Official Tournament Discussion thread Currently our tournament system has two major modes for simplicity. More modes will be added down the road to allow for more diverse player run tournaments. However for staff managed and scheduled tournaments we will try to stick to two major modes for simplicity. Players will however be able to help the staff create the Free For All A Free For All match will generally allow most everything to be used but still conforms to the spell restrictions show below. Restricted A restricted match is designed in a way that players can bring any item/weapon/armor into the tournament but those items are either normalized or disabled from use. Such as the following Weapons will default to a gm quality while in a restricted match. Magical bonuses will be ignored however the weapon can still be used. Armor will default to a gm quality with the standard material. Material and magical bonuses will be ignored during the match. Poisoned Weapons will be allowed however they will not poison their target, or deplete poisoned charges. Magical wands can be used as a weapon but not used to cast spells on your target. In a 2v2 match only Red (Refresh) and Orange (Cure) potions are allowed. In a 1v1 match only Red (Refresh) potions are allowed. Free Use Currently all matches are free use, however this can be discussed as a factor on the competitive nature of certain types of tournaments. While in a free use match the following items are not consumed if you have at least 1 of these items in your inventory. Orange (Cure), Red (Refresh), Yellow (Heal) Potions Bandages Arrows and Bolts Reagents Clothing and Armor does not take damage while in a free use area. Restricted Spells Level 4 Fire Field RecallLevel 5 Blade Spirit Dispel Field Incognito Poison Field Summon CreatureLevel 6 Invisibility Mark Paralyze FieldLevel 7 Chain Lightning Energy Field Gate Travel Mass Dispel Meteor Swarm Polymorph Level 8 All Spells Items 1v1 Restricted matches currently allow the use of Red(Refresh) potions. 2v2 Restricted matches currently allow the use of Orange(Cure) and Red(Refresh) potions. Firehorns, Firebombs, Fireworks are not allowed. Known Issues Currently factioneers in different factions cannot perform beneficial acts on each other when on the same team. Currently yellow potions are not allowed in 2v2 restricted matches. Currently the delay between matches is very small. 5 Seconds from match end, to new arena, 15 seconds to next match. Trophies for the 2v2 winner currently say 1v1 (Fixed for patch 62)
I think when its 2v2 cures are okay, but is there a way that if it drops to 1v1 , that cures be disabled?! IDK im no coder ! - El Hornos idea
no fields no summons/pets not free use anything else goes imo if a match doesn't end in some time (like 3-5 minutes) maybe it should just restart that match fresh obviously healing your teammate needs to be legal somehow
In my opinion it went SOO fast, everyone was really begging for more by the end of it. Possibly we could have best 2/3.
Faction restrictions obviously need to be negated during tournaments, just like CTF or other instanced events. All potions, including poison and explosion, otherwise you're tuning it for specific templates. In that regard, I do think there should be different 2v2 tournament styles, 5x/redpot and 7x/allpots. Also, at least a 30 second window between matches so people can breathe slightly and announcements of who is going to fight whom starting in x seconds. Agree on elhorno's idea of cure pots disabled when numbers drop to 1v1 in a 2v2, if possible.
I don't really know what we could do with the whole RA, protection, magic reflect thing. scribes would be useless if they are completely eliminated, everyone would need to roll a heal/stun for this. IDK - I think we can all appreciate how much telamon goes through with just the ideas we have for this, all the testing that needs to be done !
You should be able to heal your partner no matter the faction affilation. Red pots should be allowed.. Cure pots are iffy.. I think if you allow cures then you should allow heal pots. This I believe will allow the solo player (his teammate died) a chance to fight 2v1. But then it will also make the 1v1 very long and most likely with no winner. So maybe it's best not to allow Cure pots and Heal pots. The matches I believe should also be best out of 3. This will add some variety to the matches. Let's say team 1 dies to the almighty explo ebolt sync. It will give the teams an advantage and let them switch their strategy for the next match. Other than that, great system.. Thanks Telamon.
