Trammel.
Yes it was done around the time Siege was born. In my first home on Siege, I could lockdown stuff and I yes we did have some kind of house ownership.
I was speaking about the time where we did get houses, we could leave stuff in them, it would not decay. You got a key in the backpack and a key in the bank, when you placed the house. To make it somewhat secure, you placed a vendor on the step and the house key in a keyring on the vendor. You could now open the vendors backpack and click on the key, unluck the door, open it, lock it, go in and close the door. Oh and don't forget to track before you unluck to be sure noone is hiding outside to entre together with you.
For a guild with several members, this got complicated as they would need a vendor each or have to recall to the bank, pick up the key, recall back and hope they not got attacked and did lose the key before they got in the house
 

FrejaSP

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Well, just as a suggestion, though obviously trust still remains an issue... if someone allowed a public house and added co-owners to the place, only the owner has full access to everything. If you, as a co-owner, place a chest and leave it set to owner, only you and the owner are able to access it.
Trust will always be an issue. With my idea, the house owner could not access the renters items. My way to do it now is to friend the homeless guy, then secure a chest with a key in a keyring, then let him lock down the key on floor and he can click on the key and lock his chest. There is still the issue, he need to trust me as I still can access his stuff even if he choose to place the key in the bank, I can still abuse it and axe the chest.

I'm sure the problem with treating Siege and Mugen differently is that they would need a separate housing server for those shards... no idea what UO's budget looks like, but maybe allowing it is an answer. Hard to say. I'm sure the biggest concern becomes whether or not people place houses, then stop playing, and never remove their houses, as could be the case. The solution probably isn't as simple as "Let everyone have a second house."
We tryed that, when all could place a house on each shard, it was impossible just to place a small house on Siege, as players did leave the house on Siege even if they gave up playing there.
A small house they would have to refresh is a way to do it.
A bigger bankbox would help too but being an imbuer using public forge is not fun on Siege as we do have thieves who will seach your back or packy for goodies
 

Petra Fyde

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For a trip down Memory Lane I recommend using the 'Search UOHerald Archive' box on
UO Stratics *New*
with the search criteria 'publish' or 'client' and going to the last page. :)
 

RaDian FlGith

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Yes it was done around the time Siege was born. In my first home on Siege, I could lockdown stuff and I yes we did have some kind of house ownership.
I was speaking about the time where we did get houses, we could leave stuff in them, it would not decay. You got a key in the backpack and a key in the bank, when you placed the house. To make it somewhat secure, you placed a vendor on the step and the house key in a keyring on the vendor. You could now open the vendors backpack and click on the key, unluck the door, open it, lock it, go in and close the door. Oh and don't forget to track before you unluck to be sure noone is hiding outside to entre together with you.
For a guild with several members, this got complicated as they would need a vendor each or have to recall to the bank, pick up the key, recall back and hope they not got attacked and did lose the key before they got in the house
I'm familiar with the time frame, I've been playing since October 23, 1997. What I was challenging was the implication that it was part of the UO:R expansion that brought Trammel with it. And, truthfully, in no way, shape, or form was the first style of housing good for anyone except the looters. I was as careful as humanly possible with my keys, and even I got looted once because of one single slip in rushing to aid a friend. It was far too easy to forget the key was on you, and it didn't matter if it was the master key or another key, you lost everything.

Definitely, definitely a pain in the butt. hehe
 

RaDian FlGith

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We tryed that, when all could place a house on each shard, it was impossible just to place a small house on Siege, as players did leave the house on Siege even if they gave up playing there.
A small house they would have to refresh is a way to do it.
Truthfully, I think it would be a bad idea though. I'm still of the school that if you pay monthly, your stuff should be there for you even if you take a year off. The idea that you're occupying space someone else who is playing could use doesn't register with me because we're all payers. (Mind you, I'm still in support of the it takes 90 days before a house decays, but would fully support a "You can't use this house if you're not presently paying for it" solution to people gaming the account management system.)

