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	<title>Comments on: Statloss Sucks.</title>
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	<link>http://azaroth.org/2010/06/18/statloss-sucks/</link>
	<description>Rarely Insightful MMO Blogging</description>
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		<title>By: Yaht_Diz</title>
		<link>http://azaroth.org/2010/06/18/statloss-sucks/comment-page-2/#comment-5156</link>
		<dc:creator>Yaht_Diz</dc:creator>
		<pubDate>Sun, 05 Sep 2010 19:02:52 +0000</pubDate>
		<guid isPermaLink="false">http://azaroth.org/?p=448#comment-5156</guid>
		<description>First half is very important because it shows the mindset and attitude of a player who is concerned with playing a PK and how paladins will impact a PKs playstyle. There are concerns about the paladin system, as we the community understand it, and some of the issues Jack just highlighted could be a bigger (or smaller) deal when the servers up and push comes to shove.

The second bit was put on the ledge a lil but I respect your ideas and concerns.</description>
		<content:encoded><![CDATA[<p>First half is very important because it shows the mindset and attitude of a player who is concerned with playing a PK and how paladins will impact a PKs playstyle. There are concerns about the paladin system, as we the community understand it, and some of the issues Jack just highlighted could be a bigger (or smaller) deal when the servers up and push comes to shove.</p>
<p>The second bit was put on the ledge a lil but I respect your ideas and concerns.</p>
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		<title>By: Arradin</title>
		<link>http://azaroth.org/2010/06/18/statloss-sucks/comment-page-2/#comment-5155</link>
		<dc:creator>Arradin</dc:creator>
		<pubDate>Sun, 05 Sep 2010 17:33:28 +0000</pubDate>
		<guid isPermaLink="false">http://azaroth.org/?p=448#comment-5155</guid>
		<description>WALL OF TEXT! 

Just sayin&#039; , I´ll read it too.</description>
		<content:encoded><![CDATA[<p>WALL OF TEXT! </p>
<p>Just sayin&#8217; , I´ll read it too.</p>
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		<title>By: JackStraw</title>
		<link>http://azaroth.org/2010/06/18/statloss-sucks/comment-page-2/#comment-5154</link>
		<dc:creator>JackStraw</dc:creator>
		<pubDate>Sun, 05 Sep 2010 17:25:05 +0000</pubDate>
		<guid isPermaLink="false">http://azaroth.org/?p=448#comment-5154</guid>
		<description>Holy shit I wrote a novel.</description>
		<content:encoded><![CDATA[<p>Holy shit I wrote a novel.</p>
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		<title>By: JackStraw</title>
		<link>http://azaroth.org/2010/06/18/statloss-sucks/comment-page-2/#comment-5153</link>
		<dc:creator>JackStraw</dc:creator>
		<pubDate>Sun, 05 Sep 2010 17:24:48 +0000</pubDate>
		<guid isPermaLink="false">http://azaroth.org/?p=448#comment-5153</guid>
		<description>I&#039;ve read most of the comments and its been hinted at but I&#039;m just going to say... I play a red mostly, reading this system I have one thing in mind.  You see a paladin, you run because he is the only one who can hurt you long term.  You don&#039;t fight the paladin in a fair fight and only when you have numbers on your side.  The only reason you fight the paladin in a fair fight is because you know you can survive his dumps and you are slowly making your way to a spot where your friends have a rune marked and are hiding because they gated in from the house and hid inside and then clicked the gate.  Then you proceed to kill the paladin and call him a n00b.  I have seen very few red guilds that are red guilds because they want to PvP against other PvPer&#039;s.

Paladins see this behavior and stop being paladins because it is a waste of time because recalls and ganks rock.  Reds take over again as they always have with their only opposition being the O/C guilds that happen to be trying to find enemies in the dungeons or PvP hotspots.

Most reds are reds because they don&#039;t enjoy PvE and enjoy making their money off of people who do enjoy PvE.  Most reds aren&#039;t reds to be PvPer&#039;s.  They take advantages when they see them and run the hell away when they don&#039;t have them.  You think being red attracts PvPer&#039;s but I totally disagree.  People into PvP go into O/C or set up duels or only log on for tournaments.

