M
Morgana LeFay (PoV)
Guest
I'm not. I never have been. And I never will be!*sighs* I believe we are way below the rader.
Who is with me?
I'm not. I never have been. And I never will be!*sighs* I believe we are way below the rader.
I am going to reply to your post, I would love to see a fix on Siege Perilous as well, but we have to remember that Siege was not built for veterans, it would built for players who wanted more of a challenge out of UO, it is a extremely hard shard to get around, I currently only have ONE account through Europa and it is all I can afford at the moment, otherwise I would open a second account for Siege, I really don't wish to give up everything I have on Europa to make one character on Siege.. I can't have a house on Siege with one account..*sighs* I believe we are way below the rader.
About time.I am finally feeling it. I think we can do this, if we just unite!
A Classic Shard is with our reach. I gave up for a while, and got discouraged, but the compromise I have seen in the last few days makes me believe again!
Come on Devs...MAKE US ALL BELIEVE AGAIN! YOU HAVE THE POWER TO DO IT!
I know you will, because deep down, you had to believe yourself, or you would not be working on UO!
And if you are working for a paycheck...I understand that...we all do, but imagine if you were a missionary saving a dying people! We ARE THAT PEOPLE!
Talk to your bosses! Explain it to them! UO ... IS the community!!!! It always was!!
We want it.
Do it!
We won't disappoint you!
Besides...what else have you got to do? Build a new "expansion"?
Be someone that DID SOMETHING...not someone that just did something...get it?
I knew you hadn't given up on me...or on a Classic Shard.About time.
Welcome back; to the "real".
Well, AoS properties are..Without AoS properties, what is the need for runics.
Pardon my Sosarian...but frak runics.
lol, you know I luv ya.I knew you hadn't given up on me...or on a Classic Shard.About time.
Welcome back; to the "real".
Now make it your signature! Let's do this thing!!! EA will listen to us!!!
We had ways of getting magic weapons back then. You fished them up from high level SOSs and treasure maps. They also dropped from monsters like Ancient Wyrms, Lich Lords, Balrons, and other high monsters.Well, AoS properties are..
Well, the properties never really CHANGED believe it or not, they just re-named them and added percentages by fives I think...
A exceptional weapon automatically had 20% damage increase, magic wise, anything that was Might gave you a 25% increase and Vanquishing was 30% damage increase, if I remember.. I keep thinking that there is one more level of damage increase back then, cause there was three levels of accuracy, which is basically your Swing Speed Increase, as we call it today, 25% = Surpassingly Accuracte, 30% = Eminently Accurate and I believe 35% = Supremely Accurate.. I am trying to correct myself because it has been so long.. If you look at the Obsidian (pardon my spelling) weapons we got during those invasions, it should be completely accurate..
I know, I am just, trying to refresh my memory.. I am absolutely positive that 30% or 35% damage increase of today's standards = a vanq during the pre-aos period.. We always had the damage increases and stuff from magical weapons, it just never told us how much we got out of it..We had ways of getting magic weapons back then. You fished them up from high level SOSs and treasure maps. They also dropped from monsters like Ancient Wyrms, Lich Lords, Balrons, and other high monsters.
Being able to craft them made going hunting for magic weapons pointless.
No runics, please.
HAHAHAHAHA!!! Awesome!Already added it to my sig Morgan..
I dont think it was that much of a damage increase. I know a vanq hally hurt like hell when you got smacked up side the head with one, plus when people used to poison them, it added to the pain.I know, I am just, trying to refresh my memory.. I am absolutely positive that 30% or 35% damage increase of today's standards = a vanq during the pre-aos period.. We always had the damage increases and stuff from magical weapons, it just never told us how much we got out of it..
That is why they added percentages, they just went over-board by making the game too item-based with AoS, because I remember before that, everyone was happy with with the weapon and armor changes, before runics, it was real nice, and I believe items still had to be identified.. Might/Vanquishing became Damage Increase, a weapon with Might on it gave you 25% damage increase and a weapon with Vanq gave you 30% correct me if I am wrong..
