My $0.02 about late T2A Combat and PvP.

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Kraarug
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My $0.02 about late T2A Combat and PvP.

Post by Kraarug »

I loved playing UO back then. I had a great mix of characters. Two tank mages, a townie, and GM mules. UO, as complicated as they subsystems are, seemed like a classic game to me. The reality is that late ’99 PvP is more like Tic-Tac-Toe.

The problem I saw was after the nerfing of combat in early ’99, it seemed that the development team went a little wrong.

From correcting the uber force of Archery, the game practically went in favor of Magery except for town fighting. Even then, in town a couple of mages could easily take down a lone dexxer. Just sew saw a pre-casted Para and arm Hally, repeat till dead.

It would seem that minor changes like adjusting the bandage timer down a bit would have been just the touch up to even out some of the issues but the dev team was working on something much larger… all that crap with special moves was on the horizon and so, there wasn’t much will to go back and fine tune PvP balance when it was all gonna change anyway.

So.. my beef with Magery during this time period? Well look, if you are reading this then you play late ’99 PvP. For the development of one skill, a player instantly becomes a practical GM Rouge with Invisiblity, Tamer with Summon (Deamon especially), near fail proof Assasin with Poison, and GM Healer with spamming mini heals. All this for the development of just one macroed skill.

Add in mediation and wrestling and one gains back mana like it’s nothing and thrawts GM Melee 50% of the time with their bare hands.

Given this fact and that there has been nearly 10 years to play this rule set out, pre UO:R PvP is an imperfect game like Tick-Tac-Toe. With the right move, the result is always the same.

With all this said, I am not planning on doing anything different with my game plan. I have my Townie for O/C wars when that actually takes off but I suspect the issue I described above is the chief reason why there isn’t much town wars going on. So, all this clamering for Magery in town… that would basically kill off the only forum a dexxer has.

So, as I planned, I have a tank mage in the works right now for field PvP and general use.

Even though it’s a little predictable, this era PvP is still fun. It’s just not balanced and as I suspect, is victim to UO:R development. It just seems that there were a few things to be fixed before they really ‘fixed up’ the game and nerfed it all.

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Slimeball Jasper
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Re: My $0.02 about late T2A Combat and PvP.

Post by Slimeball Jasper »

I primarily pvp in the game and even still know there is much more to this game to spend time on. Everyone is always so into this era and think the pvp is the thing to look for, but then 4-5 months down the line its gets boring, the playerbase decreases, and it gets extremely boring.

We have a lot of things that OSI had in the respect to lots of vendors, a nice community/playerbase that is not full of griefers, and a lot of newbies that remind me of how fun the game used to be.

Luckily there are GM's that constantly give us things to play around with, whether it be a new system, a town invasion, quests, etc.

The players of this shard in order for this game to not get entirely boring need to start making their own events

Such as an auction once a month/2 weeks, more rp guilds to interact with everyone, pre-planned guild wars with huge amounts, etc.
And it should be everyones priority to take the time out to attend/participate/support these events.

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Re: My $0.02 about late T2A Combat and PvP.

Post by Hoots »

Cortez wrote:I

Given this fact and that there has been nearly 10 years to play this rule set out, pre UO:R PvP is an imperfect game like Tick-Tac-Toe. With the right move, the result is always the same.
that one statement does a great job of summarizing my feeling on 99 PvP.. Not that tic-tac-toe isnt a fun game... but how many times can you play it before you are just blah...

Things like healing and archery should probably be looked at to allow some variety. Especially now with tournies being cut WAY back i dont know if you would hear the uproar of tanks not getting theire valued trophy points due to losing to a dexer every now and then.

I am having a great time, but if I look into the future a little bit and i do have some concerns about my own and others interest.

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platy
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Re: My $0.02 about late T2A Combat and PvP.

Post by platy »

I like t2a PVP the best.. although it seems to have strayed here on UOSA from what I remember.. I don't play much anymore because of it: Out of guards PVP is 90% load ebolt, wait for hally hits.
In guards PVP is 90% precast poison/para, wait for hally hits.
I remember combo's being much more common.. EXP seemed to do more dmg but then again everybody didn't have GM resist..
Good hally hits and high dmg spells are too hard to come by these days "so it seems"
I'm sure all the scripts are correct either way.. PVP here just hasn't followed suit with the accuracy of the shard
Hoots wrote:I am having a great time, but if I look into the future a little bit and i do have some concerns about my own and others interest.

hobbes
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Re: My $0.02 about late T2A Combat and PvP.

Post by hobbes »

t2a era was the funnest era, but the pvp was flawed i must agree. i believe we should follow what other freeshards have done by adjusting the pvp.

I think this server is great in making everything completely authentic, but the pvp aspect of it is poor, and back then i didn't know better...until freeshards came out and added new disrupts, mini heals, spell delays..etc to the aspect of pvp...it became much more skill involved..

i think adjusting the pvp system should be considered.

everythign else that is t2a authentic is great imo.

Ruffian2
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Re: My $0.02 about late T2A Combat and PvP.

Post by Ruffian2 »

hobbes wrote:t2a era was the funnest era, but the pvp was flawed i must agree. i believe we should follow what other freeshards have done by adjusting the pvp.

