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New Story Arc : How much does Positive Loyalty Decay bother you ?

Discussion in 'UHall' started by popps, Feb 19, 2012.

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New Story Arc: How much does Positive Loyalty decay bother you ?

Poll closed Feb 29, 2012.
  1. It bothers me nothing (0)

    18 vote(s)
    21.7%
  2. It bothers me very very little (1)

    2 vote(s)
    2.4%
  3. It bother me a tiny bit (2)

    1 vote(s)
    1.2%
  4. It bothers me a little (3)

    4 vote(s)
    4.8%
  5. It bother me some (4)

    4 vote(s)
    4.8%
  6. It bothers me quite a bit (5)

    1 vote(s)
    1.2%
  7. It bothers me a good deal (6)

    4 vote(s)
    4.8%
  8. It bothers me significantly (7)

    3 vote(s)
    3.6%
  9. It bothers me a great deal (8)

    6 vote(s)
    7.2%
  10. It bothers me a whole lot (9)

    5 vote(s)
    6.0%
  11. It bothers me immensely (10)

    35 vote(s)
    42.2%
  1. popps

    popps Always Present
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    On a scale from 0 to 10, how much does Positive Loyalty decay bother you ?
     
  2. startle

    startle Siege... Where the fun begins.
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    Holy crap... 10 people have done the poll before me and not a single comment.... wth, I've got one and I generally don't much appreciate negative comments here, but this might qualify as one unfortunately.

    Anyway - I've given it some thought and I have to side with those here who I'm sure will voice complaint at the current scenario... Do we really have to constantly run around "arresting" these rioters for the next 6-7 months with not even a sign of a carrot at the end of string? I'm generally a very patient Bard, but the thought of doing this for that long just to continue being Adored by a bunch of brainless NPC's.... I mean please people, work with us.....

    Just sayin.....
     
  3. BeaIank

    BeaIank Babbling Loonie
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    The speed of the decay bothers me some.
    I am fine with it decaying, but make the decay rate slower, please.
     
  4. Bobar

    Bobar Babbling Loonie
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    It certainly bothers me, mostly because I think its unnecessary and as it has to be harder to intoduce decay code, than not using any, it was deliberate.

    It must surely have been foreseen that people would not like it?. Wasting leisure time is not most peoples idea of enjoyment. To maybe do a couple hours work and then be away for a few days, on your return to be back where you started is NOT FUN.

    I also do not enjoy the fact that I have a character working New Magincia, despite endless arrests etc I cannot progress beyond Adored, so much so, that I am sure the scenario (or my char) is bugged. There being no way I can check his status either in points or percentages I am unable to identify which it may be.

    So, yes, it bothers me.
     
  5. Carharrt

    Carharrt Guest

    10.

    Bothers me to the point that I won`t even be bothered with the current scenario. I`ll start working town loyalty when it actually means something.

    The only thing it means now is:

    CLICK CLICK CLICK CLICK CLICK CLICK CLICK....

    Wake up tomorrow and CLICK some more. The decay rate is way to high for people with a life and can`t be here day in and day out.

    Lots of work for nothing anyone? Great! Sounds fun! :thumbsup:
     
  6. Shadefox

    Shadefox Certifiable
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    So far it bothers me enough to dont bother doing it.
    You should have thought by now, so long after initial loyalty systems, they would have come up with a interesting and fun way to use it, but anything this repeatable/narrow shouldent decay this fast.
     
  7. Sean

    Sean Slightly Crazed
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    Not bothering me at all. I'll patiently await what comes down the road and spend some of my gaming time doing the arc and the rest going about my merry way as usual.:pancakes:
     
  8. old gypsy

    old gypsy Grand Poobah
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    I could understand a slower rate of decay, but since we're going to be doing this from now until September, I'm afraid very few players will feel inclined to keep up with the daily "click-fest & arrest" activities for that long.

