I
imported_BlacK RaiN
Guest
Dear Dev's... it is no secret that there are issues with Consensual PvP ideals spilling over into the Non-Consensual PvP realm of this game.
We in the Siege community only wish to have one wish granted... and that is to have promises that were made to our community, years ago... upheld.
We were told on numerous occasions that we were important and that our playstyle mattered as an option to the Ultima Online playerbase. We need these kinds of changes to take place to really get the enjoyment out of UO we soooo long for.
So without further delay, here is our request.
RoT
--------------------------------------------------------------------------------------------
RoT needs to be looked at for a possible tweak.
I suggest moving the starting point of RoT from 70.0 to 90.0 so that players dedicated to character advancement can have a competitive character faster than the 3 months it currently takes to make one.
Character development will still take some time... but not the 6 months it currently takes to complete a character.
--------------------------------------------------------------------------------------------
PvM
----------------------------------------------------------------------------------------------
Please remove instanced dungeons. If I go into the dungeon and others get the key... they should be able to as well.
Please make hunting worth while. It has been yielding unusable items for 4 years now. It would be cool if the items that drop from monsters were more practical.
There is really no point of having 2% Hit Fireball on a weapon... the range of item intensities is not in line with usefulness. Our shard does not have item insurance so items obtained need to be more useful... more often.
Can we possibly tier the intensities and make the scale and number of intensities more in line with the level of the monsters we fight?
Low level... level 1 lets say mongbats... get one intensity at tier 1... that is lets say 20%. Tiers move up 10% per tier.. so tier 2 = 30%
Max is 50%... and that is determined by the level of creature. Once the level of the creature equals more than a 50% boost it moves onto the next item property tier... so the item has 2 item properties at ranging intensities.
Does this make sense the way I explained it?
If implemented this way... a player could progress up and the hunting monsters portion of this game would produce usable weapons and armor... for all levels of characters... as your character gets better and fights better monsters... so does the items obtained from them become better.
Change the way % resists are generated. They should be set and equally distributed.. as well set in tiers... of maybe 5 points. The lowest being... 40 and the highest being 70resists total on a given piece of armor.
Make it a seperate system from the item property's generating system... also based on levels of monsters.
Please enhance the AI monsters possess in this game
http://kotaku.com/348915/force-unleashed-t...nues-to-astound
This is a remarkable and innovative technology. The monster's... react and you don't necessarily have to take it this route... but, something that makes hunting monsters not so repetitious and predictable would make it more challenging and fun... across the board.
--------------------------------------------------------------------------------------------
Crafting
--------------------------------------------------------------------------------------------
Please make the BoD system... more rewarding and more interactive.
Make quests... interactive. Currently the "make 15 crossbows" we have right now promotes scripting in its repetitiousness. Make rare metals and woods, obtainable by crafter-specific dungeons... that curtail scripting efforts.
Make resists more equal... They could be 10/10/10/10/10 every time you make a piece if 50 total resists is indeed your characters item generated number.
Maybe make it so that using a skill (hmm... item identification?) allows a player to pick and tinker with just the items resists percentages... for more crafter customization.
I think the enhancement system could go much deeper... be a whole lot more fun. Maybe not destroying an item, but perhaps reducing its durability so that there are multiple attempts to enhance before the item is destroyed.
Allow players to open up shop in the actual towns in the cities of Britania. Have that person have to be present or logged in if using an attendent... sell his or her wares. Have a gooood number of slots available per city and have the number of slots be determined by a dynamic set of equations that measure the number of shops in all the other towns... if too high a concentration they do not raise the number until other shops are also used.
You also pay membership... membership means you belong to "that" shop.
Weekly membership fee is determined by which faction controls that town...
Can only be a member of 1 shop (per account.)
--------------------------------------------------------------------------------------------
Player Skills
--------------------------------------------------------------------------------------------
Magic Resist Skill:
Please make it so that your % skill in Magic Resist divided by 2 = your elemental resists.
Remove physical resist from the equation.
The benefits of this old system is that if someone dedicates the 120skill points to this skill (limiting the template) they only have to worry about achieving physical resist.
That is... they still have to wear armor.
Obtaining 60 resist is still easily possible by wearing armor. Player crafters make it easily and we can pick up loot we see on monsters... which is actually useful. Both players will be able to have the option to get what they need... and you can pick either or (skill or items.)
the choice would be the players. This would do nothing but expand on our current system and not take away from it.