I am not talking about runics, talking about the benefits that the old items gave us..
lol, you know I luv ya.
Even if it means no Tram??Yes to a shard before AOS!!
Actually, the black dye tubs were around BEFORE the vet reward program. I believe they were given out one year for Christmas.Only thing I'd like off the list is vet rewards, or at least the black dye tubs. If they exist should be hard to come by like they were in the classic days. Some kind of an event reward or something along those lines.
Like other things ive mentioned before I wouldnt cry if it was there. Just my personal opinion keeping it classic.
Power hour was bad. It cut down skill gaining to an hour a day. After that hour, skills crawled at a painful pace.@Longest Journey: I liked Morgana's list a lot better. It's short, to the point, and doesn't include any of the things that there is still a debate over.
-Pre-AOS
-No Trammel
-T2A era skills and ruleset
-No power scrolls
-No character transfers to or from production shards
-No expansions past T2A at server up.
-Post-T2A era secure storage in houses and skill locks
-Necessary bug fixes
-Order/Chaos consensual PvP system
-T2A era heavy penalties for PKers: permanent stat loss, can't enter towns except Bucs Den, newbied items drop to corpse on death, bounty system (with controls to prevent abuses), long-term murder counts, etc.
Add: No Neons
The problems with the Longest Journey list:
There isn't really a consensus on whether we want power hour or not. Some people like it, others hate it. It's not a "deal breaker" either way. I would just leave it out of the poll altogether.
Actually, you could secure containers in T2A by saying, "I wish to secure this" then clicking on the container.POST-T2A housing rules (lock downs and secures) is the consensus, with one dissenter wanting the T2A rules. During T2A, you had to lock down a row of tables so people couldn't reach your stuff. The lock downs and secures rules were all post-T2A.
We, what is this we? I never remember reading anywhere that morgana's list was gospel truth set in stone as to what people wanted. It was a possibility, a suggestion. Nothing else.-good aligned NPCs that attack reds
That wasn't part of what we wanted in the shard at server birth. It is what most of us would want to add if there is a problem with PKers. The consensus is to start with the classic T2A era penalties, and add that if PKing does become a problem.
Permanent stat loss? Ummmm, thats just as bad as perma-death. Regular stat loss is okay because the character can be salvaged and restored eventually by reworking the skills.-T2A era heavy penalties for PKers: permanent stat loss, can't enter towns except Bucs Den, newbied items drop to corpse on death, bounty system (with controls to prevent abuses), long-term murder counts, etc.
Why list this? Its a given. Of course youre not going to be able to transfer your post AOS characters over to the classic server, its impossible. The two characters are based on two different sets of programming. The AOS characters have a completely different pool of stat and skill points. They just wouldnt take in the classic server setting.You left this VERY IMPORTANT one out:
-No character transfers to or from production shards
If you allow transfers from prodo shards, whole PK guilds will transfer in 2 minutes after server birth, with 125 million gold and all the crap they can carry on each character.
Classic server = classic housing. Case closed.The argument about classic or custom housing is still going on. I would just leave it out of list, since there isn't a general consensus and it's not a "deal breaker" either way.
Then do away with the rewards all together.There isn't a consensus on veteran rewards. I DON'T want any of the +3 AR robes. It pretty much forces everybody to wear one and cover up the GM crafted clothes and armor that crafters worked hard to make. They were one of the worst ideas ever, IMHO. *spits on the sorry (censored) who came up with the idea of robes with stats*
Also, there would be some unforeseen consequences. If they give veteran rewards on the new shard, they should start over, and make new, deco-only rewards. But I don't trust the Devs to do that. First thing you know, they would put in something that they think is neat and harmless, but would unbalance things and cause all sorts of problems.
Thats the thing, it CANT be made unexploitable. And I wouldnt want the developers wasting their time trying to come up with solutions that just wont work and slowing the progression of the classic servers do to so.There isn't a consensus about the bounty system. I would just leave it out of the poll. It isn't a deal breaker either way, anyway. Most of us want it, IF it could be made so that people wouldn't exploit it. The problem is that we can't really figure out a way to do it where it would work like it was intended to.