    I think characters who spend even a few minutes every other day doing their civic duty shouldn't have loyalty decay at all. Perhaps let loyalty decay only after a few days of non-participation by a character?
     
  9. Sevin0oo0

    Sevin0oo0 Guest

    didn't vote, stopped playing the event. I'd like to comment that I can't help wondering that maybe there's another purpose to the event. Like it being used as a measurement of performance. If they can poll people's loyalty status, they can see how much people really do to maintain, stop, start, re-start, etc. A real measurement vs. posted opinions. Also our tolerance of decay, not only to this, and other virtues, but anxiety/frustration levels developed as well. They work for us, and Want to make us happy, using verifiable mass performance vs. a 'well, let's try this and see how many tomatoes get tossed' seems like a much better idea for the longevity and health of UO - giving 'Ultima' back it's status, imo.
     
  10. Shakkara

    Shakkara Slightly Crazed
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    Decay should stay as it is, but rewards should be calculated based on your AVERAGE reputation instead of what it is at the end of the event cycle.

    So someone that has been Venerated for 30 days but dropped to Adored the last day should get 30x more rewards than someone that did nothing and just got Venerated on the day the rewards were given.
     
  11. Dermott of LS

    Dermott of LS UOEC Modder
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    ...

    The decay doesn't really bother me, but it would be nice to have a purpose behind it besides a batch of descriptors... but that may just be the way that the MMOG genre has developed. We now expect something more "tangible" than just a title or a reputation level.

    I'm willing to see where it all goes though, but I'm not spending every free moment grinding rep.
     
  12. Uvtha

    Uvtha Grand Poobah
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    Yeah. I think that if it needs to decay (which is fine, but I don't much see the point when its so tedious to raise, and takes so much time) it should decay awful slow.
     
  13. popps

    popps Always Present
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    "If" they ever do this (i.e. base rewards on "average" loyalty over a time span), I think that they should absolutely announce it now, and not when things are close to the end and players cannot catch up any longer.

    So, as I see it, either they do not calculate rewards on averages, or, if they will ever do it, players must know it now, when they can organize their participation to the Event accordingly.
     
  14. LadyNico

    LadyNico Always Present
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    It doesn't bother me one little bit, not the merest hint of a soupcon of an iota of a jot.

    I think they should tell us nothing and let us accrue what loyalty we may over the course of a full year. That might separate the immediate gratification junkies from those able & willing to savour anticipation. :thumbsup:
     
  15. Adol

    Adol Certifiable
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    It Bothers Me A Great Deal; Why? Because for every step forward we take with the game, such as a dungeon revamp and producing better written lore for the events, we seem to keep taking horrible steps backwards which forget what makes UO great and unique in the first place. It's a sandbox MMO, perhaps one of the only truly successful ones, and they keep trying to cram mechanics from other MMOs like WoW in here, in particular the horrible, life destroying grind mechanic of reputation.

    What's worse is that they then combine it with decay, which is just ridiculous. Even WoW shies away from that! Admittedly UO events tend to be a 1 time thing, so we only need to be above some sort of arbitrary target when the event ends... but that leads to a further unsettling realisation; in years to come, unless there's individual phat l3wt tied to each city, that will be it for the event; the cities we defended won't even remember us, because our reputation will decay away. And that's entirely the wrong approach for UO. We should be playing with the sandbox, role playing our characters and their attachments, not just piling in somewhere, as short term mercenaries, for loot.

    Unless... it's planned to be a permanent mechanic? But in that case, we've already forgotten the horrible result of virtue decay. Hardly anyone bothers trying to follow those gameplay mechanics due to it. A recent patch even tried to address that by lowering the decay, so they must be aware of it at some level in the dev team. For that matter, the original Ultima IV didn't have decay, although you could lose virtue by acting in anti-virtuous ways. This was a self reinforcing mechanic though; by the time you got deeply into the game, you'd obviously had fun learning to be virtuous, and wouldn't actually want to play in the way that harmed your progress (unless having a momentary, chaotic lapse session! It's always been part of the fun of the series, but you had to sign up for that, as it were) And Ultima Online took out the Hunger mechanic here for a similar reason, it's just not fun to have to perform repetitive tasks just to maintain what you already had. Nor do most of the reputations (Meer, Ophidian etc) decay for that matter...

