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Discussion in 'UHall' started by Coyt, Oct 27, 2008.
an idea i had, please discuss it for me rolleyes:
A similar idea was being talked about. Basically, dungeons in Fel would be tied to certain towns. Those dungeons would be controlled like the towns are. Specifics for what could be done with this control could be worked on. This would encourage people to take over towns which would of course lead to more activity in factions.
you got a link for that thread? i'd love to read what been alread said
So people cannot get power scrolls unless they are in factions or buy them off a faction player? I think that's a major drawback from your idea. Perhaps leave t2a access as it is and focus on the anti-virtue dungeons.
I do like the idea of factions controlling the anti-virtue dungeons. Not sure if it should be tied to town capture, or perhaps each dungeon could have its own sigil too? Entry to a captured dungeon could be restricted to faction members (of any faction) and the controlling faction could have the ability to place guards and traps, tax the gold/silver collected in the dungeon and increase or decrease the spawn rate.
That would really give factions something to fight over. Your faction would _want_ to control Despise, Destard and Deceit for the spawns. Other dungeons I'm not so sure about, perhaps an increased rate of Daemon spawn in Hythloth would make it easier to gain silver and fame/karma. The non-champ-spawn dungeons would probably need a better incentive or should be left out of the system.
it should be the other way around. close champ spawn areas to faction chars... to keep raiding champspawn guilds from using the new items to their advantage against players who can't use them, in an environment that has absolutely nothing to do with factions.
Keep in mind the effect on newbies. Already they can't access Mondain's Legacy content for a few weeks after joining (for who knows what reason, perhaps it's to stop them scripting painted caves?), already it's hard enough as it is to "get into" the game, limiting them from the classic anti-virtue dungeons just isn't that smart.
At least as far as Trammel is concerned. Limiting Fel I'm not so sure about.
At least 2 of the anti-virtue dungeons are training grounds for new players. Also, in the interest of the UO storyline what would be the story behind closing the 8 original dungeons in the manner you suggest?
Dont worry, they dont rationalize like that.... They don't care about a story line, all they know is the only way they can PvP is on a tamer (if you even call that pvp) and if they were to join factions and die like they do repeatidly even hiding in the guards, they would be totally worthless for 20 mins or they'd lose their pets, so instead of playing a real PvP character, they would rather ***** about stuff such as this in hopes it will be changed so they can continue to play there tamers at the gate.
I know for me, I didn't say anything about closing any dungeons to non faction players. Given some type of 'control' or benefit to a faction for controlling the dungeon could be done in a way that doesn't affect non faction players.
Maybe something like the library and zoo system where the more creatures that are killed or tamed in a certain dungeon gives different levels of rewards for the faction players. These rewards should not be boosted items that could impact non faction players. But things to be used for faction activities.
Some ideas (not fully thought out of course, just basic ideas) for that are:
1. An NPC bounty hunter that a faction member could hire (using a mix of silver and gold perhaps) to track and kill (or attempt to) a rival faction member. Make it really nasty and something that would be very very hard to solo so that if the rival player was caught alone, anywhere (yes, including Trammel but still following the trammel ruleset of course) then they would be hard pressed to survive. But not impossible. If the hunter is successful, the person that hired him gets kill points and silver as if they killed them themselves. Nothing major there since it would just be a one kill type thing. But it adds a little spice.
2. NPC tamer that can tame some baddie for the faction player that hires them and give that player temporary access to a pet that they normally couldn't have. This would be iffy of course since the pet could be used in non faction pvp. But some restrictions could be put on it to take care of that.
3. Boosted guards in faction towns that are more effective than normal guards are.
Things like that but not JUST that of course. The idea is to give those in factions a reason to go out and capture towns instead of just stand around in one spot fighting or just joining to get items then going off doing non faction things all the time with them.
Sorry, it wasn't a thread on these boards. A lot of the really good discussions like this take place elsewhere so that we can actually discuss things without the normal types derailing things or the *beings that won't be named since they get their receding hair up when someone that doesn't tow the company line says anything at all* censoring the discussion anytime something is said that doesn't support them or their friends' playstyles.
And there is the perfect example of what I was talking about in my very last post.
Seems silly to me - if they thought of doing that they should make faction only shards. Why should faction folks get even more overpowered?
I have to agree with you.