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Lets start a feedback thread for the new event.

Mark_Mythic

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As of tomorrow repond slayers will work against the bane chosen. I'm also buffing up the ophidian healers a bit, which is supposed to be the balancing factor for them anyway.

I don't really feel good about making the event cycle faster, it has to do with how fast good items should enter the game.

I am very interested in this thread. I designed this system to be something we can use in the future with other events. (Mike and Billy did a lot of work with the code, I don't want to minimize their contribution) The system will obviously go through some itterations as we learn what players like about it and what doesn't work and I appreciate your feedback.
 

Mark_Mythic

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...
Not only is there zero reason or incentive to side with the Ophidian, but the code appears designed to advance the Bane Chosen front line regardless of how many of them are killed.

I've been part of several who pushed them all the way back to their start, yet they kept advancing regardless of their losses.

Don't give us an event with two equally nebulous sides, who are horribly unequal in strength, and then only give us the illusion of choice of who to fight for.


If this is happening, it is a VERY troublesome concept.
I'm not sure if you are quoting someone else or posing questions and then commenting on your own quote.

The reason I'm asking if you are quoting is because I have questions about the quotes. Specifically, I'm not sure what you mean by the claim that the code appears to advance the frontline of the Bane Chosen no matter how many are killed. The front line moves when you kill 20 of each tier, regardless of which side you are on. If it's not doing that, then we have a bug.

If you are referring to the fact that they run away and then come back 20 minutes later, well, they retreat and come back 20 minutes later after they regroup. There are people in this thread who wish they would regroup faster.
 

Mark_Mythic

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i think the cycle time should be 15 minutes -- which gives about 4 rounds an hour, which will help out more casual players. that one extra round an hour will help keep things more active.

if the items are the concern, could just make them more rare in response so that it still ends up the same rarity despite the increased cycling.
Reducing the chance of getting the rare items is going to hurt the casual player a lot. I set rarity of these items with a casual player in mind. I also set the length of a cycle based on the casual player. You can finish the whole thing solo in about an hour and 20 mintues... much faster when there is a bunch of people around. The faster you finish it, the more times per hour you can do it. I would need to design the event a different way to allow you to constantly kill stuff. Variants of this system will be used a few more times this year assuming you all don't end up hating it and we are considering setting up some permanent locations once we refine it.

One of the challenges in the design of this event is that you can win a shot at the chest each hour or better. The last 2 events where I used this lotto-chest reward system you had a limited number of tries at the chest. In the housing event you had about 14-18 per character depending on the shard and in the Ricardo's research event you had 8-10. In this event, if you only win once a day and we leave it up for 30 days... you're going to have 30+ chances at the lotto-chest.
 
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