    So why didn't I vote 10.) Immensely? Because I've simply walked away from the event again for now. As soon as I saw there was decay, and that by the end of the very first week all 4 characters I'd spent a few hours getting to Adored were now back to Revered, that was it, my interest in the RSI Riots vanished. So it's not a matter of life and death for me; And I have some hope that later events will prove worth taking part in.

    I hope.
     
  16. popps

    popps Always Present
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    Well, if you are referring to the mentioning of another poster to have whatever rewards be given to the "average" points over a span time and not as in regards to whatever level of loyalty one will have when the rewards will be introduced, well, then I disagree that the Developers should not say anything about the criteria that will be adopted.

    This, because "if" they will adopt, say 6 months down the road, an "average" criteria over that 6 months span time, this will cut out all those players who were put down by the decay and did not bother working their loyalty. And, "if" the averaging will factor in time, they will not even be able to "catch up" because the 6 months would be gone and time never comes back........

    So, I think players should know now if the devs ever think of applying an average over a span time criteria for rewards. Now, so that players can make their choices accordingly.

    And if they do not want to announce it, then I think that the only one criteria possible should be the absolute amount of loyalty (no average and no over a span time) that players will have when rewards will be introduced. This way, players will be able to power up their loyalty when the time of rewards will come, adjusting it to their schedule. That is, they will be able to catch up, eventually.

    Personally, I think that time is one of the most important thing. The gone time never comes back, it is gone for good and so, as I see it, it should be dealt with in great respect for it. To have to continue working up loyalty in the game because of decay without even knowing whether this will help or not in getting rewards down the road, I do not see it as having respect for my time. I want to be able to decide on my own, whether I want to use my time into something like having to "keep up" with town loyalty swimming against its decay only on the basis of the information that this will matter in getting whatever reward, eventually. I would never want to spend my time, time that once gone will never come back, to upkeep Town loyalty just for the sake of it, without even knowing whether it will or not matter, at some point, towards getting any reward.

    So no, I cannot possibly agree with being left in the dark about what criteria will be used to give rewards. I cannot, because I value my time too much to give it just away.

    That's at least as I see it.
     
  17. LadyNico

    LadyNico Always Present
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    No, popps, I'm not referring to any other post.

    Your time is important to you; this is something you've said before. Frankly, your time has no value to me whatsoever. None. Your time is only important to you and, perhaps to a rather lesser degree, to those with whom you may regularly interact in game.

    It is enjoyable for me to simply play the game without knowing the outcome in advance. I loathe being able to plan for every eventuality. I want surprises - good ones and bad ones, too!! I love that my characters' choices may have very real consequences upon their futures - even permanent ones.
     
  18. Shakkara

    Shakkara Slightly Crazed
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    This.

    I think those that do nothing and wait for the rewards to be announced shouldn't get ANYTHING. As they're clearly selfish and not acting in accordance with the virtues, what is exactly what this game is about.

    Or maybe they shouldn't give any items at all. Just a title, or something else that's not tangible, can't be traded, and sticks with your character. I hate how these events are only about the item loot to some, who then whine that the event doesn't afford perfect information which they require for their cost-benefit analysis; if (expected sell value of the items / hours invested) > regular income per hour, then the event is good, and if not, the event is bad, huh? I spit on your greed!

    It's a *** sandbox game!!! If you want cookies for every thing you do, if you want everything clear and transparant, and if you want to items, items and more items, go play WoW!

