“It’s More Of An Erotic Re-Imagining.”

by Azaroth | May 25th, 2010

“Like Glengarry Glen Ross?”

Shout out to Kevin Smith, because I know A Couple Of Dicks Sucked (I almost decided to find a job as a film critic just to use that as a title for a review), and that hurt – But Zack and Miri was absolutely fucking hilarious.

But the point here is (and I’m off on a random adventure as usual to start a completely unrelated post, so I apologize – but I haven’t been able to stop laughing at that scene for days) that a Classic Ruleset IPY probably won’t actually be entirely classic.

I’ve more or less decided that I LIKE the ‘compromise’(d?) design (or IPY 2.5 as I’ve been calling it). It’s middle of the road, but that’s probably a good thing. The hardcore classic people can meet with my new age UO hippies and have a good time. Chances are that I can tone things down even further and just release the new content and systems as expansion packs. I wonder if I can compete with Cataclysm if I launch on the same day. I think we’d crush them.

So with that in mind, I think we can talk about what the server should start out with. As far as simple, minor tweaks. Even things we’ve talked about here like skill scrolls.

Would you be in favour of that?

We’re talking about small things – not large systems. Skill scrolls, say, some very small PvP tweaks (and fixes), some stuff that’d head off EUO use, perhaps our altered RoT system – things of that nature, so that everything doesn’t change with an ‘expansion’, and an equal footing is had by all. Besides, I don’t think – if you’re building on one server – that RoT is something you can just ‘slip in’ one day without having a riot on your hands.

233 Responses to ““It’s More Of An Erotic Re-Imagining.””

  1. Avernus says:

    I think now would be a good time to implement skill scrolls, but I think it’s probably too early to implement the virtue system you’d been talking about.

    Minor pvp tweaks/fixes: Yes.

    EUO deterrents: Yes (if possible)

    Dungeon tweaking/balancing: Some should be done, but it’s easy to build into an expansion patch.

    …more later?

    • Oh, yeah. There are some things I’ll do with dungeons that’ll be a surprise. I love the idea of making Deceit and Hythloth more ‘epic’… and without recall/gate/mark on either island.

      • And no – no Virtues.

        Although that’s only a minor piece of the puzzle… things like that will come in with the first expansion.

      • What about people just setting up boats on the coast of the islands and recalling in to their boats? Is that acceptable? It would still make the islands more dangerous than mainland because of the difficulty of escaping, but they wouldn’t be as much of a hassle to get to.

        • Well, the details of the idea need to be worked out yet. I haven’t actually rolled it over in my head beyond “Hey, that’d be pretty cool… think about that some time”.

  2. well about BOD’s with modified awards. I mean UO is known for its diverse game play. So why not give focus to the crafting classes. Besides it’ll give people something more fun to do as they are working for some gold. Plus maybe it could stimulate rare drop or even the “skill scrolls” for crafting skills on occasions.

    Second suggestion would be No Mounts! but I am assuming that wouldn’t be at launch.

    Mini spam is a no go, Im sure most would agree with me here.

    As for Housing rules with secures, I am personally against it. Altough this will be quite debatable from person to person.

    As of now these are the only things I can think to bring up.

    • I think IPY had limited secures. I think you have to provide at least a little, or else you can’t do much with a house… and people will just make a million accounts to store things on.

      As far as crafting… I think, if possible, we’ll have an altered crafting scrolls system.

      • Rabbi Dan says:

        As long as you have lock downs there’s no need for secures. Basic table wall security is simple and effective, and the possibility of having your house looted because you made mistakes adds a lot of excitement to a server.

        Releasing the core game first with any additional systems (such as the virtue system) being added in later expansions is definitely the right way to go. I can’t wait!

        • I have to agree with rabbi dan, secures are not needed when you have lockdowns. Table walls (with trashcan) make easy entry/exit but also leaves your house vulnerable if you aren’t careful. A nice mix of risk vs. reward since lockdown containers can hold infinite weight.

          • What about public houses?

            Perhaps I’m missing something after not playing UO for six or seven years.

          • The only difference between public and private is that, in private houses, non-friended people go grey when they walk onto your steps whereas they stay blue if your house is public. This public functionality is mostly just for vendors and has never affected lockdowns nor secures.

          • Avernus says:

            IPY, as I remember it, had limited lockdowns that could hold 125 items and unlimited stones, but they were openly lootable (unless locked). House looting is a huge part of the game for me and I’d be sad to see secures added to the server.

          • There will be some sort of function for secures. This won’t be “that” server again. Not a chance.

            I suppose it can either be limited, or be used as an addon to the house price and thus a gold sink. Either way.

      • I agree, unsecure house exploits and unsecure housing in general has caused 100x more bad than good.

  3. Spamming teleport is usually a common problem on early shards so i figure i will bring up this possibility.

    Should trinsic have guards? I’d personally say Nay.

    Where is the server going to be hosted. Its position could be vital for a well balance in pings.

    Poison damage, Should it be strong/weak fast/slow? I think it should be somewhat strong if its DP and have the lesser poisons have more speed but less damage?

    • Teleport. We can add a cooldown or something if people prefer that. Throw your two cents in here.

      Trinsic? Same thing. I shouldn’t comment yet, because without ‘everything else’ done, I need to figure reds out for the interim. That might mean statloss. Which will cause large amounts of crying, I know.

      Poison damage will probably just be how it was on IPY. Unless people have a large gripe now or during beta.

      • Avernus says:

        Statloss with a real bounty system would be fun. I’d be happy to participate on both sides.

        • Actually, so would I. I forget exactly what part of my planned red penalties we discussed on this blog, but the point was made that being red should actually be a challenging experience. It should be UO On Hardmode. In my opinion. When everyone and their grandmother can be red and think they’re a badass, it gets boring and stupid. In my opinion.

  4. Okay another wave of ideas.

    Gold-sinks, what would we need. Perhaps things like gambling stone, Rares/Deco, I know the skill scrolls will work as a gold sink as well so those little things are quite dynamic lol.

    Harder monsters perhaps, I mean the AW/Balron arent enough of a challenge. So how about something a bit stronger maybe with a occasional daily/weekly spawn. Take up to like 4-5 people min. Itll really help stimulate PVM guilds.

    Starting regs/gold perhaps should be nerfed down a bit to prevent newb resource harvesting.

    Public Moongates, How will they work should they be in a set order, work by moon phrases or just choose your location? Id say perhaps a set order or just choose.

    The Lost lands should they be open? I personally feel this should be interduced in one of your “expansions”.

    • Avernus says:

      Gold sinks are only necessary on a server with an unbalanced economy (See UOGamers). Poker rooms and slot machines typically amplify the effects of an unbalanced economy, rather than siphoning money out (they don’t rake the pot). Personally, I think those unauthentic mini-games take away from the original UO experience.

      Harder monsters and modified loot are a good addition to the game, but the the “champion” type spawns will definitely be griefed. WoW is able to execute this idea much more easily, because all of their elite spawns are instanced.

