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What's the current murder count system in Fel?

Discussion in 'UHall' started by Trebr Drab, Aug 19, 2009.

  1. Trebr Drab

    Trebr Drab Guest

    I've been away from it all and I don't remember/know.

    I dearly miss PvP. I don't want to play it all the time, there are other aspects of UO I'd rather be doing most of the time. But still, I had some real fun in the old days with PvP when my guild fought wars in dungeons and elsewhere.

    Also, how long does it take to start getting rewards (powerscrolls) in the champ spawns? One of the things I never liked about the idea was spending long periods of time working it. Hack and slash for long periods is a real turn off, I get bored with it. Then to possibly lose those rewards, the only reason I'd be there, after playing the way I don't like to play, is another problem for me.

    Alternatively, spending long periods of time hacking and slashing in Trammel is equally boring, so getting the money to buy such rewards is also a problem for me. I mean, I want to enjoy the game, not work at it. (I actually enjoy short periods of "work", since UO has so many different things you can do. I just don't like the "grind" feel of doing the same thing excessively.)

    I'm just trying to get a feel for how things are currently. Help is appreciated.
     
  2. Lames

    Lames Guest

    The murder count system is the same old 5 long term=Red. 8 hours to burn off a short-term count, 40 (?) for a long term.

    The eaiser champ spawns require very minimal time to work with the correct templates.
     
  3. JC the Builder

    JC the Builder Crazed Zealot
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    It isn't the same. Short term counts no longer mean anything. Having 5 or more will not give you skill loss upon resurrection.
     
  4. Trebr Drab

    Trebr Drab Guest

    Ok, so, lets suppose I put together a group of, say, 10 players to do a champ spawn in Fel. And we spend, what, an hour (?) working that spawn non-stop, and finish it off. Meanwhile a Fel player scouts us out, counts our numbers, determines our strengths, and gets on ICQ and gathers 20 Reds to come and take us out. They loot us for everything we spent the last hour getting, get money for our insured items, and they get absolutely NO penalty for it, even a couple we might kill in the battle...assuming we know PvP and are specked and decked out for it as well as they are?

    Sheesh, this just seems wrong.
     
  5. To get powerscrolls you need to actually finish the champ spawn. Rats is the easiest one to do with the right templates. A necro mage doing it by himself and using a repond slayer to kill Baracoon with no discorder takes about an 45mins to an hour from start to finish. If you dont get raided.
    The other champ spawns can take longer sometimes or about the same if, again you have the right template. Sampires can knock out a Rikktor or Semidar pretty quickly.
    Spiders, Oaks, Undead I found are easier done in a group effort.
    The nice thing is now while you are working the spawn you can get the SoT's.
    Hopefully this helps and I didn't just tell you things you already knew :)
     
  6. Lames

    Lames Guest

    Wait, there is a place in UO where people aren't holding each others hands and singing songs? That does seem wrong.
     
  7. Trebr Drab

    Trebr Drab Guest

    Thanks Eyes. So on top of all the risk against no risk at all from PKers, my group also has to build the right templates?

    And if more Trammel players do this more and more, the more Reds there will be to harvest us for easy loot like buzzards flocking to the pickings?

    This looks a tad bit harder to do, and far less rewarding, than at first glance.
     
  8. Trebr Drab

    Trebr Drab Guest

    Eff you, buzzard! ;)
     
  9. I was speaking more solo spawning... if you are in group most of these spawns should be fairly easy to do, no matter the template... The more you do a certain spawn, you'll find what works best for your group.

    Tamers to kill the champ boss is a huge plus, having someone to discord the boss helps too. Theres lil tricks to doing each spawn and their bosses. You just kinda learn them as you go.

    As far as being raided and losing all your loot and the spawn... that depends on what shard you are on and how strong of a group you have.
     
  10. Trebr Drab

    Trebr Drab Guest

    I don't see how that would apply, since PKers can scout and determine what strength they need to overcome ours. It's an old game, and they are very good at it (and I admire it, except that it's at my expense, heh). They don't need ghosts, since they can use their blue characters and we, not being PKers ourselves, won't kill them.

    But I appreciate your replies. They are very helpful. As you can most likely tell, I'm playing a little game here with the Reds and UO developers both, but not with you. To show the reality of the situation. Again, much appreciated.
     
  11. JC the Builder

    JC the Builder Crazed Zealot
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    Yes. Except instead of ICQ communication is now done through guild chat and Ventrilo/Teamspeak.
     
