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PvP Update plz!

Discussion in 'UHall' started by Naisikras, Aug 22, 2010.

  1. Naisikras

    Naisikras Guest

    1) Tamers, while cheap, are these guys still effective in pvp?
    2) Mages, pure mages still around? (mage/med/eval/resist/wrestle/scribe)?
    3) Dexers, when I last played, they consisted primarily of archers only, is this the case still? Are archers still as powerful as they once were?
    4) Necros, these guys still around?

    Anything new to mention?
     
  2. Tazar

    Tazar Guest

    I don't PVP much any more, so others will have to chime in - but I see the new Mystics doing pretty well.
     
  3. Xalan Dementia

    Xalan Dementia Slightly Crazed
    Stratics Veteran

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    Necro, Mystic, and Archery. Main skills of pvpers anymore. it is what its always been, the quest for the cheapest easiest kills. The same basic templates rule, but they made room for the mystic spells that many dislike. Mysticmages are common, basically pure mage minus the wrestling and instead have mysticism and a -20 mage weapon with dci.
     
  4. Warpig Inc

    Warpig Inc Babbling Loonie
    Stratics Veteran

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    Here is the fix all for load of wants.

    Next Expansion "The Hole in the Wall" Go through the hole character must be naked and alone on foot. The banks and stables in the new lands are their own entity there (empty but for 5000 cp and full set of each casting book, spell filled). Account rewards can be chosen there. The new land has copper coins and not gold coins so kiss insurance away to start. Cities only guard zones.

    There is no housing. There are Inns with rooms and number storage based off rent. Door is nailed shut and the welcome mat is a security controled teleporter to get in. Every Inn has a bar/meeting area. While paying for a room at the Inn you have reserved chairs based on the rooms size in the commons area to place vendors. One rented room per account.

    Guilds will be able to place one of 5 preconstructed building designs (Castle storage and vendor count) (Theese 5 designs will be player contest creations). Only the Guild Master can place and does count as housing placement. Change of GM will be yes/no window option to prevent other world house issues/griefing. Theese guild homes will have an impressive size and upkeep. Failing the monthly quota of money and supplies to be placed in the upkeep container will place it in IDOC. A home here will truely be a group effort and more so if last month is rolled over with next months fill or demo. There will be a limited number of guild housing lots. The sash clothing slot is filled with a cursed sash upon death rez of any guilded member. Theese sashes can be cut up by scissors but not removed from paperdoll. Reason for this is to rid of corpse looted sashes by guild members. Enemies can take theese sashes to their guild's home and drop on upkeep container bumping up the upkeep per sash.

    The high reward dungeons and champ/bosses will be located on isles in the deep waters. The deep waters area are a no recall/gate zone and boat keys generated in this new land are cursed and needed to give sailing commands. Anyone that uses help stuck to get off an isle is branded a LandLover in place of Lady/Lord. This is removed when you pay for a pardon from the NPCs. LandLovers may not board a boat till title is removed

    New monsters and tames. Most theese can be the time tested paste and stick artwork of what is ingame already. All new arty list of better balanced construction with a true rare drop rate. And like luck in the old world has an effect. Here the more arties you wear the less chance for a drop of one. Gold coins in small quantities could be introduced later on as monster loot (may earn enough to insure a few things a few times) Lets just toss in some cool AI for those brigands on boats in the open waters. Deep Sea Champ?

    As far as wood/ingots. Bring on the Reaper Hatchet spawning rare wood treefolk so the Gargoyle Pickaxe is not lonely. And with fishing on deck for the next nerf, deep waters here will have some great fish stories put into song.

    The lands one soulforge will have an NPC that takes copper per every imbuing attempt. Imbuing will be possible as a copper sink and a mule crafter will have a fresh start in BOD collecting. Scribes first to set up shop will be the heros early on.

    Returning to the Old Land through the Hole is possible but what you take with you wont be able to return with you. Other characters from the same account have Inn/vendor access if they wish to vist. Hell with the Hole, lets just prop a Magic Wardrobe up in Ocello/Haven Bank.