    • no offence but im not down for any of this.

      I don’t think there should be any sort of gambling stones for quite a few months as idiots will blow all their money on the stones and give up playing. Maybe poker tables 2-3 months into the game with low buys….

      and lost lands should remain closed and reviewed in 6-8 months depending on client base

  5. Oxandrolone says:

    What PvP tweaks, specifically?

    Downplay in mani spam, sure, but most of PvP should stay as is. Whats wrong with teleport spam? The noise is annoying, but it provides no unfair advantage in PvP? Poison was quite balanced on IPY. Anyone remember Rhyswolf and MethodManX?

    Side note: Rhyswolf was one of my favorite guys in vent. Everytime he died all targetcalling would halt and an asian guy would scream “GRAB MY KATANA!”. Hilarious.

    No mounts I agree on, as it was with original IPY. It’s either everyone has one if they are allowed, or no one does if they aren’t – so it’s just one less annoying stop at a trainer to get a horse when you’re gearing up.

    Trinsic can go guardless, at least one non-bucs town should be and trinsic has all those fun rooftops.

    EUO deterrents are still leaving me so curious. How could you possibly deter it?

    RoT/Skill scrolls – sure why not. As long as we can still play casually and keep up with the gains curve like I can with macroing! Although I’m sure I’ve made my preferences clear in that too slow gains are a deterrent and boring. (Darkfall still hasnt figured this out)

    • Rabbi Dan says:

      You can teleport faster than you can run on mountless servers.

    • Meth was living proof that people who complained there was only one viable build were out of their minds. Dexers were perfectly viable on IPY… you just had to be good at it.

    • Avernus says:

      I agree with oxandrolone’s approach to leaving most of the original IPY systems untouched. Teleport was used strategically and came with a mana penalty, but it also gave smaller groups the ability to out-maneuver zergs.

      I think one thing that holds more nostalgia than some people may realize is the fact that Trinsic was unguarded. Some of the most entertaining pvp I’ve ever seen took place in Trinsic. I’d submit that an unguarded Trinsic is very important to re-creating the IPY experience.

      • I submit that Trinsic should be turned into a PvP town, not a “red” town. Something with more substance than “dudez fite hear”, and pushing out every blue that wants to use the town… or that remembers Trinsic as their town, doesn’t read the little sign outside of it, and wanders in… gets ganked 40 times, then quits.

        I’d submit a cool design for this, but then I’d be submitting more feature creep and a longer development period. I’ll submit a simpler idea soon than the one that first came to mind.

        Plus… Trinsic would never work exactly in the same way as it did with statloss.

        • Avernus says:

          Good points. Especially about the changes that statloss would have on making a “red town” The town is perfectly crafted as a pvp jungle gym though, so anything you can do to encourage that would be awesome :)

  6. Quests should there be any? I mean some things get repetitive while quests can help kill this repetitive loop and give people a change in goals.

    Should different ores give armor bonus? I feel this should be a yes but sometimes there is debate.

    Bards should they be based on percentage of there skill to provoke or the Monsters strength? This one is a tricky one and personally I wouldn’t know what most people think on this one but my opinion is almost neutral but I feel that Percentage based on skill is my favorable opinion.

  7. Let’s all relax on the feature requests a bit here. Remember, feature creep is what got the actual ruleset delayed indefinitely… this would be something simple that can go up Soon (TM).

    Although the more this gets discussed… the more I just want to finish my solutions instead of halfassing a classic ruleset. ;)

    • Avernus says:

      I think the key elements for modifying the original IPY are:

      -Pick a stance on balancing reds
      -Pick a stance on macroing/skill scrolls
      -Pick a stance on balancing the economy

      If you can get those three pillars established, I think you’re ready to launch and let the shard grow through expansions. Failure to take a stance on those issues up front will certainly cause a riot in the future (as you already know!).

  8. The more you know! (TM)

  9. Also – Don’t freak out when I say “PvP Tweaks”.

    Anything I do to PvP will be run by the best PvPers IPY had, and they’ll sign off on it before it gets set in stone.

    There will also be a beta. If you’re a tester, you’ll get to gripe and complain on the beta forum if you feel like it – and I’ll read it all. So if you care about PvP or you really like wasting my time, you’ll enjoy that.

  10. The ball is rolling, the pig is smoking on the pit, the flag is being raised…

    Smells like victory. And BBQ.

  11. Nihilus says:

    *this just turned into an epic post unintentionally as I wrote it. I’ve added numbers next to each of my points to make it easy to reply to if anyones wants to. Yeah it’s a lot of text. but I got passion for UO so read it damnit! :)*

    Voice of reason: I think there’s a hell of a lot of ideas and suggestions here and a real danger that if half these ideas were added it would just end up being just another custom shard with “c00l f3tur35″.

    EA ruined the fuck out of UO by adding and tweaking too much. It’s called over-engineering. Sometimes a simple sandbox design might just be best to start off with.

    (1) All this talk of quests and stuff just makes me sick. Quests are for Everquest and WOW. Not for an authentic sandbox RPG/alternate world like Ultima Online was in its prime. You don”t need quests when every time you leave a town you have a adrenaline pumping adventure or deep satisfaction from the game mechanics.
    Players demanding MORE from games are in turn responsible for the undoing of that game. Sandboxes are like the aging of a fine whisky in a wooden barrel, you don’t keep messing with it adding things, you just leave it there to do it’s shit until it matures and becomes something great. Adding “content”like quests and “1337 items” for players is like diluting the whisky and is a futile endeavor because each time you add a little “content”, the server becomes that little less a sandbox and players who demand it will never be fully satisfied anyway.
    If the sandbox is right, content will be made endlessly by the players through social interaction. The only acception to adding content really, is releasing more land for people to roam in, which is no bad thing and simply makes the sandpit bigger. (not a good thing if you dont have many players though)

    (2) Turning Trinsic into a PvP ghetto sounds little odd. Firstly, shouldn’t Order and Chaos guilds cater for those who want to PVP anywhere? This can still be Trinsic but then blues if they wish can stay out of these brawls. I don’t agree allocating a key town like Trinsic as a PvP arena is a good move to the masses, only the hardcore PVP crowd. Also that’s the whole point of Bucaneers Den.

    (3) Somethings sound good such as the Skill scrolls system, and ROT system which i’m for as it reduces macroing and encourages people to actually play the damn game. I also think attributes like Str, Int, Dex all should take fucking ages to increase.

    (4) How will the economy be balanced in IPY? I’ve heard little mentioned on here yet it in the end was the bane of the official UO servers both by origin and EA.

    You may remember that UO shipped with a self sustaining economy with a finite pool of resources/gold on the server (like a real economy, NPC vendors didn’t have inifinite gold and only bought things off the player they wanted, and NPC’s sold the items they had bought off you i.e players would buy your bows you crafted from npc vendors). The idea was good and was designed to recycle the pool of resources through item decay, player deaths and trading of items, but it failed due to players hoarding game items endlessly in banks and houses and it not finding its way back to the top of the cycle and thus causing monsters to stop spawning. Origin never had the balls to implement the ideas that would fix it.