This system is based on a belief that PK&#039;s are PK&#039;s because the ability to kill anyone gives them the ability to fight anyone, but I think you need to reanalyze the PK mentality.  The ability to kill anyone gives them the ability to select their kills from the largest pool of players in the game and get their loot.  A smart PK minimizes his chances of dying in that fight.  A smart PK will never fight a paladin 1v1, there is just no reason to.  A smart PK will only fight a paladin 2+v1 with ventrilo and sync drops.  How does blessed plate armor help that?  You may get the occasional 2v2 which will actually be a good fight, but those small occurrences, and the small groups of reds who fight for that reason, aren&#039;t enough to make an impact on the server.

I hate statloss and I think you&#039;re right in trying to find an alternative, but I don&#039;t think this is the right route.  I know Divinity implemented a time based stat loss which was a really promising idea if they had made it last longer.  That way you&#039;re still out of the world for a while, but you at least don&#039;t have to macro your character back up after you res.  Make it scale in terms of length with the amount of short term murders or with the amount of people you&#039;ve killed since you last died.  This maybe doesn&#039;t give less incentive to be red, but at least it gives less incentive to go on killing sprees in the Brit GY because risk vs reward isn&#039;t good.  

The bounty system still seems like the best reason to hunt reds if it can be made in a way that can&#039;t be exploited.  What better reason is there to kill some red other than getting large amounts of gold?  Or maybe just ditch the paladin idea and lead to killing reds making you gain points that can be put towards other things, i.e., bless deeds, leet sandals, a ticket for two to Walt Disney Land, and other such things.  People eat up pixel crack like its.. well.. crack.  Give them a way to get their crack by killing reds and they&#039;ll kill reds.  Make reds unable to recall out of a dungeon and they&#039;ll die.  Hell make a system so if you kill x amount of reds you get a blessed backpack that works for a day only when you&#039;re killed by a red.  That way we don&#039;t get our loot and the guy who just died with 10k on his body doesn&#039;t cry.