Protection RA and reflect should be allowed. It only will disadvantage the dexxer with the RA. Magic reflection can be dropped and takes some time to cast... Protection: this just allows the sync to happen with no disruption... maybe disallow protection?
I think purples and pots are a big part of what makes a dexxer good. No wands No pets No summons No fields Poison may be too strong in that little space Everything else let it ride
Updated thread with more detailed information on how the system works currently. Will add more details as I have time. Remember to try to discuss the various options for the Restricted and Free for All matches. Certain things, like reactive armor, could be only allowed in the free for all matches, but not allowed in a restricted match. The goal is to create two very simple tournament modes with clear rules that everyone can enjoy. For player run tournaments using this system you will have more control, like the duel system, over the options applied. But initially the goal is to refine the two available modes.
I personally think Free Use has to be removed. Part of being good at PvP is resource management and on a shard where you can't heal through poison, unlimited cure potions is definitely a concern.
There is a sudden death timer that disables healing and curing and DPs both parties, with a 15s warning before active. Free Use is appropriate in a global tournament where leveling the playing field for all (not just those who have everything and lots of it) is essential for a healthy consistency. This is about combat ability in a box with explicit controls, not field play. Resource management is a field play situation and there's plenty of time and room for that when you're not in tournaments. I do not understand the logic behind disallowing heal potions in 2v2s, nor Refresh only in 1v1s. That is basically eliminating the viability of any warrior class that is not heavy on Int or running Meditation. This will simply result in a "spam poison until mana is gone, then dump with poison". In short, this means 1v1 Med Mage fights only. If there is some sensible logic behind this configuration, I'd love to hear it. If there are 5x 1v1 and 2v2s, I completely understand potion restrictions like that. In 7x fights, there should be no restrictions on potion use, including poison and explosion. Not at all saying I'm not willing to hear reasons WHY or WHY NOT, but that is my opinion based on what I know of fighting in these situations (admittedly a lot of theory and little practice). Edit: I've cropped together this bit of data from some long defunct but well remembered and desirable event schedule/configurations on a prior shard. Many of us here remember these and although I barely got my feet wet before they were turned off, the variety of tournament STYLES was something that made them fun for nearly anyone's PvP template, at one time or another.
PvP with unlimited resources is easy mode, sudden death or not. In fact, without unlimited resources, sudden death would be less necessary for many (most?) fights. If someone can make a character worth entering into a tournament, they can probably afford 5-10k worth of reagents and potions. Resource management is an essential part of PvP and you shouldn't remove it and call it "level the playing field" - you're changing the dynamics of everything with unlimited resources. It's no longer a real fight and it becomes a "wait until sudden death" match for anyone with half a brain. Staying alive in UO is a joke and this just makes it even easier - it becomes an even bigger game of luck and less about skill. If you can't stay alive in a 1v1 (duel) with unlimited potions and reagents, you've got to be doing something wrong.
No one wants to restock every match or keep all their restocking goods in the bank. If/when the turnout gets large at these tournaments, you'd have people leaving to restock far too often. There's plenty of other times where you can bank your win on running the opponent out of resources. It's no longer about the fight timing, if your win is based on shortage of resources. That is what the tournaments are about. Timing and coordination, not restock agents. If two folks get to sudden death, they are equally matched and then pitted in a very brief battle of timing to determine the victor, like a lightning round. For what it's worth, look at the details of the picture I posted. I agree there is room for ALL of those tournament types. (take special note of how many are not Free Use) kthx
Limiting the use of purples/pots really gimps a pure dexxer and turns this into a mage/mage hybrid event.
If you're going to use an image from another shard, the least you can do is give it credit. What shard was this from?
I'm not here to advertise other shards. If you want to know, I'll PM you, or you could just stop pretending. Some vital differences between the shards: You could heal through poison there and you could poison two handed weapons.
I don't need to know that's ok but usually when you reference a third party item, you give proper credit of the source. No worries.