    So, Origin ditched the self-sustaining economy for the infinite flowing “faucet and drain” system which most MMO’s use today, where gold is constantly pumped into the game and vendors have infinite gold and will buy any old shit off you forever. This however caused the hyper inflation issue which most MMO”s suffer from and meant the items NPC’s sold was static and never changed dependant on their stock or what they had acquired from players.

    I presume, IPY of old used the new “”faucet” UO economy system and that 2.5 will also? I must say, if the realistic economy system was ever made to work, it would be fucking great. Really good white paper on UO’s economy issues can be read here, a MUST read for anyone involved in making a shard or interest in MMO economies: http://www.mine-control.com/zack/uoecon/uoecon.html

    (5) I also have request that might seem pointless to some, but i loved it from the old UO servers. It was the wildlife AI, where you would go out into the wilds and bears would attack dear etc.. the wildlife actually behaved in interesting ways and hunted each other and some creatures didn’t get on with others. Gariott hd this whole ecological AI thing going on. This was just one of the cool things that got ditched later on by EA but I would love that to be put back in, it wouldn’t impact server balance or anything and IMO is just one example of immersion that UO has lost over the years.

    • “but I got passion for UO so read it damnit! :)*”

      Deal! Let me go get a coffee. ;)

    • (1) All this talk of quests and stuff just makes me sick. Quests are for Everquest and WOW. Not for an authentic sandbox RPG/alternate world like Ultima Online was in its prime.

      Baloney. Read the Virtues discussion. It relies heavily on quests. It’ll be the most UO-style system to go into UO in ten years. Quests are integral to it. The definition of “Quests” isn’t static. “Quests” can be many different things depending on how you use them.

      “Sandboxes are like the aging of a fine whisky in a wooden barrel, you don’t keep messing with it adding things, you just leave it there to do it’s shit until it matures and becomes something great.”

      Sure you do. You do it in an artful, thoughtful way that pays homage and respect to the original product. You just don’t add bells, whistles, licorice and cinnamon hearts to it. If your product is perfect in the first place, no.. you don’t fuck with it. But IPY wasn’t perfect – neither is UO. It’s good, but nobody is pretending it’s perfect.

      If the sandbox is right, content will be made endlessly by the players through social interaction.

      Until this interaction degenerates into chiefly PKing and griefing. Because the sandbox wasn’t right.

      (2) Turning Trinsic into a PvP ghetto sounds little odd. Firstly, shouldn’t Order and Chaos guilds cater for those who want to PVP anywhere? This can still be Trinsic but then blues if they wish can stay out of these brawls. I don’t agree allocating a key town like Trinsic as a PvP arena is a good move to the masses, only the hardcore PVP crowd. Also that’s the whole point of Buccaneers Den.

      It IS the point of Bucc’s Den! Which is why you shouldn’t destroy Trinsic too, and then leave Bucc’s empty.

      Trinsic is a big, epic town. Turning it into a true ghetto is what I did before. Turning it into a bustling, live town WITH great PvP and PvE objectives is what I’d like to do. Not to the point where PvP elsewhere is pointless, of course. It just takes some thought and some testing.

      (3) Somethings sound good such as the Skill scrolls system, and ROT system which i’m for as it reduces macroing and encourages people to actually play the damn game. I also think attributes like Str, Int, Dex all should take fucking ages to increase.

      I’m really smart and cool, aren’t I.

      (4) How will the economy be balanced in IPY? I’ve heard little mentioned on here yet it in the end was the bane of the official UO servers both by origin and EA.

      Not an economist. I’d figure it out to the best of my abilities, run an open beta (or a “I get to wipe this without complaining”) phase, and then figure it out a little better. I will take special note to make sure this works well. If it doesn’t, I’ll fix it. However, obviously fixing it after the fact is never quite as good. So I’ll make sure I listen and try to figure it out right in the first place. You guys know you’re getting me into a full-time UO job again right?

      You may remember that UO shipped with a self sustaining economy…

      Simpler than this until the expansions launch…

      So, Origin ditched the self-sustaining economy for the infinite flowing “faucet and drain” system…

      Tighter faucets, more drains. Not so hard. You’ll find faucets (NPCs, in this case) end up with various special conditions regarding their… faucet-ness. Items will have special cases as well.

      It was the wildlife AI, where you would go out into the wilds and bears would attack dear etc.. the wildlife actually behaved in interesting ways and hunted each other and some creatures didn’t get on with others. Gariott hd this whole ecological AI thing going on

      Would impact server balances, actually. Read into why it didn’t work. The impact of players was not considered. In fact, the effect of the system wasn’t even extrapolated. Complicated simulation needs to be run for this system. It didn’t work. Also, Garriot funded UO. Koster, and please if you’re a UO zealot, learn who Raph Koster is (Hint 1: It’s not Ralph)… actually designed UO. Several others programmed it. Garriot did neither. He made the original Ultima games, and, I believe, said “Ultima ONLINE would be SO cool”. Then he got killed by Rainz, and that’s pretty much his UO legacy.

      Then he made Tabula Rasa because he had “learned so much from UO”, and everyone was like “WTF?”.

      • Nihilus says:

        ok well thats cool. My points are on the table, you seem to have thought about most so I’m happy to wait and see how it turns out.

        Your right about Raph Koster, I’ve read his site and essay on what the fate of UO. Interesting guy, he basically designed UO from the ground up using moral and ethical principles which is probably the reason why UO is just so unlike other games out there. What he didn’t count on was how childish and hateful players in a virtual world would be to each other and he blames the “downfall” of UO on the fact they never got round to properly implementing a system that rewarded players who were actually nice to each other.

        • Which is where I’m trying to fix the design. I’m trying to do the same thing, but with 15 years of “what went wrong” research under my belt.

          Problem is that I’m not as smart as they were. ;)

          • I’m also NOT trying to be confrontational or a dick of any kind about your post. I think your passion for UO is admirable. I could also easily be dead wrong about everything. Which is why I appreciate posts like that… and follow ups if you disagree.

  12. Victory is not assured.

    Much planning needs to be done. Patience, my young padawan.

  13. JackStraw says:

    I think getting overalls coded in should be #1 priority.

  14. Paypal me… say, $5000. I’ll have overalls in for you.

  15. quick fixes to make sure that the shard isn’t fucked over within the first 2-3 months:

    - limit on number of items a person can resell to shop keepers.

    - lower the amount of gold that items resell for, especially craftables (after all, what shop keeper would want fancy shirts made with 50 tailoring? – and it would curb EUO)

    - raise prices that magic weapons can be resold for.

    - monsters chase quick with high levels of AI, and when hit your stamina decreases quickly. (this is how Uosecondage had their monsters set up originally, I loved it even though i was killed 10-15 times and looted)

    - skillscrolls as per ipy design that give 0.1 or 0.3 would be good
    - macroing next to useless, especially in houses and on other players.

