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Time for a PvE Server?

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kelmo

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I don't think so. People would return to start fresh as long as there is not some stupid rule set like on sp or and item like glass swords. It's hard for people to understand so let's drop it....

A PvE server would be an extreme slap in the face to all the vets who have been playing since the game came out and have wanted a classic shard for years.
Ouch...
 
V

Vyal

Guest
Don't get me wrong out of all the shards I like SP the most but why play there if I build a house there my house on Legends goes away. I only have one character that is just there for factions and PvP. Not to mention skills go up way to slow what is it like 15 min in between gains? Thats the dumbest thing I have ever heard. It is the only shard that is like that so people think SP would be a great RP, PvP shard that people who want that sorta play style would want to play. Then they login there and can't recall anywhere, can only make one character, skills are totally jacked, the list goes on and on.
 

Hoffs

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Don't get me wrong out of all the shards I like SP the most but why play there if I build a house there my house on Legends goes away. I only have one character that is just there for factions and PvP. Not to mention skills go up way to slow what is it like 15 min in between gains? Thats the dumbest thing I have ever heard. It is the only shard that is like that so people think SP would be a great RP, PvP shard that people who want that sorta play style would want to play. Then they login there and can't recall anywhere, can only make one character, skills are totally jacked, the list goes on and on.
Skills are not "totally jacked." The 15 minute gap is between gains in each skill past GM and it is fairly easy to find a few SoTs for that where needed. For certain skills like taming, the Siege gain system is better for many people.
 

Petra Fyde

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May I remind people please.

You may not recruit for freeshards, or name them, on these boards.
Freeshards are breaking EA's terms of service.
 

Petra Fyde

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On a personal note.
I recently trained carpentry from 0 to GM on Siege, (to allow my imbuer to make soulforges) with the help of one alacrity scroll and 5 points of SoTs it took me just under 3 days.
 

phantus

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...

Easy fix: Use an internal point system that takes earlier spawn into account.
Easier fix: keep it as it is now.
Has to be left as it is. UO PvP cannot survive without the crutch that is the powerscrolls of fel. If they were to put PS in tram or changed it to a non raider-advantageous system there would no longer be a felucca.


On a related note; it would be prudent to create champ spawns in the lost lands in trammel to mirror those in felucca. Without powerscrolls but with the same rewards the illshenar and tokuno champ spawn get.

I can tell you(our wonderful developers) from personal experience and speaking with other players there would be renewed activity if they could do those spawns without all the jungle undergrowth that illshenar has and they would get more usage.

Also it might not be a bad idea to change up the rewards once a year either.
 

Vlaude

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Has to be left as it is. UO PvP cannot survive without the crutch that is the powerscrolls of fel. If they were to put PS in tram or changed it to a non raider-advantageous system there would no longer be a felucca.


On a related note; it would be prudent to create champ spawns in the lost lands in trammel to mirror those in felucca. Without powerscrolls but with the same rewards the illshenar and tokuno champ spawn get.

I can tell you(our wonderful developers) from personal experience and speaking with other players there would be renewed activity if they could do those spawns without all the jungle undergrowth that illshenar has and they would get more usage.

Also it might not be a bad idea to change up the rewards once a year either.
In my opinion, this is the best and most productive suggestion in the entire thread. And it was even posted with class. Good job phantus, this idea gets my "vote".
 
U

UOKaiser

Guest
Well the problem is we "HAD" many pve players which eclipse pvp players for the 8 years. We now have pvp minded dev's from UObeta who changed pve into a second step child for PVP players so the pve players are leaving the pvp players are still leaving and there is no stopping it.
 

Dermott of LS

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...

My "Easy fix" suggestion was under the assumption of a PvE/non-PvP shard, not the current system.
 

HD2300

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Has to be left as it is. UO PvP cannot survive without the crutch that is the powerscrolls of fel.
This isn't about putting PS in Tram on Production servers.