    Yes, the system could've been designed a bit better, but stop the whining about the imperfect information. Let this event have some magic, surprises, and mystery! I want to be able to leap into the unknown and find out what happens afterwards.

    That and the decay is actually good, so people don't farm the event with their 20 characters only to sell the freaking items. Leave it at 5% per day or whatever it was. And I wish the devs would have the balls to say to the whiners what I just said above.

    They definately should NOT. That way the virtuous players (those that selflessly gave away their time to assist these towns in times of need) will get what they deserve, based on the time and effort they faithfully invested. And the ones that chose to waste their oh-so-precious time pancakes and moaning on the forums about how many cookies they get from santa this year find the coal in their socks, as they should.

    Tell me, how would it 'fair' that the virtuous players, who do spend lots of this oh-so-precious time helping these towns on a daily basis, get the same reward as people that only grind up their reputation the very last day?

    Keep it mysterious as it is, reward the virtuous, and put the greedy ones and the whiners in their place. That's my message to the devs.
     
  19. popps

    popps Always Present
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    Well, it is a business product that "happens" to be an online multiplayer game but still, it is a business product which, in order to prosper, needs to focus on what the majority of the customer base (which brings in the majority of the revenues for the upkeep of the game) may want........

    This said, looking at the Poll numbers, so far it looks that an overall majority of players seems to be significantly annoyed by the positive loyalty decay.
    Some even up to the point that they do not think it worth to spend their time on something which goes away when, for example, they cannot play for a few days for whatever real life reasons......

    Unless someone can play frequently like every day, due to decay rate the upkeep of the Loyalty could really be a chore. I imagine that player who, for example, can only play once or twice a week, over the weekend. With the decay, their weekend in-game time would be spent for a significant part just for the upkeep of the Loyalty.

    I am sorry, but I cannot be in agreement with such a thing because soon it would become a chore to the player to spend a good chunk of their weekly in game time just to keep up with Loyalty. Not to mention, if a player has been working up loyalty in different towns with different characters or, worse, also on multiple shards.
    Can we imagine how much tedious would be to upkeep all of this loyalty decay ?

    Do we really want to alienate more players away from the game ?

    To my opinion, a succesfull game is one that thinks not only about those players who may have plenty of time to play it, but also about those players who have scarcer time to play it.

    Unfortunately, loyalty decay makes the Event hardly playable for those players who do not have much time at their hands to catch up with the upkeep of it.

    As I said in some other post, I am not against mistery and surprises, I am actually in favour of it unless it may work against players' enjoyment of the game. And in regards to positive loyalty decay, it is my opinion that it does work against many players' better enjoyment of the game, especially of those who may not have all that time handy to keep up with the maintainance of the loyalty decay.
     
  20. Shakkara

    Shakkara Slightly Crazed
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    And what players want is not always what's good for them, or for the game for that matter.

    I have a quote for you.

    "(...) players, every single one of whom believes they know just as much about virtual world design (if not more) than anyone in the live team - and are prepared to argue the point.

    The bad new is that players know nothing about virtual world design. Nothing whatsoever.

    Well, that's not strictly true. A very small fraction of them do, but these are generally indistingiushable from normal players except in the benighed eyes of people who actually do know about virtual world design. Message boards are full of erudite arguments by players able to put their opinions cogently, polite and convincingly. That doesn't mean they are right, though. It's like listening to a religious discussion between people of a religion different than your own: They obviously know exactly what they're talking about, in great and profound detail, but from your point of view they're at least misinformed and at most completely misguided. Player discussions are frequently like that: Designers can recognize some truths in what is being said, but these are so mixed with dogma, rhetoric, and downright falsehoods that the conclusions they reach are often bizzare and irrelevant (whenever they reach any conclusions at all, that is)." - Richard Bartle

    Yes and players didn't like having their items decay either, so we had POFs introduced. Which is one of the reasons we're stuck with the rampant item-inflation today.