    - housing and boat prices should be through the roof, after all, housing is the UO end game in a way.

    - make sure that t hunting and fishing is not overpowered (divinity’s economy and magic weapon market was completley ruined due to this and the shard never bounced back from it.)

    - put ankh’s near the popular places (GY, xroads, minoc mines, despise, etc)

    oh and don’t touch stealing, it is a glorious skill.

  16. Az I would like to see more what YOU want , not so much what the ‘community?’ wants. What do you want to happen with balancing reds? pvp? economy? events? quests? feel?

    what is your vision?

    how do you feel going into the shard now?

    optomistic or feel that the gravy boat of grief will come back?

  17. Oxandrolone says:

    Hold on a minute… I can’t walk around and kill anyone I want to for no good reason now?

    So everyone wants skills to be WAY harder to gain, and stat loss?!!?! What is this world coming to. Why is everyone trying to put walls up between me and fun UO!

    There’s got to be some alternative to stat loss if you want to penalize murderers. Maybe a penitentiary system where your sentence increases for the number of murders you’ve been reported for since your last bounty or death.

    But hey if everyone wants stat loss I guess I’ll just have to stick to order and chaos and stuff like back on OSI.

  18. Anyway, statloss would never be my solution if I had more coders working moreharder.

    If I put up a server next week, statloss would be my solution until an expansion hits.

    Them’s the breaks.

  19. Rabbi Dan says:

    So real quick I want to sum up the features of this server if it launches as described right now:

    1. Statloss
    2. Secure housing
    3. Really slow skill grind (Super RoT)
    4. Ineffectual macroing (EUO prevention)
    5. Slightly tweaked IPY 1.0 PvP
    6. Decreased gold from PvM
    7. Limited gold from NPC Vendors
    8. Increased cost of housing and boats

    Uhh, I hope I missed something somewhere

    • Well, you did miss some stuff. But you think the basic ruleset is a bad idea?

      • Rabbi Dan says:

        Yeah, I think the problem here is that this rule set sounds appealing when it actually won’t be much fun to play. I mean, we’re UO vets. Everyone here has played UO for years and years, so the thought of a “hard” shard after so many easy ones sounds appealing.

        Unfortunately, the server won’t actually be “harder”, it will simply be more time consuming. I doubt making UO challenging for anyone that has played it for years is even possible. So what’s the benefit of the slower skill gain and gold acquisition then? It will provide some artificial lengthening of life to the server. This benefit is outweighed though by the barrier of entry created at the two-months point when a lot of people start having 7x mages. Once this happens, new players are heavily discouraged from playing on the server. You see the opposite of this with UOG:Hybrid, new players can join and in 24 hours macro up a new character and join their friends in the fight. I’m not advocating that easy of skill gain, but it has obviously been successful.

        I just don’t see the benefit of slow skill gains and slow gold acquisition, and I think it will be detrimental to the long term growth of the server.

        ==

        On the other points..

        Statloss I can take it or leave it. I think temporary stat loss is better though, because it lets the reds continue to play the game (instead of macroing off counts) albeit at a disadvantage.

        I’m sure the PvP will be fine.

        I’m strongly opposed to 100% secure house storage; I think there should be risk involved with the massive advantage of unlimited, shareable storage capacity. Another problem is if there are secures then those are the only containers that anyone will use in their house for storage, which limits the usefulness of houses. Someone could ignore this and use lock downs behind table walls, but no one ever ever ever does because why take any risk when not necessary.

  20. Just a quick few ideas for your “Statloss system” if i got what you said right you looking for alternatives to stat loss. Well here is a few quick suggestions for you.

    1. Temporary stat loss in which you lose your skills for 1 hour, the percentage of skills temporarly removed would be based on short terms.

    2. payment of tithe in statloss in which you must pay so much gold to res or choose sacrifice skills to res. Like the amount of “Tithe” paid could be based around how how many short terms you got, or just a preset amount.

    Just a few passing thoughts i’d figure i would bring into circulation.

  21. Avernus says:

    Not bad ideas. The cost of being a red should be enough to separate the good pvpers from the bad, but it shouldn’t prohibit reds for existing in the game entirely.

  22. Yeah i agree with you there avernus. The whole point of statloss was to just stop everyone from wanting to be a pk. But i feel statloss was a bit to harsh of a punishment.

  23. I’ve always wanted a system that didn’t punish “bad” behavior, but encouraged people who behaved badly to consider their actions and hopefully motivate them to behave in a “good” way in the future.

    For example, if you have 50 murders and die, instead of rezzing, you have to earn the right to return to life by guiding a newbie through a dungeon or something. The idea would be to show the person who is taking advantage of the vulnerable and innocent to really see what that other person has to go through first hand, and cause them to invest in the success of these vulnerable other players.

    I don’t know if this is a perfect solution, or how difficult it would be to code, but what do you all think of something like this? It could actually help people to be aware of the consequences of their actions, which is an incredible capability of a justice system, and in my view would be a non-arbitrary “punishment,” which is the best kind in my view.

    • …That wasn’t really on topic, but I thought I’d throw the thought out there and hopefully get the ball rolling. I’m not a big fan of statloss, and I’d really like to get some other ideas about things that could be easily implemented for launch.

      • Sure, absolutely. It’s a good line of thought. However, at this point… if we want things like that (and I don’t even know how to start fleshing that particular idea out to prevent it from being abused).. there won’t be a launch that’s any time soon.

        People keep saying that there’s not enough to the ruleset, that they want more… but then they say they don’t want to wait, and that launching soon is a good idea.

        So, yeah. ;)

  24. So real quick I want to sum up the features of this server if it launches as described right now:

    1. Statloss
    2. Secure housing
    3. Really slow skill grind (Super RoT)
    4. Ineffectual macroing (EUO prevention)
    5. Slightly tweaked IPY 1.0 PvP
    6. Decreased gold from PvM
    7. Limited gold from NPC Vendors
    8. Increased cost of housing and boats

    AGREE WITH ALL ABOVE PLUS:

    9. 1 or 2 Account(s) per IP.

    Can’t stress this enough. I had 4 accounts on Div on at one time and it’s ridiculous. You never get a feel for the game, nor do you make a unique name. I remember people on OSI “knowing” your name.

    • I agree!
      and 1 or 2 accounts per IP FTW….

      The typical complaint is “B-B-BUT ADMIN!!! ME AND MY 5 COLLEGE ROOMMATES SHARE A TWO BEDROOM APARTMENT AND WE ALL NEED ACCOUNTS!”

      too bad, you could be full of shit.
      and then I hope azaroth monitors IP’s so he can see if people work around the IP creation restriction and have 3+ accounts logged in under the same Ip and delete one account.

  25. I think it would be better if we just left Trinsic alone and let it develop into the PvP hot spot on its own.

    When I played UO my guilds home base was Trinny, I love that city and spent a lot of time there on all my toons. I was upset in IPY 1.0 when I would get ganked any time I tried to use the town on any of my toons. Usually a 10 on 1 which resulted in lots of “rofl lolmaoowned” from the cool band geeks.

