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You asked, Mr. Skalski

P

Plague

Guest
Speaking of pvp almost everyone i know left because they got tired of being ganked to be bluntly honest,i remember a day when there was 10 plus guilds with like maybe 8 members max and it was so much fun everyone was on a diff side, ...now theres two pvp guilds on my shard with over 50 members and than theres me... where does that leave me? I shouldnt be forced to join one of the zergs but at the same time dying to 5 archer tamers and 4 mages sleep spamming and than getting trash talked in chat about it gets old.



So when you wonder why trammies dont want to pvp just think of that because i know its how it is on other shards too not just mine.
Put a smaller cap on guild size lol i know it sounds crazy it was just my first thought.
 

UOPlayer4LYFE

Visitor
Stratics Veteran
Speaking of pvp almost everyone i know left because they got tired of being ganked to be bluntly honest,i remember a day when there was 10 plus guilds with like maybe 8 members max and it was so much fun everyone was on a diff side, ...now theres two pvp guilds on my shard with over 50 members and than theres me... where does that leave me? I shouldnt be forced to join one of the zergs but at the same time dying to 5 archer tamers and 4 mages sleep spamming and than getting trash talked in chat about it gets old.



So when you wonder why trammies dont want to pvp just think of that because i know its how it is on other shards too not just mine.
Put a smaller cap on guild size lol i know it sounds crazy it was just my first thought.
I play in a guild with 5 total people who play many other games than UO. We are always outnumbered and I myself fight 1vs2,3,4,5, etc. Zergs have and will always be around, the game just needs to place skill above all else like it used to. It's becoming increasingly difficult to compete outnumbered anymore. And to be completely honest, 9 times out of 10 the zerg guild consists entirely of trammies who are awful at PvP, but are able to compete due to the ridiculous number advantage.
 

Xalan Dementia

Slightly Crazed
Stratics Veteran
Stratics Legend
Speaking of pvp almost everyone i know left because they got tired of being ganked to be bluntly honest,i remember a day when there was 10 plus guilds with like maybe 8 members max and it was so much fun everyone was on a diff side, ...now theres two pvp guilds on my shard with over 50 members and than theres me... where does that leave me? I shouldnt be forced to join one of the zergs but at the same time dying to 5 archer tamers and 4 mages sleep spamming and than getting trash talked in chat about it gets old.



So when you wonder why trammies dont want to pvp just think of that because i know its how it is on other shards too not just mine.
Put a smaller cap on guild size lol i know it sounds crazy it was just my first thought.

the smaller guild size wouldnt really work cuz they are all still factioned up. The idea of making pvp more about actual skill and ability is the most logical starting point. the weakest pvpers would log on to see their cheap tricks no longer worked and they would either leave the pvp realm, Adapt to the changes and find new cheap tricks, or hopefully they would want to stay pvping and so they would learn how to do it effectively without resorting to a swarm or tricks.
One thing might be if they could work out a system to restrict wearing/using certain items on one facet. It seems they have something close to it with arenas. Lets say they could test it out by making faction arties limited to fel. if that worked they could then move towards figuring out the best way to restrict whats worn/used in fel. The restricted wearables/items list would be the hardest part because the players would have so many conflicting views on the list.
Once thats covered they would most likely need to go over balancing skills.

Also the thoughts on making 2 handed melee weapons stronger is spot on. Sure the axes got the lumberjacking skill to boost it but theres alot lacking on most 2 hand weaps. Perhaps a simple change could be a kind of Buff/mode a character could go into while toe to toe with its opponent. Lets say you target your prey and once your standing next to each other an effect kicks in "The Intensity of the battle is increasing your Adrenaline"
 
P

Plague

Guest
the smaller guild size wouldnt really work cuz they are all still factioned up. The idea of making pvp more about actual skill and ability is the most logical starting point. the weakest pvpers would log on to see their cheap tricks no longer worked and they would either leave the pvp realm, Adapt to the changes and find new cheap tricks, or hopefully they would want to stay pvping and so they would learn how to do it effectively without resorting to a swarm or tricks.
One thing might be if they could work out a system to restrict wearing/using certain items on one facet. It seems they have something close to it with arenas. Lets say they could test it out by making faction arties limited to fel. if that worked they could then move towards figuring out the best way to restrict whats worn/used in fel. The restricted wearables/items list would be the hardest part because the players would have so many conflicting views on the list.
Once thats covered they would most likely need to go over balancing skills.

Also the thoughts on making 2 handed melee weapons stronger is spot on. Sure the axes got the lumberjacking skill to boost it but theres alot lacking on most 2 hand weaps. Perhaps a simple change could be a kind of Buff/mode a character could go into while toe to toe with its opponent. Lets say you target your prey and once your standing next to each other an effect kicks in "The Intensity of the battle is increasing your Adrenaline"
I agree completely, i also have the idea of maybe having craftable wooden two handers that can be balanced.

Also guild incentives would be neat and there could even be guildless incentives to counteract the guild incentives and maybe allow someone who is either new or just not wanting to be in a guild for whatever reason to actually be able to participate in pvp against large groups, i mean not some super god mode more than likely the soloer would still die but the guildless incentive would just allow him/her to be able to survive a bit longer. Balance would be key though because someone fighting alone should still die to a group if the group is any good.
 
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