    A big convenience for the players, a giant leap back for the game as a whole.

    Or to quote mr Bartle again:

    "Of the early virtual world economies of a massive scale, Ultima Online's was the best. It almost worked. The economy and ecology were interlinked and interdependent. It began as a closed system, but it soon became apparent that the sum total of the world's wealth wasn't large enugh to go around. It switched to a fauced/drain economy, which held up for a long time despite having some fixed prices (for crafters) and periods of inflation due to bugs. What finally broke it was the lack of sinks: People didn't have enough to spend their money on, so it simply accumulated."

    Players always hate sinks, but they're a very necessary aspect.

    That's exactly why it is fair to use averages or daily points based on your loyalty at the end of each day. You can have it decay whenever you want, but the system still remembers that you had it high at some point, and will reward you for your overall efforts, no matter if it has decayed a bit in between. It'd be very fair and friendly to the casual players, I'd say.

    Rather than giving nothing to players that invested thirty minutes to an hour every day but had it decay before the end, and rewarding those that spent 10 hours straight to grind it up the last day only.

    That's not casual friendly at all, as players are are not able to schedule their time playing time whenever they like.

    And the decay works very well because it prevents players from just maxing it out once with 10 trillion alts for the rewards. I know that's exactly what you intend to do, popps, but trust me that it is a bad thing for the game. The game mechancs should be designed with this in mind and actively hinder such behavior.
     
  21. popps

    popps Always Present
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    Well, that is still a matter of opinions and different people may have different opinions on the same one thing.

    I doubt that there is a recipe that always works and for all games, indistinctively, since the variables between games are many, from average age of players (which may factor in for the amount of time they may spend in the game, for example...) and games also, are designed differently so what may work for one not necessarily might work for another.

    So, I am very sceptical to talk of what works in other games to then think to apply to Ultima Online because I see Ultima Online as a game of its own and thus requiring a design of its own to face whatever issue or problem may surface.



    How so if I may ask ?

    The casual player by definition has less time to play the game as the power gamer or I do not understand why the word "casual".....

    This said, if time IS a factor in awarding points, especially over a course of time (those who can play more often will be able to accumulate more points since points decay and can be worked up again thus raising the points tally over weeks and months...), I cannot see how such a system would benefit the casual player over the powergamer who has way more time to play the game.......

    No, I think that the only way to put casual and power gamers on an equal footing, is when loyalty is maxed out and sticks there, not moving because of decay.
    This way, the powergamer might do it in a day or 2, the casual player in a couple of weeks but eventually, according to their respective schedules, they will both get to the end goal, the maxed out points.

    With a way that factors in decay and average points over a span of time those players with more time to play will always be able to raise their tally of points since they will always be able to work loyalty back up over and over and over leaving the casual player far behind and unable to catch up.

    This is an issue that can be handled in a different way, IMHO, that would not hurt casual players. And if I do not recall wrongly, it has done before.

    How ?

    Make the rewards CAPPED per account. Per account per shard or even across all shards if the Designers do not want to have players earn too many of them across multiple shards.

    Can be 1, 2, 3 or whatever number the Designers feel comfortable to see around in the game. Rather than having loyalty decay and hurt casual players I'd rather much more prefer to see the number of claimable rewards be capped to whatever limit the designers feel comfortable with.
     
  22. Shakkara

    Shakkara Slightly Crazed
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    Yes, and some people's opinions have a basis in facts and years of experience.

    You are aware that what I've been propogating is very much the core essence of Ultima Online, and I'm talking about the strengths of what makes UO UO, while you have been whining about a perfect information-based motivational system, as in one that is set-in-stone from the start in which you can use a calculator to maximize your profits. Which is a system that is all too common in other MMOs, but doesn't fit at all with the sandbox-nature of Ultima Online which has its essence based upon uncertainty, unpredictibility, dynamism, unforseen consequences and so on. No matter how hard all the whining has tried to stomp it out, it is still THAT what makes UO special.