And for christ&#039;s sake, just give blues unlimited help options.  I know the game isn&#039;t supposed to be easy, but if you give them unlimited help options out then the newbies will at least not have to spend 50% of the game seeing things in grayscale and listening to creepy dead music while running the same route from the dungeon every time.  The game isn&#039;t fun while your dead, I played Darkfall for a free trial length, as a total newbie, and the thing I liked most was that when I died I respawned somewhere and didn&#039;t have to run around as a ghost.  Or put wandering healers wandering through dungeons or something.  I hate seeing some guy in bone armor be killed in deceit with no way out, what incentive does that guy have to keep playing?</description>
		<content:encoded><![CDATA[<p>I&#8217;ve read most of the comments and its been hinted at but I&#8217;m just going to say&#8230; I play a red mostly, reading this system I have one thing in mind.  You see a paladin, you run because he is the only one who can hurt you long term.  You don&#8217;t fight the paladin in a fair fight and only when you have numbers on your side.  The only reason you fight the paladin in a fair fight is because you know you can survive his dumps and you are slowly making your way to a spot where your friends have a rune marked and are hiding because they gated in from the house and hid inside and then clicked the gate.  Then you proceed to kill the paladin and call him a n00b.  I have seen very few red guilds that are red guilds because they want to PvP against other PvPer&#8217;s.</p>
<p>Paladins see this behavior and stop being paladins because it is a waste of time because recalls and ganks rock.  Reds take over again as they always have with their only opposition being the O/C guilds that happen to be trying to find enemies in the dungeons or PvP hotspots.</p>
<p>Most reds are reds because they don&#8217;t enjoy PvE and enjoy making their money off of people who do enjoy PvE.  Most reds aren&#8217;t reds to be PvPer&#8217;s.  They take advantages when they see them and run the hell away when they don&#8217;t have them.  You think being red attracts PvPer&#8217;s but I totally disagree.  People into PvP go into O/C or set up duels or only log on for tournaments.</p>
<p>This system is based on a belief that PK&#8217;s are PK&#8217;s because the ability to kill anyone gives them the ability to fight anyone, but I think you need to reanalyze the PK mentality.  The ability to kill anyone gives them the ability to select their kills from the largest pool of players in the game and get their loot.  A smart PK minimizes his chances of dying in that fight.  A smart PK will never fight a paladin 1v1, there is just no reason to.  A smart PK will only fight a paladin 2+v1 with ventrilo and sync drops.  How does blessed plate armor help that?  You may get the occasional 2v2 which will actually be a good fight, but those small occurrences, and the small groups of reds who fight for that reason, aren&#8217;t enough to make an impact on the server.</p>
<p>I hate statloss and I think you&#8217;re right in trying to find an alternative, but I don&#8217;t think this is the right route.  I know Divinity implemented a time based stat loss which was a really promising idea if they had made it last longer.  That way you&#8217;re still out of the world for a while, but you at least don&#8217;t have to macro your character back up after you res.  Make it scale in terms of length with the amount of short term murders or with the amount of people you&#8217;ve killed since you last died.  This maybe doesn&#8217;t give less incentive to be red, but at least it gives less incentive to go on killing sprees in the Brit GY because risk vs reward isn&#8217;t good.  </p>
<p>The bounty system still seems like the best reason to hunt reds if it can be made in a way that can&#8217;t be exploited.  What better reason is there to kill some red other than getting large amounts of gold?  Or maybe just ditch the paladin idea and lead to killing reds making you gain points that can be put towards other things, i.e., bless deeds, leet sandals, a ticket for two to Walt Disney Land, and other such things.  People eat up pixel crack like its.. well.. crack.  Give them a way to get their crack by killing reds and they&#8217;ll kill reds.  Make reds unable to recall out of a dungeon and they&#8217;ll die.  Hell make a system so if you kill x amount of reds you get a blessed backpack that works for a day only when you&#8217;re killed by a red.  That way we don&#8217;t get our loot and the guy who just died with 10k on his body doesn&#8217;t cry.</p>
<p>And for christ&#8217;s sake, just give blues unlimited help options.  I know the game isn&#8217;t supposed to be easy, but if you give them unlimited help options out then the newbies will at least not have to spend 50% of the game seeing things in grayscale and listening to creepy dead music while running the same route from the dungeon every time.  The game isn&#8217;t fun while your dead, I played Darkfall for a free trial length, as a total newbie, and the thing I liked most was that when I died I respawned somewhere and didn&#8217;t have to run around as a ghost.  Or put wandering healers wandering through dungeons or something.  I hate seeing some guy in bone armor be killed in deceit with no way out, what incentive does that guy have to keep playing?</p>
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		<title>By: Nihilus</title>
		<link>http://azaroth.org/2010/06/18/statloss-sucks/comment-page-2/#comment-4992</link>
		<dc:creator>Nihilus</dc:creator>
		<pubDate>Thu, 05 Aug 2010 07:10:22 +0000</pubDate>
		<guid isPermaLink="false">http://azaroth.org/?p=448#comment-4992</guid>
		<description>Sorry jay, just re-read your post. Didn&#039;t read the Count at 0 bit. I agree, if a blue does get a PK count then perhaps a recall penalty is a good idea.</description>
		<content:encoded><![CDATA[<p>Sorry jay, just re-read your post. Didn&#8217;t read the Count at 0 bit. I agree, if a blue does get a PK count then perhaps a recall penalty is a good idea.</p>
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		<title>By: Nihilus</title>
		<link>http://azaroth.org/2010/06/18/statloss-sucks/comment-page-2/#comment-4991</link>
		<dc:creator>Nihilus</dc:creator>
		<pubDate>Thu, 05 Aug 2010 07:06:04 +0000</pubDate>
		<guid isPermaLink="false">http://azaroth.org/?p=448#comment-4991</guid>
		<description>I don&#039;t think you should ever take away the ability for blues to recall whenever they want to. As much as that may spoil PK&#039;s entertainment, removing it is is the best way to put off any non PK/PvP players who may want to play IPY and rely on it as their self-defense mechanism. If you want to prevent a blue from recalling it should be through interruption of spellcasting etc

