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Fel suggestion

Doubleplay

Lore Keeper
Stratics Veteran
Stratics Legend
Call me stupid, call me noob, or whatever. I have played since the very beginning of UO and recall fondly some of my experiences in the early days. Today you can call me a trammie. That said, I did have fun avoiding the murderers in the days. Especially the most notorious killer who took up residence in the Buc's den caverns on catskills shard.

What if entering fel was not in fact consent to pvp? I can see a scenario where looting at champ spawns, player aggression, or snooping/stealing would be the consent to pvp. In my scenario, a player would be immune from attack if he/she walked anywhere in fel, mined or pvm'd or shopped. That player could go to champ spawns but would not receive scroll drops unless flagged as pvp consented.

What would be the result of such a scenario? I contend that there would be a flood of players into Fel. They would interact with vendors on that side, they would become familiar with pvpers and probably make friends. These same people would eventually become less threatened by the whole Fel thing and many would choose to join in when they see the fun and rewards. Perhaps groups if immunes would go to a champ spawn and seeing no pvp danger would decide to take the plunge, flagging themselves to get scrolls. What fun!! Too bad if they're caught.

Perhaps the "consent to pvp" flag would last a day or two after a player decided to participate in champ spawn drop, or other flag option.
 

phantus

Stratics Legend
Stratics Veteran
Stratics Legend
No good. Peple would just go to champ spawns with no combatants and 1 stealthed flagged person to get the scrolls without being able to be raided.

That and the hard asses can't conceive the idea of a flag system because it's not hard core enough. Risk and that load garbage, ya know?
 
G

Gowron

Guest
OK, the whole arguement is flawed from the beginning.

First of all, going to Fel does not constitute "consent to PvP". It is an acceptance of the risk that PvP will occur. Fel allows for non-consentual PvP. PvP occurs in Tram but is completely consentual.

Case in point: I bring my miner to Fel. Pretty much a non-combatant and, thus, not consenting to PvP, but I am accepting the risk that it could occur in exchange for double the ore/ingots.

Working a champ spawn does not necessarily mean consent to PvP, but it is highly expected that it will occur. One of two things will happen. When challenged, either flight or fight.

I have a hard time believing that folks still cannot distinguish between "risk acceptance" and "consent".
 
L

Llwyd

Guest
I have a hard time believing that folks still cannot distinguish between "risk acceptance" and "consent".
Regardless of how folks define it, those who do not appreciate conflict-for-the-sake-of-conflict will seldom travel to Fel.
 

Kirthag

Former Stratics Publisher
Alumni
Stratics Veteran
Stratics Legend
Campaign Benefactor
I have a suggestion...

BRING BACK THE BOUNTY SYSTEM!

Yes, yes... it was "gamed" and people were taking advantage of the system... but FIX it and bring it back.. puhleez!

ttfn
 
R

RavenWinterHawk

Guest
There is one way to make Fel fun.

You go there and can die and lose all your stuff.

Till then its just a glorified trammel.
 

ohmyGED

Visitor
Stratics Veteran
Stratics Legend
Hmmm, you know what's a good idea that i've never seen posted, but just might work......

RAISE THE COST OF INSURANCE!

Simple, easy and effective. The market is flooded with enough gold already, so now we have a gold sink / a good way to earn money in Felluca / more ofa reason to PvP in Felluca is there isn't enough already. 600 gold is not nearly enough to charge, and to be honest, a pretty low premium if you ask me when using high end items. Maybe something along the lines of how the imbuing system works on weighted property and having that correlate with the cost of insurance. I think it's pretty silly that you could insure a pickaxe for 600, and also pay the same amount for an orny. Have a standard "flat" fee for any items that do not fall in the the category of having properties.

Just in my opinion, since I don't think insurance is going anywhere, but it would add a bit more risk, any possible people wouldn't insure lower end items, thus creating loot for PvPers.

At a minimum, I don't think it would take too much effort or time via development to make this change.


What do you all think?
 
B

Busters

Guest
There is one way to make Fel fun.

You go there and can die and lose all your stuff.

Till then its just a glorified trammel.

If you stay out of populated areas, then your chances of survival in fel are much greater. If you don't want to get killed, then don't spawn or goto yew gate. But you could walk around anywhere else and very seldom run into anyone.
 

Doubleplay

Lore Keeper
Stratics Veteran
Stratics Legend
I know all the old arguments. I know that some people are just disgusted with those who don't "take the risk" and etc. But try to step back a min and see if there are ideas that make sense, even to you.

Let's say you have a nice house in Fel. You love to spend all your time there. However if you want to make a bunch of gold selling your stuff, is your doorstep the best place to set up shop? Isn't a Trammel vendor the best place to do business, drawing the most people? Wouldn't it be better not to have to go to Trammel at all?

And why not team up with a bunch of non-flagged to do a champ spawn? The non-flagged kill off all the spawn, and the flagged get all the rewards. Their choice as to how to split the loot. Guilds seeing what is going on are still free to raid the spawn, kill all the flagged and reap the rewards while the non-flagged still kill off all the spawn. Doing the champs for sure would be easier for various guilds, as more time could be devoted to outfoxing the other guilds while not worrying so much about the spawn. Seems like fun to me.

Meanwhile the non-flagged people will eventually see the carnage, will get intrigued, and perhaps start giving it a try. As I see it the ranks of PVP'rs will increase, and more fun for all.

For gosh sakes, what do you all have to lose? You have to agree that more people means more fun. This is just a suggestion as to how to get those people more interested in the perspective that you find so attractive.
 
