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Proposed changes to Fel; Feel free to add your thoughts

o2bavr6

Slightly Crazed
Stratics Veteran
Stratics Legend
Because I live there and that is where the historic but still active player-run city I am a part of is located.
This sounds like a good enough reason for me to stay in Fel. I just wish you guys were on my shard so we could come attack you :)
 

o2bavr6

Slightly Crazed
Stratics Veteran
Stratics Legend
I find it amusing that everytime there is a post that will affect my property or my actions in Felucca, I'm told to basically shut up because I don't have enough pvp cred.
Well I want to hear what you have to say on the subject even if it disagrees with me, so Do Not Shut Up ;)

The problem is with removing guard zones around gates is the problem when I step into the gate in Bucs Den. If there is someone on the other side ready, they can pretty much get the jump on you before you get unstuck.
I understand, but with all the Fell moongates to choose from it would be pretty hard for people to camp them all. They would get bored fast and leave. Also, I am sure you have runes to most of the places you need to get to in Fel, why cant you jsut use those instead of a moongate if you are concerend about getting ganked?

Keep in mind, I am not saying you cant use the moongates, just to use strategy in marking your own runes so that wont happen to you.

I discussed adding permanent red healers to a place like Bucs Den. Which is very close to the Bucs Den moongate which can be accessed as a ghost from any other moongate which would save Yew gate reds a great amount of time, except sadly there would be idiot res-killers guarding it from time to time.
That is one of the reasons why i propose they make all the wandering healers red. This would stop the newbs who camp a healer just to res kill.

Discrimination is such a stupid way to describe player choices having consequences. If I make a character with 100 Forensic evaluation, 100 Taste ID, and 100 Remove Trap, I don't get to complain that it will take me hours to be a great pvp mage as I rebuild my template. If I choose to kill blue players who may or may not deserve it, I go red. Heck there isn't even stat loss anymore. There are a lot of things I'd fix first about pvp and the murder system over simply allowing reds to come to Trammel.
I do agree in todays day and age, it's a harsh word that everyone flinches to.

But as said in the post, there are even blue pkers who play pkers but just stay blue. So being red just inst the same as it used to be like in the pre- tram days.

Yet the blues are allowed to go to fel or tram even though they pk just as much, but just chose to burn them off before they get more.

There are blues who jump any red or grey on site. Arent they just as much of a pker?

So to me it sort of is discrimintation towards reds. Pre- Tram definately not, but today, i think so. But hey, opinons are like ________ and i have one of those too :)
 

Landicine

Seasoned Veteran
Stratics Veteran
Stratics Legend
I can see the argument for removing some of the guard zones around gates. The Yew one for example is a freakin' mile from town. A gate like Jhelom on the other hand is practically in town, and it would seem pointless to remove the guardzone.

I think a lot of the reason that Yew gate became big pvp area is that there is a small guard zone protecting you as you step through the gate, but there is a huge area around where you don't have to worry about the guard zone. If you had to recall in from screens away and run to it to take part, it wouldn't be that big and central.

For plot and historical reasons, I don't like the idea of no blue npc healers in Felucca. I see no problem with spawning a few more red healers though. I'm betting that would be easier than making only blue healers in Trammel and red healers in Felucca.

I don't think trapped pouches are as big a problem as dart traps. Pouches do a lot more damage which is why they have fallen out of favor. I also think there are a lot of items which get around magic resist and chivalry remove curse (petals, talismans, apples). They do make a mage harder to play. It makes sense to look at the balance issues of these items. Petals take time to grow, so they are costly enough that I don't think they are broken. I also knew a mage who was quick enough with casting that he kept me poisoned despite my petals which allowed his allies to kill me very easily. I changed my template to have resist because of this. The trapped boxes can be a pain since paralyze becomes a less than useful spell (most monsters you'd care to paralyze resist it, and most players break it with a box than can be used forever and can't be stolen).
 
R

Revenant2

Guest
Yet the blues are allowed to go to fel or tram even though they pk just as much, but just chose to burn them off before they get more.
In my own experience and after observation of people in my guild, I don't think that's an accurate perception of the situation. Burning counts is a big pain in the ass and Fel-active people make a real effort while on their blues not to take counts unless there's a good reason for it. People who have a blue are keeping them blue for a reason and when it goes red, thats 40 hours where you can't get the intended uses of the char back.

Experienced blues don't PK other blues casually and then shrug off needing to get the counts off. If a blue is involved in spawning, it's more the other way around. You end up taking counts that you don't want to and then have the bad job of idling off 2-3 counts just to get back blue again.

But to respond to another point youd made - most of the "blues" live side-by-side on the PLAYER'S char list with his "reds". And yes the blues can be just as willing PKs as the reds. If in doubt, flag crim at yew gate and see what happens!