    Back later, have meeting to attend.
     
  23. CovenantX

    CovenantX Babbling Loonie
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    Decay rate doesn't bother me much on this... It's not knowing if grinding loyalty is going to be worth it. hopefully the rewards (if there are any) become character bound so there would be a point to building loyalty on multiple characters, and not just one to get all the benefits.

    Would be cool if different towns had different rewards. and you only need loyalty to "purchase" the items, and not to use them. so you'd beable to drop your loyalty to one town, and build in another if you want rewards from multiple areas.

    Rewards could have potential armor/sets, weapons/sets (wep+shield), jewerly/sets, talismans, unique crafting tools, & deco the list could go on. Deco items obviously wouldn't be character bound.

    Though, from the sound of it, this the event will eventually end, loyalty may not be available after this it has ended.

    it would be a nice permanent addition imo though.

    we shall see.
     
  24. Arrgh

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    I am sorry, but I cannot be in agreement with such a thing because soon it would become a chore to the player to spend a good chunk of their weekly in game time just to keep up with Loyalty. Not to mention, if a player has been working up loyalty in different towns with different characters or, worse, also on multiple shards.
    Can we imagine how much tedious would be to upkeep all of this loyalty decay ?

    Do we really want to alienate more players away from the game ?



    ^ This. I don't mind doing events at all and I don't mind spending about 30 minutes to an hour a day on them but I am not going to pretend this is a Korean grinding game and spend hours a day for some reward that more than likely people will be selling on vendors for way, way too much.
     
  25. Zuckuss

    Zuckuss Order | Chaos
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    I worked loyalty and was into it for a few hours. I got myself to commended pretty fast, then killed a rioter (because I thought I was supposed to) and lost ALL of my positive loyalty. Worked it back up part way. Came back a day or two later and saw that it had dwindled.

    Have not touched it since and I probably won't until the last minute because clicking fires and trash repeatedly and transferring rioters to the docks is simply not fun to me.

    In fact, we built an entire town around our town of choice and have been there for many years. The idea of town loyalty (and losing it within a day) is silly to me in comparison to the years we have spent in our town(s).... no matter what type of l33t eye candy rewards might be offered.
     
  26. How loyal can you be if youre not around? If you dont have time to maintain which is about 10 minutes a day.... then youre not loyal.

    I think it is a great idea to have decay. Stops the deadbeats from leveling up for a reward and just collecting it.

    I happen to think skills should decay too but that is a different story.

    If I dont swing a sword for months... Im not polished.
     

  27. Not sure where you are getting majority Popps when 18 people couldnt care less.

    I takes not more then 10 minutes a day to maintain. If you stopped coming to stratics by 50% you would have a time to maintain.
     
  28. popps

    popps Always Present
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    Well, considering that out of a total of 76 votes there is 30 that are immensely bothered (weight 10) and another 17 who are quite bothered (weights 6 to 9), there is a good 47 votes out of the 76 who I guess think that decay is a problem with them playing out the Event......

    To me it is majority (about 62%)........
     
  29. Shakkara I like you. Well said. The same people that complain about not knowing or having to work or having to pick sides or having to NOT get the big reward are also the ones that complain about the free gifts.

    They are also the ones that complain everything doesn't stack or they cant hold 10000 pieces of chocolate or blackrock.

    My point... in this game you make choices and deal with outcomes.

    I wish they would tell us less about outcomes. Imagine the fun and the bitter rage.

    ah well...

    This is designed so joejoelazzy doesnt power cram every god forsaken unused character to the highest level on Monday and then does nothing for 2 months but collect a reward. I think the Devs got this right.

    AND Popps a poll of 79 players isn't a majority. It isnt cause to have a riot or be an angry protestor.
     
