On a more serious note I think we must all face the cold hard fact that PvP will probably not change on this server. It is what it is and like it or leave it the system will probably not see any meaningful alterations. The reason for this is that any changes would simply serve to balkanize the community on this server even more than it is already. When we see such passionate and stalwart defense or berating of one template or another when someone even proposes an "idea" that might offer the slightest whisper of advantage of one over another, the only logical conclusion is to leave the current system in place. I will admit that it's still good fun to throw ideas or proposals out there simply as a means to dream a little dream even if it is only an exercise in futile mental masturbation.
Exactly, because O/C is a booty old system that no one uses since Factions replaced it with superior functions (like disabling outside interference/blue healers). The reason mages, or more accurately, high level eval mages, are ruled out of this idea (not plan, not absolute future), is because as soon as they are included every battle becomes what you see in Factions right now. Synch dump, run, med, repeat. There's definitely room for something more classic warrior oriented. However, that being said, I think it would be cooler to drop the whole O/C thought and just go with something clean and simple like disallowing mounts in the orc forts and caves. If somehow there could be some "high level spell interference" in those caves, it would make a great setting for some decent RP battles.
Blaise isn't that what all PvP devolves to eventually? Warriors and mages at this juncture can fight a protracted fight 1v1 as well as mage vs. mage and warrior vs. warrior. I believe this reflects a certain degree of parity and thus equality in the combat mechanics on this server. The only problem is that when battles last such a long time in 1 vs.1 or when the synch dump tactics rise to the level that it is practiced now in PvP then it becomes stagnant. This is why there were so many changes on the OSI shards as they were constantly implementing new PvP changes with each new expansion trying desperately to find that right formula to keep PvP challenging and fulfilling to those that enjoyed that style of play. Changes can be a good thing if done correctly, but catostrophic if done in haste. I agree that something should be done to infuse some life into the current system, but what changes or system could be implemented without having the typical threats of rage quitting or dissatisfaction by one group or another simply opens up another can of worms.
Yeah, I absolutely don't want there to be any drastic alterations to the PvP dynamics as they are. I think the best points brought up are the high rate of resisting poison casts and the AR/absorption concerns. Hence the concept of some limiting/restricted use areas in the game simply for the promotion of more simplistic combat scenarios. Orc RPers have become Magery heavy and that kind of saddens me in a way. Some of my best times in UO since I got back four years ago have been running around on foot with no Magery fighting Urk. Not saying I haven't enjoyed my magery enabled characters but it's just a different fight. One in which I feel like I need to keep a hand behind my back to 'even' the field.
I think the orcs have adopted magery because they simply cannot compete on foot without it. The problem is that Mindblast once again rears it's ugly head and will allow one mage on a mount to decimate an orc patrol because orcs tend to be warriors and balanced stats seem a bit out of character when RPing an orc. This compounded by the abyssmal archery mechanics on this server only makes the orc's pain that much more a reason to fight fire with fire. I like Gideon's idea, (with a few tweaks): Buff Archery by 10% and increase the shot rate Nerf Leather Armor maybe 25% Buff Metal Armor by reducing dex loss Buff Parry by 25% I would also add: Have the Poisoning skill reduce target's chance of resisting and adjust type of poison by distance to target Allow some type of increase in purple potion damage based on Alchemy skill (but do not allow it to become OP)
So let's give them a better area than just a corner of the desert with a fence around it and give us all system messages about our mounts being too afraid to enter lands overrun with orcs who would sooner dine on them than ride them. How to prevent people from Recalling into the orc caves on mounts might be an issue so.....ding ding, block Recall and Gate into and out of the orc caves.
I like your ideas Blaise and they are great for RPing purposes but realistically who in their right mind would gate into the orc's territory knowing they would be at a disadvantage? It would be a great RPing angle but other than that the orcs would be playing by themselves
Quite frankly, if there were mount and magery restrictions in the orc forts and caves, I would be there fairly regularly to fight with them. I have no doubt that the Village of Paws would be taking plenty of adventures to such a place as well.
Exactly. It wouldn't effect much, except for those who voluntarily joined O/C and welcome the rule-set. Mages would still enjoy dominating all other areas of pvp.
On other servers that will remain nameless, we the Orcs typically had a good aligned guild that fought us on a regular basis. For Bloodclan our big rival was Yew (yew militia) we also had smaller groups that opposed us. In a 1vs1 situation we would exchange verbal jabs and they would dismount and we would fight it out. We mostly had strict rules of engagement and if people griefed our RP fight we would even team up to dispatch the said issue and continue fighting.
I just created The Shadow Guard! Our headquarters are just outside of East Britain and we are comprised solely of warriors and archers (currently only one member .) Maximum magery allowed on a character is 60 skill points to grant the use of beneficial spells while restricting combat spells. All characters must be made public and will be checked on a daily basis (at a minimum) to verify compliance with this rule. Furthermore, tamers, thieves, and other non-warrior/archer characters will not be allowed to join The Shadow Guard. However, crafters/mules are welcome to join at their own risk. We do not have mount restrictions. We will war similarly skilled guilds and possibly some orc clans that do not have a high ratio of mage to warrior/archer members. If you would like to join The Shadow Guard or create a rival guild with the same rule-set, please let me know! (It would be ideal if a rival guild was based out of West Brit so we could fight in town or on the outskirts to avoid outside influence during battles.) -Baine #ShadowGuard
Runic weapons are already so strong that I would be unhappy to see a nerf to leather armor. People are using valorite runics in CTF these days and they will knock the shit out of you if you get hit by them. A hit from a verite axe plus an explosion pot took me from 92 health to 15 in a recent CTF, that shit is insane. We need the current AR levels to survive shit like this, and runics are only going to become more prevalent. I am in favor of buffs to other armor types, metal armor should be worth a shit. I'd be in favor of increased AR values or lower dex penalties for high end metal armor.
Worst case, the potion hit you for 20 and knocked you down to 72, right? So you're saying the verite axe hit you for 57? I used a valorite axe and never hit anyone that hard.
Also, I use a LBA and Perseus (if that's who it was) uses a verite double, which has a lower base damage. Your story seems suspect, unless you were unarmored. And why wouldn't you be wearing invulnerability leather at these things? Sorry, I'm calling bullshit on your example.
I was wearing barbed because I can't be assed to change armor for shit. I didn't check the numbers because I was in the process of being two-hit, all I know is that with one exp pot and one axe swing he had me pants-shittingly low on health. I'm not even saying that there's a problem that needs to fix - simply that armor values don't need to drop any lower.