This is about considering a PvE Server. There is a PvP server, so there should also be a PvE server.

The upfront cost is minimal and the ongoing cost is minimal, so why not do it?
 

Dermott of LS

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...

Because the production shards effectively are already PvE servers aside from one facet and a few certain aspects of the game.

Like I stated earlier, the time to do PvP and PvE SHARDS was when they did UO:R.
 
A

AesSedai

Guest
This isn't about putting PS in Tram on Production servers.

This is about considering a PvE Server. There is a PvP server, so there should also be a PvE server.

The upfront cost is minimal and the ongoing cost is minimal, so why not do it?
- Just stop. Please. Just stop.

(Re-read my other post in this thread. And: please. Just stop already: this will not help UO in any potential way, in my opinion.. at this time... [EA pls giv mor to UO! We made MMO happen! OK? Omg. Thx! Yay, they remembered we made this before challenge everything, free cheats, it's in the game. Now go waste more resources while neglecting another of your cash crop IPs. Investors have reacted. Good job] ~I was wise enough not to invest in you. Thank you for proving me right thus far~)
 

Viper09

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This isn't about putting PS in Tram on Production servers.

This is about considering a PvE Server. There is a PvP server, so there should also be a PvE server.

The upfront cost is minimal and the ongoing cost is minimal, so why not do it?
We don't need more servers considering the population. And if it isn't about ps's in tram then it's a huge waste as there is absolutely no need for anyone to even enter fel. Siege was introduced not for pvp but as a more difficult shard. And unlike other shards, there are many differences, such as every facet with fel rule-set. PvE shard, as mentioned already, would simply be like production shards minus one facet that you already can ignore. I say this because if you haven't noticed, every facet aside from fel is already PvE. And regardless of what anyone thinks you'd still have all that smack talk, griefers, etc you already see in every shard in tram.
 

Aran

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Really? Why not just ditch power scrolls all together and just raise the skill cap to 120 across the board for the appropriate skills. That way you wouldn't have to risk dying in Fel OR in Tram!


Off topic, weren't you in a thief guild on Chessy about 10 years ago?
Yes, I was Gene Starwind in Army of Thieves
 

JC the Builder

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What is a PvE server? A server were you have the option not to participate in PVP.

Isn't every UO shard except Siege Perilous and Mugan, by definition, a PvE server? You are in no way forced to PvP at all and have 4/5 of the game world devoted to it.

A PvP server is when you have no option. Which is Siege Perilous.
 
Z

Zyon Rockler

Guest
I think ultimately having a variety of servers that can all be updated in the same manner, is essential. An all Felucia, an all Trammel, and I think these are necessary for extremes, like World Wars or Giant Spawns.

I think powerscrolls were the cause of the great split because it changed the rules of the game.

The claim that the game is a sandbox, is false. At one time, it was. You can start a game by doing anything and you can add rules. Like, in Britain, you could drop a fireworks wand, then someone could pick it up and fire one into the air, then you could drop it and someone else could pick it up and fire it twice into the air and there you have it, a mini game. A sandbox where you can set rules and the system itself, does not interfere.

Before Trammel, we were small hunting parties and I remember hunting certain spawns, like a harpy, or an ettin, or an orc. I met a small group of friends, 5 or 6 of us would get on the game, together. This started slow, down under the cemetary under Yew. I called it the Y road or Yew Crossroads. The reason I had picked this place was because I came out of Yew and the healer was close.

As we would move around, I realized the spawns, would spawn in the same places and rather than move my entire group, I asked everyone to stay at the Crossroad and I would run to each spawn position and then lead back the spawns. This was our mini game.

A year or so later, I joined a guild and for training we would go into the Newlands under Del and again I became bored with the stagnit, one spawn at a time, walk around and because we hunted there so much, I knew every spawn location. By this time, I had a mage with poison. There's a cliff down there. I asked the guild to stay there and I collected every spawn, in a large radius. I remember the reactions of some of the new players that were in the guild when they saw the army of spawn.