I was being thorough or else mistakes can be made or things can be misconstrued.Several of the items are redundant, which is making the list too long. For instance, you can combine several of them into one:
-T2A era weapons, armor, jewelry and magic items
Doesnt matter when the runics came in, they were a mistake all together. Runic weapons were overpowered and hurt smiths and tailors who couldnt get their hands on them. It make it so that unless you had a runic crafting tool, you were an incomplete crafter.There isn't a consensus yet about runic tools. I would just leave it off the list. If a few craftsmen join this thread, there may be some heated debate about this one. A lot of people, including the forum mod who first brought up the subject, think they were post-AOS, but they weren't. People have forgotten that they were introduced into the game all the way back in publish 14, a year and a half before AOS. Remember that I was a GM blacksmith back then. A lot of us craftsmen had begged the Devs to make a system in which we could craft magic weapons and armor, and put our names on them. We wanted it to be very hard to do, and require a lot of rare materials, so that they didn't just flood the market. Unfortunately, the devs screwed it up about as badly as is humanly possible, and came up with the awful BOD system, where we had spend years going to the blacksmith shops and collecting BODs, then we had to find a place to store 50,000 BODs to get just one valorite hammer.
No ruincs, period. If you needed magic weapons, you hunted dragons, ancient wyrms, lich lords, ogre lords or other high monsters. If that wasnt your cup of tea, then you made a fisherman, treasure hunter, or lockpicker and fished up SOS, dug up treasure chests, or picked the chests in dungeons.I was going to suggest that, instead of dealing with that awful mess again, how about making runic hammers with one charge on them a rare spawn in treasure chests? That way, the treasure hunters get a new, valuable item to sell, and the craftsmen get to make magic armor that has their names on it. The craftsmen would be willing to pay the treasure hunters more for a bronze runic than they could get for a vanq weapon.
1. You're right about loop-holes in the player justice system - major ones. In fact, the bounty system which was designed to make murderers targets for good players by offering rewards for killing them, effectively resulted in the exact opposite since murderers could collect their own rewards using alts or friends. Thus, the bounty system actually encouraged murders to kill, kill repeatedly, and kill in the meanest ways so that they could build up a large reward from angry players that they could then just collect for themselves.First of all, I don't know how anyone who was there can say that PKers weren't all over the place. However, it did slow down a little when they added the various forms of justice systems. Just not nearly enough. And the reason it didn't slow down enough was because they always had loopholes. Yeah, reds had to burn off murder counts, and that slowed them down a bit. Not enough though.
Just a note for those who refuse to believe that UO was bleeding numbers because of rampant PKing. When Star Wars Galaxies was in beta, Raph Koster (who was lead programmer in UO for the first couple of years or so, and then I think the same position at SWG in it's first couple of years) said this, paraphrased: "UO had lost numbers in the 6 digits due to PKing, I kid you not." This was in response to the same sorts of PKers who wanted SWG to be open PK and loot too. 6 digits is 100, 000, minimum. And UO had around 200,000 when they added Trammel. That's about 1/3 of the players at minimum left UO because of PKing, and it might have been much higher. And it only stopped because they removed PKing through Trammel.
I have been saying for years that if a game had a justice system that worked, it would be the best way to go. Because, as we all know, Trammel had lots of problems with griefers still, even without PKing and stealing. The only reason we don't see much of it now is because there's not enough players meeting each other for interaction these days. And that loss of interaction is bad, except for the griefers. But if we had a workable justice system, players could take care fo that kind of griefer themselves. GMs can't be timely nor can they judge who's telling the truth, it just never works that way well.
So I go back to the loopholes in the justice systems they tried. Fix those, and you won't have many PKers, nor griefers, because players can take care of the problems themselves. Those you do have will be great fun for players who want to play the role of justice seekers. And the victims have the satisfaction of knowing their griefers will pay the price. They won't leave if they know that.