Reds on the other hand should be penalised and be unable to recall in dungeons...whether you put in a timer for after combat or killing a Blue as well is something that might be a good idea considering there won&#039;t be any stat loss from normal PvP.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t think you should ever take away the ability for blues to recall whenever they want to. As much as that may spoil PK&#8217;s entertainment, removing it is is the best way to put off any non PK/PvP players who may want to play IPY and rely on it as their self-defense mechanism. If you want to prevent a blue from recalling it should be through interruption of spellcasting etc</p>
<p>Reds on the other hand should be penalised and be unable to recall in dungeons&#8230;whether you put in a timer for after combat or killing a Blue as well is something that might be a good idea considering there won&#8217;t be any stat loss from normal PvP.</p>
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		<title>By: Jay</title>
		<link>http://azaroth.org/2010/06/18/statloss-sucks/comment-page-2/#comment-4988</link>
		<dc:creator>Jay</dc:creator>
		<pubDate>Wed, 04 Aug 2010 23:42:51 +0000</pubDate>
		<guid isPermaLink="false">http://azaroth.org/?p=448#comment-4988</guid>
		<description>Although this system was introduced later than t2a thankfully this server isn&#039;t sticking 100% to the t2a mold and is introducing new systems or things that came later that were good.  I&#039;d like to see some kind of flagging system so that a pk cant instant recall after killing some blues, same with a paladin.  Maybe if you have been the agressive player in a fight (first to attack) you cant recall/gate for 2 minutes.  Or a system where just PKs and Paladin status players cant recall within 2 minutes of battle reguardless to if they were the agressive player or not, that makes it so if you choose that path you cant just instant recall you have to fight to stay alive.  Or lastly, similar to Hybrid, I dont want to turn this server into another hybrid but I dont mind their flagging system, if you have 0 counts you can recall in battle if you&#039;re blue, but as soon as you take a count you have to wait 2 minutes if you&#039;re in battle no matter who attacked, red/blue/grey untill you&#039;re at 0 again.

Either of these systems would work I kinda like one of the first two more though. Or a combination of both.  System two where pally/pk cant recall in battle with the addition that if blues attack a red first the blue cant recall when they start losing.</description>
		<content:encoded><![CDATA[<p>Although this system was introduced later than t2a thankfully this server isn&#8217;t sticking 100% to the t2a mold and is introducing new systems or things that came later that were good.  I&#8217;d like to see some kind of flagging system so that a pk cant instant recall after killing some blues, same with a paladin.  Maybe if you have been the agressive player in a fight (first to attack) you cant recall/gate for 2 minutes.  Or a system where just PKs and Paladin status players cant recall within 2 minutes of battle reguardless to if they were the agressive player or not, that makes it so if you choose that path you cant just instant recall you have to fight to stay alive.  Or lastly, similar to Hybrid, I dont want to turn this server into another hybrid but I dont mind their flagging system, if you have 0 counts you can recall in battle if you&#8217;re blue, but as soon as you take a count you have to wait 2 minutes if you&#8217;re in battle no matter who attacked, red/blue/grey untill you&#8217;re at 0 again.</p>
<p>Either of these systems would work I kinda like one of the first two more though. Or a combination of both.  System two where pally/pk cant recall in battle with the addition that if blues attack a red first the blue cant recall when they start losing.</p>
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		<title>By: Arradin</title>
		<link>http://azaroth.org/2010/06/18/statloss-sucks/comment-page-2/#comment-4987</link>
		<dc:creator>Arradin</dc:creator>
		<pubDate>Wed, 04 Aug 2010 11:22:19 +0000</pubDate>
		<guid isPermaLink="false">http://azaroth.org/?p=448#comment-4987</guid>
		<description>Well, as i see it, it&#039;s not a system to promote PK vs Paladin fight.. It&#039;s rather a system to make PK&#039;s unable to run around on killing sprees ..  Sure, we will see ALOT of &quot;Hot drops&quot;, PKs charging in , killing, and then zooming away. 

