VonNeumann
Apprentice
I know the staff are rolling out lots of changes, but I've been thinking about this for a while, and thought I'd see what people think. I'll probably repost later if this gets buried, or if I make significant changes from feedback.
To preface, I've been playing UO for 10+ years, but only on this server for about a month. I have 2 finished characters that I play so far: A PvM bard and a PK mage.
The goal of this suggested system is to create incentives for reds to res, gate, or not dry loot their victims, hoping to make stat-loss less punishing for merciful reds, and to make getting PKed less punishing for blue characters.
The system introduces 2 new properties attributed to each player: Mercy, and Forgiveness. The values of these properties can just be a % ranging from 0-100, or inactive.
Here is an outline of how the system will work: Red and Blue are the names of the red PK and blue player PKed.
Red kills Blue -> Blue sees Mercy rating (0-100%) of Red upon death. Blue has two options in gump:
The mercy of a red will affect murder count decay both positively and negatively, and provide a small chance to avoid stat-loss effects:
Mercy% - 50% = % of decay rate increased
[ 60% Mercy would make counts decay 10% faster at 21.6 hours instead of 24, 40% Mercy would make counts decay 10% slow at 26.4 hours instead of 24]
Mercy% - 75% = % chance of avoiding stat loss.
[ 95% Mercy would give a 20% chance of avoiding stat loss if a player turns in their head]
For blue players, high forgiveness = high impact on a reds mercy, when the player decides to not give a count, and claims the red was not merciful.
(Forgiveness% - 50%) * 2 = %increase on mercy rating of PK.
[80% Forgiveness would mean when player does forgive, and red is not merciful, the mercy rating of the red decreases by the standard amount * 160%]
In other words, reds that show mercy and help blues after they PK them will be rewarded with less counts ( = shorter stat loss penalty), and a chance of avoiding stat loss every once in a while. Blues that are more forgiving will have a higher rating shown when they choose to forgive, inclining reds to show mercy, if they care about their mercy rating. Benefits are mutual to both parties. Overall fun is increased. Everybody wins.
Note that this system will only affect blues that choose to not give counts (forgive) and reds that attempt to maintain a high mercy rating. Reds and Blues who do not choose to use the system, i.e. reds that never show mercy, and blues that always give counts, will not be affected by the existence of this system, except for a slower decay of murder counts for reds. (At 50+ counts, what does it matter anyway?)
The system only affects reds with murder counts > 10, and blues who have been PKed by a red 10+ times (forgiven or given counts 10 times), so that players would not easily obtain 100% mercy or forgiveness after 1 kill.
To avoid farming of ratings, a specific pair of players can only affect each other's mercy/forgiveness once every 24 hours.
Shit that's a lot of text. If anyone makes it through this, would be happy to hear comments, feedback, loopholes, and/or insults.
To preface, I've been playing UO for 10+ years, but only on this server for about a month. I have 2 finished characters that I play so far: A PvM bard and a PK mage.
The goal of this suggested system is to create incentives for reds to res, gate, or not dry loot their victims, hoping to make stat-loss less punishing for merciful reds, and to make getting PKed less punishing for blue characters.
The system introduces 2 new properties attributed to each player: Mercy, and Forgiveness. The values of these properties can just be a % ranging from 0-100, or inactive.
Here is an outline of how the system will work: Red and Blue are the names of the red PK and blue player PKed.
Red kills Blue -> Blue sees Mercy rating (0-100%) of Red upon death. Blue has two options in gump:
Option 1 -> Blue gives Red murder count, Blue loses Forgiveness rating, Red sees they have received a count.
Option 2 -> Blue forgives Red and gives no count, Red sees that Blue has forgiven them, and sees their forgiveness rating (0-100%)
Upon ressing, if Blue chose option 2 (forgive), they are asked in gump "Has Red shown you mercy?" Blue has two options:
Option 2 -> Blue forgives Red and gives no count, Red sees that Blue has forgiven them, and sees their forgiveness rating (0-100%)
Upon ressing, if Blue chose option 2 (forgive), they are asked in gump "Has Red shown you mercy?" Blue has two options:
Option 1 -> Red was merciful (helped you out in some way, e.g. ressing you, gating you, or not drylooting you)
Red gains Mercy, Blue gains Forgiveness.
Option 2 -> Red was not merciful. Red loses Mercy.
Red gains Mercy, Blue gains Forgiveness.
Option 2 -> Red was not merciful. Red loses Mercy.
The mercy of a red will affect murder count decay both positively and negatively, and provide a small chance to avoid stat-loss effects:
Mercy% - 50% = % of decay rate increased
[ 60% Mercy would make counts decay 10% faster at 21.6 hours instead of 24, 40% Mercy would make counts decay 10% slow at 26.4 hours instead of 24]
Mercy% - 75% = % chance of avoiding stat loss.
[ 95% Mercy would give a 20% chance of avoiding stat loss if a player turns in their head]
For blue players, high forgiveness = high impact on a reds mercy, when the player decides to not give a count, and claims the red was not merciful.
(Forgiveness% - 50%) * 2 = %increase on mercy rating of PK.
[80% Forgiveness would mean when player does forgive, and red is not merciful, the mercy rating of the red decreases by the standard amount * 160%]
In other words, reds that show mercy and help blues after they PK them will be rewarded with less counts ( = shorter stat loss penalty), and a chance of avoiding stat loss every once in a while. Blues that are more forgiving will have a higher rating shown when they choose to forgive, inclining reds to show mercy, if they care about their mercy rating. Benefits are mutual to both parties. Overall fun is increased. Everybody wins.
Note that this system will only affect blues that choose to not give counts (forgive) and reds that attempt to maintain a high mercy rating. Reds and Blues who do not choose to use the system, i.e. reds that never show mercy, and blues that always give counts, will not be affected by the existence of this system, except for a slower decay of murder counts for reds. (At 50+ counts, what does it matter anyway?)
The system only affects reds with murder counts > 10, and blues who have been PKed by a red 10+ times (forgiven or given counts 10 times), so that players would not easily obtain 100% mercy or forgiveness after 1 kill.
To avoid farming of ratings, a specific pair of players can only affect each other's mercy/forgiveness once every 24 hours.
Shit that's a lot of text. If anyone makes it through this, would be happy to hear comments, feedback, loopholes, and/or insults.