A bigger bankbox would help too but being an imbuer using public forge is not fun on Siege as we do have thieves who will seach your back or packy for goodies
Well... again... I think that goes back to making the commitment to play on Siege. I don't truthfully think that a lot of non-committed people would commit to a major craft skill without being committed to the shard. As for thieves... unless they really tweaked the Siege ruleset, can't you still call guards on a thief inside a guard zone? The Queen's Forge still gives the best imbuing results (after you build up rep, of course.)
 

Magdalene

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Galen's post about spawns and change in dealing with them reminded me of my personal game-change I've never recovered from - the end of my barding days.
My favourite character, a 7xGM bard-mage, who'd go anywhere she wanted in a plain dress, sandals and a floppy hat, carrying a newbie lute, a handful of regs and half a dozen greater cures. RIP Mary Magdalene of Drachenfels.
 

GalenKnighthawke

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Galen's post about spawns and change in dealing with them reminded me of my personal game-change I've never recovered from - the end of my barding days.
My favourite character, a 7xGM bard-mage, who'd go anywhere she wanted in a plain dress, sandals and a floppy hat, carrying a newbie lute, a handful of regs and half a dozen greater cures. RIP Mary Magdalene of Drachenfels.
You know it hits me that this might still be doable at a basic level, but you would need 120 resist, so you could have 44 in all elemental resistance categories. A Spell Channeling Mage Weapon dagger would be helpful too (or do you need the hand to be free for an instrument?). If you can't get to 120 resist, try with GM resist (42 in all categories). You might have to get by wearing some barbed leather armor under the dress.

Not the same as before to be sure, but.....If you liked the playstyle of the wandering bard, getting by with her music and some basic magic it's still doable, I think.

If nothing else it's worth trying as an experiment.

-Galen's player
 
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Sevin0oo0

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Often times, posters can come up some pretty good ideas, sometimes not so good. When a thread spurs off an idea I'd like to discuss, I find it rude to steal and dominate a thread someone else started (Hijack), even holding my tongue to help it stay on topic. When creative ideas arise, unless organized and presented in a manner which urges more thought, that idea is probably gonna be DOA by being prematurely locked, then becoming extremely hard to ever bring up again. There's a difference between emotional and being passionate, and it shows in posts, possibly as skew. Presentation is often a matter of just being considerate.

So what was this thread about again? hard to tell without pruning. imo
 

Jade of Sonoma

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One of the biggest game changers that I can think of from over the last 15 years has to be
the introduction of the NIGHTMARE which became a nightmare.

Until Ultima OnLine's Second Age and expansion of *T2A (*lost lands) was introduced (October 1, 1998), Tamers were considered 'wimps' by warriors and PVPers. Suddenly every PVP guild wanted to own nightmares.
At the time, Oct.1998, anyone could have high quality pets such as nightmares, dragons and frenzied ostards without having any taming skill. Tamers could tame and stable many creatures.

In a rush to own nightmares, everyone suddenly became very friendly towards all tamers who had the skills needed to tame nightmares. Accounts with Tamer-Characters were sold for high prices. Amongst other skills, the first nightmares could fetch, and carry loot.


*Two Notes from UO Archives.
Ultima Online: The Second Age was the first expansion for the Ultima Online MMORPG. It added several features to the game, including a new region called the Lost Lands, new creatures, and support for player-built cities. It added runebooks which could be used to hold recall runes; the player could add runes marked with the mark spell into them rather than carrying individual runes. They were not blessed, however, meaning they could be looted or stolen from a player. It also added something called young player status, at which time it eliminated the original resurrection option where one could opt to instantly resurrect but with penalties
* * * *
Ultima Online: The Second Age (October 1, 1998) featured a new area of land called the Lost Lands, along with an in-game chat system and new creatures. Also known as T2A. It was released in two boxed versions with the first having different artwork and a single manual.
 

FrejaSP

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Yes overpowered tamers have been a problem for years, both in PvP and PvM. I have for many years wished that it was balanced so a tamer did not deal more damage than any other template. I'm legend archer, old school with tactic, anatomy, healing, magic resist, focus and some magery as I need to be able to gate on Siege. I believe Devs need to arm a bow and try to do the new dungeond spawn because I do very poorly when I try.
The limit in pet slots did help but as all use pets for farming, it was not enough.
 

