gucci mane
Apprentice
this post is a list of "low hanging fruit" aka easy to do fixes that are are to implement (staff code time) vs how much
effect they'll have on the game play immediately
going to preface this to all readers to keep in mind that in sandbox world game balancing, using invisible hands to
accomplish players doing actions or stopping them is a poor path to follow so we will try to avoid that as much as
possible. it is better to put the experiences in the hands of the players, to solve their own problems as much as
possible.
you can critique and add your own GOOD suggestion topics of other easy to tackle problems to build a better UOForever scene (talking veterans here sorry, as they have a better idea about balancing than run-and-post-on-forum-right-after-dying posters with less than 1 year of playing age)
new players or "sheeps" in the system do have valid opinions because they teach us about some true problems going on in the life of average UO players, you can't ignore what they say as there is some truth to it. the problem becomes when they get swept up in something with their 10 days experience vs someone with 10 years experience and make ridiculous suggestions without understanding existing COUNTERS and seeing the full scope of the UO PVP world ecosystems)
Some "out of players hands" additions that would need to be created by GMs would be APPROPRIATE and balanced incentive rewards can be created and added to promote player driven solutions and counters to strategy's (AKA ANTI-PK scoreboard trophies for turning in red heads. They use existing game systems and natural game play to just feed into itself and self sustain. I support that kind of stuff)
------------PROBLEMS & SOLUTIONS------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
These are a few initial low fruit problems in this document that we can fix right away
Problem 1: Leave House menu function is too powerful or "un-fun", that it is in-conducive to actually carrying out a
human PvP fight in the field world with player houses around.
Problem 2. There is no stamina loss at all from player running or mount stamina for animal fatigue. Chases between
competent players can last for a very long time with nothing sapping their stamina while running laps around Britannia.
Problem 3. Player Ghosts are blocked from moving through solid objects in the world and should be able to move throughthem so they are not trapped after having being killed.
****
PROBLEM 1: Leave House menu function is too powerful or "un-fun", that it is in conducive to actually carrying out a
human PvP fight in the field world with player houses around.
Solution(s): Add a delay to the Leave House function so that it cannot be activated more often than once in A CERTAIN
TIME PERIOD:
examples: 300 SECONDS = 5 minutes
600 SECONDS = 10 minutes
RESULT: Use skill Leave-House only once ever 5 or 10 minutes.
==========:Balance Discussion:==========
It is true that everyone has access to Leave House just the same. But the discussion here is whether it makes PvP morefun and supporting of standing and finishing a battle. I have a hotkey for it here just as I have on other servers.
But it is CORNY and discourages good fights. Using your environment is just as much as a battle as the weapons and
equipment you carry. But The LeaveHouse menu takes that to another quasi-level. It's there for when you are legitmately trapped in trap-houses designed for players or pets to fall in and have no way of escape (requiring a help ticket, sorry nightmares )
I encourage adapting to your environment and using correct movement to outplay your opponent but PlayerCreated housing is a bit of a loophole. Players put the houses there. And what they put there destroys fights using MENU GUMPs and non swords & sorcery fighting. It's not creative use of the game world, it's mundane menu options. I don't support that if we can get rid of it.
If no LeaveHouse delay AT ALL was added and instead it was removed, I would also be okay with it having completely
removed from the game. I would even be okay with it staying exactly how it is. But in the interest of establising a
server with a high level of fair PVP this would be a good change to add a delay without removal IMO.
It is useful to just get out of your house with its intended use, but using it to dodge PvP over and over is cheese.
LeaveHouse guild dumps are cheese. Who think its not cheese? Would like to hear em. If it exists on a server, you adapt and fight it, but this is something we can afford to drop for the sake of fun.
If your guild is a fan of using LeaveHouse drops then there is already a counter to this being removed in the place of
using custom house tiles you can use to build attack-ports and doors to jump into battles ready to dump from sides of
house. Letting you get into the battle fast. Compromise.
