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VvV is missing something

Goodmann

Babbling Loonie
Stratics Veteran
Stratics Legend
VvV is just to simple.... With the old factions holding sigils and capturing towns was something that had "long term" effects (town guards,price fixing of materials ect) . VvV needs something to keep players interested.
 

Lore Denin (GL)

Sage
Stratics Veteran
Stratics Legend
Here is some Fiction to help inspire you..
http://stratics.com/community/bookmarks/464/view-item

....but yes I agree the system is basic, and repetitive. A good base system to build upon and I am hoping that is the plan. Hopefully they make an announcement to that effect soon otherwise people's interest will wane as they gain the items they seek from the system.

Key Points:

-Let us fight for a side: Vice, Virtue or our Own [Rather then just the every 5 min Britannian free-for-all, we have now]

-Allow people to donate silver into a Guild/Alliance fund (rather then just for our own items)

-Move current VvV skirmish system to Non Virtue towns: [Cove, Nujelm, Vesper, Serpent's Hold, Buc's, etc]

-Use Virtue Towns for Major Sieges [long faction style battle] on a town and take control for a sustained period of time. [Example: 50k silver to declare Siege, Weekly upkeep per town 5k or town goes uncontrolled until another guild declares Siege)

-Give town controllers the ability to manage town prices, Guards set to Vice/virtue settings, etc

I think the bottomline is that these systems are complimentary and neither is complete on its own. Factions lacked a means to have quick and easy accessible battles, and VvV is simply a turn style pvp without the depth of Factions.

I liked Order and Factions (ok maybe I kind of obsess over them) - VvV has the potential to link those two styles of play under one umbrella and make my golden years of UO my very favorite.

-Lore's Player
 
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Kyronix

UO Designer
VIP
Stratics Veteran
Stratics Legend
UNLEASHED
VvV is just to simple.... With the old factions holding sigils and capturing towns was something that had "long term" effects (town guards,price fixing of materials ect) . VvV needs something to keep players interested.
Thanks for the feedback! In the short term we will be adding leader boards both in game and connected to MyUO. This was a feature that we'd hoped to have implemented for initial release, unfortunately there were technical hurdles with trying to both track all participants stats and accessing them in game without causing shards to come to a grinding crawl. In the long term the goal is to start to tie additional features into VvV to make the battles seem more impactful.
 

Viquire

Crazed Zealot
Stratics Veteran
Stratics Legend
Thanks for the feedback! In the short term we will be adding leader boards both in game and connected to MyUO. This was a feature that we'd hoped to have implemented for initial release, unfortunately there were technical hurdles with trying to both track all participants stats and accessing them in game without causing shards to come to a grinding crawl. In the long term the goal is to start to tie additional features into VvV to make the battles seem more impactful.
Hey look! Now it is a system simply in need of improvement. Dude! Who rocks? Yeah, its like that. Y'all keep up the good work. Oh, how was the twelve pack?
 

popps

Always Present
Stratics Veteran
Stratics Legend
Thanks for the feedback! In the short term we will be adding leader boards both in game and connected to MyUO. This was a feature that we'd hoped to have implemented for initial release, unfortunately there were technical hurdles with trying to both track all participants stats and accessing them in game without causing shards to come to a grinding crawl. In the long term the goal is to start to tie additional features into VvV to make the battles seem more impactful.

On a long term basis for VvV, I would like to see a divide between VvV "Battles" and the VvV "War".........

That is, fighting for a Town I see it as a "Battle" but all battles should be towards winning a War, eventually (long term).

And also regarding the VvV Battles, I would like to see some sort of specialization for them as in regards to the "battlefield" where they take place...

Battlfields differentiations...

For example, Towns in Sosaria have their differentiations, Trinsic is a Warriors' heaven, Moonglow is a Mages' paradise, Britain is for all and so forth. Now, like in real life, battlefields matter a lot in war strategies and adjusting to it often means having more chances to win a battle rather then losing it. Hence, I'd love to see the VvV battle engine be capable of giving "bonuses" and "penalties" which vary, acconrding to the different battlefield town.

For example, let's say that a VvV Battle is going to take place in Moonglow. Being it a natural mages' Town, on that Battlefield, all spells will get a boost during the Battle while melee fights will be penalized....

The fight is in Trinsic ? Then Warriors will lead the battle and their fighting will be boosted while spells will get the axe and receive penalties...

The fight is for Skara Brae ? Tamers will be the first line here and their pets will wreck avoc with Mages and Warrios being only of support and less able in the fight....

I hope you got the hang of it, I would love to see battlefields be more meaningfull, in line with the history of Ultima Online and the specialty of Sosarian Towns......

As in regards to the "long term" goal (the VvV "War"....), I would like to see some more spice then just "grabbing the Sigil".....

Points, holding a Town for a given time and the retaking of a town....

Winning the Sigil of a town in a VvV Battle should award points (towards winning the long term War) to the winning faction BUT, holding that Town and Sigil for a given amount of town should bring in more points to that Faction with the down-side, that IF the other faction is able to "retake" the Town within an X amount of days, then the faction which initially cashed in points from taking the Sigil and holding the Town for an X amount of time will loose part of these points towards the long term goal (winning the War...).

The sooner the Faction who lost the Sigil will be able to take it back, the more accumulated points the other Faction will loose.

This, to provide incentive to opposing Factions to WANT to take that Town back especially, if that Town is particularly meaning to that Faction.

Pledges....

We could have VvV "pledges" where factions at the start of a War would "pledge" to protect, particularly, a given Town or Towns from the enemies and receive a "bonus" in points IF they are succesfull in maintaining such pledge but receive penalties from failing in defending the Town or Towns which they pledged to protect at the start of the War...

Basically, I'd like to see more spice added to VvV through adding battlefields variability, long term war strategies applicable and so forth.
 
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