Detect Hidden:
Please fix the magery spell "Reveal" to actually work... perhaps make it require the detect hidden skill to successfully detect a hidden player.
% Skill in Magery + % Skill in Detect hidden vs %Hiding + %Stealth.
This equation... would be nice =D
Make detect hidden have a 4 second delay for using the skill... click yourself for area detect. This would help the skills usefulness as once you detect an already hidden player... they are allowed to rehide instantly.
Hiding and Stealth
Please make using the stealth skill after hiding require the full delay between the use of these skills. Currently a player can use 2 skills instantly, without delay and exploit this advantage to a quick and easy get-away.
--------------------------------------------------------------------------------------------
Factions
--------------------------------------------------------------------------------------------
Please fix the bases, bugs and what nots.
Move sigil reset time to 6 days... 3 is just not enough of a reward for all the hard efforts that go into obtaining control.
If you control a city you can turn the guardzone protection... on... or off.
If off for 15 days, the city will be invaded by its corresponding low level creatures and become a champion spawn area. You may beat them back of course.... and since this is Felucca, allow powerscrolls to drop. We have 8 cities in factions, each corresponding to 1 of the 8 virtues... and thus would be GREAT for gaining points in our virtue "gump" by fighting each champion spawn/champion.
Those who wish to not be affected by factions... can choose any one of the non-faction towns to visit/inhabit, as their guardzones will be always... on.
Reduce statloss to 10minutes.
Only blues can join TB or CoM
Only reds can join Minax or SL... you have to be in factions to enter towns or use moongates as a red... otherwise the guards will kill you if you try to invade a cities soil.
--------------------------------------------------------------------------------------------
Player Housing
--------------------------------------------------------------------------------------------
Please remove the invisible shield from houses when not in "customizing" mode. We would like the ability to siege an enemies stronghold and base of operation.
If done, please set housing up to reflect the following:
Make teleporters accessed to anyone.
Give the owner of the house 2 master keys (one in backpack and one in bank) that are blessed. You can lock any door you place or is in there with those keys. They can be copied via tinkering, but those copies are... not blessed.
Make private houses employ texas law and public houses enable to use guardzone protection.
Allow players the ability to ban anything (including natures fury) and please remove the ability of an aggressor to ban things from the home. Aggressors should still be allowed to access homes... just not utilize their features.
--------------------------------------------------------------------------------------------
Beneficial Acts
--------------------------------------------------------------------------------------------
Please make it so that we are not punished for sparing with guildmates. If I'm fighting a guildmate in my house, currently if either one of us dies... we cannot resurrect the dead player... and if we gate to a shrine, the player cannot re-enter the house to obtain their belongings.
If another player is already flagged an aggressor (ie a criminal) then please reconsider the rule thats currently in place... which flags someone who is currently flagged.
Please remove instanced corpses. Another player should have to loot their body piece by piece... just as I have to.
Please remove the "all items return to player" feature of the Sacrifice virtue... if used, the player should be resurrected but their items should remain on their corpse.
Please remove "you do not have the right to loot this corpse" feature... because even if I do not have the right to loot the corpse... I should still be able to and if I do not have the right... I should be flagged as a criminal.
--------------------------------------------------------------------------------------------
Roleplay
--------------------------------------------------------------------------------------------
Please give the Orcs a race already... or make it so their masks arent completely useless so they can properly role-play. With the item requirements to actually play this game... it is almost impossible for them to use these items.
Consider putting the bounty system back in... It may have been flawed but it was extremely fun and a great avenue for player justice even if it was abused.
Consider this not so flawed system?
Person places bounty (with their own gold) and these bounties can be searched using a craftable "bulletin board" that can only be placed in public establishments. Have these public establishments also give the owner a placable NPC which heads can be turned into to claim a bounty.
A bounty can only be claimed at the establishment the bounty was placed and (searching the establishment/bounty/information about the bounty on these bulletin boards.)
A player can use the "Tracking skill" to bring up a UOAM type gump where the murderer is "tracked" on the map while he/she is online... a notice is given to the bounty hunter once he/she comes online. The level of tracking skill required will depend on the level of the murderer.
Bounties last for 1 week of in game playing time (on the murderer's part) and only 1 bounty can be placed on a murderer at any given time. Once the week has expired... if the bounty has not been collected, the person who placed the bounty receives a complete refund. Time spent in a players "house" does not count against this "1 week" of in game playing time... the timer does not decay.
