Stat loss - Extending decay rate

Discussion in 'Renaissance Discussion' started by SteelyDan, Jul 20, 2016.

  1. Pirul

    Pirul Well-Known Member
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    You can continue your petty discussion, I'll just say that having played an anti-pk all my UO game time, I have to say that I have never stopped doing business with PK's. I've only stopped doing business with douchebags. Draw the conclusion you want.

    Carry on.
  2. Meradin

    Meradin Well-Known Member

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    Please point to the area on the chart where PKing is hurting the server k thanks.

    [​IMG]
  3. Blaise

    Blaise Well-Known Member
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    The server has seen a significant amount of attrition specifically as a result of murderers effectively having way too long a leash without punishment. I respect your opinion that statloss is part of what killed the game, but I disagree as that came well before Trammel.

    If there were an alternative system of justice for players to enact on these criminals, I would be able to get behind removal of statloss. There's just no viable risk in murdering people other than losing some piddly items and then literally getting paid to burn your counts off while you play on the other account(s).


    To put it simply, ease of burning counts and getting away with murder in this game is discouraging to people who may want to fight back but know it's literally pointless without significant detriment to the murderers they dole out justice to.



    lol nice chart link. If I really felt like it, I could likely find you the forum threads tied to specific dips in the chart related to people getting murdered off the shard. Personally I don't think they should have quit but I also understand the frustration in knowing you can't actually fight back. You can only put a bump in the road while they go log their alt, then their other alt. All the while the first alt can literally time out where you died and you can be back at it. It's called balance and there's not enough of it for those who choose the good fight. Granted, with infinite bonding slots, it's pretty much wtf ever at this point.
  4. Pirul

    Pirul Well-Known Member
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    Volatility, Standard Deviation...whatever you want to call it...it sure looks like it has increased.
  5. Meradin

    Meradin Well-Known Member

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    most of the decreases are server crashes. due to the ddosing and server move.
  6. Pirul

    Pirul Well-Known Member
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    soften the outliers, still there is quite some variation
  7. Meradin

    Meradin Well-Known Member

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    Tell me more about what kills servers please, because I've seen threads like this do more damage than any amount of PKing ever could.
    [​IMG]
    That's another server that...isn't doing so well.
  8. Pirul

    Pirul Well-Known Member
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    ...and I wonder what killed that server...
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  9. Blaise

    Blaise Well-Known Member
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    Can you tell me more about wtf your point is?

    The topic is discussing opinions on whether more statloss would be a good idea. Nothing you're showing me provides evidence to suggest it would be bad. Do you have anything on topic to bring forward from your wealth of experience as a "True to heart PK"?
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  10. Blaise

    Blaise Well-Known Member
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    It certainly wasn't packs of half a dozen PKs pre-cast gate jump ganking players 24/7 with no real risk because they had the same count timers there.....


    I would really like to see the evidence you have to prove that threads "like these" have done more damage to servers too.



    To summarize, you're piping hot air and have brought nothing of relevance to the conversation other than some misgivings about how statloss hampered your game.
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  11. Pirul

    Pirul Well-Known Member
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    That happened there? Noooooooooo!!!
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  12. Iago

    Iago Well-Known Member

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    I agree. Dying on a PK should mean something. Ideally, I think the way for counts to decay should be actively doing something instead of simply remaining online, but I understand this would take a lot of work and the current proposal would be a step in the right direction. I would just make short counts and long counts either the same or increase short counts to 40 hours or more (along with long term counts). It is simply too easy to kill people in big groups quickly gating around all of the farming spots. Killing PKs should cost them something more than waiting a couple days to resurrect. If it were up to me, I would require stat loss on any red character when they resurrect no matter what.

    I also think NOTO PKing (i.e., killing people while blue) should be very, very costly. It shouldn't be a matter of course that players kill other players while blue constantly. I would make the timer to decay counts while blue 80 hours.

    Meradin, there are lots of different variables, so those charts have limited use. I have known many players who quit because of the ease to PK on this server as well as the complete lack of penalty when a pk is killed.
    Last edited: Jul 20, 2016
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  13. Meradin

    Meradin Well-Known Member

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    This entire argument is whack, born of weakness and entitlement. It places a higher value on non-PK players, which is wrong.

    It is entirely too easy to harass reds on blue chars just to give them counts, it is something that happens too much already.

    Iago, for every player you have that quit because of PKing, there is a player who plays here because PKing is allowed. Infact I think its fair to say a large portion of people play here BECAUSE of the fel facet.

    In short, I am completely against this change, mainly because there are easily attainable in game solutions. Begging for code changes every time there is something you don't like is getting real old.
  14. One

    One Well-Known Member
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    .
    Last edited: Feb 5, 2023
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  15. Keystone

    Keystone Well-Known Member

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    I don't know why Meradin cares about counts. I've never seen him drop anyone.
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  16. Bamilus

    Bamilus Active Member
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    savage
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  17. That Guy

    That Guy Well-Known Member
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    IMO this really sounds like you want all the reward with very little risk, every char starts as a blue and you have to make the choice to be red, and if it's all about pvp to you there are other options other then being a pk. You choose to pk because you gain something from it.
    I think red status should be always a stat loss on death no matter what, and the time penalties should be long on murder counts.
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  18. Iago

    Iago Well-Known Member

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    Increasing the decay timer, only allowing decay while alive (forcing dead pks to res in stat) or some other tweaks should properly put murdering as something which is somewhat difficult and costly. We're not a subscription game, pretty much everyone has 3 accounts, and we're not all on dial-up with frequent disconnects. I believe in a world like the modern one, UO perfected would have shifted to penalize pking more and give more incentive for killing pks. Killing pks is hard, it takes a lot more effort to kill a pk than it takes for a pk to kill or to resurrect. Doing bad things should be costly, it shouldn't take others far more effort to kill pks than it costs for them to die.

    I would love to see some better use of the justice virtue as well to further incentivize killing and hunting pks because the bounty system has never worked the way it was supposed to.

    Besides, this server is in dire need and way overdue for a big PVP patch. Nothing has changed in pvp in a long time even though there has existed consensus on quite a few issues among most people who regularly pvp. I would also finally love to see automated events, with more events, with sometimes random teams! This shard has been lacking in this compared to other shards.
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  19. Meradin

    Meradin Well-Known Member

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    Im saying this because I already spend a lot of time dead in stat loss obviously, why else would I care.
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  20. Meradin

    Meradin Well-Known Member

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