- Reinstate heat of battle for both aggressor & defenders regardless of who initiated the fight - Apply heat of battle only to pvp oriented characters (those aligned with factions, O/C guilds & any guild with existing active wars) - Do not apply heat of battle to any other notoriety which are not directly affiliated with any existing pvp system (innocent, criminal & murderer - no faction/guild war affiliation) - Heat of battle timer should remain at 30 seconds (default) & continue to refresh itself every time hostile/aggressive actions are taken between any 2 pvp affiliated parties - This will remedy the bullshit surrounding players using public moongates as a means to escape fights as defenders will no longer be able to use them while under HoB just as we see now currently with the aggressor (cannot follow defender thru gate due to HoB flag remaining active even after they're gone) - Gate travel can go either way, you cant really use it to effectively escape without being followed thru it so if you want to run away for 40 mana & try to gate to your house, so be it - Player casted moongates should remain unaffected by HoB entirely (as they are now) There - problem solved ;/
When you say defenders, you mean those who engage an attacker, rather than flee from a potentially lopsided battle? Fight or flight should always be an option until you engage.
Yeah id rather go era accurate and find a way to allow aggressors to recall once their target has left the area or escaped via gate. And ultimately, we should keep in mind that the more restrictive this is made the harder people will work to scout with their other accounts before showing their faces.
No, I mean defender as in the person who was initially engaged first, thus not the aggressor. Basically - if you're out shooting shit in Ocllo at the bank talking on a faction character & SL runs up & bum-rushes you - you're stuck in HoB & can either fight your way out or take off running, manually. None of this precasted recall shit & just bounce out uncontested
The way "they were found" still allows exactly the same bullshit as you're all concerned with now - defenders will still have no HoB & the public moongate shenanigans would still exist - only aggressors would be affected by this (how it originally was before it was mysteriously disabled) Era Accuracy on this one would be exactly as how I've described it - except that there would be no difference between pvp affiliated characters & your average run of the mill bard farming in Destard. Era Accuracy would link everyone together universally under HoB
i'm really not very concerned with any of the complaints that lead to disabling HoB (which, if you believe Telamon when he says he doesn't respond to whiners, here's proof that he's full of it). if it comes down to either making some blaise-level-stupid system of levers and pullies or just putting things back then i'd rather just have them be era-accurate.
I have no idea why it was disabled - I had nothing to do with this change & am wholeheartedly against it Agreed - However with the exception that the system be refined & limited to only pvp affiliated characters - otherwise you could simply run into Destard & literally just attack last the closest bard & now he's stuck in HoB & cannot recall away - I see no point in making the already susceptible & easy targets (any non-pvp farming template basically) even more vulnerable than they already are which is why I would personally restrict HoB to factions & O/C + guild war aligned players only.
My only issue with Sandro's proposed system is the fact that NO ONE will stand around on a factioner for fear of the exact scenario he described. If you think factions is all ghosting and blue scouting now, man are you in for the most boring pre-fight scouting sessions yet
How is the existing system where everyone just stands around with a precasted recall or their finger hovering over the key waiting to fly out safely any different?
That's the point, if it's a huge gank I feel like someone shouldn't be condemned to die for being in the wrong place at the wrong time. I mean that for myself, my teammates and our potential victims, I feel like everyone should have the option to flee from an unfair fight
You do - It's called evasion. All you have to do is successfully evade for 30 seconds & you can freely recall away at your discretion - but at least this way the aggressor(s) will have if even only the slightest chance of tracking/running you down & taking you out vs the latter where that is simply not possible whatsoever, short of using a preset insta-kill technique which often times fails anyways (traps/mass AoE etc)
This will happen regardless of whether or not there is actual encouragement to do so - as proven on the field everyday Scouting will always be a part of UO & field pvp, especially in factions & pk'ing - This is modern day UO & will not change, you should already know this by now. To say that people should not scout the field pre-fight for whatever reason is exactly the same thing as saying & expecting IDOC'ers to not scout & monitor decays ahead of time... ;/
That's not always as easy as you make it sound, I've run into you and roman twice now and couldn't evade long enough with no cooldown, let alone 30sec. If 5 people roll up on one guy, hes gonna go down, especially if they know he cant recall.
Tangent: I wonder if the heat-of-battle restrictions could be applied regionally? Maybe stupid, I dunno, but it sounded like Telamon could do some cool stuff based on regional info, so maybe that would provide a passable solution here.
it's not a binary situation, though. it's not just "scouting always happens" or "scouting never happens". the idea is to NOT encourage behavior that makes pvp less fun. it's like napo said: just because it's a slippery slope doesn't mean we have to ride it all the way down with big goofy smiles on our faces