So, up and around to the cliff and before long, all the spawn layed dead. Again, our mini game, not affected by the system but still nowhere near what would be needed to keep my interest. Every spawn coming at us at one time, still did not last long enough.

Then the split. Champ spawns were born and the system dictated that you could no longer just fight spawns because the spawns became necessary for your character and that connection made it necessary for your character to kill. So, people with my mindset, who wanted to hunt together and have fun, did not like this. I don't know why, exactly, but the end game, I think was the reason because when you think about it, the system now dictated that it was not about spawning because if you tried to spawn, what happened was, people would come and kill you, or try to. So, PvM became system dictated PvP and you were forced to protect from people.

So, we ended up with balancing issues for PvP, rather than awesome spawns and new incredible spawns. PvP, should of been seperate from PvM. PvP should of had something like, potions that do extra damage to other players. Repond slayers that work against players, shoes that allow you to run faster. Maybe, even more moves on weapons, rather than 2, maybe you could work on up to 6 special moves for each weapon.

The point is, the essence of the character, his skill, his stats, were tied into PvP. This knot was tied to tightly.
 
N

Nevyn

Guest
I'd suggest 110 PS scrolls spawning in Trammel champ spawns, which would let more "casual" players get something to better themselves and feel they are advancing their characters while making sure that there is demand to drive Felucca PvP for the real scrolls. And leave Harrower to be Felucca only for stat scrolls? That is, if it gets to the point where SOMETHING MUST BE DONE.

Splitting off a new server isn't good in a game where servers already feel dead. They could convert servers, but then that would just **** off the players that now need to move, and any major changes to a game that's just coasting has the chance to flip it into the red. Not advisable.


Sorry if this comment is outdated. I haven't played in a couple years, I just like to check out Catskills and UHALL from time to time. Nostalgia and all.

Man, only 41 comments on this account? Curse you Stratics and your database crashes! >.>
 

GalenKnighthawke

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I have a good idea as to why a custom shard was considered but this won't be.

That idea, however, is irrelevant, because: We just don't need more rules sets. Even to the degree to which the proposal itself may have merit, it must fail due to this. There is no scenario whereby another rules set adds anything to the game.

We already have 2 or 3 sets, depending on if you count Siege and the Asian Siege, I forget the actual name, separately or together

-Galen's player
 

Zosimus

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Adding 105 or 110 PS to Ilsh or Tok spawns has its pros and cons. For some reason I thought 105's did spawn in those facets but I could be wrong.

Pros:

With scrolls of binding shards characters could get the scrolls they need eventually.

Players may get more active if low end PS were in other facets.

For new players that may come to the game it makes it easier for them to progress their character templates.

Red PvP guilds would not control the PS market anymore.


Cons:

It would hurt fel in the end. With no other real means of PvP activites in fel, blue spawning guilds would do all tram safe spawns.

Shards would eventually overflow with to many PS because of farming spawns.

Factions are broke. Plain and simple. The "dark cloud" that is around it as stated by Cal. Fel needs something so they have to have the PS spawns.

Trammel facet griefing would be over the top with larger guilds controlling the spawn.
The true fix for PS to happen on a tram rule facet is to redo PvP in fel with a purpose besides champ spawns. Scrap factions and faction arties and redo the whole system. Make cities siegable and give pvpers rewards for defending their facton city. If you are going to be red may as well get a buff reward/special armor for so many kills. Until they fix that PS should stay in fel.
 

Goldberg-Chessy

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Is it time for a PvE server?

90% of former UO players are PvEers.
Over 6 digits (over 100,000) PvEers left because of griefing pre-Trammel.
Almost every other MMORPG has PvE servers, even AoC.

Many players left for Everquest and WoW, even though they are themepark games, because EA didn't give p(l)ayers what they wanted, a PvE sandbox game.