It also removes artificial restrictions, and makes UO feel more like a world, which is it's strong point and reason for still being.
I think the concensus is that they start with T2A...and then make whatever changes that become necessary. If the shard has too many PKs, there are dozens of ideas that have been posted here. Also, I don't think too many people would want it remain completely static and never change. But I do think that most people wanting a shard like this would like to see is for it to take a totally different path than the one the devs took with UO the first time.It appears, That what most have been describing is just going back to T2A, IMHO that is not a 100% wise Idea, The shard would collapse in months. If it were the case to just make a T2A server, then my position changes in a complete 180, from for to against the server.
yes!-T2A era skills and spells
-T2A or Original land mass only (if original, T2A added later)
-Fel Rules
-All anti-PK measures that were in game before UO:R (stat loss, etc)
-No AoS content
-No Powerscrolls
-No Transfers to or from the shard
-Bring back order/chaos
Sounds good!-T2A era skills and spells
-T2A or Original land mass only (if original, T2A added later)
-Fel Rules
-All anti-PK measures that were in game before UO:R (stat loss, etc)
-No AoS content
-No Powerscrolls
-No Transfers to or from the shard
-Bring back order/chaos
To me, those sound like the core of what people want. It satisfies the majority while not excluding anyone.
Other things could be added later, like tougher penalties for PKs, or not, depending on the need for them.
I know black dye tubs were around before vet rewards this is my point they were rare before vet rewards. Im talking about before this xmas give out you speak of even. The original black dye tubs were given out from an event where everyone on the shard was given a ticket with a longass number on it. two people got given the same ticket and you had to track down the other player... One of the prizes you could chose was a black dye tub... I think another one was a cbd, cant remember what the others were, but anyway it took ages to find your other half. and it was one ticket per account... So this made the black dye tubs pretty rare still. Im not sure if they were ever given out as a christmas gift but if they were it would have been a cpl of years down the track cos they were rare for a long time.Actually, the black dye tubs were around BEFORE the vet reward program. I believe they were given out one year for Christmas.Only thing I'd like off the list is vet rewards, or at least the black dye tubs. If they exist should be hard to come by like they were in the classic days. Some kind of an event reward or something along those lines.
Like other things ive mentioned before I wouldnt cry if it was there. Just my personal opinion keeping it classic.
For the rest... I think you summed it up pretty well. I haven't even tought about pvping since I joined back last winter.@Ahuaeyjnkxs: Keeping stat loss doesn't mean making UO a "candy land". Far from it. UO had stat loss from the very earliest days through T2A. Back then, being a red meant something. The best reds were practically legendary, and players knew to run if they saw them. I know that you hated losing the character, but didn't love the fact that your very name gave the majority of the blue population a sense of dread and awe? That blues would see you from a screen away and start running, or recall out? That your name was cursed by whole guilds of anti-PKers?
The very point of stat loss and lots of other penalties for being red was to make life hard for reds. Being a successful red character was something that only a real hardcore gamer with exceptional skills could do.
Being a successful red was something that a lot of players were very proud of. Take Vader, for instance. He was red, and he survived for years. I think somebody paid like 10 million for his head, and put it on display when he finally died, back when gold sold for $100 per million on eBay, because it was a piece of UO history. He was a real UO legend, and was worshipped in death, as he had been feared in life.
Yeah, being a red and dying usually meant something very close to perma-death. And that was part of the game. You had to be one of the best players in the game to turn red. You were both feared and respected. You were a legend.
You had to pick your targets, and you knew when to run away. Taking out stat loss was one of the things that helped to turn UO into candy land. T2A without stat loss wouldn't be T2A.
In today's game, I returned to UO last fall, after a year and a half absence. I had to join faction, then kill a bunch of enemy factioners just to get the faction gear that you need to play effectively these days. Even my PvM characters joined, because that gear is a lot better than anything you can get any other way.
