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FoF sigh...

Discussion in 'UO Siege Perilous' started by Wulf2k, Sep 20, 2009.

  1. Wulf2k

    Wulf2k Stratics Legend
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    I'm personally in favour of faction towns having no guardzones whatsoever, but I'd suggest that Magincia and Britain at least not get guard zones back at all.

    Keep guards out of faction business.

    Thoughts?
     
  2. FrejaSP

    FrejaSP Queen of The Outlaws
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    I would say, keep factions out of our good old towns and factions taxes too.:fight:
     
  3. nightstalker22

    nightstalker22 Lore Master
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    I would suggest that Britain be the ONLY town that has guards stationed at it. It is the new players starting location, and it is the location of the Kings Castle, which is where the guards would be stationed.

    The other towns could have lesser guards, who come running from off screen when called for, but could be overtaken. The instant death by lighting delivered guard whack is lame, and should be only in Brit. Move TB headquarters!
     
  4. Uvtha

    Uvtha Grand Poobah
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    It should be up to the faction controler wether there are guard in a city or not.
     
  5. Calibretto

    Calibretto Guest

    :thumbup:
     
  6. Kat

    Kat Crazed Zealot
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    I agree with Wulf that there should be no guards in faction towns, but I could definitely get behind this if it were added! It would be a good incentive for some faction guilds to fight for control of the towns. Right now, there really isn't much of an incentive because there are no benefits or drawbacks.

    Ps.. Brit does not need a guardzone! There should be no faction bases in guardzones.
     
  7. AEowynSP

    AEowynSP Certifiable
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    Umm I do escorts on a char who can't gate. I was gone for a few months but was delighted to see guardzones removed from faction towns..the less GZ the better for siege I feel. How can you not access heartwood, CC or 60% of stables?

    A lack of GZ is what makes siege what it is.
     
  8. Max Blackoak

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    if you rely on guards there is always luna, umbra and the other non-faction cities.

    reintroducing guards should go along with one of the ideas mentioned above, like either weakening guards, or letting the factioners decide whether or not a town will have gaurds.
     
  9. Elfstone

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    Good idea here, but I agree no guards in Faction towns.
    They should make it so new people enter Occlo on Siege instead of Britan.
     
  10. nightstalker22

    nightstalker22 Lore Master
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    Thats why I said TB needs to be moved. There could even be a huge story event to go with it. King Casca wants to occupy the old castle, and there is a huge battle between TB and his guards. TB is forced underground to the sewers ( new area designed for thier headquarters ), where they plan the next resistance strike against Casca in honour of their TRUE King, Lord British. It's what being a True Britainian is all about!

    Shadowlords had thier event, now TB should have theirs...to move the base!
     
  11. FrejaSP

    FrejaSP Queen of The Outlaws
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    I do somewhat like the towns without guards but on the other hand, I would love to see crafters using the town much more.

    If crafters got a bonus in success and skill gain when training in/at the npc shop we could get more action in town but we would need guards at the shops and at the bank as crafters need expensive resources for their crafting and they do not want to lose them to PK's or thieves.

    Also do never see a smith at Brit smithe now or young chars training in skills in the warrior tower SW of Brit bank.

    It would help the community alot if towns had more to offer. I personly do not find fighting belong to town.

    Factions strongholds could easy be away from town like SL.
     
  12. Kat

    Kat Crazed Zealot
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    Freja - I do think some towns should remain guarded for those very reasons. Currently Occlo, Serpents Hold, Cove, Nujelm, Jhelom, Zento, Umbra and Luna still have guard protection where those activities can take place. Maybe moving the new player beginning destination somewhere safer might be in order. Jhelom or Zento seem like good places and they both have just about everything a new player would need. *shrugs*
     
  13. FrejaSP

    FrejaSP Queen of The Outlaws
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    Why do factions need to fight in town? Places for gain of silver and other factions items would make more sense to me.
    Towns are meant for the peaceful part of the community.
     
  14. Wulf2k

    Wulf2k Stratics Legend
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    Freja, I'd agree with you if they hadn't put faction stuff in towns in the first place. As things stand, there are many other towns that are still safe to use, but guard zones around faction bases are no good.

    Now, I'm fine with either of the following two options:
    Move the two bases in towns, so that the guard zone doesn't affect them.
    Turn off the guard zones in the two towns that affect them.

    If they move the bases, they'll probably screw it up, making the new bases either ridiculously easy or ridiculously hard to get into. (Wait, the two bases 'already' fit that description...)
     
  15. Hugibear

    Hugibear Guest

    Freja, Trammel was made to have your peaceful places for community. Please let us not forget we play siege, towns shouldnt have guards, I actually believe that there should only be 4 towns with guards, (Zento, umbra, luna, and ter mer).
     
  16. Kat

    Kat Crazed Zealot
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    We don't "need" to fight in town. As it is, we [factioners] can fight each other anywhere, including towns, regardless of whether they are guardzone protected.

    Faction battles simply happen in those 8 faction towns from time to time during sigil moving and its nice to not have non faction blues interfering without any repercussion, which is an age-old problem. The lack of GZ in the faction cities has curtailed that to a large degree, especially in Brittain. Beyond that, I think it is fitting for Siege to have fewer GZ protected areas. I don't think anyone is asking for total removal of protected towns... Although, it would be GREAT if the Luna guards would go away, too! hehe
     
  17. FrejaSP

    FrejaSP Queen of The Outlaws
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    I would choose Britain, Zento, Umbra, and Ter Mur as the 4 main towns, with normal guards.
    But I do believe Yew, Occlo, Serpents Hold, Cove, Nujelm, Jhelom should have lesser guards, powerful but not killable.

