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Discussion in 'UO Developer Feed' started by UODevTracker, Jul 22, 2010.
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Here are a couple of thoughts about Felucca and the relevance of pardons:
From my perspective, Felucca is Advanced UO or playing UO in hard mode. PVP makes it that way. When I put something in Felucca, it's because I want it to be hard to get and thus rare, PVP is kind of a means to an end.
Another way to make things rare is to decrease the repop of the spawn or decrease the chance for the monster to drop the item, but it seems to me there is more "game" in making better odds of getting the item and then letting people duke it out over the items.
Another observation about Fel, Everyone who is a UO player has access to Fel and Reds can't leave Fel, so if I want to put something in the world that **everyone** has access to, I put it in Fel. I had a lot of trouble putting the new chapter of the live event in Ilshenar because my producer was going, "but there are players who can't go to Ilshenar because they are red."
Objviously, that is not the right way to do everything, and it certainly isn't the way we do everything (85% of Stygian Abyss was Trammel ruleset), but it might give you some insight into why we put things in Felucca only. It's not to "force" pvp to happen, that happens naturally because people are ornery. It's more accurate to say we "force" people not to pvp in the Trammel rule set to make the game more accessible to casual and new players.
The locations are now totally random. Your mining skill determines how close to the location you must be to find the treasure (the better your mining skill the farther away from the exact location you can be and still get the treasure). This was how it worked before, but once people identified the exact location and made runebooks, it killed the relevance of the mining skill in treasure hunting.