I think this server is great in making everything completely authentic, but the pvp aspect of it is poor, and back then i didn't know better...until freeshards came out and added new disrupts, mini heals, spell delays..etc to the aspect of pvp...it became much more skill involved..

i think adjusting the pvp system should be considered.

everythign else that is t2a authentic is great imo.
agreed. let the pvpers have what they want and the non pvpers have what they want

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Re: My $0.02 about late T2A Combat and PvP.

Post by ClowN »

era accurate, keep it that way

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Faust
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Re: My $0.02 about late T2A Combat and PvP.

Post by Faust »

hobbes wrote:t2a era was the funnest era, but the pvp was flawed i must agree. i believe we should follow what other freeshards have done by adjusting the pvp.

I think this server is great in making everything completely authentic, but the pvp aspect of it is poor, and back then i didn't know better...until freeshards came out and added new disrupts, mini heals, spell delays..etc to the aspect of pvp...it became much more skill involved..

i think adjusting the pvp system should be considered.

everythign else that is t2a authentic is great imo.
We won't be adding anything that didn't exist in PVP during t2a. There is a reason all those other shards failed and altering t2a mechanics is in part due to the cause of it collapsing. There are plenty of fake shards out there. This will not be one of them. UOR mixed cocktails of fake t2a shards is what has practically killed the t2a era. It still amazes me how many people have been poisoned by them.

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Re: My $0.02 about late T2A Combat and PvP.

Post by Plum »

Well this is really why I enjoyed war pvp instead of solo pvp. For instance archery may have been nerfed but I made an archer back in the day and it was quite effective during GH raids or large field battles. I didn't really waste my time in the field until I started coming to player shards. Back then my bros and I in B^G on GL were warring a lot, like the bloodrock clan is famous for doing as well, and we didn't really have much time to be complaining. 110+ wars at once leaves you with little time to consider.

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Re: My $0.02 about late T2A Combat and PvP.

Post by LightShade »

hobbes wrote:t2a era was the funnest era, but the pvp was flawed i must agree. i believe we should follow what other freeshards have done by adjusting the pvp.

I think this server is great in making everything completely authentic, but the pvp aspect of it is poor, and back then i didn't know better...until freeshards came out and added new disrupts, mini heals, spell delays..etc to the aspect of pvp...it became much more skill involved..

i think adjusting the pvp system should be considered.

everythign else that is t2a authentic is great imo.
Posts like this 10 years ago is why UO got changed for the worse - leave it as it was back then! :)
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Kraarug
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Re: My $0.02 about late T2A Combat and PvP.

Post by Kraarug »

Faust wrote:
hobbes wrote:t2a era was the funnest era, but the pvp was flawed i must agree. i believe we should follow what other freeshards have done by adjusting the pvp.

I think this server is great in making everything completely authentic, but the pvp aspect of it is poor, and back then i didn't know better...until freeshards came out and added new disrupts, mini heals, spell delays..etc to the aspect of pvp...it became much more skill involved..

i think adjusting the pvp system should be considered.

everythign else that is t2a authentic is great imo.
We won't be adding anything that didn't exist in PVP during t2a. There is a reason all those other shards failed and altering t2a mechanics is in part due to the cause of it collapsing. There are plenty of fake shards out there. This will not be one of them. UOR mixed cocktails of fake t2a shards is what has practically killed the t2a era. It still amazes me how many people have been poisoned by them.
I couldn’t agree with you more. I would never advocate for a change that was not intended to make game more like T2A.

My point was that the rule set seemed a little incomplete due to the development focus on UO:R. That situation, imho, created an imperfect situation but still playable and better than what I saw OSI was coming out with.

Mana potions and other junk needs to stay on the dead free shards from wince it came.
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Re: My $0.02 about late T2A Combat and PvP.

Post by DrFaustus »

Yea unfortunately keeping with era accuracy negates ANY suggestion in this thread...

For if you change the PvP you best bring back the old thieving system.
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Michael Malloy
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Re: My $0.02 about late T2A Combat and PvP.

Post by Michael Malloy »

Ruffian2 wrote: agreed. let the pvpers have what they want and the non pvpers have what they want
Statements like this are particularly dubious, as well. Trammel and Felucca are exactly this. Not everyone was 100% happy in this era, or any era for that matter. This is just the most fun.

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Re: My $0.02 about late T2A Combat and PvP.

Post by biff »

I think certain things should be up for debate. For instance the tab/attack last spamming. The patch note quoted as the reasoning for this was some time during the t2a period. This means that this was active for part of t2a, but also was not during part of it. In a situation like this I think the choice that benefits pvp the most should be chosen, and the way it is now definately hurts it.

Its annoying and it sucks that you are pretty much forced into doing it to be on equal ground with people.

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Re: My $0.02 about late T2A Combat and PvP.

Post by hobbes »

biff wrote:I think certain things should be up for debate. For instance the tab/attack last spamming. The patch note quoted as the reasoning for this was some time during the t2a period. This means that this was active for part of t2a, but also was not during part of it. In a situation like this I think the choice that benefits pvp the most should be chosen, and the way it is now definately hurts it.

Its annoying and it sucks that you are pretty much forced into doing it to be on equal ground with people.
i agree.. if its for just part of t2a. lets at least consider taking the tab/attack last spamming out

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