K

Kallie Pigeon

Guest
I am a total trammie but I have played from long before trammel. The only thing that would really interest me in playing in Felluca is if there was a way to render criminals unable to comit crimes for a decent period of time. No legal system will work if there is no way to stop crime. There has never been any rules which allowed this and to me the pointless PVP is just a tough guy competition. I have no interest in it. As far as I am concerned there is no Felluca.
 
A

Argnak

Guest
Its kinda funny to see ppl that dont play Fel trying to "fix" Felucca.
But note: Fel aint Broken! Trammel is!!! :D
 

Kirthag

Former Stratics Publisher
Alumni
Stratics Veteran
Stratics Legend
Campaign Benefactor
Its kinda funny to see ppl that dont play Fel trying to "fix" Felucca.
But note: Fel aint Broken! Trammel is!!! :D
Yah... that!!! ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
 

retrorider

Journeyman
Stratics Veteran
Stratics Legend
OK, the whole arguement is flawed from the beginning.

First of all, going to Fel does not constitute "consent to PvP". It is an acceptance of the risk that PvP will occur. Fel allows for non-consentual PvP. PvP occurs in Tram but is completely consentual.

Case in point: I bring my miner to Fel. Pretty much a non-combatant and, thus, not consenting to PvP, but I am accepting the risk that it could occur in exchange for double the ore/ingots.

Working a champ spawn does not necessarily mean consent to PvP, but it is highly expected that it will occur. One of two things will happen. When challenged, either flight or fight.

I have a hard time believing that folks still cannot distinguish between "risk acceptance" and "consent".
I was in game before the shards split and still live in fel but boy let me tell you there is no one there anymore. I don't pvp anymore because of the speed hacks and other cheats. PVP for the cheaters is just another way to farm for them. You can squawk all you want about insurance but the bottom line is the game experience, as it was intended, is gone from fel for the most part.

There are still some people who fight me with honor in fel but for the most part it's disruptive and juvenile... and if you're going to smack me down for phrase "fight me with honor" then you're just proving my point.
 
D

DarkVoid

Guest
Call me stupid, call me noob, or whatever. I have played since the very beginning of UO and recall fondly some of my experiences in the early days. Today you can call me a trammie. That said, I did have fun avoiding the murderers in the days. Especially the most notorious killer who took up residence in the Buc's den caverns on catskills shard.

What if entering fel was not in fact consent to pvp? I can see a scenario where looting at champ spawns, player aggression, or snooping/stealing would be the consent to pvp. In my scenario, a player would be immune from attack if he/she walked anywhere in fel, mined or pvm'd or shopped. That player could go to champ spawns but would not receive scroll drops unless flagged as pvp consented.

What would be the result of such a scenario? I contend that there would be a flood of players into Fel. They would interact with vendors on that side, they would become familiar with pvpers and probably make friends. These same people would eventually become less threatened by the whole Fel thing and many would choose to join in when they see the fun and rewards. Perhaps groups if immunes would go to a champ spawn and seeing no pvp danger would decide to take the plunge, flagging themselves to get scrolls. What fun!! Too bad if they're caught.

Perhaps the "consent to pvp" flag would last a day or two after a player decided to participate in champ spawn drop, or other flag option.
I see this as a reason to have full-blown Trammel ruleset champ spawns in Trammel, exactly like the Felucca side, except there's no PvP unless you're in an opposing guild, there's no risk of dying or being looted by other players. In other words something I will not wish for.

I'm actually quite okay with Felucca being as it is now. That being said, if they removed the ability of players to loot other players in Felucca but left everything else as is, that would also be okay.

With the removal of the ability to loot players of their posessions the 'loss' impact of Felucca would be lessened heavily. The only items which would drop to corpses and be lootable would be cursed items, eg powerscrolls. Insurance would either stay as it does now or incur a slight price-hike.

Insurance needs a revamp anyway, to encompass most of the player's posessions, and not be limited to just non-stackable insurable armor and gear. A lot of the reason Felucca is there is because players like to loot other players, but this leaves the problem of what to do about the players who want their stuff back. This idea should solve that, along with the price hike in insurance, and I feel Felucca would be worth visiting for players.

Cheers ...

DarkVoid
 

WarUltima

Babbling Loonie
Stratics Veteran
Stratics Legend
There's a reason why there's trammel.
Like wow has PvP and PvE server.
Trammel has its advantages especially for its virtually zero risk let alone all the special dengeons and expansion lands peerless bosses thats exclusively for tram players.

Yes Fel players can play in tram too following the tram rules.
And of course tram players can go to fel following the rules there.

Other than double resources and power scrolls there's no other movtivation to go to fel whatsoever. Unless of course you simply enjoy the challenge and are willing to take all the craps that might happen when the challenges come and you failed the challenge (either run or fight).

I see someone mentioned the bounty system... it wasnt broken and was working as intended. The "abusive" part of it is the murder usually let his/her bounty go very high and then either use another account or get their friends to kill them and turn their head in and collect the bounty for themselves.

For those who have no clue what bounty system is, when you are murdered it will bring up a window that let you put an amount of gold which will be withdrawn directly from your bank box and the sum will be added to the murder's "bounty amount". The bulletin board next to all the old cities bank when you double click it it will show all murders with a bounty on them and the total amount next to their name. Anyone who kill the murder can dismember them and take the head and go to any town with town guards and drop the head on one of the guards and then the bounty money will be deposited to your bank box.

Bounty system will not change the currect fel in any way shape or form.

And last thing UO needs is more anti-PvP areas or more elements that will directly discourge people from PvPing. PvP has always been a part of UO ever since it was released, and as some of you know even the King Britinnia was murdered once during a historical event by a player (or the murder of the king MADE the event historical).

Oh BTW bounch of people in Fel running around in godmode wont help PvP at all. And that why tram is there.
 
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