    I would like to be able to use my city again. As you said, Trinny is an epic city, and on its own people will come there to fight, especially since my guild will be based there :)

    I don’t really think any rule tweaking or promotion of the town is needed, let it develop on its own, keep it sandbox :)

    This will also promote people to check out other zones, and dungeons, for “Oranges”. If all else fails, there is always IRC to determine where people are or where to meet.

    One thing I liked about Chessy when I played there is that the PVP hot spot seemed to change on a weekly basis. One week we would fight outside of Wrong, the next week it was Trinny, then Nu’jhleom, then Vesper etc.. I would like to see that rotating pvp hot spot on IPY, keeps things fresh and makes use of the vast world.

    I understand your concern though, nobody wants to gate around for 30 minutes looking for a fight. But with a healthy population we have never really had that problem before. You learn what guilds are where and you find out where you need to be pretty quick.

    As for housing, I agree that lock downs are a must and I think that a limited number of secures is justified. Keep in mind now that back in the day I used every exploit known to man to loot houses and just loved every second of it. I am no long 13 years old, I have a career and about 1/10th the spare time… so I would rather not have some young upstart punk steal all my stuff, thanks :)

    It is just pixels people, who gives a crap about it, if whether or not you can loot a house is the deciding factor in someone playing this shard Azaroth I think you know the viable solution. We can use instances like this to weed out some of the bad ones before the server even starts.

    Having lootable houses will cost you a lot more players than not having lootable houses.

    Again, as a red, I stress the need for stat loss. Without it the server is doomed to fail. Even back in the Dread Lord days when there was no stat loss you still had to have balls to be red. Most people only had one real good toon so that was your main, you couldn’t just hop on an alt and go kill mobs. Whatever you did was on that red, and you were a target the minute you left your house.

    Now a days people go red and think they are a PK or are hardcore. Being red doesn’t automatically make you a PK. I will be PKing on IPY and I want stat loss, as I have said before.

    • - Trinsic won’t really become a pvp spot until everyone has reached a significant amount of time playing the game (ie housing, etc) – which could take 6-8 months at least.

      - Looting houses has caused more harm than good, az knows this.. as you said , people for the MOST PART are smart when it comes to housing. Time and time again either through exploits or GM corruption, houses have been looted (Had a friend that was a gm on divinity and managed to get GM status on secondage – and he would unlock tables for his buddies to loot houses) – So a # of secures is a good idea.

      - So what you have will be a bunch of blue pk’s that macor off short counts every night.

      IMO short terms should be 40 hours to curb blue pk’s and maybe one account red = all characters red would also help.

      as for statloss… I’m 50/50 on statloss. Reason being that skills will be so hard to gain in IPY that nobody will want to risk turning red as every PK knows EVENTUALLY either through connection, gank, whatever – you will die. There still needs to be some chance of reds pking you, that freedom in the game made it for what it was.

      Not only that, but then you have blue pk’s that murder 4 people then macro the short terms off. Making short terms 40 hours could curb this but then edit this, edit that and before you know it you are left with a system everyone hates.

      • i totally screwed that up
        don’t read the

        “- So what you have will be a bunch of blue pk’s that macor off short counts every night.
        IMO short terms should be 40 hours to curb blue pk’s and maybe one account red = all characters red would also help.” -

        It was supposed to be deleted
        but one red = all red would be a good idea w/ account limit per ip.

      • If you think it will take 6-8 months for PvP to start you are dreaming. I say two weeks.

        And I am still not sure what your response is supposed to mean, are you saying that I shouldn’t worry about having guards in Trinny because for the first 6-8 months no one will be there to PK me?

        Second point ok you agree with me, we have all heard horror stories. On SP we were the first guild with a boat and sailed to Dec Isle, on the way there we found some Atlantic guild called SSJ or something and killed them. It ended up being a big cluster fawk and we all ended up with ghosts on each others boats, and day 4 of SP we are all red. So our buddy, who remains nameless, had a RL brother that happened to be a GM on Siege Perilous. He turned us all blue and kicked all their ghosts off their own boat and our boats. They cried for years on the message boards but nobody would believe them, well if you are reading this now you guys were right :P Anyway, what I am saying is that corruption isn’t isolated to player run servers, even professionally run paid subscription games are subjected to this kind of behaviour. The best you can do is hope that Azaroth gets lucky in chosing the few who don’t abuse power, or are at least able to police each other.. kind of the same system City police have. Which we kwow doesn’t always work. Basically you hire enough people with different attitudes and different walks of life in hopes they will keep each other honest.

        I have no problem with short counts being 40 hours. I have no problem with a kill being permanent. (Obviously this isn’t feasible but I am still saying I would have no problem with it)

        You make a pretty bold statement in the next point, NOBODY will want to go red? Hello… I am standing here right now telling you I will go red in a ROT gain stat loss world. So I guess that nobody theory goes out the window? “Well you say you will but will you really? So my point still stands.” It is all speculation at this stage son, but yes I say that I will.

        If you killed 4 people you would have 32 hours of short term counts to get rid of. So basically every three days they can kill four people..?

        I don’t think that blue or noto pking will be as big an issue as you think in a stat loss world. That is a lot of time macroing/playing without fighting people. Most people won’t sacrifice a days worth of playing so they can kill a few random blues. You will always have people that kill innocents, be they red, grey, orange, purple or blue.. that has always been a part of UO. It adds to the risk factor, you really have to be careful who you trust.

        Again this is all speculation, for all I know there are people sitting reading this thinking of doing the exact thing we have described.. if so though I tell them to have fun with their 2 kills a day, while us real PK’s who aren’t scared of a challenge run the dungeons, or at least try to :)

        • “Anyway, what I am saying is that corruption isn’t isolated to player run servers, even professionally run paid subscription games are subjected to this kind of behaviour.”

          Rixus wasn’t original. He was IPY’s answer to GM Darwin. Look that up and tell me that GM corruption is a free server issue only.

          (Almost a comment I don’t want to make anymore, too. Rixus isn’t somebody I hate – he was a decent guy other than that incident.)

          I’m more concerned about who has access to the server than what I’m doing with GMs. GMs are easy to keep an eye on, and there’ll be very, very few actual GMs. Most of the time I think you’ll see GMs in red robes with slightly modified Counselor access.

          It’ll create more work for yours truly obviously, but I’m going to keep an especially careful eye on that kind of stuff this time. I’m going to have a solid plan going in to prevent it as much as possible, and if people have a problem with that or feel slighted that I don’t ‘trust them’ enough… tough shit, to be honest.

          There are some folks I know I can trust. Even then, I’ll still be reviewing the logs every night.