GalenKnighthawke

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Yes overpowered tamers have been a problem for years, both in PvP and PvM. I have for many years wished that it was balanced so a tamer did not deal more damage than any other template. I'm legend archer, old school with tactic, anatomy, healing, magic resist, focus and some magery as I need to be able to gate on Siege. I believe Devs need to arm a bow and try to do the new dungeond spawn because I do very poorly when I try.
The limit in pet slots did help but as all use pets for farming, it was not enough.
It is extremely difficult to argue these days that tamers are still over-powered, if they ever were. Your archer template's out-of-date and/or designed with specific purposes in-mind, which is fine, but be aware that it renders useful comparisons to modern templates very difficult. To say that tamers deal more damage than any other template is simply no longer accurate.

-Galen's player
 

FrejaSP

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It is extremely difficult to argue these days that tamers are still over-powered, if they ever were. Your archer template's out-of-date and/or designed with specific purposes in-mind, which is fine, but be aware that it renders useful comparisons to modern templates very difficult. To say that tamers deal more damage than any other template is simply no longer accurate.

-Galen's player
You should not need a hybrid template or a tamer to do some farming. There is nothing wrong with my template other than Devs need to take a look at it and balance it. The problem is I think, all hate archers as much as tamers so Devs nerfed us some years ago. That was a bad changes too, just like they nerfed the halberd
 

Lord Frodo

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UNLEASHED
Tamers were already nerfed because of the PvP crowd screaming and now you want to nerf them again. Sorry UO is designed for the masses and not you. ADAPT
 

Meatbread

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You should not need a hybrid template or a tamer to do some farming. There is nothing wrong with my template other than Devs need to take a look at it and balance it. The problem is I think, all hate archers as much as tamers so Devs nerfed us some years ago. That was a bad changes too, just like they nerfed the halberd
Or you can just update to a post-1998 template
 

Doubleplay

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Easily overlooked is the fact that commerce is only in Luna anymore. Luna destroyed banksitting in the other cities and destroyed the viability of vendors at your house unless you are in Luna. Vendor fees sealed the deal. If you are an old=timer, recall the moongate vendor houses, the vendors around all the dungeon entrances and along the walls of the mountains.
 

RaDian FlGith

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Easily overlooked is the fact that commerce is only in Luna anymore. Luna destroyed banksitting in the other cities and destroyed the viability of vendors at your house unless you are in Luna. Vendor fees sealed the deal. If you are an old=timer, recall the moongate vendor houses, the vendors around all the dungeon entrances and along the walls of the mountains.
I do think they had an opportunity to combat this years ago by putting in small market areas in each town -- maybe small plots that held only 7x7 houses or maybe as much as a 10x10, but placing areas that were similar in construct to Luna.

New Magincia was sort of a step in the right direction there, but unfortunately it was about 8 years too late to make a difference. If there were more players, and if New Maginica hadn't been designed in the fashion it was (I get what they were going for, but... as far as good design goes, I'd have avoided using all the hills just for the sake of having defined locations. Roads leading between plots, fences, whatever... there were better ways to go about it I think... but I digress).

Yeah... Luna, combined with a never-ending siege on Britain drove everyone to "safety," and the few times that "safety" has been challenged, well, yeah...

More players might make more marketplaces more distinct, but at this point, it's fine as it is.
 

FrejaSP

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I do think they had an opportunity to combat this years ago by putting in small market areas in each town -- maybe small plots that held only 7x7 houses or maybe as much as a 10x10, but placing areas that were similar in construct to Luna.
I too would like to see small plots around Brit and some other towns and some of the new vendor spots that buy/sell stacked items. In brit, they could delete some of the never used npc houses in East Brit.

New Magincia was sort of a step in the right direction there, but unfortunately it was about 8 years too late to make a difference. If there were more players, and if New Maginica hadn't been designed in the fashion it was (I get what they were going for, but... as far as good design goes, I'd have avoided using all the hills just for the sake of having defined locations. Roads leading between plots, fences, whatever... there were better ways to go about it I think... but I digress).
I don't really like New Magincia, I think there should had been a centre with bank and crafting shops /tools and then a markedsplace with the vendors plots and around that small shop splots and yes roads between them.