But it&#039;s a good way to make it dangerous to be a PK , where they can&#039;t just roam about griefing and nuking everything and everyone.</description>
		<content:encoded><![CDATA[<p>Well, as i see it, it&#8217;s not a system to promote PK vs Paladin fight.. It&#8217;s rather a system to make PK&#8217;s unable to run around on killing sprees ..  Sure, we will see ALOT of &#8220;Hot drops&#8221;, PKs charging in , killing, and then zooming away. </p>
<p>But it&#8217;s a good way to make it dangerous to be a PK , where they can&#8217;t just roam about griefing and nuking everything and everyone.</p>
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		<title>By: mux</title>
		<link>http://azaroth.org/2010/06/18/statloss-sucks/comment-page-2/#comment-4986</link>
		<dc:creator>mux</dc:creator>
		<pubDate>Wed, 04 Aug 2010 11:07:06 +0000</pubDate>
		<guid isPermaLink="false">http://azaroth.org/?p=448#comment-4986</guid>
		<description>I think your Anti-PK system has a lot of potential. The problem that arises is what purpose would a red ever have sticking around to fight a Paladin? You could easily end up with a system similar to the SWG bounty hunter system (Replace Jedi with PK and it&#039;s essentially the same idea) where a PK kills a few people, recalls back to his house, and afk&#039;s for awhile before the Paladins roll in. If the majority of PKs did this, you would have a huge dropoff of Paladin population after the first month or so of the new system.

Now, there are ways to circumvent this sort of stuff from happening. Some more obvious than others, but most of the ones that would be vital to encourage (or force) PvP between Paladins and PKs would require some major changes to the source code. One thing that hit me right off the bat is that Paladins need some sort of snare/stam drain otherwise reds will just run away from them all day refusing the engage. The easiest way you could implement this is just to add some sort of skill that when cast on a PK, it overburdens their weight for 5-10 seconds or so. Or you could just give Paladins a speed buff, but that would be somewhat ridiculous in the grand scheme of things (and a hell of a challenge to code if you want to do it right so that Paladins can&#039;t just sprint around the world all day).

You would also have to give the PKs a reason to actually fight Paladins as well. I could give you a few ideas, but you said you didn&#039;t want PK&#039;ing to be easy, so I&#039;ll let you figure out a solution instead of rambling and ranting.

