Question(s) about murderer system...

Discussion in 'Renaissance Discussion' started by Seth Able, Oct 17, 2012.

  1. Seth Able

    Seth Able New Member

    Joined:
    Oct 3, 2012
    Messages:
    36
    Likes Received:
    1
    1. Stat loss. How is it configured here? And how does it combine with Faction stat loss? Is it permanent or temporary? Yada, yada, yada...

    2. What are the timers for murder counts, for both short term and long term?
  2. Seth Able

    Seth Able New Member

    Joined:
    Oct 3, 2012
    Messages:
    36
    Likes Received:
    1
    Anyone? lol. Must not be a whole lot of reds running around here... That'll change presently!
  3. Vandyke

    Vandyke New Member

    Joined:
    Sep 1, 2012
    Messages:
    134
    Likes Received:
    1
    From my recollection, unable to find the post atm, quickly answering at work, Short=8, Long= 40

    I do not have an answer for how it coincides with Faction Stat Loss, Check with telemon or Ezekial in irc, they are very approachable.

    Edit, I read the post wrong. I beleive Red stat loss is Perm.
  4. Seth Able

    Seth Able New Member

    Joined:
    Oct 3, 2012
    Messages:
    36
    Likes Received:
    1
    Thanks for the response!

    If red stat loss is perm, I believe that should change. It deters pvp and promotes trammel lifestyle.
  5. Blaise

    Blaise Well-Known Member
    UO:R Subscriber

    Joined:
    Jul 14, 2012
    Messages:
    7,706
    Likes Received:
    3,632
    It doesn't deter PvP, because there are plenty of other venues for PvP that do not involve red ganks and murder.
    We have Factions here, as well as guild stones for warring and tournaments.

    Murderers need a deterrent so there is risk of loss for them as well. Every viable class should have some risk of loss. The blues risk comes from the PKs but where does the PK lose out?

    Time = Money and stat loss makes it risky to be red. :)
  6. Seth Able

    Seth Able New Member

    Joined:
    Oct 3, 2012
    Messages:
    36
    Likes Received:
    1
    I recognize your premise, and I reject it fully! Murderers have risk and deterrents, such as:

    1. Not being able to enter town.
    2. Can be attacked by ALL players without penalty.

    The stat loss should be temporary, as to deter and provide them with some risk for dying, but it shouldn't be a permanent penalty for playing a certain play style. If a blue loses a dragon, he can get another dragon. If a blue loses an item, he can farm for it again. If a red loses stats... Why shouldn't he be able to get his stats back? Creating a new character every time your red dies, is and always was, kind of silly.
  7. Eisensaft

    Eisensaft New Member

    Joined:
    Aug 2, 2012
    Messages:
    140
    Likes Received:
    1
    I always thought permanent statloss means, that you have to gain them back with training, and not that you can t gain them back.

    Is there always stat loss or only if you have more than 5 short time kills?
  8. Blaise

    Blaise Well-Known Member
    UO:R Subscriber

    Joined:
    Jul 14, 2012
    Messages:
    7,706
    Likes Received:
    3,632
    If it were permanent, you would not be able to train your skills/stats back up.
    Much like one has to go hunt to potentially replace the weapon you stole as a murderer looting their corpse. There is no garauntee they will get that +25 vanq spear back. Whereas, it is garaunteed that with the proper resources and macros, you will get your stats and skills back.
  9. Wulver

    Wulver Well-Known Member
    UO:R Subscriber

    Joined:
    Aug 28, 2012
    Messages:
    960
    Likes Received:
    365
    Pk does not equal pvp.
  10. Double Vision

    Double Vision New Member

    Joined:
    Sep 5, 2012
    Messages:
    482
    Likes Received:
    3
    Just get 4 counts, and macro them off while u farm/Sleep/Play. Also, I agree stat loss shouldn't be perma, so unless that changes I'll stay blue and just macro off counts while I do other stuff. You won't get alot of people to agree with you because they don't want alot of pks killing them and that would happen if pks didn't get statloss when they died.
  11. Seth Able

    Seth Able New Member

    Joined:
    Oct 3, 2012
    Messages:
    36
    Likes Received:
    1
    It does when people fight back :)
  12. Seth Able

    Seth Able New Member

    Joined:
    Oct 3, 2012
    Messages:
    36
    Likes Received:
    1
    Whatever happened to the days when a murderer was continually harassing you, so you got your buddies to help create a trap for the red and when he came to kill you again, he was ambushed by a party full of vengeful nerds? I don't expect a lot of support, but I do expect the care bears to cry a lot.
  13. Wulver

    Wulver Well-Known Member
    UO:R Subscriber

    Joined:
    Aug 28, 2012
    Messages:
    960
    Likes Received:
    365
    That just means the PK picked the wrong person, unless they are fighting with a pickaxe or drum. :p
  14. Abyz

    Abyz New Member

    Joined:
    Sep 17, 2012
    Messages:
    89
    Likes Received:
    0
    With the abundant amount of farming locations on Uor, I fully support making life a litter easier on reds. I farm all the time on my pvp guy looking for reds, and have only had the pleasure of seeing any a few times. This game = lame w/o the danger of pks.