If a murderer wishes to hide out for the rest of his days in his/her house causing others no more harm... then player justice has been served.
Bountys can only be placed on characters that have achieved perma red status... or 100 counts.
Bounty Minimum (whats minimum required to place bounty) is determined by what level the red is at. Higher the more you have to shell out for a piece of him/her.
I do not see how this system can be abused.
--------------------------------------------------------------------------------------------
Miscellaneous
--------------------------------------------------------------------------------------------
Please add a 10-15 second delay between a players ability to use a petball of summoning. Just like Greater Heal potions... it would be balancing to PvP if players could not abuse this feature.
Please remove the "dismount" special move from Archery weapons. If a player has the ability to make it all the way to me and execute a dismount manuver... they deserve to perform this strategic, intelligent and skillful move. It is being abused by Archers constantly to take advantage of the ranged attack.
Please make smokebombs unflag a character with ninjitsu, rather than hide the character.
Please reduce the timer on enchanted apples as it is currently too long for practical use in battle. We need more than having to have x amount of chivalry on our templates to combat the extremely powerful attack that is strangle.
Please put stamina loss back into mounts. Make it so that higher-end tamables and faction horses garner the highest amounts of stamina. If you make it so that players cannot endlessly run at full speed while on their mounts... more players would take advantage of on-foot combat or not be able to abuse the fact that they can run from trinsic to vesper and back again (and yes I have chased players that distance and it is quite frustrating.)
Please make it so that players can use *gate travel* scrolls with only 20.0 magery... so that all classes of characters can manuever around the world freely... at a price.
--------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------
That's it.
After 10+ odd years of playing this game... I've seen it all.
I honestly believe if we had all of these things addressed, that Siege would be a well polished gem with a healthy community and population.
This is me saying my peace. You now know where I and a good majority of those like me stand on this issue and this would be fantastic if we could get these problems/systems looked at and addressed in a more timely fashion than has been the pattern of the past. We cannot wait another 2 years before our shard receives more of the attention it needs to function properly.
I hope you take a serious look at this post... as these suggestions would make a large portion of your playerbase... extremely satisfied with this shard and this game.
Sincerely yours,
BlacK RaiN
We in the Siege community only wish to have one wish granted... and that is to have promises that were made to our community, years ago... upheld.
We were told on numerous occasions that we were important and that our playstyle mattered as an option to the Ultima Online playerbase. We need these kinds of changes to take place to really get the enjoyment out of UO we soooo long for.
So without further delay, here is our request.
RoT
--------------------------------------------------------------------------------------------
RoT needs to be looked at for a possible tweak.
I suggest moving the starting point of RoT from 70.0 to 90.0 so that players dedicated to character advancement can have a competitive character faster than the 3 months it currently takes to make one.
Character development will still take some time... but not the 6 months it currently takes to complete a character.
--------------------------------------------------------------------------------------------
PvM
----------------------------------------------------------------------------------------------
Please remove instanced dungeons. If I go into the dungeon and others get the key... they should be able to as well.
Please make hunting worth while. It has been yielding unusable items for 4 years now. It would be cool if the items that drop from monsters were more practical.
There is really no point of having 2% Hit Fireball on a weapon... the range of item intensities is not in line with usefulness. Our shard does not have item insurance so items obtained need to be more useful... more often.
Can we possibly tier the intensities and make the scale and number of intensities more in line with the level of the monsters we fight?
Low level... level 1 lets say mongbats... get one intensity at tier 1... that is lets say 20%. Tiers move up 10% per tier.. so tier 2 = 30%
Max is 50%... and that is determined by the level of creature. Once the level of the creature equals more than a 50% boost it moves onto the next item property tier... so the item has 2 item properties at ranging intensities.
Does this make sense the way I explained it?
If implemented this way... a player could progress up and the hunting monsters portion of this game would produce usable weapons and armor... for all levels of characters... as your character gets better and fights better monsters... so does the items obtained from them become better.
Change the way % resists are generated. They should be set and equally distributed.. as well set in tiers... of maybe 5 points. The lowest being... 40 and the highest being 70resists total on a given piece of armor.
Make it a seperate system from the item property's generating system... also based on levels of monsters.
