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Siege RoT System Survey

Discussion in 'UO Siege Perilous' started by Guest, Jan 25, 2008.

  1. Guest

    Guest Guest

    Collected from the earlier discussion thread, hopefully this gives us a good way to measure people's preferences on the main points about RoT.

    For reference, the current skill gain tiers are (from the stickied FAQ):

    RoT tier 1: 70 - 79.9: 5 minutes between gains, 3.6 max per day
    RoT tier 2: 80 - 99.0: 10 minutes between gains, 2.1 max per day
    RoT tier 3: 99.1 - 120: 15 minutes between gains, 2.1 max per day

    -Skylark
     
  2. Kat SP

    Kat SP Guest

    Thank you for putting this together, Skylark! [​IMG]
     
  3. i still think this tier would work the best:

    -raise rot from starting at 70 to start at 90 or 95. so rot would be 90 to 120
    (rot was never highered when 120s came out)
    -raise the skill cap from what is now to 10-15 points a day
    -timer to around 10 min
     
  4. Guest

    Guest Guest

    *completes taking the survey*
     
  5. Nerf-Herder

    Nerf-Herder Guest

    I still think that ROT should start at 70 (there are still many skills that do not have power scrolls). From there, do whatever is needed to the daily cap so you can get a complete character in about 4-6 weeks.
     
  6. pikon198

    pikon198 Guest

    poison would be a biatchhhh to get to 70, let alone 90!!!!!!
     
  7. <blockquote><hr>

    i still think this tier would work the best:

    -raise rot from starting at 70 to start at 90 or 95. so rot would be 90 to 120
    (rot was never highered when 120s came out)
    -raise the skill cap from what is now to 10-15 points a day
    -timer to around 10 min

    [/ QUOTE ]

    I suggested this looooooong ago

    and still support it.
     
  8. <blockquote><hr>

    I still think that ROT should start at 70 (there are still many skills that do not have power scrolls).

    [/ QUOTE ]

    So?

    Do you know how hard it is to train those skills to just 90?
     
  9. Guest

    Guest Guest

    Thank you, Skylark.
     
  10. like i said in another thread, rot not suppose to make skill gain easy...

    we just want to cut down the rot timer to hopefully influence new players/trammie vets to our shard. so the population will start growing, there is almost an idoc everyday and/or no one on:/ people quitting cause they are bored and so on:/ im just hoping we can change this for the better!
     
  11. <blockquote><hr>

    I still think that ROT should start at 70 (there are still many skills that do not have power scrolls). From there, do whatever is needed to the daily cap so you can get a complete character in about 4-6 weeks.

    [/ QUOTE ]

    I agree.
     
  12. Guest

    Guest Guest

    Nice, 75 votes so far. I find it interesting, from a feedback standpoint, that so far, 2 things stand out as clear majority in terms of what people want: to keep RoT but overhaul the system, and to make changing of both the daily skill gain caps and timers part of the overhaul.

    -Skylark
     
  13. Ozatar

    Ozatar Guest

    When its all said and done the bottom line is shard population and participation

    The ROT system works fine and actually helped me get 100 on my template which was unusual to say the least

    Over the many years i have played Online games one of the biggest headaches and complaints from most players especially within the PVP community is the actual grind and thats not just UO either as some games are even worse

    they want to get on with it so to speak

    Siege Perilous isnt for everyone and we all know that

    I have always believed that those that have ruled the world on their own shard should try Siege Perilous as its the real test to any PVP Guild

    Its always been frustrating to see all the Carebear and Trammie bashing posts carry on about their normal shards when the answer to their problems has been staring them in the face since 1999

    Runesabre didnt make Siege Perilous for nothing

    the grind doesnt bother some players including myself but you have to keep in mind what any change is trying to achieve

    If its population and participation then go for it

    just my 2 cents

    Ozatar
     
  14. Ru Atl

    Ru Atl Guest

    if i'd have had to train poison, taming, provoke, or discord from 50-90. i don't think i would have trained them. i think 70 is a good place to start, but the timers/daily cap need adjusted.
     
  15. Would it be possible to put a similar survey on U Hall? I would be more interested in finding out what players from prodo shards say have held them back from trying Siege. I would like to find out what changes they say would make Siege more tempting for them. I would be in favor of whatever changes to ROT seem to be generally accepted as creating a more attractive Siege for new players. I think their opinion is more important here than ours.
     
