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Re: stat loss
Posted: Mon Nov 10, 2008 1:05 am
by alatar
BloodyBandage wrote:alatar wrote:If stat loss is adjusted to the new terms being described in this thread than I am officially retired.
end-
I wouldn't be playing chicken with Derrick when it comes to fixing an accuracy issue. If it's implemented all the better, if not I'll live. What you just pulled is seriously a child tactic; if you don't make the bed no milk and cookies after supper! We all understand people have to take a step back from playing sometimes, even myself, but why constantly become Joan of Arc swinging your Troll blade acting heroic. If you want to quit, quit, but don't threaten to quit if something is fixed for accuracy sake. I'm embarrassed for you honestly.
lol.. you're pretty serious huh.. what will you have to do with your spare time when i no longer play here..
Re: stat loss
Posted: Wed Nov 12, 2008 10:36 am
by BlackFoot
youv been threatening to quit since i joined here :/
Re: stat loss
Posted: Wed Nov 12, 2008 3:52 pm
by alatar
BlackFoot wrote:youv been threatening to quit since i joined here :/
the only time i ever mentioned quitting was when i was trying to sell my accounts.. obviously i couldn't play if they we're sold..
the stat loss thing is a pretty stupid change but it doesn't really matter.. i'll just keep using invis items.. i had to make an "i quit" comment for eggroll
Re: stat loss
Posted: Thu Nov 13, 2008 1:34 pm
by BlackFoot
lol, last pvp change too..

quitting is never the answer marlboro told me so
Re: stat loss
Posted: Fri Nov 28, 2008 4:41 am
by Mirage
What's the status on the stat loss system? Patch notes concur that it was much stricter than what we have here.
Re: stat loss
Posted: Fri Nov 28, 2008 5:11 am
by lonewolf_cody
I personally remember that it was 10% stat loss no matter how many kills you made. The first time I became red back in OSI i had to stay away from civilization for a long time just so I would stop losing 10% of my skills.
Re: stat loss
Posted: Fri Nov 28, 2008 9:21 am
by blister
You could get more than 10%.. my PK had 600 kills when I killed him the night UO:r came and I got close to 20%.
Considering how fast skills gain here I hardly see 10% or even 20% as a game breaker. I'd be happy to PK if the penalty was higher than that... but I was one of the few who was happy to see statsloss happen on OSI so I guess not everyone would agree with me on that
Re: stat loss
Posted: Fri Nov 28, 2008 1:57 pm
by Mirage
blister wrote:You could get more than 10%.. my PK had 600 kills when I killed him the night UO:r came and I got close to 20%.
Considering how fast skills gain here I hardly see 10% or even 20% as a game breaker. I'd be happy to PK if the penalty was higher than that... but I was one of the few who was happy to see statsloss happen on OSI so I guess not everyone would agree with me on that
Yes. It was 9% minimum, and 20% skill loss at 20 kills.
Re: stat loss
Posted: Sat Nov 29, 2008 3:14 pm
by Cheapsuit
I vote for no stat loss at all, I think there are way too many carebear games out there right now and we should actually encourage pk'ing by not penalizing the pk's. Or at least only giving them a temporary penalty rather than a permanant one. My 2 cents.

Re: stat loss
Posted: Sun Nov 30, 2008 2:08 pm
by BlackFoot
i think thats contradictory
want to make it less care bear by making it more carebear for pks
Re: stat loss
Posted: Mon Dec 01, 2008 7:08 am
by Mirage
BlackFoot wrote:i think thats contradictory
want to make it less care bear by making it more carebear for pks
Agreed.
Re: stat loss
Posted: Fri Dec 05, 2008 11:28 am
by resinbrawl
I remeber after beta i started a plate mage pk named badass bart with no stat loss after death. During this time pking was just rediculous. Infact even if i did die in a dungeon i remember a bug where u could exit a dungeon and close uo client before you were outside log back in and have all your equipment and items back on your character. After that character I created another pk pre t2a and there was still no stat loss. It wasn't until t2a or just before the release of t2a there was ne stat loss for murder counts. Either way it makes pking risky and it was badly needed on osi shards. While pking is part of the game, without balance this server would be no fun with a bunch of pks running around.
Re: stat loss
Posted: Sun Dec 07, 2008 5:00 pm
by Kaivan
resinbrawl wrote:I remeber after beta i started a plate mage pk named badass bart with no stat loss after death. During this time pking was just rediculous. Infact even if i did die in a dungeon i remember a bug where u could exit a dungeon and close uo client before you were outside log back in and have all your equipment and items back on your character. After that character I created another pk pre t2a and there was still no stat loss. It wasn't until t2a or just before the release of t2a there was ne stat loss for murder counts. Either way it makes pking risky and it was badly needed on osi shards. While pking is part of the game, without balance this server would be no fun with a bunch of pks running around.
Stat loss for pks was added in nearly a year before T2A came out. For the details of the patch that documents its addition, see my post at the end of page 1.
Re: stat loss
Posted: Sat Dec 27, 2008 10:32 pm
by Derrick
Just an update, we do intend to get this implemented soon. There will be a reprive of short term counts, because of the possible anticipation iof the reprieve, there will be no further warning that this is coming until it's been implemented. Could be days, could be weeks, I don't want to induce a murder spree.
Stratics wrote:
The amount of statloss varies from 9% (5 murders) to 20% (20 or more murders)
http://web.archive.org/web/200001310848 ... erers.html
Please note, I didn't miss the date on this, This is the earliest archived version of this page, but there are no patch notes indicating a change to the penalties prior to this.
Re: stat loss
Posted: Wed Feb 11, 2009 4:40 am
by George_Costanza
I know I'm just a rookie to this shard, but I am an experienced veteran to the UOT2A world.
I understand the desire by management for the shard to mirror the T2A experience as much as possible, but I personally like the previous (or original, as you may call it) stat loss system, that is (or was) implemented.
PK's abounding around every corner in 1998 was what made this game great, because it was an actual mmo R - P - G.
Anytime you stepped foot out of that town border, your pulse started racing, and your guard had to be up. That is what made Ultima great.
Minimal stat loss should be implemented in my opinion, based on the 5 to 100 kill range, at .1 to 20%. With of course, the ability to macro off kills.
Anyways, thats just my 2 cents.