Yeah... Luna, combined with a never-ending siege on Britain drove everyone to "safety," and the few times that "safety" has been challenged, well, yeah...

More players might make more marketplaces more distinct, but at this point, it's fine as it is.
I would like to see some vendor plots (buy/sell vendors) at Luna, there most be some places where they could fit.
Then I hope someday to see the large guardfort in East brit, near desert and swamp become a crafting centrum with bank, crafting tools and vendors inside and an Inn. Outside should be vendor plots and the place will wake up again. On Siege, before Luna, we had alot of shops around that place.
 

Cirno

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Why should I, I love my template
Because you can't have your cake and eat it.
UO has gone through a natural escalation over time.
In order to make new content worthwhile, the rewards have to be an improvement over what existed before.
As the rewards improve, the relative strength of the players using those rewards does, too.
So, to keep up the challenge of the high-end content, the difficult of that has to be increased.

As a result of the escalation, if you want to be able to do more recent content, you need to adapt.
Or group up.
 

FrejaSP

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Not accepted, and what about newbies who choose to make an archer, why should they have to rebuild their templates, when they find out it sucks.
Think I said enough about this so I stop now
 

GalenKnighthawke

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You should not need a hybrid template or a tamer to do some farming. There is nothing wrong with my template other than Devs need to take a look at it and balance it. The problem is I think, all hate archers as much as tamers so Devs nerfed us some years ago. That was a bad changes too, just like they nerfed the halberd
You said nothing about "some farming." You made a very specific claim. Here it is:

Yes overpowered tamers have been a problem for years, both in PvP and PvM. I have for many years wished that it was balanced so a tamer did not deal more damage than any other template.
This claim is empirical in nature ("more damage than any other template") and is subject to empirical verification or empirical dispute.

In this case, dispute, as your claim was factually in error. It was incorrect.

Only after this rather obvious fact was pointed out did your post suddenly become about "some farming." "Some farming" can be done on many templates, including yours.

When replying to someone else you say you shouldn't have to update your template because you "love" it. The logical implication is that you want the game to be worked around templates that Freja loves. If you then why not me as well? Or any of us?

-Galen's player
 
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Woodsman

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New Magincia was sort of a step in the right direction there, but unfortunately it was about 8 years too late to make a difference. If there were more players, and if New Maginica hadn't been designed in the fashion it was (I get what they were going for, but... as far as good design goes, I'd have avoided using all the hills just for the sake of having defined locations. Roads leading between plots, fences, whatever... there were better ways to go about it I think... but I digress).
New Magincia appears to have been designed to deliberately not compete with Luna, which basically kills off New Magincia's chance at opening up an alternative to Luna. Whether that's because the devs were afraid of the Luna vendors flipping out or what, I don't know
 

Sauteed Onion

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New Magincia appears to have been designed to deliberately not compete with Luna, which basically kills off New Magincia's chance at opening up an alternative to Luna. Whether that's because the devs were afraid of the Luna vendors flipping out or what, I don't know
Well, I don't "own" a luna house, but i"ve had several luna vendors, and currently have a Luna vendor, so I think I can kinda make a comment or two on this one. Luna is almost Ideal for merchants, it was designed within the walls of a city, and it just happened to become an awesome place. Through many years Luna has just kinda sank into people's minds as the place to shop, 1 because the moongate is right there, there's a bank a stones toss away, and it kinda just spirals around said bank and various crafting stations. Top it off with NPC vendors and bulk order deeds etc.. it's just freakin awesome for alot of people, not just the house owners there. At the risk of derailing the thread (which is not my intention at all), to desigin a city that would compete with Luna at this point, you'd almost have to consider all these elements that make luna what it is, and almost in essence just do the exact same layout. Drop a bank in the middle, with crafting stations all around it, bulk order deed dispensing npc's, and then surround it with player owned housing, oh and don't forget, all in a guarded zone, or steps away from a guarded zone. Also, moongate right in the middle. The closest recreation we have of Luna is Zento, but for whatever reason on most shards, Makoto-Jima just doesn't have the same pull that Luna does. (Most shards that I've played on anyhow). That being said, I don't think any other city will have that appeal that luna currently does as far as getting interest in it as it stands, nor do I think it's 100% omg necessary to make a "luna killer". But when it does finally happen, GOGO BRIT! Bestest city evar!