  30. Kylie Kinslayer

    Kylie Kinslayer Grand Inquisitor
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    Agreed, especially with all those folks that have 5-10 alt stratics accounts.. strangely enough those that admit to having them are also usually the complainers. 'magine that. :spider:
     
  31. Shakkara

    Shakkara Slightly Crazed
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    Of the people whining on the forums, not of the people playing UO. Of which I suspect a large amount are someone's alts, seeing the balance between voters and posters in this tread (apparantly most of the voters don't care as much as to write an explanation why it bothers them so much).

    Most of the people enjoying this event are far too busy to waste time whining on the forums. And believe me, there are plenty of people that enjoy this event. Almost time I go to Trinsic for example, I see the roleplayers of the Duchy of Trinsic having a lot of fun. They're not even doing it for the rewards, they're very happy that there's something going on in the town so precious to them. I gladly take a few minutes to talk to them instead of rushing off to get the daily quotum of protestors. Doesn't reward me with anything, but is nice for the community huh?

    And I voted a 6 by the way, and I'm probably not the only one's opinion you're twisting here.

    Then again your poll is very flawed. The options are extremely suggestive and it doesn't have an option "Make sure the decay works with averages, and not with a single snapshot at the end", which is why I voted a 6. Nor does it allow any kind of alternative proposal. It's either "I hate this, wahaaaa" in 10 different flavors or "I don't mind it" but offers no balanced options. And when I went for a middle option, you twist it out of context and claim that I want to get rid of decay alltogether.

    I LOVE the decay, but I just want to make sure it's implemented the RIGHT way and that people that worked their butts off the whole event will get more recognition than those that just grind it up the last day to grab whatever reward.

    So don't dare to base ANY kind of conclusion on a poll that's flawed from the start.
     
  32. Bobar

    Bobar Babbling Loonie
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    I suggest you read the title of this post.

    It is not a post about suggesting different formats or alternative proposals, It is a basic 'how much' with graduations of that.

    The only thing flawed about this post is the lost posts, at the time that occured the gap between the posts for one and the points for ten was increasing steadily.

    Also reading this thread, why is there this suggestion that people who dont agree with some posters are accused of only playing for pixel crack?.

    My complaint basically is that we were informed that we could build up loyalty but were NOT told it would decay, and decay pretty damn quick.

    I dont find that satifactory at all, it almost smacks of disinformation. As for rewards I couldnt care less if there are no rewards at the end of the whole scenario. I do not play for 'rewards' as such, I play for enjoyment.

    Further to all this, I saw a suggestion in one post that negating the decay need only take '10 minutes a day'. That might be possible for a single player playing one character, but anyone playing several chars in different cities is up against a far more extensive outlay in time with a far more extensive problem with decay.
     
  33. Good point. I think the poll shows you that people have thoughts and thats about it.
     
  34. Just FYI. I was ADORED on Thursday. I reached it that night and stopped when I got the title.

    Was gone FRIDAY, SATURDAY and SUNDAY and Most of MONDAY.

    Guess what.... I checked my status Monday night and I was still ADORED.

    Go figure that decay rate is killing me.



    Before you gripe... make sure there is a gripe and not a potential of what could possibly happen. ARGH.
     
  35. Bobar

    Bobar Babbling Loonie
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    I find this extremely interesting. My experiences are the reverse. When the char I have which first reached Adored status it reverted the next day, I raised it again and sure enough next day it had reverted. This suggests that for me the decay seems to be rather quicker than yours.

    Another character I have, I worked extensively in New Magincia where the rioters spawn constantly, I reached Adored fairly quickly. I have since spent a LOT of time there ever since the event started but this char has never yet achieved a higher status. I have turned in hordes of rioters and have become convinced that there is a problem with either the turn-in or the character is bugged somehow.

    Of course as the Devs decided that we dont need any information about decay rates, or the turn-in and supplied us with no form of accumulating ranking totals I have nothing I can check this against.

    'Information is the oxygen of the modern age.' Ronald Reagan