I agree completely with Mes, it has been the way that it has for two and a half years at this point. I am against anything that further penalizes reds and encourages them to use lame tactics like Pork "Kal Ort Por" Fried Rice has advertised on his guide. Like I said before, most of the reds here already fight like bitches and they are already terrified of dying as it is. I'm red, I actually enjoy fighting people for the sake of having a fight and not just beating up (only) on people that I know I'm going to land a guaranteed kill on.
Is the statloss system really intended to be a punishment system? That doesn't seem like something Tela would support... I think it's more of a control system so that you don't have a bunch of kids running around trying to murderburn every player they see outside of town. I got a lot of enjoyment out of playing a PK but I always kept my shorts under ten or so because I had no interest in macroing a character back up. When I died, I got a timeout, and that was okay, but I was willing take more risks because I knew that I could recover in a few days. If it was a sure-thing that I would have to macro my skills back for dying then I wouldn't be very interested in PKing at all. That may be what some of you folks are looking for, but remember that PKing is part of the game. It's not an exploit, it's part of UO and is IMO necessary. I haven't played much in awhile, but if PKing has really become a huge problem changing statloss isn't going to effect anything. The reason people get annoyed with PKs is because they can check all the farming spots within just 5 minutes or so. Add more spots to farm or make it to where you can't recall in to dungeons would slow folks down I suppose... I vote we make a stat loss for blues. Every 100 monsters you kill is 1 hour of stat loss if you die
It's not really a matter of patience. I was patient enough to wait 2 hours per fight while minax arranged their complex system of ghosts. I'm more than patient enough to hunt reds. The problem is that once you have them, they slip away so easily. Either they recall immediately, or all hop a gate that goes back to their house. Reds here are extremely risk averse and not interested in fights at all and will bail at the first sign of opposition. As a result, people like snapdragon are much better at hunting and killing reds than people like me. Sneaky stuff that kills people before they can react is the best way to get a red. If one were interested in changing things to encourage this a bit, it wouldn't be a statloss thing. It would be more like putting more restrictions on the ability of a red to escape. One example would be not allowing players who have recently murdered to jump gates. I think it's mostly a matter of player culture though. It's not like re-working a character is particularly difficult, people just don't want to die on their reds. And even if you put more restrictions on a red's ability to gate/recall, they're just going to run away chugging pots and burning wands. In UO it's hard to kill someone who wants to run rather than fight, particularly when the numbers are even. So it's a matter of asking Telamon to try to fix player behavior with some kind of mechanics change, which I believe to be a fool's errand. It seems that people have been pursuing these kinds of things a lot lately.
Since Beta, yeah. It's a matter of attitude, not patience. People who want to attack other people a lot are more than ready to get on reds when there's no one to hit but blues. What I mean by consistency is staying on blues regularly to not only hunt, but deter, reds. It's a small amount of people and seemingly always has been. I do like your idea of restricting gate travel though. That would definitely add more fun chases.
What about instead of taking stat-loss you could choose to pay a penalty for forgiveness of your short term counts? PAY FOR YOUR SINS Catholic church style back in the day. Could be a good sink if you charge greatly for such mercy.
What about sacrificing the rare tames used for taming quests to remove the count? How ironic would that be that the pvp reds would need to rely on a pvm tamer to remove a count.. sorry I murdered you but might have you a black sheep I can sacrifice to the god of forgiveness? I'm actually partway serious on this manner.
LOL! You could be required to have a abattoir or a pentagram on the floor for the sacrifice. Then you'd have to light some kindling in the shape of a pentagram and sacrifice a noob.
Well I do like the pentagram idea.. but it is kind of rediculous how OP tamers are.. at least if pks also needed rare tames to remove counts then the price would go up to possibly balance both killing noobs and provide increased cost to the OPness that is UOR tamer bonding slots. A pk might hafto think twice.. is it worth the expense of griefing this poor noob or should I let him pass and waste my majestic hart on someone more worthy of killing.. Edit: I am also pro the champ idea. I like any thing that creates fair content and all these suggestions seem admirable to me. As a newer player I have to say my first few weeks playing uo training in dungeons was frustrating with the near constant gang bang groups of reds hunting down my poor little noob farmer who was constantly having to hover a finger over the GTFO macro.
The murderer champ spawn-type thing is interesting, because it actually starts to bridge the gap in vulnerability between a blue farmer and a red - the red has to be in a known spot at a known time, and may be already engaged with monsters at the time they are found.
Sorry, but PKing is about killing people, not about PvP. PKing comes with fair repercussions and has it's own set of sub-systems: the bounty system, long term/short term murder counts, and the stat loss system. If you can't handle everything about PKing, don't do it. This is how it's been since Diablo 1. PvP has plenty of systems in place where you shouldn't need to go red to have a "constant flag" running. You have guild wars, virtue guilds, and factions ready to go. There's a big difference between being a PK and being a player who went red because he or she wanted people to PvP with.
pvp is certainly about killing people too. This seems like a confused line of thinking. If you weren't comfortable engaging targets that fought back because of the risk to your skills I understand. But it's not fair to say that fighting a willing target is against the spirit of pking.
I think I do a better job of handling it than you do. You don't go up against targets that you're not completely confident that you'll land a kill against. I do. I am always down for testing my limits when it comes to the killing game - you can't improve if you're unwilling to go up against better opponents. I don't distinguish between PvP and PKing like you do. Your definition is 100% arbitrary as far as I'm concerned. So don't get all huffy when I call you out for basically being a coward. Because truly, you are. P.S. I never liked Diablo. Or Diablo 2.
Those were the only really good ones...the first being truly a marvel of hack and slash endlessly playable awesome. I mean seriously, randomly generated dungeons....that's like internet porn. It's always the same adventure...but different....and endless....so endless...
Multiplayer for Diablo 1 was just people using res hacks to land insta-kills on each other. Diablo 2 was pretty bad too with the hacks. I remember watching friends in High School play those games and I couldn't help but wonder why anyone would play those games online in a cheating environment like that.
The "bunch of kids running around trying to murderburn every player they see outside of town" usually only happens on holidays when the kiddos are out of school haha As nifty as it is to be able to recall into dungeons, it was actually kind of neat not having that feature at all. The gank squads actually had to hoof it and take a risk going into the dungeons themselves to make a kill. I remember parking an alt in party mode near the entrances as my "trip wire" to alert me when a pk squad was running through. It would give me time to run further in and hide or gate out (Which I believe you could gate into/out of dungeons in Angel Island but not recall). It is kind of a bummer for players who don't have magery though, which makes farming more difficult for them.
Multiplayer for Diablo 1 was me and my friends joining a party and slaying demons, endlessly. I don't know about res-hacks but I know it was painfully obvious to see who the cheaters were back then and fairly easy to avoid them. I still play Diablo 1 on occasion. It's a great game.
At this point, I honestly wish I could still get that stuff just for the lols. I guess the mods are likely out there and from what I've read, that was only a hacked item. The "Godly of the Whale" items all were, or something.
My rogue shot a ton of arrows into the back of my buddy's warrior's head. Every time he'd go down, he'd immediately look for an ear and then yell at me. Good times. Friendly fire should always be on in all games.