        • “You make a pretty bold statement in the next point, NOBODY will want to go red? Hello… I am standing here right now telling you I will go red in a ROT gain stat loss world. So I guess that nobody theory goes out the window? ‘Well you say you will but will you really? So my point still stands.’ It is all speculation at this stage son, but yes I say that I will.”

          bc, you made an even bolder statement when you said that you “don’t have enough time to sit around trying to house loot, so house looting shouldn’t be in game”

          pull back the reigns a lil on the provinciality… not that I disagree with you, just saying it comes across center-of-worldish.

          • Let’s also all relax before we hyperventilate and realize that it’s been stated nowhere that house looting would be removed.

            I said there’d be either limited secures, secures as a gold sink, or something of that nature. But no matter what, it’ll be limited and capped and house looting will be entirely viable… it just won’t leave someone so despondent that they immediately quit.

          • Oh I’m not concerned, Az. Either way is fine in this particular area of concern, I’m just pointing out that “I WANT THIS NOT THAT” blanket statements, even if they have the most casual and innocent tone, cannot end up with support from 100% of the entire playerbase. But that’s pretty obvious to begin with, so………

        • you aren’t everyone though sir :)

          A lot of us are older now, have gf/fiance + job + other passions, and as such, don’t really have the 50 hours of played time to go into dungeons to get our skills up from statloss… I wish I did. (or want to macro afk for 500+ hours as a ghost and not be able to play the game due to a connection loss or internet goes down)

          I have pked my entire Uo career, but I am going to play like a newbie, working my skills up and not worrying about GMing anything to have a final attempt at enjoying the game for what it is instead of the powergaming habit UO has drilled into me.

        • Also in regards to 6-8 months before pvp…
          I meant to say that IMO besides griefers, most people would try to work together and build guilds to get somewhere in the game within that time frame… then the people that just used guilds to get skills and money will leave and start pvping/pking.

  26. jamieirl says:

    More than anything; address the needs of the non-pvper. IPY is already known to have popular pvp mechanics and that’s pretty much all a pvper needs. To the non-pvper (or even the pvper that also plays the rest of the game) most preUOR shards are lacking.

    Just put in statloss, no polls, no discussion. UO needs at least a little accountability and statloss was the only thing that even came close.

    I think that having limited secure containers (as others have mentioned) is a good idea. PreUOR style secures though; limited weight, and very few. If I remember correctly this is how IPY already was. I believe a small house would allow one secure and the weight max was 400 stones.

    I don’t really remember how fast skill gain on IPY was but if it was anything like most freeshards I think it should be slowed down some. UOSecondage is much slower than the norm but still way faster than OSI preUOR skill gain.

    So that’s my list of the most pressing issues, in order of importance.

    • UO released in September of 97 if I remember correctly. Stat loss patch hit in May or 98? Sometime around then anyway. Even the old designers have said since then that they did not expect things to go the way they did. They did not expect such popularity among these Dread Lords. They thought it would be a few sprinkled in here with towers and skulls on them, rarely seen but always feared. Instead they got the opposite, they were even lucky to get as many antis as they did.

      It cost them a lot of subscriptions early on, and if the game had launched at the same time as any other option with their care bear ways then there is no way UO would have lasted. Nobody would pay to be subjected to that in todays gaming world besides the hardest of the nerds which in turn always end up killing your server anyway. This is why I think stat loss is imperative to the shards survival.

      I feel like I am beating a dead horse here though because I am pretty sure Azaroth has already made his mind up on the matter.

      But stat loss alone is the key to providing an atmosphere where the non pvper can thrive. This doesn’t mean they have trammell where they can hide and be safe, what it means is they won’t be killed every time they step 2 feet out of town.

      • I’ll see if we can get something finished before launch to take the place of statloss. If not, statloss will be in. No questions, really.

        “Nobody would pay to be subjected to that in todays gaming world besides the hardest of the nerds which in turn always end up killing your server anyway.”

        Oldschool UO servers without any sort of red control = Perpetual Failure Machines.

        But I also think statloss sucks as a system.

        That’s why I wanted to launch with the new ruleset.

    • Avernus says:

      Skill gain on IPY was slower than it is on UOSA.

  27. Character development: Skill gain, RoT, scrolls, etc. for obvious reasons.

    Economy – gold: All the different types of loot (monster, MIB and T-maps) and how much you can make off selling to NPCs and such. If any one of these things is out of whack for even a few days, the shard will suffer.

    Economy – resources: It will undoubtedly come down to staff and player policing. Make sure the jail/ban/firewall policy is very clear from the start and never let up on it. I wonder if the coded ‘warning system’ I brought up a while ago is even possible? Would definitely make it a little easier for the staff to track people down.

    -The ‘red problem’: It’d be a mistake to start without any system and then code one in later as that will just piss off a lot of people (consistency in this matter is huge). Alternatives to stat loss is one of the things I’ve been thinking about the most but I honestly can’t come up with something that doesn’t have obvious drawbacks. At least stat loss is something any UO vet should be familiar with and should make the real PKs stand out.

    -Housing: Totally split on this one. On one hand, I’m not a fan of secures at all (unlimited personal bank ftl. I’ve never seriously tried to loot anyone either). On the other hand, you have keuse’s points which are totally valid. It’s definitely something I could compromise on.

    -PvP: I said I’d be down for experimentation in that other poll but I strongly believe this isn’t something that even needs to be touched.

    Can’t wait.

  28. legacyofblood says:

    I’ve been arguing my point on housing security for ever, but here it is. The Housing system is a luxury and also a liability, therefore risk should be involved in storing your assets. (My main inspiration is uo housing Circa 97-99)

    The fundamental system to house security is keys, it has since the beggining. I feel like you should be forced to use it, unless its a designated player vendor shoppe. If you happen to get pkd with it on you and/or loose it – than there should be repercussions.

    In the early years of UO I remember loosing my key to my house and having my entire guild help me fight the pks that were trying to loot it and essentially own it, since the housing option interface wasn’t implemented yet (all you had was that key to signify you owned it). That was a fucking good time, even tho i lost some shit, the rush of fighting to keep it was the best part.
    I’m not necessarily suggesting get rid of all the housing interface features, but modify them.

    I feel there should be a “change house locks” option, so after you click that option, there is a waiting period of 12 hours before a new set of keys appears in your bank. That way you can use it as a crutch for your mistake of loosing your key.

    I feel there should not be housing “bans and ban lists”. First, It would eliminate house hiding, especially in guild fights. Second, it gets abused and I feel it would increase the fighting and enjoyment of defending your house. I personally don’t believe it follows the tradition of an open ended uo experience when the game originally debuted.

    Lock downs should be implemented, but I do have an issue with lock downs by doors, or locking your key on the steps, or preventing access to the house to be looted.

    My viewpoint is to reiterate that if you want the luxury of having a house, than risk have to be associated with it, and you can probably afford to loose those items anyway.

    • legacyofblood says:

      btw, your bank box is virtually unlootable (unless you were hacked), but items of great significance should be stored there not your house.

      Housing could be improved upon in soo many aspects to make the game more fun, but it would involved an evolved (new code) system. I think darkfall was right about touching on guild housing construction and not much else, but think of the possibilities implement something like that in a UO.

