A Red's Injustice...

Discussion in 'Renaissance Discussion' started by Cheapsuit, Jan 7, 2018.

Should reds be allowed in town and have stat loss taken away?

  1. Yes, it will bring more pvp to the server.

    31.7%
  2. No, i get scared at the sight of reds, and don't want them anywhere near me.

    58.5%
  3. Makes me no difference either way, just as long as there's more action.

    11.0%
Multiple votes are allowed.
  1. Cheapsuit

    Cheapsuit Well-Known Member
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    Allowing reds into towns doesn't make the towns unsafe. The same rules apply, a red can't kill you or he would be guard whacked. So how does that make it unsafe?
  2. compsays

    compsays Active Member
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    So there's absolutely no way, on this server, that a red could kill a blue in a grey without getting guard whacked? It would happen 100 times out of 100?
  3. an evil carebear

    an evil carebear Active Member
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    Hit me up. A few of us are new here as well and are finishing up some pvp toons. I like town fighting pr faction type stuff or guild wars, but down for whatevers. I'm rusty as shit so it will take me a bit to get my game back, but I'm wanting to get in on some pvp action other than getting sync dropped by 4 on my bard lmao
  4. Nefarius

    Nefarius Active Member

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    Before I even voted I thought in my head. "I bet 50+% say no"

    This shard has a huge focal point on PVE and avoidance at all cost of being farmed for PVP. I.E. Instanced dungeons, and 24/7 fishing...
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  5. Anarchy

    Anarchy Active Member
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    Let me tell you WHY there was no problem:
    You were only able to have ONE character on SP - and paid 10$ or was it even 15$ a month for that ONE character. A decade (or longer) ago!

    So being red was like: That was your one and only character - additionally to the extremely hard skill increase on SP - remember? It was time based - so e.g for getting from 90 - GM was like playing your char 2 months, always getting the 0.1 increase in skill every several hours....

    About having reds in town:
    With that I have no problems - but ONLY if their short term counts are < 5 - means in other words: Their crimes are long ago.
    But again: ONLY if the short time system is fixed! Here being able without any "costs" to macro off short time counts and so being able to kill 3 persons a day - sum it up to 9 persons a day having even 3 accounts - just macro off the other 2 accounts while being on with the third account red - that is really really broken!
    Seriously: That means just ONE SINGLE RED could already now destroy the game experience of all innocent non pvp blues - NINE kills! Its even hard with such a small community to find 9 people pve-ing.
    PLUS the very expensive mid range slayer weapons here adds up to that basically only tamers are a choice to play for farming money.... (to make a gold+ comparing the "time not being pkt gold income to get pkt and loose the slayer weapon"

    But I am willing to give you a chance to influence (with the points, no more destroying) the pve communities game experience:
    1) Short term counts should last 24 hours instead 8 hours (or, like in some other thread mentioned, depending on your long term counts up to a maximum of 24 hours from 100 kills on)
    2) Make it possible to pay for reducing short term counts with copper coins - reasoned by that you support the shard with that. But for a high fee (like 1$ each short time count, with discounts for higher short term counts)
    3)
    4) Listen to @One - he is the one having THE idea fixxing the murder system ;)
    Last edited: Mar 15, 2018
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  6. Orange

    Orange Well-Known Member

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    This whole thread is dumb. If pvp was given some attention on this server from the staff we wouldnt even be having this conversation because the number of players "pked" would would be reduced. Blues want less pks, reds want statloss changes. 90%of reds here are pvpers though and are simply bored.
    Althorn and One like this.
  7. Cheapsuit

    Cheapsuit Well-Known Member
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    In guard zone, yes.
  8. El Horno

    El Horno Well-Known Member
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    Blues kill afks in town all the time. Why wouldn't a red be able to do the same thing? Everyone could have a stat red town killer, just train magery from NPC and cast poison field from a scroll.
  9. snap dragon

    snap dragon Well-Known Member

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    Reds in town with no statloss worked on siege because, although there were many bank sitters, almost none of them were afk like on uor, and there was always some blue hero around to call guards and cure anyone who was poisoned etc.