    I will use this opportunity to bring up the concept of players supporting the play styles of others... I know we all enjoy different facets of this most excellent game. There are numerous avenues one can travel to have fun and success. The more ways the better. Maximizing the number of paths to fun for the most people possible should be an objective of not only the staff but of the players as well. Pks and farmers should love one another! Having one without the other is no good. While griefing and talking shit in/out of game is fun, too much of it can be harmful. On the other hand, some of us love the ruthless possibilities of nontram uo. We wish some players w ould aquire the thick skin needed to enjoy this style of play. I want there to be tons of entertaining and profitable possibilities for crafters and adventurers. However, I also want the same for those who enjoy stealing and murdering. Without lots of people out there farming and picking, there will be no reds and blue pks. Without pks there will be no one for me to hunt... And on and on.

    Id love to see Uor at least 1/4 the time it takes for reds to burn short term counts. Id also like to see a .5% chance of a random rare drop in dungeons for the sake of farmers.
  15. Seth Able

    Seth Able New Member

    Joined:
    Oct 3, 2012
    Messages:
    36
    Likes Received:
    1
    Quoted for truth. We usually have 40 tamers, 20 bards, 30 crafters/farmers and maybe 1-2 murderers online. So my question is, why keep those 1-2 murderers AFK/Offline? I've heard every reason imaginable from non-PK players why it's a bad idea, but their opinions seem strictly biased. Of course they'll say mine is biased as well, but for those who don't know me, I'm a big time rare hunter, trammel camper as much as I am a pvping PK.
  16. newme

    newme Well-Known Member

    Joined:
    Jun 3, 2012
    Messages:
    1,144
    Likes Received:
    1,276
    As those who know me understand, I'm not a pvp person, thus my knowledge of red players is
    limited. Thus said, I do feel permanent stat loss for any player is unfair. (if this means they cannot gain stats back) I do feel that re-gaining stats for murders should be difficult. Not just using kindling to macro them back. This being the risk for them.
    This shard is high risk for everyone either it be a miner or dungeon hunter. The monsters are smarter and harder to kill. Thieves can steal and pkers can murder.
    Most of the comments about how many reds are online at any given time I feel has two ways
    to consider. For now and for later when the shard population grows. I believe any changes requested should come under consideration for the shards future, not just present.

    thanks all
  17. Blaise

    Blaise Well-Known Member
    UO:R Subscriber

    Joined:
    Jul 14, 2012
    Messages:
    7,706
    Likes Received:
    3,632
    What I find most interesting is that the most prominent PKs on this shard have not chimed in to agree with this notion. Likely because removing the RISK of dying on a murderer would simply ruin the excitment of being a murderer. If I'm on a character capable of fighting, I'll usually fight back (poorly). If there is no statloss, I will just immediately recall because there is 0 chance for me to ruin the murderer's day like they're trying to ruin mine. As it stands I have about a 0.0001% chance of ruining their day (see also: Midguard Zero getting guardwhacked when I ran like a girl...fast)

    Don't do the crime if you can't do the time. This is a game, we have two accounts each, macro training is EASY and so is farming the gold to fund it. There should be no change to the statloss system, in my opinion.

    I've taken my statloss in the past and I likely will again someday. If there is no harsh penalty for murderers, it will be a detriment to the shard as a whole, in my opinion.
  18. Abyz

    Abyz New Member

    Joined:
    Sep 17, 2012
    Messages:
    89
    Likes Received:
    0
    So if a career murderer dies on this shard (which actually has very long skill training times for certain vital pvp skills) he should have to wait weeks as opposed to days to get back into action? I think even you Blaise could live with a defeated/guard whacked red being back in the next week as opposed to the next month. I don't play a red usually, and don't have one here. However, I'd hate to see a good pk leave after dying because he has to wait two weeks for stat loss to expire, or spend the same two weeks retraining his resist skill. Some of us can't play/macro all the time.
  19. Wise

    Wise Well-Known Member
    UO:R Subscriber

    Joined:
    Aug 21, 2012
    Messages:
    1,901
    Likes Received:
    476
    Blue pks are pathetic.
  20. Blaise

    Blaise Well-Known Member
    UO:R Subscriber

    Joined:
    Jul 14, 2012
    Messages:
    7,706
    Likes Received:
    3,632
    I'm sorry, please explain to to me which skill cannot possibly be trained from 80-GM within a few days.
    As far as I know, maximum possible stat-loss is %20, right? If that's the case, there is absolutely no argument for 'weeks' as it only takes a few days of committed training to finish ANY PvP skill short of Lumberjacking or Poisoning, from 80 to 100.

    Please though, correct me if I'm wrong. I'll accept it is challenging, time consuming and annoying. Much like punishment for criminal actions should be.

Share This Page