If a Classic shard was seriously considered, then why not seriously consider a PvE shard where the potential target market is 10 times greater.

The very short amount of time to develop it would surely be worth it, as UO would gain many new and returning p(l)ayers, and that would ensure that UO keeps on running for many years to come.

Why or why not? Discuss.
I posted the same thing and it got moved to Speils and Rants by our illustrious moderator team.

I'm all for it 100%. I prefer co-operative play games and have no interest in fighting/killing/griefing other players. I get zero enjoyment from it.

Nor do I enjoy the endless bickering by the PvP crowd. Its an endless stream of name calling, acusations and whining. Its amazing how emotional and how much self worth is seemingly tied to this game by people. Its psychotic-like scary.

Correct me if I am wrong but what it all boils down to for the OP & the illustrious Theo is that they both want massive amounts of precious time & resources spent DUPLICATING what we already have in place & working well. This huge project needs to be done because in Theo's own words he doesnt enjoy the PvP crowd? Are you frikkin kidding me? You can't just play and enjoy the game on your duplicate facet?

You are basically trying to tell people that all the problems in Uo are pvp based? "name calling, accusations and whining"? These are your stated reasons for a entirely new/duplicate shard lol?

Who would of thought that something so basic & easily obtainable as a powerscroll could inspire such jealous idiocy & resentment?

The oddest thing though is that neither of you actually state any real reasons for your new shard. You both just rant about pvpers.

How about at least a couple valid reasons for duplicating what we already have please?

Because the ridiculous & unsubstantiated numbers posted by the OP are just a joke & have zero bearing on the need for a duplicate shard. Nice job though claiming you know a Gm as defense of your numbers lol.

And btw Theo, the "co-operative" Uo you asked for is alive in well in Felucca 24/7 right now.
There is more teamwork/co-operation at spawns & the Yew gate daily then ever goes on in any other facet.
Real teamwork involving guilds & the need to communicate via a mic.
Not the tramwork you are talking about which is mindlessly ganking a brainless monster with a mob.
 
L

LoL/Sonoma

Guest
While I agree that doing this is probably too much work for our current dev team alongside their current responsiblities (and the needs of most players), and would probably hurt exisiting shards, i do think it says something that Fel is so dead on *most* shards.

A lot of players (based only on my opinion of the evidence of low/no-population Fel) would happily play on a PvP-free shard. I know i would. I havent felt the need to be griefed (erm, "PvP" ;) ) since Tram was implemented.

Of course (and it wont happen anyway, so this is just a fun, "what if" thread), if they were to introduce a PvP-free shard, there would have to be NO transfers off the shard ... might as well do no transfers of any kind.

Actually ... that might be the most fun of all. Just a new shard with NO transfers. Would be fun to have a fresh economy in UO. I miss when crafting furniture for houses was in demand!

Again, all fun conjecture, but it isnt going to happen, and probably for good reason.
 

JC the Builder

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Then the split. Champ spawns were born and the system dictated that you could no longer just fight spawns because the spawns became necessary for your character and that connection made it necessary for your character to kill. So, people with my mindset, who wanted to hunt together and have fun, did not like this. I don't know why, exactly, but the end game, I think was the reason because when you think about it, the system now dictated that it was not about spawning because if you tried to spawn, what happened was, people would come and kill you, or try to. So, PvM became system dictated PvP and you were forced to protect from people.
There are several things wrong in this paragraph.

1) Champion spawns came out two years after the Trammel/Felucca split.
2) Fighting monsters was always necessary. It is where vast majority of gold and magic items came from.
3) When champion spawns were first introduced people did not outright kill you. Stat loss was still in place and spawns were done by dozens of blue players. Thieves and player killing did happen, but it was no where as bad as today where a whole group of reds would roll in wiping out everyone. Power scrolls are easily purchased with gold.