Just remember; Adding a system where Anti-PK&#039;ing is the judicial system only works if the Anti-PK can actually get close enough to do anything to the PK. I&#039;ve been a PK since 98 on Great Lakes and would love to see and/or try my hand at an Anti-PK system like this. However, since you didn&#039;t delve to deep into the Paladin&#039;s perks/bonuses/skills, it sounds like it will be next to impossible for Paladin&#039;s to actually catch a PK even if they know where the PK is. Simple &quot;strategy&quot; isn&#039;t going to catch a PK that full well knows a Paladin will eventually be coming for him.</description>
		<content:encoded><![CDATA[<p>I think your Anti-PK system has a lot of potential. The problem that arises is what purpose would a red ever have sticking around to fight a Paladin? You could easily end up with a system similar to the SWG bounty hunter system (Replace Jedi with PK and it&#8217;s essentially the same idea) where a PK kills a few people, recalls back to his house, and afk&#8217;s for awhile before the Paladins roll in. If the majority of PKs did this, you would have a huge dropoff of Paladin population after the first month or so of the new system.</p>
<p>Now, there are ways to circumvent this sort of stuff from happening. Some more obvious than others, but most of the ones that would be vital to encourage (or force) PvP between Paladins and PKs would require some major changes to the source code. One thing that hit me right off the bat is that Paladins need some sort of snare/stam drain otherwise reds will just run away from them all day refusing the engage. The easiest way you could implement this is just to add some sort of skill that when cast on a PK, it overburdens their weight for 5-10 seconds or so. Or you could just give Paladins a speed buff, but that would be somewhat ridiculous in the grand scheme of things (and a hell of a challenge to code if you want to do it right so that Paladins can&#8217;t just sprint around the world all day).</p>
<p>You would also have to give the PKs a reason to actually fight Paladins as well. I could give you a few ideas, but you said you didn&#8217;t want PK&#8217;ing to be easy, so I&#8217;ll let you figure out a solution instead of rambling and ranting.</p>
<p>Just remember; Adding a system where Anti-PK&#8217;ing is the judicial system only works if the Anti-PK can actually get close enough to do anything to the PK. I&#8217;ve been a PK since 98 on Great Lakes and would love to see and/or try my hand at an Anti-PK system like this. However, since you didn&#8217;t delve to deep into the Paladin&#8217;s perks/bonuses/skills, it sounds like it will be next to impossible for Paladin&#8217;s to actually catch a PK even if they know where the PK is. Simple &#8220;strategy&#8221; isn&#8217;t going to catch a PK that full well knows a Paladin will eventually be coming for him.</p>
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		<title>By: Vonzer</title>
		<link>http://azaroth.org/2010/06/18/statloss-sucks/comment-page-2/#comment-4936</link>
		<dc:creator>Vonzer</dc:creator>
		<pubDate>Sun, 01 Aug 2010 00:36:29 +0000</pubDate>
		<guid isPermaLink="false">http://azaroth.org/?p=448#comment-4936</guid>
		<description>I am avidly against giving incentives for people to pk. Reds generally are the best of the best with respect to pk who also carry with their play style the ability to drive away hundreds of potential players. Why would you want to hand over an entire server to them? I like the direction this server is going (philosophically , not so sure how it will pan out in reality) and i will PROTEST steps which make it a pk run server.</description>
		<content:encoded><![CDATA[<p>I am avidly against giving incentives for people to pk. Reds generally are the best of the best with respect to pk who also carry with their play style the ability to drive away hundreds of potential players. Why would you want to hand over an entire server to them? I like the direction this server is going (philosophically , not so sure how it will pan out in reality) and i will PROTEST steps which make it a pk run server.</p>
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		<title>By: Sultani</title>
		<link>http://azaroth.org/2010/06/18/statloss-sucks/comment-page-2/#comment-4828</link>
		<dc:creator>Sultani</dc:creator>
		<pubDate>Mon, 26 Jul 2010 18:30:43 +0000</pubDate>
		<guid isPermaLink="false">http://azaroth.org/?p=448#comment-4828</guid>
		<description>Yea..  my point has always been that there needs to be a reason for reds to want to fight back against paladins.  right now there&#039;s no incentive for being red that outweighs the necessity of multiple characters to support being one.

Also it&#039;s not like being booted from a paladin guild completely eliminates your ability to attack / fight / kill a red.  It just makes it even.</description>
		<content:encoded><![CDATA[<p>Yea..  my point has always been that there needs to be a reason for reds to want to fight back against paladins.  right now there&#8217;s no incentive for being red that outweighs the necessity of multiple characters to support being one.</p>
<p>Also it&#8217;s not like being booted from a paladin guild completely eliminates your ability to attack / fight / kill a red.  It just makes it even.</p>
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	<item>
		<title>By: pisces_iscariot</title>
		<link>http://azaroth.org/2010/06/18/statloss-sucks/comment-page-2/#comment-4826</link>
		<dc:creator>pisces_iscariot</dc:creator>
		<pubDate>Mon, 26 Jul 2010 18:10:33 +0000</pubDate>
		<guid isPermaLink="false">http://azaroth.org/?p=448#comment-4826</guid>
		<description>Am I correct in thinking being a paladin is kind of a npc guild you join? Why not make it so if you&#039;re killed as a paladin, you get booted from the guild for the rest of the day(x hours), and thus losing all benefits of being a paladin. It would make it incentives for the pks to actually fight back, an extra fuck you to sweeten the pot of loot.</description>
		<content:encoded><![CDATA[<p>Am I correct in thinking being a paladin is kind of a npc guild you join? Why not make it so if you&#8217;re killed as a paladin, you get booted from the guild for the rest of the day(x hours), and thus losing all benefits of being a paladin. It would make it incentives for the pks to actually fight back, an extra fuck you to sweeten the pot of loot.</p>
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	<item>
		<title>By: Cal_KC</title>
		<link>http://azaroth.org/2010/06/18/statloss-sucks/comment-page-2/#comment-4725</link>
		<dc:creator>Cal_KC</dc:creator>
		<pubDate>Sun, 11 Jul 2010 06:44:45 +0000</pubDate>
		<guid isPermaLink="false">http://azaroth.org/?p=448#comment-4725</guid>
		<description>The question to ask and be answered is what is the risk vs. reward for being Blue or Red.