  12. Kaleb

    Kaleb Lore Master
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    Yes and you have to get group tactics down, everyone has a role in defending/raiding a spawn if your group scatters 100% of the time its wiped out, if your group sticks together chances are you may make it out alive. I have seen plenty of cases where say a group of 10 gets raided by 20-30 people but the group of 10 being able to defend a spawn because people knew their roles and stuck together.
     
  13. Some people play heavily populated servers like Atlantic, Chessy, Pacific, etc. On those shards, its going to be a lot harder to complete a champ spawn in the dungeons or in T2A without being raided. They have the means to be able to scout spawns constantly and catch people spawning.
    On the other hand, some people play less populated shards. Example, I play on Origin. Fairly small shard. I play in a Fel guild, but because we dont have the numbers like other shards, we dont scout very often cause theres no point. Theres hardly anyone ever on until night time. Theres plenty of time during the day and even the night to sneak spawns in without someone catching you.
    Speaking of how strong your guild is, Kaleb answered that the best. You can have 10 ppl all spread out, running around like lil chickens with their heads cut off and they will get face planted fairly quick. Or you have 10ppl who know what to do and do their part and you make it out alive and hopefully with your loot.
    I've heard of guilds with 20+ ppl getting a spawn taken by 3 ppl because the larger group had a lack of organization, or they just sucked. I dont know which, but I would think 20+ ppl should be able to take out 3 even with no pvp skills.
     
  14. Trebr Drab

    Trebr Drab Guest

    Tactics and skill won't matter when you are doubled up on and rolled by an equally capable but larger PKer guild. This is what happened before while Powerscrolls were in demand. Most players who wanted scrolls simply joined the biggest zerg guild and made them bigger. But then they usually had to hand over their scrolls to the zerg leaders, and accept what they were given in hand outs while the leaders sold the scrolls and made real money.
     
  15. Kaleb

    Kaleb Lore Master
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    Im willing to bet your group dosnt have x-healer's/fielders/rezers, PvPers, Pvmers, lookouts. Didnt get the dead up quick enough or scattered when they saw the raiders, didnt regroup and go back. A small group of skilled pvper's can hold off a zerg with practice when most of your spawning was done during the prime of the great Fallen Lords on Pacific you tend to pick up tactics practice is all it takes.

    A person does not have to be a great PvPer to contribute to doing champ spawns they can do the pvming(on the champ & spawn) throwing heals, laying down fields, getting the dead up as fast as they go down but you do need pvpers. besides big organized guilds most pvp or spawning guilds roll dice for the scrolls once the champ is done so it makes having dedicated pvmers worth having.
     
  16. Trebr Drab

    Trebr Drab Guest

    Kaleb, I was one of the first players to log into UO. I logged in as soon as GL opened, but I know someone else beat me as far as being the very first.
    I've played this game through AoS, having quite a few times since then, but I have about 9 years total.

    I was in a large Anti guild for a long time, way back in the "Wild West" days. I fought against some of the original greats like BoneDancer, Spectre, og, and many others. I fought in guild wars against the best there was, Sin, Shadows of Britannia, MM, BC, too many to remember. I was a part of the original Yew RP community, fought at Kazola's Tavern, in Yew, the Orc fort (players), etc.
    My guild "owned" the Rat/Orc valley (near Yew) with a castle, and just about every house in that area, and we defended it against all PK guilds.
    (By "my guild" I don't mean It was mine, I mean I belonged to it. "The Eldar", with Hurin, Hawkens, and so many names I don't recall.

    That's the PvP company I've been associated with.

    So lets not go making any assumptions about my PvP knowledge, ok?
     
  17. Mitzlplik_SP

    Mitzlplik_SP Guest

    :eek:snap: Oh no he di`int!
     
  18. Kaleb

    Kaleb Lore Master
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    PvP pre AOS dont mean squat unless you play a PRS, After AOS it became its own monster, I was just suggesting ways for you to pull off successful spawns being that your posts make you sound defeated. The Empire of the fallen lords perfected the art of zerg raids and smaller guilds on pacific had to adapt and at times work together we won a lot we lost a lot. being part of that i figured I would suggest maybe plant some idea seeds into others who read this thread and feel defeated about doing spawns, and hopefully they get something from it and in no way was I questioning your UO history or past pvp ability's, all that is moot in a general sense when PvP changes from addition to addition.
     
  19. Trebr Drab

    Trebr Drab Guest

    Eh, skill is a moot point anyways. Time to let this die.