As for the whole idea of power scrolls being only available in PvP areas, this does not invalidate shards from being considered PvE. In World of Warcraft certain armor is only available through battlegrounds. You are lucky in UO that you are not forced to PvP for the best equipment like in WoW.
 
N

Nevyn

Guest
Thieves and player killing did happen, but it was no where as bad as today where a whole group of reds would roll in wiping out everyone. Power scrolls are easily purchased with gold.
Didn't take too long to degenerate to that stage, though. Stat loss was still in, but not for all that long. Less than a year after champ spawns were in they were continuously rolled by reds or PKs smart enough to keep from going red, at least on Catskills. Otherwise agree with your points.

As for the whole idea of power scrolls being only available in PvP areas, this does not invalidate shards from being considered PvE. In World of Warcraft certain armor is only available through battlegrounds. You are lucky in UO that you are not forced to PvP for the best equipment like in WoW.
That hasn't really been the case for awhile, unless you aren't a raider. PvP stuff is good, raid stuff is better (generally, although granted there are a couple of very niche cases where a PvP item will buy you an extra .1% dps or so). But here I'm nitpicking.
 
Z

Zyon Rockler

Guest
What I was trying to say, was from the time before Trammel to the time when champ spawns were no longer necessary.

When you think about it, over time, you don't need any more PS. So, again, the spawn has no meaning. I think these discussions get all tied up in what people think are the bigger picture but they really just don't seem to get it.

Champ spawns were awesome, don't get me wrong. I'm not trying to make it out to be a negative. I'm just pointing out the negative things because those are the things that make you wonder what could of been different and looking at spawns that we have today and wondering what could be done to make them better.

For me, putting powerscrolls into Trammel, would not make a difference. I remember when champ spawns first came out and we would do the City Of The Dead and you would have about 10 different guilds standing on the roof, casting down on spawns, while you had a couple of guys leading spawns into our chaos. That was a great time but even with those spawns people would steal from each other or attack one another. What kept it down, was there was so many of us.

I still think alot of people expected champ spawns to change. Just like any other system, you expect it to grow or become better, not get locked down. I think some of the problem is that people tie the champ spawns to the powerscrolls or to Fel. I mean, we are discussing PvM.

For me, I think something cool for PvP would of been having a spawn that reds might do, where they kill blue NPCs. Bad Karma that would give special awards to reds, like perhaps a pardon.

Or a spawn of red NPCs, that build into the ultimate PvPers, Mad killers and then both, perhaps, awarding in some way, like a Guardian, you could summon. Not something that's tied into your character but something that's more tied into your play style, like a beserker potion that might allow you to do damage to several targets around you.

I would of just liked to have seen new spawns, new champs with different tactics and rewards. I think Trammel should of seen some interesting spawns as well, perhaps, with more of a PvM reward. Maybe a shield of dragon's breath protection or maybe there would be a champ that had a set number of demon types, each with its own move and then an item that would be to counter each of those moves, so, that it is more essential for PvM than PvP.

Really I do hope they do something, that's why I like these discussions.
 

HD2300

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A couple of corrections

First as pointed out there are two 100% PvP shards. Double the justification for having at least one 100% PvE shard. I agree no transfers on or off, unless they are naked transfers.

Correct me if I am wrong but what it all boils down to for the OP & the illustrious Theo is that they both want massive amounts of precious time & resources spent DUPLICATING what we already have in place & working well...
It would be a trivial amount of time required, and it may be as easy as changing a 1 to a 0, if it has been designed correctly.

What we already have in place & working well
Huh? The number of p(l)ayers is 1/2 what it was three years ago. UO will be IDOC soon if things remain the same.
 
W

Woodsman

Guest
Huh? The number of p(l)ayers is 1/2 what it was three years ago. UO will be IDOC soon if things remain the same.
UO's problems are not tied to any one type of shard or lack of a type of shard. The free-to-play and classic shard supporters may disagree with that, but UO's problems (and Camelot's) revolve around EA management's incompetence and lack of caring about any MMOs other than the next MMO that can go head-to-head with Warcraft. That next MMO was Warhammer, but it crashed and burned (and UO/Camelot suffered as a result). Now the next one is Star Wars.