    Maybe Devs need to fix the two stronghold outside town and then move the other two too. Maybe they should places on the one on each facet (Britain, Malas, Tokuno and the new Garg land)

    Now I don't play factions so I can only speak as non faction player and I feel faction is bad for the towns.

    I really would love to see Luna without guards :p
     
  18. Bruin

    Bruin Guest

    2 things -

    1. In an ideal world, factions would control the guards. TB and CoM (Hero Guilds) could set up blue guards. SL and Minax (Evil Guilds) could set up red guards.

    2. What the hell does having guards in a city have to do with factions periods? Guards only protect blue non-factioners. So factioners can go about their business fully with or without guards. The only thing no guards allow factioners (or anyone) to do is steal or murder with impunity in cities.
     
  19. Wulf2k

    Wulf2k Stratics Legend
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    Non-factioned blues can block movement into/out of a base. They can peace/discord any pets that may be involved. They can loot their friends stuff from the corpse. They can gate their friends to get a res. They can place movement blocking crates. They can wait until they outnumber the red factioners, then pick them off one by one, without the non-attacked red factioners being able to help their friend.

    The list goes on.
     
  20. Kat

    Kat Crazed Zealot
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    Uh, no. I'm guessing you put all of about 2 seconds of thought into this gem!
     
  21. OldAsTheHills

    OldAsTheHills Lore Master
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    Yes, whether you are in Factions or not in Factions how you will be treated
    by those who do not do PvP, will not change with or without guardzones.
    I see no change in the occurrence of people using Faction towns.

    The non-PvP players will always have some encounters not planned by the
    non-PvPers but by the Pkers. If the Non-PvPers can not survive such
    encounters they will avoid the Pkers by playing where and when the Pkers
    do play. Non-PvPers will minimize such occurrence of such events.
    Faction towns will continue to be empty.

    The developers will bring back the Faction town guardszones. No further
    discussion will change that! There will be no change in where the Faction
    strongholds are. I really prefer the Faction rules as is...

    As is... I have no reason to join...

    *stares*
    Yahaxithonix
     
  22. Bruin

    Bruin Guest

    True, I'll give you that

    Anyone can do this, with/without a guardzone. The main problem here is that peacing or discording a pet isn't considered a hostile act.

    This can happen with/without a guardzone - with a guardzone you can at least call guards on a blue looting a blue. If it's someone looting a red, well then that person went red.

    Uh, so? If their in statloss, not much help they're going to be if they're ressed. They can also have a friend just send a reverse gate from chaos.

    Anyone can, with/without guardzones.

    Then don't go red. That's red vs blue argument, has nothing to do with factions.


    Factions already own the best gear and pvp for themselves. Now factioners wan't to own all the towns and be able to do what they want to with them? Why not take over the whole damn landmass?
     
  23. Wulf2k

    Wulf2k Stratics Legend
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    I'm saying this should matter at the bases in faction towns, not every faction town.

    Once you force faction battles at the entrance to bases in the guard zone, it's no longer a faction battle, it's a red vs. blue vs. orange battle.

    The standard solution to all the problems I listed above is to "Kill the bastards". When they're in a guard zone, this is no longer an option.
     
  24. FrejaSP

    FrejaSP Queen of The Outlaws
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    And because a few bastards make you trouble, you want to ruin the town for the ones they was meant for?

    Get faction out of the towns and your problem is solved, you get no guards interrupting you and the crafters and young players can again use the towns somewhat safe.
     
  25. Wulf2k

    Wulf2k Stratics Legend
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    Agreed.

    Until that point in time, the guard zones should be separate from the faction bases.
     
  26. Scuzzlebutt

    Scuzzlebutt Babbling Loonie
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    You're missing the point. Sure they can still do all these things with or without guardzones but with guardzones up they do these things without risk or repercusions. If there are no guardzones then they can at least be attacked and discouraged from interfering.
     
  27. Bucs, which has never been guarded, could easily be a faction town, or there's space West of Brit - if it really has to be in Brit - and those players who have no interest in factions can get the towns back, along with some population, the faction folk can still fight until their hearts are content at and around their bases, away from those who aren't interested. Just as Siege isn't all about pvp, it's not all about factions, either. It would be quite nice to get the use of the old stable again after all these years. If it means prices are up then we'll live through it.

    I remember the day they introduced factions, I was standing yapping to Verum at one of the Inns in Brit, he'd just joined up, and promptly got ganked. He's still in one so he must enjoy it now, but I think he'll remember how annoyed he was at the time.*grins*

    Towns were meant for everyone to use in peace, (unless you participated in Chaos/Order or Hero/Evil where you could always be attacked by the opposition) apart from Bucs, and red hues of course, but again, that's the choice a player makes.
    At one time you couldn't go near any town other than Bucs if you were red without getting whacked by the guards. When things evolved to allow anyone in towns it was a good move, because red guys could and would come in for a fight with blues, but this situation stinks for crafters and new players alike.