    • Avernus says:

      I share your opinion, for whatever it’s worth :)

    • since the fucking DAWN of ultima online and every single player run shard to follow, exploitation and GM corruption leading to house looting has been an extreme thorn in the side.

      Ive looted maybe one or two houses?

      On IPY – the guild house of a guild of 16-17 of us was left unused as we had all quit the game, nobody was co-owned to the house and I had tables all over (it was a patio with deck). I logged in a week later to refresh and EVERYTHING was gone through exploitation.

      Countless players have left due to house looting and it is a HUGE inconvienence for people who dont have 5 hours a day every day to play the game.

      In conclusion: House looting has and will continue to do more damage than good. The only thing it benefits is the 5% of players who have 1000 hours to stealth around, and the 2% of people who exploit their way in. Secure containers FTW… thankfully Azaroth can see this.

  29. Khudere says:

    I might have an idea for stat loss. I think someone mentioned something close in an earlier post. But how about giving a red player an option. Either you pay in gold or take a loss in your stats.

    To make it fair you could have it so each kill = 10k gold or something to that effect. And maybe if you wanted the blue to feel better, you could say what ever the bounty is + the base gold per kill. (or half bounty) Might make the economy thing work better.

    I love and hate the idea of slow skill gain, we really all have played our share of uo for the most part. Could you make certain skills a lot harder to gain and leave the majority of them easier??

    I know it takes along time and a ton of boring and repetitive hours when you start talking about trade skills. But I think if there is a good sized system that works and has great rewards with long to very long term yields it would make a lot of crafters happy.

  30. Nihilus says:

    Stat loss will no doubt seperate the men from the boys and thats what I love about it. Seeing a Dreadlord running around SHOULD give you a sense of fear and awe. If you see a dreadlord with a decent stat loss system, you know they are likely unbeatable in PvP and 90% of blues will likely run unless with friends.

    UO is a clusterfuck without stat loss and no replacement system will do it better. People don’t care about money like they care their “time” and since Time is so valuable, stat loss is the best bartering chip to force players to play a certain way. Statloss is effectively a PVP servers Law & Order, and it’s essential if you want non pvp/sheep on the server.

    If you look at a statloss system and say, “thats unfair I won’t be Red then” thats exactly the effect its supposed to have and thats echoed on this thread. You need to be able strike matches on your testicles, while spitting out chewing tobacco on someones shoe and claiming to be a “sexual tyrannasaurus!” to be hardcore enough for going pure Red and thats how it SHOULD be. (Predator ref ftw)

    • Avernus says:

      I get what you’re saying, but I disagree with your opinion that no replacement system could do better than statloss. Statloss doesn’t even punish the bad behavior, it punishes dying. Guess what – everyone dies. Yeah, in 1998 you could be a badass hardcore pk that rarely died, because most of the population still sucked at the game. The playerbase is far more sophisticated today than it was 12 years ago. Third-party apps are far more sophisticated as well.

      There should definitely be a system in place to control the population of reds, but pking needs to remain a viable option for the skilled pvper. Statloss is better than nothing at all, but there’s definitely room for improvement.

      • Avernus says:

        Also….

        If statloss is implemented, you should only receive statloss if your head has been turned in to a guard. It’d be pretty shitty to lose connection and die to a slime, then spend the next several weeks macroing (assuming you don’t die while macroing).

        • Agreed on the statloss thing. I was a die-hard Red back then on Drachenfels and Chesapeak – but one time (dialup internet rocks) I disconnected at the orc fort while I got killed by some orcs. Kinda took the fun away as a Red :p

          Statloss vs Players – Yes
          Statloss vs Monster – No

          And to prevent abuse? Once a player hit or spell hits you, you are flagged “player attacked” for a certain amount of time. What you think?

        • Nihilus says:

          Ok, this is where we need I guess to get into the technical realms of the stat loss system.

          UO at one point had two seperate murder counters going for each character. a Short term counter and the Long term counter.

          The short term counter governed whether you would get stat loss for murders. When the counter got to 5 murders, you would be flagged red and would lose stats if rezzed. It took 8 hours to lose a murder count (so 40 hours to reset back to 0 murders). Anything less then a murder count of 5 and you were safe to rez.

          The long term counter did the same thing except it didn’t effect stat loss, it simply countered murders but instead of taking 4 hours to lose a murder count, it took 40hrs (200hrs to go from 5 to 0). If your long term murder count reached 5, you were Red BUT you wouldn’t get stat loss unless your short term count was 5 or more.

          So basically, full time reds could be perma red via the longterm counter but still not incurr stat loss as long as they had waited the 4hrs per murder count to get the short term counter below 5.

          I don’t see a problem with this system. But it should be discussed.

  31. Oxandrolone says:

    If you see a red in stat loss, it doesnt mean you’re encountering a PvP god. It means you’re encountering an alt of a very wealthy character who has macroed him up to a sufficient level to get the jump on guys while they are farming in dungeon.

    If you encounter him, he’s not going to fight you, he’s probably going to run, because he knows he’s going to get zerged to shit even if the only reward on his death is that the player that killed him gets to impose statloss.

    Stat loss doesn’t seperate the “men from the boys” it just means that there is two types of PKers – the pure reds that are going to run from every encounter where they risk death, and the false red that hovers around 5 kills and ensures that he never dies when red – they are likely the good PvPer’s main character. Also if grey flagging is in, expect noto-pking to be rampant – and probably what everyone will whine about on the forums.

    I don’t know what delusions everyone is holding that stat loss is going to police the shard. Those of us who want to fight you will figure out a way to do that even if it means recalling our pure red into the dungeon to take the kill while you farm. And no, no one will risk stat loss to stick around and get into harms way with a pure red – not even the PvP gods will do that – not unless they’re wealthy enough to take that stat loss.

    • Nihilus says:

      Your assuming:

      (a) IPY is gonna be a server full of macro’ers (read ROT, Skill scrolls)

      (b) You can have more then 1 account active on the shard.

      As for Players hovering around 5 kills, thats the whole point, it forces players to not murder as often unless they want to but their balls out on the table and try hardcore mode. Thus helping the server not become a gank fest….as much.

      Against all odds, players WILL go hardcore, as painful as it may seem and unfair, there will be players who do it and are proficient at it and thus will get a reputation and respect for it. Obviously, no players who hang on around 5 murders won’t theres no such thing as a free lunch.

    • one char red = all chars red and an account limit on IP should fix this once and for all.

    • No recall/gate/mark in dungeons, baby.

      You’re not slipping your red in to take a kill that easily.

      No R/G/M makes statloss SO much more effective and serious.

  32. Account limits per IP are hard to enforce sometimes. Certain people will always get around it.

    IPY was limited. It created the headache of screwing the good players and the annoyance of not affecting the bad ones.

    Better system required.

    • It seems like the people who would take advantage of loopholes in something like that wouldn’t do it if there were penalties for getting caught. For example, if their characters were reset to 50/50, or their banks were wiped, or both.