UO needs a lot more players before EA would let them add another shard, regardless of how easy it would be to set up. All EA wants to focus on is Star Wars, which is why I have my doubts about the new graphics and the new player experience for UO. It's now been over three weeks since it was announced that the graphics plan was finished and just needed to be run through PR. Given what we saw with the video and what was left of it after PR had their way with it, I have my doubts we'll see any kind of plan in the next six months.
 

Cirno

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Huh? The number of p(l)ayers is 1/2 what it was three years ago. UO will be IDOC soon if things remain the same.
I don't think that adding a new server that offers next to nothing that isn't already on the production shard isn't enough of a step away from things remaining the same to save the game (as you are implying it is going to do).

The only thing it would offer is either a conversion of Felucca to trammel ruleset, or its removal.
Aside from Ferrets, Powerscrolls (which you have said it's not about) and double resources (if Fel isn't removed, or that isn't changed), what would be the big draw to it?
 
N

Nevyn

Guest
It would be a trivial amount of time required, and it may be as easy as changing a 1 to a 0, if it has been designed correctly.
You do realize that UO has been frankensteined pseudo-randomly for a period of appx. 15 years, with a very big part of the base design being a sandbox without hard-and-fast client-enforced rules (which isn't conducive to "pure PvE"), right? It wasn't designed with hooks to globally enable or disable PvP. Removing this could be a decidedly non-trivial undertaking. Implying that it's just "flipping a bit" is horribly silly, unless we've reached the point where the UO team doesn't care at all for quality control. That was never my impression of them, but I am not a current subscriber so I can't speak to the current state of things.

With old codebases (especially ones that have been maintained by several groups of completely different people at different times), even a small modification that is not part of the original design could cause things to go wrong that you can't even imagine ahead of time. Felucca was originally the whole of Sosaria. Mucking about with it (even just to remove it) is likely more development time risk than the current Producer is willing/able to sign off on. And that's not even starting to get into how it will be another parallel server code base to be maintained, patched, and bugfixed.
 

Goldberg-Chessy

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A couple of corrections

First as pointed out there are two 100% PvP shards. Double the justification for having at least one 100% PvE shard. I agree no transfers on or off, unless they are naked transfers.

Correct me if I am wrong but what it all boils down to for the OP & the illustrious Theo is that they both want massive amounts of precious time & resources spent DUPLICATING what we already have in place & working well...
It would be a trivial amount of time required, and it may be as easy as changing a 1 to a 0, if it has been designed correctly.

What we already have in place & working well
Huh? The number of p(l)ayers is 1/2 what it was three years ago. UO will be IDOC soon if things remain the same.
1) You believe that the addition of a completely new shard with a different ruleset would only require a "trivial amount of time"? Seriously? Do you think that maybe you should have thought out your little powerscroll/pvp rant a little better?

2) As has been pointed out previously in this very thread, Siege was not designed as a PvP shard. It was designed to be a more difficult & dangerous/perilous shard.
So we dont have a strictly PvP shard & even if we did why is that your sole reason for creating a PvE shard?

You want to create another duplicate shard just to have the supposed opposite of a current shard? Nice logic there.
If there is a round shard there must also be a square shard? Wtf kind of nonsense is that?

Again, how about you just simply state what will be different or better on this new duplicate shard?

Bottom line bud is that there are jerks on every facet/shard. Powerscrolls or the lack of them will never change that.
 