(Addin some stuff in here after thinking about it, because I may have left this too vague in the case a uo Makey person actually gives a flip)

I think a major reason people tend to covet the Luna area is because yes it was VERY well designed. I would not go so far as to say TOO well designed. It is an example of what a great place should be like. TO truly get people to think outside the scope of luna, you have to recreate it almost verbatum, and then some. New Magicinia is KINDA like that in a sense, with the commodity brokers which were a great idea, but horribly implemented I think and kinda confusing to get into because a typical new or returning player that happens to run by new magincia sees these signs and they'll be like dude, what the crap is this? Huh? I'll click it and see.. oh, well that don't make any sense.. and there ya go, they are unused in large part, 1 because vendors in houses are just the way to go, 1 simply because it's easy to get a vendor spot these days, people practically giving them out, and also housing is pretty easy to come by, on every facet that you can place houses on. So people take those vendor spots and they'll go so far as to put runes with their icq's on them or AIM's or whatever with a description of whatever non vendorable item they are offering, like ICQ ME FOR DREAD MARE or FIRE BEETLES or something like that. It's crazy, but it's easier than struggling through the broker menu's for some, and I believe that is why people don't use them. See I'm going back and barney styling things, not because I think people are stupid, but because I am ensuring that who ever reads this is on the same page as me, however misguided or insane as I'm coming across as. Anyhow back on subject of this post meow.

In order to get towns on the same appeal level of luna it's gonna take serious thought, on how to 1 make it as good and then 2 make it have it's own appeal that sets it apart from Luna. New Magincia has Commodity brokers, what would let's say a revamped Trinsic have to offer? Moonglow? And would they recieve the poor implementation methods, with no in game instruction to make use of their new shiny? I feel horrible talking negatively about it, because I like alot of the aspects that they are tweaking with the game but, aside from scanning over patch notes, don't expect a heck of alot of ingame assistance. Part of UO though for me has been going to sources like UOguide and researching, and then coming to the forums and reading what people get stumped on which alot of times I get stumped on, and then reading people's responses or what they did to overcome their problem and then I can go back to what I was dealing and mutate the strategy around to work for me. Or just go eat some pizza and do something else in the game if I find that it sounds like something I don't really want to mess with. But. To end this over lengthy post on something ON topic, I still think the introduction of elves and now gargoyles is the biggest game changers evar. I liked UO before the other races, cause it's fun to pretend to be a human! Elves, bleh. Gargoyles.. go find me a cat in Ter Mur. They don't like us! Humans have us ALL OVER the place!
 
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Sevin0oo0

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Yes overpowered tamers have been a problem for years, both in PvP and PvM.
Sounds like a Great separate thread starter. What if it was the Player that determined max DPS? with combinations of skills, items, pets all adding to the final damage total outcome? (capped). Maybe you NEED 5 greater dragons, cause they all fight like noobs - where as 1 fully trained is the equivalent of several younger ones. Fair?
 

Sauteed Onion

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Yes overpowered tamers have been a problem for years, both in PvP and PvM. I have for many years wished that it was balanced so a tamer did not deal more damage than any other template. I'm legend archer, old school with tactic, anatomy, healing, magic resist, focus and some magery as I need to be able to gate on Siege. I believe Devs need to arm a bow and try to do the new dungeond spawn because I do very poorly when I try.
The limit in pet slots did help but as all use pets for farming, it was not enough.
Meow, not trying to cast negativity torwards you, but depending on the pet combinations, in most circumstances almost anything will do more damage than a tamer will. The combos that would some (SOME) things would be along the lines of a night/rune beetle combo (which remains excellent DAMAGE) still, or bake kitsunes or a pair of fire steeds againts weak fire resistance monsters. Nightmare and Runebeetle combo can shred stuff very efficiently but can't stand up to the punishment alot of the newer monsters can dish out. A greater dragon has never been a high damage dealing pet in comparison, but it's glory is that it tanks VERY well against just about anything it can be used on. Also tamers aren't using the same methods they probably originally started with, where as popular templates drop vetrinary off and just use their magic to heal pets, and keep gift of life on them so they can resurrect them still in the event the animal does die. You'll still see the occasional tamer with vet in the skill set still, or even like 50 vet and a couple of jewels to hit 80-90'ish to have that chance to res them, but they'll more often than not be standing back and casting great heal and spell weaving's gift of renewal on the pet. I have various characters, from mage/sampire/tamer random flavor skill switches here and there to test things out that have been tweaked dev side for whatever reason, but I find I do the most supreme damage with my mage or sampire, depending on what I'm fighting. I solo champion spawns quicker with my sampire, a little slower with mage, but I got all kinds of toys that set up in case poo hits the fan, and really slow but safely with my tamer. More often than not, when I feel like solo'ing peerless bosses, I'll use my tamer. In group situations I take my mage and heal and deal damage as appropriate for whatever it is we're doing in the guild/random trav or mel runs in gen chat. As for Archery, I never could find a happy place with the skill overall. They are fun to dink around with, but of all the other things I've done in UO, I'd say adventures with magery are my favorite.
 