    This is a valid point against reds in town on UOR though. Maybe they could trammel it up somehow and allow reds only to defend once attacked and not initiate any "negative action". But let's face it, that's a change that's never going to happen because why bother.
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  10. One

    One Well-Known Member
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    .
    Last edited: Feb 3, 2023
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  11. snap dragon

    snap dragon Well-Known Member

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    None of that matters, you can still murder people in town pretty easily. What prevents it is Telamon telling us not to.
  12. One

    One Well-Known Member
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    Last edited: Feb 3, 2023
  13. Unknown_Hero

    Unknown_Hero Active Member

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    How? Screw rules.
  14. RIN

    RIN Well-Known Member
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    I'm pretty sure Telamon said no such thing exactly. What he didn't want to happen was:



    1) Killing in town without getting a count. This is the whole "having a blue lure a red's casted EV outside of town to a victim inside town".

    and...

    2) Mass town killing of any nature.



    As long as you weren't mass murdering people, you can town kill as long as after 5 counts the killer can't come back into town as he would be Red.

    I don't understand why some of you are so incapable of seeing that Chris is trying to walk a fine line of giving you the Fel server you want but also keeping it from being a bloodbath so as to attract new players. Yes, I will agree that PvP needs an overhaul of some sort. What exactly, I do not know.
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  15. One

    One Well-Known Member
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    Last edited: Feb 3, 2023
  16. Althorn

    Althorn Well-Known Member
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    Fel is suppose to be a bloodbath that’s what makes it attractive. New players are all likely all old players who like most uo players, genuinely all agree the old rugged UO was better.

    & I see your argument but the server has tons of added safe guard features. The trammel instances. House security is taught & tons of other safe guards to prevent “bad stuff” from happening that were once exploited on “noobs” way before all these guides. You should be able to die anywhere realistically. Just like you could back in medieval times.

    It’s your choice if you have a bunch of stuff on you, & afk anywhere. Bad choice but yours to make. The game should look to keep a ruthless felucca integrity. Rather than cater to friendly safe and easy. There is enough safe easy stuff currently.
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  17. Anarchy

    Anarchy Active Member
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    I like the sandbox style of UO - and so I like that it is basically possible to attack other players.
    But I also like at least a basic NPC environment and some sort of "computed law" - that is: Guards! For example.

    So a known murder should be punished in some way by gaming mechanics - and that is, in my personal opinion - not only by "can be attacked freely".

    If there is no punishment in the way of statloss - then there should be another way of punishment.
    I very much like the "gold" punishment @One mentioned. So if a murderer is caught, means, is killed, then punish them.

    When there were reds around at the valentiines day event I really did not feel like to attack them by one easy reason: I can only loose!
    If I attack, I would give them maybe a free kill without a murder count if I die.
    If in case I would really win the situation - the murderer would not even have any punishment but restock - because short term count decay is a joke here.

    If I would know that - in the rare case I would really win :p a murderer would get any punishment - I would more be motivated to risk the attack.
    So isnt that what everyone calls for? Engange PvP?

    That's why I very much like the ideas of @One to make Murderers pay gold for resurrection - which finally also is a way of gold sink, because they would need to pay double the amount of gold offered for their heads.
    So if it would be worth to attack a red - by knowing they had to pay in any way - allowing them in town would be fine for me and even get rid of statloss.
    Short term + Long term counts could be replaced by "ressurection cost" muliplicators.
    Lets say - just for example - like:
    (Short term counts * 2000 + long term counts * 1000)
    And for each ressurection clear all the short term counts and half the long term counts.

    So the number of short term counts would then be more a indicater how successful a PK was - means: How many kills did the pk do without dying - a sort of status symbol.
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  18. El Horno

    El Horno Well-Known Member
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    The problem I see with making murderers pay their bounty is that the 1%'s could basically shut pks down with a ridiculous "fuck you" type of bounty. How is a pvper gunna compete with some of the bank balances good pvmers have?
  19. PaddyOBrien

    PaddyOBrien Well-Known Member

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    Would be interesting to have an isle of exile for murderers to serve out time, amongst other murderers like the old Angel Island shard. Low tier weapons and few regs would spawn, making the reds fight each other for survival, in lieu of statloss. I forget the major details on how it worked, but it seemed like an interesting concept that would be cool here with a population as high as ours.
  20. snap dragon

    snap dragon Well-Known Member

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    You mean the isle of afk players waiting for their time to expire

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