A couple ideas
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Posts in this forum are expected to be constructive, realistic and civil. Inflamatory or off topic posts will be removed.
Posts in this forum are expected to be constructive, realistic and civil. Inflamatory or off topic posts will be removed.
A couple ideas
Hey there, I wanna first start off by saying that I do not wish for the server to have any dramatic changes and that I really like the thought of a dedicated t2a server. With that said, there are a few things I wouldn't mind seeing changed that won't effect game play in large.
The first option I had in mind was to rid stat loss. Already having discussed this with Derrick, it seems stat loss is an important factor with the bounty system that is being implemented. The problem that occurs is that reds then can hand in their own heads w/o any penalties. What I propose is that the bounty system actually acts as the stat lose penalty. This will prevent reds from handing in their heads for the reward, for when the head is handed in should the stat loss take effect. Now the real issue I have about the stat loss is that gaining skills is not what most players play the game for. Instead of having a permanent stat loss, make it were the stat loss is a temporary loss which the time & the effectiveness(amount of skill points reduced) is determined by the price of the bounty. You could either have a slope effect or you could do a linear formula, where how much gold the bounty is to what the effect is (would then need to put a max stat / time - unless making it a soft cap which when after exceeding the max, the effects are significantly reduced)
For example: Formula is .001 x gold = # stat loss // # stat loss /2 = hrs in stat loss.
This means, if someone puts a bounty on my head for 1,000gp and manages to hand in the reward, I would be in stat loss from when the head was handed in for a total of 30mins, with a deduction of 1 skill point for each skill.
I believe this will add to more bounties being put upon for the effectiveness it has to the persons that were involved in the murders. Not only is the victim having the pleasure of having someone hunt their killers, but they will also get the pleasure of reducing the players stats for a period of time.
So to bring this option in perspective - If you don't want to have reds handing in their own heads, the way mentioned I believe is more effective. The reason is, if a red carelessly dies from anything he losses stats, what stops him from then just cutting his head and handing it in? This method will be directly linked to the bounty system and will give a little more hindrance for reds to hand in the bounties.
Another issue I have is that NPCs will call guards instantly when reds run into view. If possible, was wondering if only players were able to call guards on reds in town. This is more of a traveling plead more then anything - Dexxers need to run around a bit and it helps to take some short cuts =). Now if you don't want reds running around in town possibly make guard npcs kill on sight if seeing a red (preferably when seeing the red character on screen so that reds have a chance to see names and check prior to running into the screen)
These two issues when adjusted won't effect the gameplay of the shard much at all, so wanted to see what you guys thought of it. Thanks for any feedback =).
- Cres
The first option I had in mind was to rid stat loss. Already having discussed this with Derrick, it seems stat loss is an important factor with the bounty system that is being implemented. The problem that occurs is that reds then can hand in their own heads w/o any penalties. What I propose is that the bounty system actually acts as the stat lose penalty. This will prevent reds from handing in their heads for the reward, for when the head is handed in should the stat loss take effect. Now the real issue I have about the stat loss is that gaining skills is not what most players play the game for. Instead of having a permanent stat loss, make it were the stat loss is a temporary loss which the time & the effectiveness(amount of skill points reduced) is determined by the price of the bounty. You could either have a slope effect or you could do a linear formula, where how much gold the bounty is to what the effect is (would then need to put a max stat / time - unless making it a soft cap which when after exceeding the max, the effects are significantly reduced)
For example: Formula is .001 x gold = # stat loss // # stat loss /2 = hrs in stat loss.
This means, if someone puts a bounty on my head for 1,000gp and manages to hand in the reward, I would be in stat loss from when the head was handed in for a total of 30mins, with a deduction of 1 skill point for each skill.
I believe this will add to more bounties being put upon for the effectiveness it has to the persons that were involved in the murders. Not only is the victim having the pleasure of having someone hunt their killers, but they will also get the pleasure of reducing the players stats for a period of time.
So to bring this option in perspective - If you don't want to have reds handing in their own heads, the way mentioned I believe is more effective. The reason is, if a red carelessly dies from anything he losses stats, what stops him from then just cutting his head and handing it in? This method will be directly linked to the bounty system and will give a little more hindrance for reds to hand in the bounties.
Another issue I have is that NPCs will call guards instantly when reds run into view. If possible, was wondering if only players were able to call guards on reds in town. This is more of a traveling plead more then anything - Dexxers need to run around a bit and it helps to take some short cuts =). Now if you don't want reds running around in town possibly make guard npcs kill on sight if seeing a red (preferably when seeing the red character on screen so that reds have a chance to see names and check prior to running into the screen)
These two issues when adjusted won't effect the gameplay of the shard much at all, so wanted to see what you guys thought of it. Thanks for any feedback =).
