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Challenge Mode Enabled

Posted: Sun Jul 29, 2012 7:31 am
by SorienGuard
Create a new character
You may push 2500gp seed money to the character.

Rules:
No engagement of any kind with your other characters or accounts (money/houses) apart from your seed money
All Macroing must be attended, as defined by UOSA
All skills and stats must be pointed up (so if you GM Herding - your forever a GM Herder)
You cannot Recall (Moon Gate Travel, and the Gate spell are ok)

Play until you die - Once.
Upon death take a screen shot of your skills/stats. Who can get the farthest.

Keep going - can you make the character viable despite the crippling all skills up stipulation?


There are naturally some builds that will be harder to pull of then others - you know which they are. There is no real way to police this so it's an integrity check. The journey here due to the skills and stat restrictions becomes almost as important as the destination. And I think that was, in the beginning, the designer's intent. Now we rush to GM and miss the game of getting there. GMing was the endgame in UO, now we play as if it is the beginning.

As with all things you can find away to "game" this challenge. I encourage you not too. Either find the heart of what it's about and try it or leave it alone.

Begin!

Re: Challenge Mode Enabled

Posted: Mon Jul 30, 2012 7:20 am
by Tumeski
I just realised that having a HC (HardCore) mod enabled would be freaking golden. Especially on Second Age, because it's real harsh out there. HC characters would be great. For everyone that doesn't know the meaning, it just means that when you die your character is automatically deleted FOREVER

Re: Challenge Mode Enabled

Posted: Tue Jul 31, 2012 1:04 am
by MatronDeWinter
How are you going to verify that the person didn't afk macro anything, and didn't adjust their skills or die?

This would be a pretty cool server event if somehow the staff would set some sort of flag on these brave volunteers that would reset if they died. For instance, setting their temp skin hue field to something particular, (to the area where incognito writes) which would wear off on death.



Neat idea. "Hardcore" players is a fun idea too, but that would never fly here. Everyone on uosa wants the illusion of high risk without the involved risk.

Re: Challenge Mode Enabled

Posted: Tue Jul 31, 2012 10:22 am
by Daemonne
This would have been awesome on a fresh server.
As it is, it would be like a beacon for leveled griefers to come and ruin the event.

Now if the griefers started off new as the rest, then everyone would be on a level playing field and have the same chance.

Re: Challenge Mode Enabled

Posted: Tue Jul 31, 2012 11:38 am
by Captain Awesome
Sounds neat. Yeah, it would be like putting a huge bounty out on levelers across the shard, but that would just be part of the challenge. How high can you get your skills while having a huge target on your back?

I'm in. Will start my character tonight.

As to Matron's comment, it would just have to be on the honor system. Yeah, people are going to lie, but there's really nothing other than bragging rights at stake.

Additionally what's really cool about this to me is that there's no tournament at the end or prize for most pvp-worthy build. You can just play to have fun, which I already do on a lot of my characters. I agree with the OP, this is what UO should be about.

Re: Challenge Mode Enabled

Posted: Tue Jul 31, 2012 2:27 pm
by SorienGuard
Yeah its more of an honor system type event there is no real way to police this. Its more geared for the individuals who desire the challenge.

Re: Challenge Mode Enabled

Posted: Tue Jul 31, 2012 3:11 pm
by chumbucket
I wonder if a staff maintained system for this, or at least something like this but staff verifiable, would violate era accuracy? Could be some extra something that adds without changing actual gameplay?

Re: Challenge Mode Enabled

Posted: Tue Jul 31, 2012 5:44 pm
by son
I like this idea and Matron's suggestion, but a if death toggle cannot be something that's easily identifiable.

If a PK or anyone for that matter sees a shiny thing to kill, especially something that looks different than usual, they will be killed with the quickness.

I like this idea, it will be very challenging! I remember people always tabbing so not to gain wrestling, rofl.

Re: Challenge Mode Enabled

Posted: Tue Jul 31, 2012 6:49 pm
by Clx
Used to play this exact game in Diablo, in 1996/1997. It's fun.

Re: Challenge Mode Enabled

Posted: Wed Aug 01, 2012 10:43 pm
by MatronDeWinter
There is already code for the tribal paint in the RUNUO scripts. GM would just have to convert it to an item or something (probably needs to be done script-side unless you want skin color to be the indicator of this "hardcore" player), and if it's an item, set it unmovable on the character so they can't bank it.

That would be a really cool event. Leetpvpers would really have something to show off. Heck, I would have done that on all my non-crafters.

Re: Challenge Mode Enabled

Posted: Thu Aug 02, 2012 10:05 am
by the bazookas
MatronDeWinter wrote:There is already code for the tribal paint in the RUNUO scripts. GM would just have to convert it to an item or something (probably needs to be done script-side unless you want skin color to be the indicator of this "hardcore" player), and if it's an item, set it unmovable on the character so they can't bank it.

That would be a really cool event. Leetpvpers would really have something to show off. Heck, I would have done that on all my non-crafters.
I believe this would be a very easy change in the PlayerMobile.cs code (without adding any extra items--just add a "challengemode" boolean, and check it in the OnDeath function or whatever it's called), and it would be very easy to add a "[challengemode" command (accessible to all players) to turn it on, where there is no turning back on that character.

The only obstacle to this kind of system is the question of era accuracy. Although I would argue that giving a human being the option to "force" themselves to do something that they could choose to do anyway shouldn't violate era accuracy (it just moves that choice up in time a bit). I also really like this idea, and I hope it gets implemented.

Re: Challenge Mode Enabled

Posted: Thu Aug 02, 2012 3:53 pm
by MatronDeWinter
That's a good point bazooka(s).

A person could very easily delete their character on death, and this would only help them with that. Plus it introduces some new "end game" content to the game, that doesn't effect era-accuracy any more than it's already been effected by trophies and NEA grandfathered stuff.

Re: Challenge Mode Enabled

Posted: Thu Aug 02, 2012 6:49 pm
by nightshark
Any official system for this obviously wouldn't be able to work around gifting, so it wouldn't be too difficult to obtain a 7x in that manner. It'd be a harsher version of stat loss applied at any time in the character's life.

Could give the character a prefix on their name or a suffix like the old SP (hero) (evil) system. Make a command like "I wish to make myself mortal" or something that can only be said in the first hour of a character's life.

Re: Challenge Mode Enabled

Posted: Thu Aug 02, 2012 6:53 pm
by MatronDeWinter
That's true. The perma-death would be impressive enough though, but I guess it would really just get used for PK's who would have to macro anew when they die anyway.