One of the first things I saw was that most of the reds today are practically clueless, in terms of actual survival skills in an old school environment. I had to join a PvP guild for my own survival in Felucca these days, so I found out that PvP today doesn't resemble PvP during the classic era. Practically everybody runs a script that casts their spells for them and throws their pots for them. It does everything but wipe their noses for them. They die every 5 minutes. And they kill everything in sight, whether it's enemy factioners, enemy guild members, members of their own faction, or even fellow guild members who got a scroll they wanted. There isn't any reason to be careful. There isn't any reason to choose their targets. There isn't any reason not to commit mass murder. There isn't any reason to think before they attack. They raid every single champ spawn that a trammy guild tries to work, the second that the champ pops. They have faction gear, which gives them a huge equipment advantage over the trammies, in an equipment-dominated game. They have all the power scrolls, because the trammies aren't allowed to ever finish a champ spawn. The trammies do all the work, the PvP faction guilds get all the scrolls. Then the faction guilds slaughter each other for them and put them on their Luna vendors for the Trammie guild to buy. A lot of the richest trammies do have skills at legendary, but they have to do a LOT of gold farming to get them.
In the old days, a group of reds might stage a raid, but they didn't just kill everything that moved. Death for them meant severe penalties, maybe even character death. What stat loss did was it made the reds careful. It meant that they were mostly real hardcore gamers with a lot of experience and battle skills, not some script kiddie with a penchant for mass murder.
In a T2A environment, most script kiddies today would work for weeks to make a 7x GM red character, die in a matter of minutes, suffer stat loss, figure out that once they had suffered stat loss once, as a red at just 80 skills, they were sitting ducks for every blue in the game, either delete the character or sit out their timer to turn blue, depending on how many counts they had, then become more careful about how often they indulged in a murder spree. The average AOS PKer might keep 3 or 4 short term murders on his character in a T2A world, but he would be really careful about his targets, to keep it under 5. Out of the hundreds of reds on Atlantic today, I could probably count on my fingers the number of them that are really skilled, and could operate as reds in a T2A environment. Most of the reds today might have 10,000 murder counts, but they have also died 50,000 times. When they figured out that death had meaning in the T2A world, they would have second thoughts about playing a mass murderer who attacked everybody they saw, on sight.
In short, Evocare's decision to remove stat loss and all of the other penalties for red characters was part of what turned UO into a "candy land". It existed pre-T2A. It was still there during the T2A era. PvP was alive and well back then. So was PvM. And crafting worked pretty well, too. With only the best players becoming reds, we didn't have the mess that is Felucca today, where it's practically insta-death for any blue who dares to step out of a moongate.
The point is not to get people to try it. The point is to get people to stay there, to make the financial input from EA worth their time, so they don't just shut it back down again, or make it Siege 2.0.If the answer is no...then what is the thing that would prevent you from trying it?
Actually, the original black dye tubs were created using a hack that altered the data going between the server and the client. Once they were in game, the GMs just allowed them to stay and started giving them away in special events...then they were a Christmas gift...and then a Vet Reward.I know black dye tubs were around before vet rewards this is my point they were rare before vet rewards. Im talking about before this xmas give out you speak of even. The original black dye tubs were given out from an event where everyone on the shard was given a ticket with a longass number on it. two people got given the same ticket and you had to track down the other player... One of the prizes you could chose was a black dye tub... I think another one was a cbd, cant remember what the others were, but anyway it took ages to find your other half. and it was one ticket per account... So this made the black dye tubs pretty rare still. Im not sure if they were ever given out as a christmas gift but if they were it would have been a cpl of years down the track cos they were rare for a long time.
I for one have no issues with quests...no issues with custom housing with some limits...and even some plants...as long as they get rid of those garrish neon colors. I actually rather like the plants that are actually green and look like...plants. The re-hued stuff they can keep.No plants. No quests. No custom housing, even when just the original, base tiles are offered as a compromise. No goal that will mean anything to anyone except the PvP'er and how many notches s/he can place on their belt.
I play where I do for a reason. How about you?