Cirno

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Freja's comparisons might be based on Siege, where the average level of gear used for PvE would be lower, due to the risk of loss.

Though specialised templates with limited gear would probably still out-DPS a tamer.
 

FrejaSP

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Freja's comparisons might be based on Siege, where the average level of gear used for PvE would be lower, due to the risk of loss.

Though specialised templates with limited gear would probably still out-DPS a tamer.
Maybe you are right, a tamer in a LRC, Luck suit will do better than a warrior in a Luck, resist suit. Many can't affort more. I do however have better stuff as I have an imbuer but I guess it's far from normal shards insured suits.
Maybe I should ask Devs tone down the power of the monsters on Siege together with 2 x resource spawn on Siege so we better can affort better gear. :)
 

GalenKnighthawke

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Maybe you are right, a tamer in a LRC, Luck suit will do better than a warrior in a Luck, resist suit. Many can't affort more. I do however have better stuff as I have an imbuer but I guess it's far from normal shards insured suits.
Maybe I should ask Devs tone down the power of the monsters on Siege together with 2 x resource spawn on Siege so we better can affort better gear. :)
The degree to which Siege players will set themselves apart from and over other players on the basis of Siege being harder in one breath, then ask for Siege to be easier with the next breath, will never cease to amaze me. This case is particularly egregious because she is asking for game-wide policy to be made on the basis of this one shard's deliberately unique set of conditions.

-Galen's player
 

RL'S pker

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Order/chaos being removed sucked big time.

Also when they required tactics to be needed for specials, and made it so you could no longer toggle a special while casting. When they made this change it completely ruined template diversity.
 
C

Clx-

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The addition of Tram thus enabling UO to be here 15 years
Power Scolls Making being a 7xGM mean nothing
AoS The death of a crafter
Addition of 3 lands thus splitting the player base even more
Most confused list ever.
 

FrejaSP

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The degree to which Siege players will set themselves apart from and over other players on the basis of Siege being harder in one breath, then ask for Siege to be easier with the next breath, will never cease to amaze me. This case is particularly egregious because she is asking for game-wide policy to be made on the basis of this one shard's deliberately unique set of conditions.

-Galen's player
I think most Siege players are willing to give up the being harder part. Devs decided to make Siege a veteran shard with PvP. It did not really work out well.
We are willing to trade alot of the "being harder" part for a ruleset more like Felucca. One of the few rules we do not want to give up is no Item Insurance and no blessing of PvP items.
Making it so hard, that noone want to play on Siege is sure a way to prove, noone want PvP.
It will also make it easier for the devs, if Siege do have less special rules.
The wish for 2 x spawn drop and nerf of the monsters is to balance Siege so more will play there and more will come back, = more money to EA
After this Dungeons changes, we have seen more actions on Siege but good Imbued suits are still to expensive, they won't sell as noone want to pay 2-10 mill for a suit they can lose same day they buy it.
Now I know a few here would hate to see Siege become a success.