~CONS~
Rapidly leaving-house does aid people escape ganks by confusing their chase direction and clutch hides etc.... But should they have survived anyways? (would they have without it, a lot of times no)
~PROS~
Promotes people to stand and fight rather than anti-fighting with game mechanics and menu dodging. Actual fighting
rather than using menu's. (Explained like a 5yr old: Invisible Menu's That Teleport You In Highstakes PVP Instantly, With No Cooldown & For No Resource Cost = Bad Design)
effect they'll have on the game play immediately
going to preface this to all readers to keep in mind that in sandbox world game balancing, using invisible hands to
accomplish players doing actions or stopping them is a poor path to follow so we will try to avoid that as much as
possible. it is better to put the experiences in the hands of the players, to solve their own problems as much as
possible.
you can critique and add your own GOOD suggestion topics of other easy to tackle problems to build a better UOForever scene (talking veterans here sorry, as they have a better idea about balancing than run-and-post-on-forum-right-after-dying posters with less than 1 year of playing age)
new players or "sheeps" in the system do have valid opinions because they teach us about some true problems going on in the life of average UO players, you can't ignore what they say as there is some truth to it. the problem becomes when they get swept up in something with their 10 days experience vs someone with 10 years experience and make ridiculous suggestions without understanding existing COUNTERS and seeing the full scope of the UO PVP world ecosystems)
Some "out of players hands" additions that would need to be created by GMs would be APPROPRIATE and balanced incentive rewards can be created and added to promote player driven solutions and counters to strategy's (AKA ANTI-PK scoreboard trophies for turning in red heads. They use existing game systems and natural game play to just feed into itself and self sustain. I support that kind of stuff)
------------PROBLEMS & SOLUTIONS------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
These are a few initial low fruit problems in this document that we can fix right away
Problem 1: Leave House menu function is too powerful or "un-fun", that it is in-conducive to actually carrying out a
human PvP fight in the field world with player houses around.
Problem 2. There is no stamina loss at all from player running or mount stamina for animal fatigue. Chases between
competent players can last for a very long time with nothing sapping their stamina while running laps around Britannia.
Problem 3. Player Ghosts are blocked from moving through solid objects in the world and should be able to move throughthem so they are not trapped after having being killed.
****
PROBLEM 1: Leave House menu function is too powerful or "un-fun", that it is in conducive to actually carrying out a
human PvP fight in the field world with player houses around.
Solution(s): Add a delay to the Leave House function so that it cannot be activated more often than once in A CERTAIN
TIME PERIOD:
examples: 300 SECONDS = 5 minutes
600 SECONDS = 10 minutes
RESULT: Use skill Leave-House only once ever 5 or 10 minutes.
==========:Balance Discussion:==========
It is true that everyone has access to Leave House just the same. But the discussion here is whether it makes PvP morefun and supporting of standing and finishing a battle. I have a hotkey for it here just as I have on other servers.
But it is CORNY and discourages good fights. Using your environment is just as much as a battle as the weapons and
equipment you carry. But The LeaveHouse menu takes that to another quasi-level. It's there for when you are legitmately trapped in trap-houses designed for players or pets to fall in and have no way of escape (requiring a help ticket, sorry nightmares )
I encourage adapting to your environment and using correct movement to outplay your opponent but PlayerCreated housing is a bit of a loophole. Players put the houses there. And what they put there destroys fights using MENU GUMPs and non swords & sorcery fighting. It's not creative use of the game world, it's mundane menu options. I don't support that if we can get rid of it.
If no LeaveHouse delay AT ALL was added and instead it was removed, I would also be okay with it having completely
removed from the game. I would even be okay with it staying exactly how it is. But in the interest of establising a
server with a high level of fair PVP this would be a good change to add a delay without removal IMO.
It is useful to just get out of your house with its intended use, but using it to dodge PvP over and over is cheese.
LeaveHouse guild dumps are cheese. Who think its not cheese? Would like to hear em. If it exists on a server, you adapt and fight it, but this is something we can afford to drop for the sake of fun.
If your guild is a fan of using LeaveHouse drops then there is already a counter to this being removed in the place of
using custom house tiles you can use to build attack-ports and doors to jump into battles ready to dump from sides of
house. Letting you get into the battle fast. Compromise.
~CONS~
Rapidly leaving-house does aid people escape ganks by confusing their chase direction and clutch hides etc.... But should they have survived anyways? (would they have without it, a lot of times no)
~PROS~
Promotes people to stand and fight rather than anti-fighting with game mechanics and menu dodging. Actual fighting
rather than using menu's. (Explained like a 5yr old: Invisible Menu's That Teleport You In Highstakes PVP Instantly, With No Cooldown & For No Resource Cost = Bad Design)
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