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Important Question

Discussion in 'UO Developer Feed' started by Kyronix, Mar 12, 2014.

  1. Kyronix

    Kyronix UO Designer

    Aug 24, 2012
    Likes Received:
    I think this makes for some very exciting game play and adds a lot of weight to being able to effectively participate in combat whilst dealing with the crutch of less than max efficiency. As it stands now we are looking at keeping stat loss as it works currently and moving from there. One point that was brought up with the "wounded" debuff that a boost to incoming damage without effecting skills would still allow those who were "wounded" to stay in the back and heal with maximum efficiency - which is not in the spirit of being wounded from battle. The intent is not to completely remove you from the fight, but at least provide some penalty for death since you can insta rez with all your gear. The goal is to keep matches around 20 minutes in length or until the match score has been reached, with short cool downs around 5 minutes in between each fight. If the population continues to support a battle, they will keep on going. We want fights to be easy in and fast paced so whether you have an hour to play or 5 hours to play on any given night you can get some PvP action.
    #1 Kyronix, Mar 12, 2014
    Last edited by a moderator: Mar 27, 2014