  16. Guest

    Guest Guest

    <blockquote><hr>

    Would it be possible to put a similar survey on U Hall? I would be more interested in finding out what players from prodo shards say have held them back from trying Siege. I would like to find out what changes they say would make Siege more tempting for them. I would be in favor of whatever changes to ROT seem to be generally accepted as creating a more attractive Siege for new players. I think their opinion is more important here than ours.

    [/ QUOTE ]

    Yup...done!

    -Skylark
     
  17. Guest

    Guest Guest

    The main problem with ROT is its too EASY to train. Yes it takes forever, but its still EASY to 120 a skill, ESPECIALLY taming..
    Crafters have it easy too compaired to other shards, that have to waste tonnes of resources to make it to 120 :/
    Why should the VET shard have an easyer/cheaper way to train skills?
     
  18. Guest

    Guest Guest

    Well originally ... due to the factor players here could not buy resources from npcs like they could on the other shards...less resources useage was implemented here.

    But the GGS and ROT are in the dark ages of pre power scrolls. And till we get to ROT here we are on GGS which up to 70. goes very rapidly upward.

    So much has changed since they took a good hard look at skills changes.
    The utter waste of thousands upon thousands of resources on GGS reg. shards is lame ..even worse now with *random wood ore types* thus in that sense ROT makes everything kinder resource wise.

    That part of ROT in theory is *also part of why I would hate to see that part of it go* easier yes but the alternative is pure hell and needs FIXING upgrading and attention GGS being resources overkill boring players to death if not a prime example of economy and society gone bad to be so wasteful now, in a time of *randomed finds for every resource* etc. and in a way overdue cure for having to go to 120. instead of 100.0 to even compete in skills yet our skills gains anywhere .........still function on GM 100.0 and we are done pre pwr scroll days been over with ages ago. The entire gain system is outdated. ROT may not use enough resources per gains and...GGS is prime example of wasteful squander society using thousands upon thousands....upon thousands more resources *just* to get to 70.0-100.0, let alone 120.

    Such a SET UP fed the scripters to become born giving them the *excuses* they needed to ..script !! IT all NEEDS overhaulin updating and fixin GGS and ROT to a 120.0 must have skills gains to be *done* to compete, with random resource finds added making it all .................mindnumbing GGS squandering of natural resources fueling scripters which many hate, and ROT too slow and etc. etc. turning customers off and away from Ultima Online.

    (Maybe a ROTish GGS updated upgraded to 120.0 torching thru less resources squandering on ALL shards be similar and function better work for us all.. )(every 100-200 boards/cloth/leather/ingots etc. ya get a gain...instead of 1board etc here, and instead of the 1000000+ resources needed for one tenth stinking gain in points.. elsewhere) on a better set of timers and caps per day implemented for all shards) or something !!
     
  19. Guest

    Guest Guest

    <blockquote><hr>

    <blockquote><hr>

    i still think this tier would work the best:

    -raise rot from starting at 70 to start at 90 or 95. so rot would be 90 to 120
    (rot was never highered when 120s came out)
    -raise the skill cap from what is now to 10-15 points a day
    -timer to around 10 min

    [/ QUOTE ]

    I suggested this looooooong ago

    and still support it.

    [/ QUOTE ]

    Yes ya did !! I remember the posts !

    [​IMG]
     
  20. absimiliard

    absimiliard Guest

    I think of ROT as an accelerant itself mostly.

    This is probably because for a t-hunter the ROT timers are a god-send. Getting GM cartography is hugely easier, and faster, here than on a production shard.

    As such I think the other character types should probably also get more benefits. So I favor more points per day. Since I think casual players should be encouraged I also favor quicker times between gains as well.

    I feel more, and faster, gains will help other types of character more. I also think they're more casual/new friendly. Together I would hope they would bring more folks to Siege, and make them happier.

    -abs
     
  21. Guest

    Guest Guest

    I like that ROT starts at 70. Its very hard to train up to ROT. The changes should increase the gains in ROT by nearly double and decrease the time by about half. All due to the fact that we now often go all the way to 120 vice the 100 it was when developed.
     
  22. Guest

    Guest Guest

  23. Guest

    Guest Guest

    *bumps* for further study...
     
  24. A clear majority want a change to the timer and the caps.

    Perhaps a new poll?

    Since just about everyone wants a change to the timer and the caps the new poll could ask what the timer should be and what the cap (if there is a cap)should be?

    *sees progress being made*