Now back to subject of this thread
For me, born of Siege was the best changes in UO's history, Stat loss for murders was the worse before Siege and AoS was the worse after.
Imbuing and new dungeons spawn count as the best changes for years :)
 

Lord Frodo

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We are willing to trade alot of the "being harder" part for a ruleset more like Felucca. One of the few rules we do not want to give up is Item Insurance and no blessing of PvP items.
Are you trying to tell everybody that all the SP players want insurance back on SP. I find this very hard to believe because when insurance first came to UO SP players screamed to have it REMOVED from SP. Without insurance SP is about as close as you will get to an old school shard because people will not wear the LEET gear so now it comes back to skill and not equipment to PvP.
 

FrejaSP

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Are you trying to tell everybody that all the SP players want insurance back on SP. I find this very hard to believe because when insurance first came to UO SP players screamed to have it REMOVED from SP. Without insurance SP is about as close as you will get to an old school shard because people will not wear the LEET gear so now it comes back to skill and not equipment to PvP.
Sorry I forgot a "no"
One of the few rules we do not want to give up is no Item Insurance and no blessing of PvP items.
Yes we do want it as close to old school as possible but when we got AoS on Siege it did hurt the balance as items become to hard to replace.
Imbuing and new spawn loot is really great for Siege but with 2 x resource spawn it would be a great help to our crafters :)
 
T

tuuvaak

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WOW- I can't believe this turned into the anti-pk crowd gloating about Trammel yet again. Trammel never stopped us from griefing you, you know. =P This thread is solid proof. Still worked up over me killin' your miner at their RP wedding, huh? Fifteen years ago?? ;) Haters, dey gon' hate...

I would've played siege, but the arbitrary slowdowns with skill gain kept me off of the shard. Trammel was a silly addition that the non-con haters like to hype up (they, like us, are a vocal minority - a great majority of players were indifferent, or liked as many things about the trammel split as they disliked), but it didn't have much of an impact on me as a PKer. I racked up 2200+ kills over the course of a year and top of the BB status on Catskills without ever dying once on my three-man stat loss PK team. It was fun as hell, really scary sometimes, and I never set foot in trammel once until the reprieve. To THIS day I talk regularly to my Finnish PK partners. Still the most clutch group I have ever PvPed with in fifteen years! Good guys and fun stuff. Nothing compared to DCing as a deep statloss red with incredible gear (at the time) and wondering if a lowly Mongbat was going to ruin your character you've spent months perfecting while you desperately waited for your cable modem to blink back on. Funny now, petrifying at the time =P

Stat loss should've been enough, really. Hardly anyone PKed seriously during statloss - it just wasn't worth it for most people.

FOR THE RECORD I played and loved EQ classic, on a PvE server. EQ classic was actually a more ruthless, hard core game than UO ever was, IMO. I doubt the Trammel crowd still around in UO today would've been able to hack it in pre-kunark EQ. The 12-16 hour poopsocking spawn camps in rotations with my guild viciously battling other guilds for kills and devastating corpse losses or last-minute ninja mob tags were more difficult and discouraging than anything a UO classic PK ever threw at me, by far.

Maybe if you guys would've stopped carrying your house key and rune on you at the same friggin' time, you wouldn't have hated PKers so much. Many of those situations, where you lost everything? They were your own fault. You know it. That is why you're still so amped in 2012 over things that happened in 1997. Maybe you should consider grief counseling ;)
 

kelmo

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This thread is near pointless now. One player asked for Siege attention. That was all that took to derail this pretty nifty thread. Freja replied to tho OP and it seems several have made it a cause to bash Siege Players. That ends now. I have not seen a post from Freja or any other Siege player in quite some time that would effect any other shard at all.

Siege is a legitimate shard and we pay every bit as much for our accounts as anyone else. If the posting of Siege players does not in any way harm or change the way you would play on your shard, then leave the post be.

Any more Siege/Trammel-prodo bashing or posting with a lack of respect for other UO players regardless of where they with be dealt with as a breach of Stratics RoC.
 
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Rusko

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Deleting posts now Kelmo?

This is some major Corruption... Silence everyone who doesn't share your beliefs Kelmo!
 

kelmo

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I never delete posts. They are merely filed away for future reference and documentation.
 

Petra Fyde

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I've cleaned this thread once, since it continued to go downhill and Kelmo's had to clean it again, I think we'll call the topic closed.
 
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