-Reds:  Want the PvP, your loot (regs, weapons, etc), and maybe your head.

-Blues: Want their gold, to PvE in peace, chop wood+mine+craft in peace, etc.

-Blues/Reds lose all their loot, clothes, regs, crafting junk, weapons, etc when they die (exactly the same loss)

So the only difference between Reds and Blues is the reason they play the game.  Reds generally want to PvP exclusively so let them, but you have to give Blues a benefit which isn&#039;t game breaking BUT beneficial to play a Blue.  I think I read something about Azaroth saying,&quot; Just give them blessed clothing&quot;.  Why wouldn&#039;t that work?  Blues could buy bless deeds (only usable to Blues) so if you have your favorite outfit on, which most people know what they wear in UO about now, they could always have it if they are Blue.  A stipulation to prevent exploiting is to have a system like the Chaos/Order shields, where it will blow up if worn by a Red or if you go Red while wearing the blessed gear it blows up.

Fairly simple idea and it gives the blues their uniqueness and Reds the sheep to kill without the incentive to have their favorite outfit perma.  Everyone knows that re-gearing sucks, but so does having a dead server.  Reds vs. Blues are what makes UO the game we all played and have loved for this long.  IPY was badass the first time around (even after the first wipe) and I believe it will be just as huge this time around.</description>
		<content:encoded><![CDATA[<p>The question to ask and be answered is what is the risk vs. reward for being Blue or Red.</p>
<p>-Reds:  Want the PvP, your loot (regs, weapons, etc), and maybe your head.</p>
<p>-Blues: Want their gold, to PvE in peace, chop wood+mine+craft in peace, etc.</p>
<p>-Blues/Reds lose all their loot, clothes, regs, crafting junk, weapons, etc when they die (exactly the same loss)</p>
<p>So the only difference between Reds and Blues is the reason they play the game.  Reds generally want to PvP exclusively so let them, but you have to give Blues a benefit which isn&#8217;t game breaking BUT beneficial to play a Blue.  I think I read something about Azaroth saying,&#8221; Just give them blessed clothing&#8221;.  Why wouldn&#8217;t that work?  Blues could buy bless deeds (only usable to Blues) so if you have your favorite outfit on, which most people know what they wear in UO about now, they could always have it if they are Blue.  A stipulation to prevent exploiting is to have a system like the Chaos/Order shields, where it will blow up if worn by a Red or if you go Red while wearing the blessed gear it blows up.</p>
<p>Fairly simple idea and it gives the blues their uniqueness and Reds the sheep to kill without the incentive to have their favorite outfit perma.  Everyone knows that re-gearing sucks, but so does having a dead server.  Reds vs. Blues are what makes UO the game we all played and have loved for this long.  IPY was badass the first time around (even after the first wipe) and I believe it will be just as huge this time around.</p>
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	<item>
		<title>By: Nihilus</title>
		<link>http://azaroth.org/2010/06/18/statloss-sucks/comment-page-2/#comment-4714</link>
		<dc:creator>Nihilus</dc:creator>
		<pubDate>Fri, 09 Jul 2010 14:39:07 +0000</pubDate>
		<guid isPermaLink="false">http://azaroth.org/?p=448#comment-4714</guid>
		<description>just to iterate, general Full loot Pkíng is still vital for the nature of the server and should never be discouraged to the extent that it&#039;s not worth the hassle. It&#039;s good to be bad and theres nothing wrong with roleplaying an evil bastard who likes to collect limbs and heads from their victims and display them in their towers. It&#039;s just that if left unchecked, thats all everyone will be and the nice guys who donate gold to the yew orphanage and go on pilgrames to the shrines will be non-existent. IMO we need both for this to be a kick ass server.</description>
		<content:encoded><![CDATA[<p>just to iterate, general Full loot Pkíng is still vital for the nature of the server and should never be discouraged to the extent that it&#8217;s not worth the hassle. It&#8217;s good to be bad and theres nothing wrong with roleplaying an evil bastard who likes to collect limbs and heads from their victims and display them in their towers. It&#8217;s just that if left unchecked, thats all everyone will be and the nice guys who donate gold to the yew orphanage and go on pilgrames to the shrines will be non-existent. IMO we need both for this to be a kick ass server.</p>
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	</item>
	<item>
		<title>By: Nihilus</title>
		<link>http://azaroth.org/2010/06/18/statloss-sucks/comment-page-2/#comment-4713</link>
		<dc:creator>Nihilus</dc:creator>
		<pubDate>Fri, 09 Jul 2010 14:33:33 +0000</pubDate>
		<guid isPermaLink="false">http://azaroth.org/?p=448#comment-4713</guid>
		<description>If there&#039;s no Stat loss, then why would a red fear a paladin? 