I feel like reds should be able to get rezzed as easily as blues, whatever that ease factor may be. The current deal of reds having huge problems with it is outdated, frustrating silliness.
 

o2bavr6

Slightly Crazed
Stratics Veteran
Stratics Legend
People who have a blue are keeping them blue for a reason and when it goes red, thats 40 hours where you can't get the intended uses of the char back.
Good post :thumbup1:

It's been my experience, at least on my shard, that the reason most of the blues at yew gate stay blue, is because they are not good enough at pvp to deal with the hordes of other blues that gank, or the power house red guilds that they arent a member of.

So they stay blue and basicaly wait for someone to dismount a red, then all heck breaks loose and you see every blue at the gate jump in. This is what they call PvP
 
R

Revenant2

Guest
I can see the argument for removing some of the guard zones around gates. The Yew one for example is a freakin' mile from town. A gate like Jhelom on the other hand is practically in town, and it would seem pointless to remove the guardzone.

I think a lot of the reason that Yew gate became big pvp area is that there is a small guard zone protecting you as you step through the gate, but there is a huge area around where you don't have to worry about the guard zone. If you had to recall in from screens away and run to it to take part, it wouldn't be that big and central.
They gotta leave the guard zone in at the moongates because it's a blind teleportation into a different area. You could be on the way to being PK'd before your screen had shown that you had arrived (toss a poison field next to the gate to bring you outta hiding).

At yew gate, the guardzone gives blues a place to come and be able to see what's happening around the gate before deciding to jump into PVP with both feet. The problem that's making people want the guardzone removed is that some blues are abusing the guard zone by appearing to be willing to PVP but then using exploits, tricks, and game mechanics SNAFUs to get other people unfairly guardkilled. The usual victims are players who come on their reds but some of the blues will use exploits to get other blues killed this way too.

Some shards are worse about this than others.

One thing that would make sense would be to fix every flagging problem and bug that's getting people unfairly guardkilled. In the absence of that, I had suggested this earlier:

Perhaps being guardwhacked at a moongate (specifically MOONGATE) should cause you to lose no insurance and drop no items, and all of your items would be in your pack when you ressurected.

Think it through and you may see how that would accomodate the original design goals of the Fel moongate having a guard zone, yet also take most of the bite out of these abusive blues who frequent the Moongate guard zone border.

Almost noone's commented on this idea.

The only people I could see complaining about this are the abusive blues I have seen who get their jollies out of doing this and want to be able to freely loot PVP supplies and dropped items off of the unfairly-guardkilled players. Someone who was just passing through and was really using the guard zone around the gate for brief protection from assorted reds and criminals wouldn't be greatly affected.

My own criticisms and loopholes would be:

  • Players who knew they were about to die could run into guardzone and deliberately get themselves guardwhacked to avoid being looted. The main deal for this would be people who are doing PVP and realize they are going to lose the fight. This should be coded around and I can think of a couple of ways to fix that. The one I like best is that if you are at half health or lower when you get guardwhacked at a moongate it would make you lootable upon death, but at higher health levels you wouldn't be.

    UO dev people might have an even better way to deal with this; my idea would work but it's kinda clunky. One thing that's troublesome is that the flagging system would normally hold an ability to work such a thing out, but that's exactly one of the systems that's buggy and being abused at the gate right now.


  • If I understand things correctly, right now players who loot one another get a flag that prevents them from entering a house, recalling out, etc. The server needs to preserve the reason for this flag (if it doesn't already) (LOOTING-SPECIFIC aggro flag or something) and for the duration of that flag, the player needs to be lootable if he's moongate-guardkilled.

  • Chars in the thieves guild would always be lootable, and in any case if someone had just stolen using the stealing skill, that char needs to be lootable if a moongate guardkill happens shortly thereafter.

Anyone have anything to say about this?
 

WildStar

UO Baja News Reporter
Reporter
Professional
Stratics Veteran
Stratics Legend
Campaign Benefactor
Because I live there and that is where the historic but still active player-run city I am a part of is located.
This sounds like a good enough reason for me to stay in Fel. I just wish you guys were on my shard so we could come attack you :)
*smiles* You would be more then welcome to try but we are very old hands at dealing with those who which to make trouble for us - Blue or Red.

WildStar
 
N

Nafaustu

Guest
It would take exactly one change to make me move back to Fel.

Turn off Devestation. Give us a quest to turn it off.

I'm all for Minax and trammel and everything, but I played UO pre-trammel and I did alright. The only thing that drove me out was the ugly terrain.

I've heard you can turn it off client-side, but i'm really not clear on how legal that is, and my house would look weird with flowers and trees...
 
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