HD2300

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It would be a trivial amount of time required, and it may be as easy as changing a 1 to a 0, if it has been designed correctly.
You do realize that UO has been frankensteined pseudo-randomly for a period of appx. 15 years, with a very big part of the base design being a sandbox without hard-and-fast client-enforced rules (which isn't conducive to "pure PvE"), right? It wasn't designed with hooks to globally enable or disable PvP. Removing this could be a decidedly non-trivial undertaking. Implying that it's just "flipping a bit" is horribly silly, unless we've reached the point where the UO team doesn't care at all for quality control. That was never my impression of them, but I am not a current subscriber so I can't speak to the current state of things.
This could be a legitimate argument except for the fact Siege and Mugen exist, and I assume something exists to 'flip a bit' to enable non-consentual PvP on facets in Siege and Mugen and disable it on production shards.

The numbers indicate 9 to 20 times more potential p(l)ayers in comparison to a Classic shard, and if Cal was seriously considering making a Classic shard and many here were saying it would turn around UO, then this idea seems to have 9-20 times better potential at a faction of the cost and there is no competition from freeshards which offer something exactly the same.
 

kelmo

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There is no easy switch. Siege was built from the ground up. It is very difficult to alter from what I have been told.

Play as you will... calls for more rule sets just seem counter productive to me.
 

Viper09

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Lol, again with these numbers. Where do these numbers come from? In all honesty a classic shard is smarter than a PvE shard because it would offer something completely different than what is already offered. But no one has even offered to show us what is different with a PvE shard than what we already have on all production shards. So please answer the question here:

What will this PvE shard offer that we don't already have on every single production shard other than powerscrolls within a tram ruleset and the lack of that one and only facet that has PvP (fel)? Because no one has to go to fel and can already play their own PvE experience with no pvp by never going to fel. And your smack talk, etc will always be there regardless of shard rules.
 

Nexus

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The time for a PvE server was 1999 when UO:R was coming down the pipes. The best solution in hind sight would have been for EA/OSI to split off new servers instead of new facets. Have PvP and PvE servers, not what we have now. Total isolation of the two environments would have prevented probably 50% of the gripes you here these days. Everything would have been either Candy Land or a watered down Siege (I say watered down because of the lack of RoT and 5x costs).

We'd all be living in the same world just different isolated aspects of it, the way Atlantic is just a different reflection of the same World that Pacific is. The PvP servers would have provided much the same as Felucca does today, with the addition being red wouldn't restrict you the way it does now to 1/6th of the game content. The PvE servers would have provided Everything we have today, minus the thrill of either actively or casually engaging in PvP environments as is your want. There's a trade off one side of game play is gets stronger, the other slightly weakened but neither one would have suffered.

They could have even had the PvE servers mirror the originals for a time. You'd have "Chessy PvP" and "Chessy PvE", to fix housing issues it would have been the right time for 1 house per account, with Manual Refresh. You prefer PvP? then your houses copy on the PvE server would decay and vanish, prefer PvE then your house on the PvP side would decay and vanish and the spots would have opened slowly, and no one would have lost anything except under this you couldn't have "Grandfathered" houses.

But that didn't happen as great as it might have been, instead we have what we have, and honestly it's too late to change it. The majority of the game is PvE, PvE dominate with casual PvP, PvP Dominate with casual PvE, or PvP preferences. And not a single one of those preferences is more or less important to the overall health of the game than any other at this point in time. UO separated PvP and PvE the way they did for a reason, a good reason it's the method when thinking back I question the most.

Regardless of that, no one forces anyone to engage in a PvP environment, Gold isn't hard to get and almost any item in the game can be purchased for the right price. Some of us like casual ventures into Felucca and would hate to see that change, it's much easier to just hop through a moongate than to log off one server and join another and it requires less equipment as well. So todays separation does yield some good points for those that like to explore both sides of the coin....
 

JC the Builder

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Didn't take too long to degenerate to that stage, though. Stat loss was still in, but not for all that long. Less than a year after champ spawns were in they were continuously rolled by reds or PKs smart enough to keep from going red, at least on Catskills. Otherwise agree with your points.
It never had a chance to happen. Stat loss was removed 10 months later with Age of Shadows, so there was nothing holding people back from killing as much as they wanted.

