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Militia's Test & Release Date

Discussion in 'News' started by Shane, Sep 21, 2017.

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  1. Shane

    Shane Administrator Staff Member

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    [​IMG]



    MILITIA'S RELEASE DATE: OCTOBER 1ST, 2017

    Woop!
    I know a lot of you are seeing this and thinking, "Damn, it's about time".
    First i want to say that we insanely appreciate everyone's patience through everything we've been working on and testing during the last year and a half. The amount of trials and tribulations that Ultima Online Forever has not only battled with but over-came has been considerably cumbersome yet incredibly advantageous for the longevity of the community and game.

    Please join our Militia's-Round-Table channel in http://discord.uoforever.com:
    http://www.militias.uoforever.com

    PLEASE CHECK BACK TO THIS POST REGULARLY, IT WILL BE UPDATED, CHANGED AND ALTERED MULTIPLE TIMES.
    SOME NOTES I WOULD LIKE TO MAKE FIRST:
    1: I would like to make a public notice that if in any way shape or form militia's and the new guild system fails to perform as we vision it to do so we can and will 100% remove it and go back to factions and the old original guild system.

    Everything below is all about testing, trying new things, keeping an open mind- so please understand that that all changes can be altered in less than a minute. Many changes are being implemented so we can edit them on the fly, without rebooting.



    2: In no way, shape or form are we trying to hurt players, guilds, or factions.
    We want everyone to have fun, play together and honestly support large groups. With that said, we also need to be honest with ourselves and understand that if you have one to three guilds of 500 players competing with every other guild of 100 or less, it makes for a serious lack of balance(for example). Everyone must understand that these changes were not thought up over-night. These are direct results of 3 years of direct, hands-on experience with the community, players and their guilds combined with decades of experience from staff and a lot of development trial and error.

    All we ask is for you guys to trust us.
    Trust that you are here for a reason, trust that we are going into our 5th year while growing and still bringing new idea's to the player base without messing with that nostalgic feel. Trust that the Ultima Online Forever staff is incredibly knowledgeable and that our entire selfless devotion is to keep this growing for all of you. We are aware and understand that some of you definitely will not agree with some of the changes we do right now, but we hope you will understand that the choices we make today, directly help us grow in the future.
    An example of this is the recent IDOC change where 50% loot goes into world-wide loot instead of dropping. 75% of people were against this, now almost everyone enjoys it an understands the change once it came to reality.
    Ultima Online Forever staff has and will continue doing our absolute best for all of you and all we ask in return is to keep an open mind, trust not only us but also the process in what we do. The new guild and militia's system is not the final development. We have a sizable amount of content to add onto both systems in the future, however- we need to start small. We need a solid root/base and build both systems up from there. For those wondering, this is also why Kingdoms was never fully implemented- The truth about that is we probably would not be here if we implemented everything all at once like we had originally planned.

    3: All current faction items will stay as is and be turned into militia items. All SILVER will stay and be used as the militia currency.

    4: To start we will not have any guild "caps" or floats.

    5: We will be possibly hindering Alliances and/or removing them totally. I understand some of you / your guilds rely heavily on alliances and that is the entire issue with it. Back in 2013 Alliances were implemented into UOFOREVER by me so that small guilds can team up with other small guilds to compete with LARGE guilds. However since then everything has obviously changed, yet alliances has never been looked at once. Large guilds can alliance other large guilds, people are abusing alliances in multiple ways as well. It's not at ALL being used as it was originally intended. If we do not remove them we will be limiting them to the max extent. There is absolutely no reason a guild of 500 people should be alliancing with another guild of 500 people. We are open for discussion on this and it is still up in the air.

    6: The staff will be HEAVILY moderating, watching, altering and updating everything for the next year with these systems. We will not accept people trying to abuse the 10 man militia system by creating multiple guilds. We will not accept guilds working together to dominate the enter game in all aspects. Again, we will be heavily moderating this.




    On September 23rd - September 29th we will be focusing on our test server
    where the new Militia's and Guild (base) system has been implemented.

    What we need from all of you is for you, your friends, your guild and whoever else you can contact to login to our test server and attempt to mess with anything to do with the new guild/militia system.

    [​IMG]


    Test Center is an exact copy of the live UOFOREVER server and anything you do here does not count towards anything you do in the LIVE server, will not save, and is for TEST purposes only.


    As much as everyone is hyped about the new Militia system, everything actually rides on the new GUILD system.

    NEW GUILD SYSTEM:
    The new guild system will look exactly like the old guild system. Nothing (so far) as changed visually except that we have added some new logging features, float/cap features (if needed), Militia's and Guild Perks. There will be no "wow" factor in it, as it is and as stated above this is a foundation to build onto quickly going into the near and far future. No frills, no gimmicks, just honest quality content first and foremost.
    • Guilds will be able to find and forge GUILD perk relics for their guild.
    • Guild perks are simply a group goal orientated bonus.
    • Depending on the guild perk type you will be able to activate or level each one as a group.
    • Your guild will only be able to use, level, or take advantage of that perk if your Militia controls and holds that same perk capture point in the world. This directly makes guilds work as a team both in pvm and pvp.