      If you publicly set a high barrier to entry right from the start people are less likely to test the limits.

      Just a thought.

      • People will always test the limits.

        Remember, some people ‘don’t care!’ and dare you to ban them. Then when you do, they throw a shit fit.

        • You would know better than I about limit testers, but it might make it easier to weed them out if there are fewer people toeing that line.

          • Fair enough, but the people who pose the real problems that I’m actually worried about are those limit testers and hardcore cheaters who won’t be deterred.

          • Totally. I would guess the challenge will be to get the number of people toeing the line to be small enough that you can catch them with the limited man-hours that you’re going to have from your staff. It might be that the equilibrium is just not worthwhile for you to reach. Again, you’d know better than I. Interesting stuff, though.

        • WhiteOleander says:

          TEST THE LIMITS!!!11

  33. SoulStealer A.O says:

    There needs to be away to limit or remove scripting all together. That Kris client or whatever it’s called ruins the experience. Targetting scripts and scripts that pull up all healthbars on a screen a part of the reason why many wont play UO.

    One of the best ways to prevent people from not playing the game, in my opinion, and pumping them into dungeons is to remove any form of initial money making via tailoring or however else you can do it without fightining mobs unless you are a crafter.

    Otherwise we will just see the usual 3weekish mark 7xgm chars with houses and tons of reags recalling around to hot spots.

    Also, The no recall onto Hyth or Deceit isl is a great idea for the next version of IPY but If two versions is the case I wouldn’t like to see that in the first one personally.

  34. Nihilus says:

    Az, can you confirm if your looking at using the 2 counter system in IPY for statloss? I’m not sure what was used in IPY 1.

  35. Oxandrolone says:

    I thought of that no R/G/M in dungeons after I posted that. And yeah, thats a good addition to a stat loss system.

    Also make no mistake – if macroing is remotely viable then IPY will be a server full of macroers. Anything to get the edge.

    I suppose I’m a bit premature in my prediction here, I don’t know what Az has planned – but all history says that people will take any chance they can to get ahead of the curve in an MMO. Even if that means logging in to set a two hour macro to get their RoT every day, then that’s what they’ll do.

  36. Which is fine. It’ll cost them a bundle and the people playing the game will get ahead of them in less time.

    You can burn through your resources macroing or you can play the game, get your gains in half the time, and collect skill scrolls to burn after your RoT limit is up for the day. Or even keep farming scrolls after the limit is up and get further ahead.

  37. issue with skill scrolls is that its slim to none that they will drop but thats not the problem its the fact theres 25-30 skills that it could drop and only 7 of them are of any use. I mean its good to have it slim but if its too low there there would be almost no motivation to get them.

  38. Drops will be balanced. At the moment they appear at a half decent rate at lower levels. They’re also targeted in their dropping – you’ll find that ‘magically’ the scroll that drops is something that’s useful to you!

    • Yes – This comment does mean that scrolls drop at a rate that can be described accurately as “Not Half Decent” at higher levels. But there’s always the chance of landing that golden 0.3 scroll in your 90′s… and isn’t that enticing?

      • Do skill scrolls give an automatic +X amount when they’re moved from a corpse to a pack? Or when they’re double-clicked? Do they appear on a corpse, or in your pack? How is the recipient determined? Can they be traded between players?

        Such a cool idea.

  39. Oxandrolone says:

    Yeah I’d really love a blog about your entire skill scroll feature and how it works but I think that’s a pipe dream.

    I’d start spitting out opinions on them but it seems like you’ve already got it in place. I’ll do it anyways!

    Two things I think are the most important though:
    1: They scale – using a 0.3 and 50 skill gives more absolute skill then using a 0.3 at 90 skill.

    2: They are un-trade-able and must be used by the player who picks them up. There are lots of reasons for this not the least of which is so they can’t be used as an anti-statloss option for the ultra rich.

  40. Toyed with the idea of having them able to be put in houses, banks.. etc. As it is, it appears on the corpse… it’s assigned to you (via magic), and you can pick it up – but after that, not much you can do with it other than move it around in your pack, use it, or destroy it.

    There Is No Scale. The scale is the drop rate. If you get a 0.3 scroll at 96.9 Magery, you’re just a lucky dude. No cheesing percentage nerfs involved like you’d expect in WoW or something.

    Scrolls are also specifically designed to be used within a certain skill level. You can’t collect scrolls as an Apprentice Mage and use them as an Adept Mage. Use ‘em or lose ‘em before your skill level rolls over.

  41. And yes, thanks to the incomparable Nummmnut, this system is pretty much ready to rock. It was far more work than I anticipated, however. Mostly because we kept finding and fixing loopholes.

    However, it’s obviously one of the things I’d like to start the vanilla IPY out with. Mostly because it’s really something that has to be a part of the ruleset from the getgo. You can’t just switch things up like that in six months.

  42. Oxandrolone says:

    Definitely needs to be in from the start.

    Good to hear you covered those two points.

  43. lol nice seems like this thought out pretty well. From my view point you stopped most plausible exploits.

  44. Are people going to get a chance to play a test server briefly before the real server goes up? Hard to decide some things without having a chance to fool around a bit with end-game mechanics. E.g., archery vs. swords vs. macing

  45. There’ll be a beta.

  46. have you came out with a way to balance out the crafting skills with skill scrolls *hint* *hint* BODS!

  47. ive always liked it when bows were balanced by

    1.Heavys would do slightly more damage then helly

    2.timer would recover while moving

    3.You have to stop to use the timer.

    but thats assuming that fencing/swords/macing weps will be able to hit people while moving.

  48. WhiteOleander says:

    Time to annihilate groids is almost near.

  49. legacyofblood says:

    az, no comment on my housing suggestion!? I feel forcing people to use your key (like your suppose to) but still maintaining “change house lock key option ” with a 6 hr delay before respawn is a great idea. Also, eliminating banning option from houses.

    Housing should be a luxury to have, but with it a risk!
    I feel the few people who want their assets protected with no risk is the homage of our current american financial system. You should not be allowed to have your cake and eat it too! Seriously, I’m really surprised that people still want a carebear housing system, lets try housing different than all other t2a shards.

  50. the whole key idea people would just not use keys as much and just relay on tables. As for the ban idea I sorta agree and disagree, as long as there is remove thyself still around and maybe just like 1 ban available before the list is full that would be so bad.

    • legacyofblood says:

      I forgot to mention restriction on lock downs. You cant use trash barrels or lock downs near the door, in fact i would go on to suggest zero lock downs (no decay inside house), and trash barrels need to be destroyed.

      • legacyofblood says:

        The lock down placement would differ from house to house based on layout, but ensure you cant use crates/chests for house security. I would than consider giving one secure container per small house ect, so there would be a compromise of security and vulnerability.

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International man of mystery, jetsetting billionaire playboy, world renowned philanthropist and notorious double agent, Azaroth enjoys charitably running online games in his free time for the people he loves most - internet stalkers.

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