Another wonderful decision made by the Age of Shadows team along with 100% lower reagent cost, removing item decay, and others which haunt UO to this day.
 
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NorCal

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As for the whole idea of power scrolls being only available in PvP areas, this does not invalidate shards from being considered PvE. In World of Warcraft certain armor is only available through battlegrounds. You are lucky in UO that you are not forced to PvP for the best equipment like in WoW.
This is 99% false. There might be a few items available from PvP that are Best in Slot, but the majority of the time PvM gear is best for raids and PvP gear is best for PvP. Nobody is forced to PvP in WoW. They do it because they want too. PvP is a major part of WoW that isn't forced on anyone.

At least the part about items, powerscrolls are a different monster in UO. Something needed for PvE, only available through consenting to PvP or farming the gold to buy it. Still you have a choice, you can earn gold through PvE and buy them.

It never had a chance to happen. Stat loss was removed 10 months later with Age of Shadows, so there was nothing holding people back from killing as much as they wanted.

Another wonderful decision made by the Age of Shadows team along with 100% lower reagent cost, removing item decay, and others which haunt UO to this day.
Stat loss was not needed after Trammel. Honestly, everyone had a choice to not go to Fel after UO:R. Stat loss is the harshest penalty I could think of, other then perma-death in an MMO. Not being able to play for x amount of hours in a game that you pay a monthly charge is ridiculous.

I know powerscrolls were added as a incentive to bring sheep back to the wolves, but you had a choice at least. If you decided to do champ spawns, you had to acknowledge the risk of being in Fel, nobody forced you and there was the option to acquire them through other means. Most modern MMOs offer meaningful consentual PvP, UO is way behind the times right now in that respect. The big difference is that powerscroll are essential for everyone in UO, scrolls can be bought for gold from PvPers.

They should've made PvE and PvP servers instead of Tram/Fel, but that is what UO got. It's a mistake other games have learned from. UO didn't have the ability to learn from past MMOs because it was the first. I'm sure they would've done it differently if they had the advantage of seeing the results. However, hindsight is 20/20 they did the best they could.
 
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Woodsman

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I know powerscrolls were added as a incentive to bring sheep back to the wolves, but you had a choice at least. If you decided to do champ spawns, you had to acknowledge the risk of being in Fel, nobody forced you and there was the option to acquire them through other means. Most modern MMOs offer meaningful consentual PvP, UO is way behind the times right now in that respect. The big difference is that powerscroll are essential for everyone in UO, scrolls can be bought for gold from PvPers.
That's why I think powerscrolls don't fit within UO - they are essential for everyone, and yet we are required to climb out the sandbox and hop on a rail and either journey to Fel or find somebody who plays in Fel. At the time they were introduced, I thought it was a good incentive, but I was looking at it from the perspective of somebody who spent a lot of time in Fel and who felt like Fel players existed only to get screwed over.

Having mellowed a bit, I see for it what it is, just as I see the mistakes with Tram. If the issue of players who didn't want PvP had been thought out better, we would not have had the devs force us into the powerscroll situation to lure people into either visiting Fel or interacting with other Fel plaeyrs.
 

Silverbird

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3) When champion spawns were first introduced people did not outright kill you. Stat loss was still in place and spawns were done by dozens of blue players. Thieves and player killing did happen, but it was no where as bad as today where a whole group of reds would roll in wiping out everyone. Power scrolls are easily purchased with gold.
That is actually not correct. Champion spawns were introduced way before powerscrolls. They came out with Illshenar and were in the beginning only accessable with the third dawn client. There were several ruleset changes for them since that time. Including players teleported out of fel champion areas when they died (with their equipment) and getting a timer before they could enter again.
 

Petra Fyde

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I knew this thread would go to hell in a handbasket, but I didn't think I needed to neglect my home to watch it. Trolls have been removed, now I think it's time to declare the thread a:


 
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