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Discussion in 'Era Discussion' started by One, Sep 16, 2015.

  1. One

    One Well-Known Member
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  2. 1-1=0

    1-1=0 Active Member

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    I was only suggesting eliminating recall in order to:

    1) force land travel and

    2) make quick escapes less quick, since we already do that to criminals and such in a totally arbitrary manner. May as well apply it to everyone.

    3) force gating instead. We can't get rid of gate though because getting to islands by boat is a bit ludicrous.
  3. One

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  4. Random

    Random Well-Known Member

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    How about :


    -Recall runes are consumed on use.
    -No recall in dungeons.



    2 things i remember testing on OSI test server and worked awesome to "nerf" magery a bit


    Would have to find something to do with blessed "ruinbooks" though...
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  5. Plankton

    Plankton Active Member
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    That's an interesting concept.
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  6. 1-1=0

    1-1=0 Active Member

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    Wow. Mind blown, that would be awesome!
  7. One

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  8. 1-1=0

    1-1=0 Active Member

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    Why are you opposed to stengthening PKs position? Frankly, knowing that PKs wait outside of dungeons would be a great thing!
  9. One

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  10. 1-1=0

    1-1=0 Active Member

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    Actually I havn't set up proper macros and would get absolutely massacred in real PvP, i just don't feel the same sense of danger and "realness" in uo when there arn't obnoxious people trying to kill and dry loot me every time I go outside of town.
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  11. One

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  12. 1-1=0

    1-1=0 Active Member

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    I mean, to be fair I feel totally safe in many dungeons, maybe it is different in places where tamers are able to farm like destard, but places like Wrong Executioners for instance are practically welfare.
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  13. napo

    napo Well-Known Member

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    Righteous opposition is impossible because of how easy it is for the reds to get away.
    If they can't just recall immediately they use gate bots to escape.

    A lot of us are highly interested in killing the groups of reds running, but many of them are quite difficult to kill before they get away. You have to get lucky to even get a shot at killing them, and most of the groups of reds stay home when they realize we're online and looking to kill them.
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  14. One

    One Well-Known Member
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  15. napo

    napo Well-Known Member

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    I'm of two minds on the topic.

    On one hand, it's crappy that people can run so thick and pick on people while easily evading people who would actually kill them.
    On the other hand, I don't like to stray too far from era accuracy.

    The one change I think could help is that people who recently flagged/killed people would have a timer on hopping player gates. It would making moving around on a red somewhat more annoying, but it would make it a lot easier for people who want to hunt reds to bring them to justice.
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  16. One

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  17. Huginn

    Huginn New Member

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    I was thinking about this a lot yesterday. I'm kind of new to the shard (vet UO player, though to be honest I started during 3rd dawn :oops:) and I'm not amazing at PvP, but I've always loved UO's mechanics (well, most of themMAGERYYY) and I love me some game-theory-crafting!

    Removing Recall entirely would be a cheap change. It just needs to be a little more fallible so it can't be considered a fool-proof escape anymore, both for PKs and Blues. I think it'd be cool if characters with GM tracking (or maybe Forensic Evaluation since that would give the skill some mainstream use) could "examine" areas where another character recently (maybe 15 seconds or so) used Gate or Recall and be able to discern where they went (straight coordinates). Then, if the character used Mark (either through spellbook or scroll) on a rune while standing in that area (before the ~15 seconds are up), they could mark the rune with the same destination the other character recently warped to and actually give chase that way.

    Now Recalling out of a fight (whether PK of Blue) has a potentially HUGE drawback that will actually make you consider more traditional means of escape, as opposed always going straight to the "panic button".
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