Please enhance the AI monsters possess in this game
http://kotaku.com/348915/force-unleashed-t...nues-to-astound
This is a remarkable and innovative technology. The monster's... react and you don't necessarily have to take it this route... but, something that makes hunting monsters not so repetitious and predictable would make it more challenging and fun... across the board.
--------------------------------------------------------------------------------------------
Crafting
--------------------------------------------------------------------------------------------
Please make the BoD system... more rewarding and more interactive.
Make quests... interactive. Currently the "make 15 crossbows" we have right now promotes scripting in its repetitiousness. Make rare metals and woods, obtainable by crafter-specific dungeons... that curtail scripting efforts.
Make resists more equal... They could be 10/10/10/10/10 every time you make a piece if 50 total resists is indeed your characters item generated number.
Maybe make it so that using a skill (hmm... item identification?) allows a player to pick and tinker with just the items resists percentages... for more crafter customization.
I think the enhancement system could go much deeper... be a whole lot more fun. Maybe not destroying an item, but perhaps reducing its durability so that there are multiple attempts to enhance before the item is destroyed.
Allow players to open up shop in the actual towns in the cities of Britania. Have that person have to be present or logged in if using an attendent... sell his or her wares. Have a gooood number of slots available per city and have the number of slots be determined by a dynamic set of equations that measure the number of shops in all the other towns... if too high a concentration they do not raise the number until other shops are also used.
You also pay membership... membership means you belong to "that" shop.
Weekly membership fee is determined by which faction controls that town...
Can only be a member of 1 shop (per account.)
--------------------------------------------------------------------------------------------
Player Skills
--------------------------------------------------------------------------------------------
Magic Resist Skill:
Please make it so that your % skill in Magic Resist divided by 2 = your elemental resists.
Remove physical resist from the equation.
The benefits of this old system is that if someone dedicates the 120skill points to this skill (limiting the template) they only have to worry about achieving physical resist.
That is... they still have to wear armor.
Obtaining 60 resist is still easily possible by wearing armor. Player crafters make it easily and we can pick up loot we see on monsters... which is actually useful. Both players will be able to have the option to get what they need... and you can pick either or (skill or items.)
the choice would be the players. This would do nothing but expand on our current system and not take away from it.
Detect Hidden:
Please fix the magery spell "Reveal" to actually work... perhaps make it require the detect hidden skill to successfully detect a hidden player.
% Skill in Magery + % Skill in Detect hidden vs %Hiding + %Stealth.
This equation... would be nice =D
Make detect hidden have a 4 second delay for using the skill... click yourself for area detect. This would help the skills usefulness as once you detect an already hidden player... they are allowed to rehide instantly.
Hiding and Stealth
Please make using the stealth skill after hiding require the full delay between the use of these skills. Currently a player can use 2 skills instantly, without delay and exploit this advantage to a quick and easy get-away.
--------------------------------------------------------------------------------------------
Factions
--------------------------------------------------------------------------------------------
Please fix the bases, bugs and what nots.
Move sigil reset time to 6 days... 3 is just not enough of a reward for all the hard efforts that go into obtaining control.
If you control a city you can turn the guardzone protection... on... or off.
If off for 15 days, the city will be invaded by its corresponding low level creatures and become a champion spawn area. You may beat them back of course.... and since this is Felucca, allow powerscrolls to drop. We have 8 cities in factions, each corresponding to 1 of the 8 virtues... and thus would be GREAT for gaining points in our virtue "gump" by fighting each champion spawn/champion.
Those who wish to not be affected by factions... can choose any one of the non-faction towns to visit/inhabit, as their guardzones will be always... on.
Reduce statloss to 10minutes.
Only blues can join TB or CoM
Only reds can join Minax or SL... you have to be in factions to enter towns or use moongates as a red... otherwise the guards will kill you if you try to invade a cities soil.
--------------------------------------------------------------------------------------------
Player Housing
--------------------------------------------------------------------------------------------
Please remove the invisible shield from houses when not in "customizing" mode. We would like the ability to siege an enemies stronghold and base of operation.
If done, please set housing up to reflect the following:
Make teleporters accessed to anyone.
Give the owner of the house 2 master keys (one in backpack and one in bank) that are blessed. You can lock any door you place or is in there with those keys. They can be copied via tinkering, but those copies are... not blessed.
Make private houses employ texas law and public houses enable to use guardzone protection.