Stat loss is still needed. Alone it may not be a solution but combined with the Paladin system it could. IMO, stick with the short term and long term counter system to discourage uncapped perpetual PKíng, then add the paladin &quot;dispatched&quot; stat loss on top to bring paticular fear to facing Paladins.

Otherwise who would play a paladin over a red? Like mentioned above, reds get to have fun where ever and when ever they want plus the loot/riches from kills and you dont need to work hard to PK. Whereas paladins will need to acheive the status, and then are effectively limited to hunting only reds, cutting off a portion of the games content from them. Paladins need to be attractive, and lets face it, there are easily going to be much fewer Paladins then reds if nothing else due to the time it takes to become one and the way Paladin will be forced to play a paticular way and so have less freedom.

Now, a slight point id like to make in general about why I think not just statloss to discourage PKíng, but incentives to being *shock* nice, are necessary for the sake of the shard:

The crux of the matter is human nature has proven that if left to their own devices, players in MMOs will be immature, disrespectful and happily boost their egos and enjoyment at the expense of others. This does not reflect the civilized real life we all live in,  but in MMO&#039;s this IS how people behave. The flaw with UO was that it never encouraged players to be anything else, and what I believe Az is trying to do here is put in a counter-measure to this aspect of UO. Currently, vanilla classic UO would be on the scales 85% heavier to PKíng, generally being a selfish ass and making many peoples lives a misery (result=rage quitters). 
The Paladin system hopefully will aim to make the balance more even and bring about a server where people are rewarded for actually being decent and not for being a twat.</description>
		<content:encoded><![CDATA[<p>If there&#8217;s no Stat loss, then why would a red fear a paladin? </p>
<p>Stat loss is still needed. Alone it may not be a solution but combined with the Paladin system it could. IMO, stick with the short term and long term counter system to discourage uncapped perpetual PKíng, then add the paladin &#8220;dispatched&#8221; stat loss on top to bring paticular fear to facing Paladins.</p>
<p>Otherwise who would play a paladin over a red? Like mentioned above, reds get to have fun where ever and when ever they want plus the loot/riches from kills and you dont need to work hard to PK. Whereas paladins will need to acheive the status, and then are effectively limited to hunting only reds, cutting off a portion of the games content from them. Paladins need to be attractive, and lets face it, there are easily going to be much fewer Paladins then reds if nothing else due to the time it takes to become one and the way Paladin will be forced to play a paticular way and so have less freedom.</p>
<p>Now, a slight point id like to make in general about why I think not just statloss to discourage PKíng, but incentives to being *shock* nice, are necessary for the sake of the shard:</p>
<p>The crux of the matter is human nature has proven that if left to their own devices, players in MMOs will be immature, disrespectful and happily boost their egos and enjoyment at the expense of others. This does not reflect the civilized real life we all live in,  but in MMO&#8217;s this IS how people behave. The flaw with UO was that it never encouraged players to be anything else, and what I believe Az is trying to do here is put in a counter-measure to this aspect of UO. Currently, vanilla classic UO would be on the scales 85% heavier to PKíng, generally being a selfish ass and making many peoples lives a misery (result=rage quitters).<br />
The Paladin system hopefully will aim to make the balance more even and bring about a server where people are rewarded for actually being decent and not for being a twat.</p>
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