    NEW MILITIA SYSTEM:
    • Factions will be removed, and the militia system will be implemented.
    • Each guild militia of 10 players(each) will be warred automatically/orange to each other.
    • Militia members can only party their own militia, NO ONE else.
    • Militia members cannot perform beneficial spells or actions on anyone but their own militia.
    • Reds/Murderers/Player Killers cannot join Militia's.
    • Each guild if they choose to may create a militia to fight on their behalf. This means instead of 4 factions of 50-150 active players each, we will have unlimited guild militias of 10 each.
    • Each militia may only consist of 10 guild members.
    • Each guild may swap out which 10 militia members they want at any time based on activity. If 5 out of the 10 players you originally had in your militia that were active on Sunday but are not active on Monday you will be able to remove those 5 non-active Sunday players and add an additional 5 active Monday players as an example. Then if you have no one active on Tuesday you can remove all 10 militia members from Sunday and Monday and add anyone online for Tuesday. You will be able to swap your Militia team around at your own will.
    • There will be minimal temporary stat loss for dying to an opposing militia member. However the stat loss will account wide. This means everyone on that account will also get dealt the "temporary" stat loss.
    • Wands will not work currently with the new Militia's system. The reason for implementing wands was to help those who have less people compete against those who have more. This will no longer be needed from what we foresee.


    THIS POST WILL SOON BE OPEN TO QUESTIONS/COMMENTS.
    MORE TO COME.... CHECK BACK REGULARLY!
     
    Last edited: Sep 26, 2017
  2. Swayze

    Swayze Moderator Staff Member

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    Swayze
    Lots of Militia discussion in the last few days so I wanted to add to this post to clarify a few things. Giving a quick update on the status of things above to eliminate confusion.

    Like any system, things are put in place and bugs are fixed, things are changed, balanced and adapt. Some things were not implemented or modified before going live so here is the run down:

    CURRENTLY IMPLEMENTED
    • Guild perks are simply a group goal orientated bonus.
    • Depending on the guild perk type you will be able to activate or level each one as a group.
    • Factions will be removed, and the militia system will be implemented.
    • Each guild militia of 10 players(each) will be warred automatically/orange to each other.
      • At the moment you can have 30 players. This will only be the case temporarily until the ability to swap militia members in/out is added.
    • Militia members cannot perform beneficial spells or actions on anyone but their own militia.
    • Each guild if they choose to may create a militia to fight on their behalf. This means instead of 4 factions of 50-150 active players each, we will have unlimited guild militias of 10 each.
    • Each militia may only consist of 10 guild members.
      • See above comment
    • There will be minimal temporary stat loss for dying to an opposing militia member. However the stat loss will account wide. This means everyone on that account will also get dealt the "temporary" stat loss.
    WILL NOT BE IMPLEMENTED
    • Guilds will be able to find and forge GUILD perk relics for their guild.
      • This was not put in because it was changed to a toggle system instead of crafting to benefit the guild as a whole and a way to spend bounty points.
    • Your guild will only be able to use, level, or take advantage of that perk if your Militia controls and holds that same perk capture point in the world. This directly makes guilds work as a team both in pvm and pvp.
      • Similar to the above, capture points are separate from perks as it didn't really make sense to combine them as originally thought.
    • Militia members can only party their own militia, NO ONE else.
      • We found that there was no point in this. The thought was that you could party other militia members and team up and not attack them. Unfortunately there is no way to enforce this because you could simply add them to your friends list on your client and accomplish the same result.
    IMPLEMENTED BUT NOT HOW ORIGINALLY THOUGHT
    • Reds/Murderers/Player Killers cannot join Militia's.
      • Reds CAN join militias. There was no real point in preventing this.
    • Wands will not work currently with the new Militia's system. The reason for implementing wands was to help those who have less people compete against those who have more. This will no longer be needed from what we foresee.
      • Wands are in and militia only.
    IN PROGRESS
    • Each guild may swap out which 10 militia members they want at any time based on activity. If 5 out of the 10 players you originally had in your militia that were active on Sunday but are not active on Monday you will be able to remove those 5 non-active Sunday players and add an additional 5 active Monday players as an example. Then if you have no one active on Tuesday you can remove all 10 militia members from Sunday and Monday and add anyone online for Tuesday. You will be able to swap your Militia team around at your own will.


    I hope this helps with a lot of confusion and misinformation that has been spread out in http://discord.uoforever.com. Feel free to PM me on http://discord.uoforever.com if you have any questions. I will update this thread with any significant update on an ongoing basis.
     
    Shane and Abiding Dude like this.
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