Allow players the ability to ban anything (including natures fury) and please remove the ability of an aggressor to ban things from the home. Aggressors should still be allowed to access homes... just not utilize their features.
--------------------------------------------------------------------------------------------
Beneficial Acts
--------------------------------------------------------------------------------------------
Please make it so that we are not punished for sparing with guildmates. If I'm fighting a guildmate in my house, currently if either one of us dies... we cannot resurrect the dead player... and if we gate to a shrine, the player cannot re-enter the house to obtain their belongings.
If another player is already flagged an aggressor (ie a criminal) then please reconsider the rule thats currently in place... which flags someone who is currently flagged.
Please remove instanced corpses. Another player should have to loot their body piece by piece... just as I have to.
Please remove the "all items return to player" feature of the Sacrifice virtue... if used, the player should be resurrected but their items should remain on their corpse.
Please remove "you do not have the right to loot this corpse" feature... because even if I do not have the right to loot the corpse... I should still be able to and if I do not have the right... I should be flagged as a criminal.
--------------------------------------------------------------------------------------------
Roleplay
--------------------------------------------------------------------------------------------
Please give the Orcs a race already... or make it so their masks arent completely useless so they can properly role-play. With the item requirements to actually play this game... it is almost impossible for them to use these items.
Consider putting the bounty system back in... It may have been flawed but it was extremely fun and a great avenue for player justice even if it was abused.
Consider this not so flawed system?
Person places bounty (with their own gold) and these bounties can be searched using a craftable "bulletin board" that can only be placed in public establishments. Have these public establishments also give the owner a placable NPC which heads can be turned into to claim a bounty.
A bounty can only be claimed at the establishment the bounty was placed and (searching the establishment/bounty/information about the bounty on these bulletin boards.)
A player can use the "Tracking skill" to bring up a UOAM type gump where the murderer is "tracked" on the map while he/she is online... a notice is given to the bounty hunter once he/she comes online. The level of tracking skill required will depend on the level of the murderer.
Bounties last for 1 week of in game playing time (on the murderer's part) and only 1 bounty can be placed on a murderer at any given time. Once the week has expired... if the bounty has not been collected, the person who placed the bounty receives a complete refund. Time spent in a players "house" does not count against this "1 week" of in game playing time... the timer does not decay.
If a murderer wishes to hide out for the rest of his days in his/her house causing others no more harm... then player justice has been served.
Bountys can only be placed on characters that have achieved perma red status... or 100 counts.
Bounty Minimum (whats minimum required to place bounty) is determined by what level the red is at. Higher the more you have to shell out for a piece of him/her.
I do not see how this system can be abused.
--------------------------------------------------------------------------------------------
Miscellaneous
--------------------------------------------------------------------------------------------
Please add a 10-15 second delay between a players ability to use a petball of summoning. Just like Greater Heal potions... it would be balancing to PvP if players could not abuse this feature.
Please remove the "dismount" special move from Archery weapons. If a player has the ability to make it all the way to me and execute a dismount manuver... they deserve to perform this strategic, intelligent and skillful move. It is being abused by Archers constantly to take advantage of the ranged attack.
Please make smokebombs unflag a character with ninjitsu, rather than hide the character.
Please reduce the timer on enchanted apples as it is currently too long for practical use in battle. We need more than having to have x amount of chivalry on our templates to combat the extremely powerful attack that is strangle.
Please put stamina loss back into mounts. Make it so that higher-end tamables and faction horses garner the highest amounts of stamina. If you make it so that players cannot endlessly run at full speed while on their mounts... more players would take advantage of on-foot combat or not be able to abuse the fact that they can run from trinsic to vesper and back again (and yes I have chased players that distance and it is quite frustrating.)
Please make it so that players can use *gate travel* scrolls with only 20.0 magery... so that all classes of characters can manuever around the world freely... at a price.
--------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------
That's it.
After 10+ odd years of playing this game... I've seen it all.
I honestly believe if we had all of these things addressed, that Siege would be a well polished gem with a healthy community and population.
This is me saying my peace. You now know where I and a good majority of those like me stand on this issue and this would be fantastic if we could get these problems/systems looked at and addressed in a more timely fashion than has been the pattern of the past. We cannot wait another 2 years before our shard receives more of the attention it needs to function properly.
I hope you take a serious look at this post... as these suggestions would make a large portion of your playerbase... extremely satisfied with this shard and this game.
Sincerely yours,
BlacK RaiN