- Cres
Re: A couple ideas
Your ideas on stat loss are certainly worth a read and you make some great points. When the shard opened we did not have stat loss at all and it was put in under unanimous appeal from all players (pks as well as miners). and it was asked that it be a truely accurate system I'm looking forward to hearing more feedback on this.
I haven't gotten the patch notes up yet (for days now) but here are some on the changes that we made a couple days ago regarding reds.
I haven't gotten the patch notes up yet (for days now) but here are some on the changes that we made a couple days ago regarding reds.
- Murderers may now always use public moongates, however be warned, it's a guarded area.
- The distance from which an NPC will call the guards on a red has been substanically reduced.
- If guards are callen on a "hidden" murderer, he will not be revealed, however be warned that being in the immediate proximity of a guard may still reveal any player.
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Re: A couple ideas
Here's my view on the matter. This is t2a accurate, keep it. The end.
You start changing one thing why not change it all.
You start changing one thing why not change it all.
Re: A couple ideas
Amen.DemonArkanis wrote:Here's my view on the matter. This is t2a accurate, keep it. The end.
You start changing one thing why not change it all.
how does I bought horse?
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Re: A couple ideas
The 'reds handing their own heads in' problem could be solved by restricting everyone to one logged in account per person. I'd be in favor of that, but I'm pretty sure everyone else but me isn't.
Re: A couple ideas
Honestly, I would be for it as well. Dont get me wrong, i LOVE the ability to macro 3 chars at once but Limiting it to 1 logged on account per IP address would be awesome as well. Keep in mind that still wouldn't stop the problem of reds turning in their own head. they could easily kill themselves, log off and onto another account to hack off the head and turn it in.Salladhar Saan wrote:The 'reds handing their own heads in' problem could be solved by restricting everyone to one logged in account per person. I'd be in favor of that, but I'm pretty sure everyone else but me isn't.
Re: A couple ideas
And then we turn into divinity. Not good.DemonArkanis wrote:Here's my view on the matter. This is t2a accurate, keep it. The end.
You start changing one thing why not change it all.
I just dont see that reds turning in their own heads for bounty to be that big of a problem, especially right now since we are still growing. I have never seen bountys get that high on murders, and I think that has a lot to do with the bounty placed on player x comes out of my bank account. I think the highest bounty I ever saw on a player was 23k after over 500 murders without being "caught". It seems to average about 4k, and Im sure thats over a week or so. But thats just what I have seen.
Guerrilla wrote:
i know i cry alot.... its only because i suck, and I'm going to uninstall UO as you read this
Re: A couple ideas
Well I see that some of you give examples for how to avoid the reds turning in their heads. There are several measures u could do to try and prevent it but all in all, you would have to do more work and likely still have some one find out how to bypass it. The only thing you can do is have a direct counter measure against them handing their heads in. Which brings me to what I'm more concerned with; how do you feel about the temporary stat loss and would you approve of that more then the permenant system that is implemented now?
Like I've mentioned in my earlier post, the stat loss being switched to temporary will not be a dramatic switch. I am not asking to switch the mechanics of the game that include spell dmg / casting times / weapon effects which all would directly effect game play. What I am insisting on having done is to keep the existing function of stat loss and put it in a different form. Having stat loss being a direct effect to the bounty system again also deters any reds from handing in their heads - who the hell wants to sacrifice 3.0 points of healing / magic resist + all their other skills on their template for what, a max of 20k? Players can get 20k easier by just killing monsters or players before they can raise their stats up. This allows the blues to have a valid bounty on a red b/c the red most likely won't try to hand in their head which would jip the blues out of their money.
I strongly feel this effect will be an overall benifit to all players - excluding those that would rather kill reds that are constantly weaker then them for the lack of being able to keep skills gmed.
- Cres
Like I've mentioned in my earlier post, the stat loss being switched to temporary will not be a dramatic switch. I am not asking to switch the mechanics of the game that include spell dmg / casting times / weapon effects which all would directly effect game play. What I am insisting on having done is to keep the existing function of stat loss and put it in a different form. Having stat loss being a direct effect to the bounty system again also deters any reds from handing in their heads - who the hell wants to sacrifice 3.0 points of healing / magic resist + all their other skills on their template for what, a max of 20k? Players can get 20k easier by just killing monsters or players before they can raise their stats up. This allows the blues to have a valid bounty on a red b/c the red most likely won't try to hand in their head which would jip the blues out of their money.
I strongly feel this effect will be an overall benifit to all players - excluding those that would rather kill reds that are constantly weaker then them for the lack of being able to keep skills gmed.
- Cres
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Re: A couple ideas
dont take away stat loss, this is what? the ONLY server that has it.