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Discussion in 'UO Siege Perilous' started by Lorddog, Sep 14, 2011.
any word yet on item bless deeds not on seige?
Nothing that I am aware of, Dog.
i say let it happen LOL
EVEN THOUGH WE ALL KNOW ITS NOT GONNA HAPPEN SO DONT WORRY ABOUT IT
Blessed Deeds on SIEGE??
wow, the world has changed since my last visit to Stratics!!
Wow lame as hell
they are not here yet but may be introduced as trade in rewards in a few days.
And I havnt seen any annoucement on when it arrives.. anyone knows? please make link to where the info is
nothing yet. I hope we do not get them, it will be a huge hit to our player economy.
how would it negitively effect siege's economy it would make high end items worth more because you can bless them for a short period of time anyway but i still say there not going to
IMO i think they should them to us and to make it even give us insurance too its the only way we are gonna see people in this shard ever again!!! (ok let the sprago bashing start)
Insurance would bring population to siege, and instantly will make the current playerbase more active.
They should just allow like 4 Siege Bless`s instead of one item. That way some would be lost but not all and the most expensive and hardest to get would be protected. Still insuring that people will lose things and crafters still have a place. Wouldn`t be all out insurace....kind of a compromise.
I would never bash you, sweetie.
and it would also make people quit. I doubt it would even draw that many people away from regular shards, since most people seem to state housing, skill gain and character restrictions as reason they don't play here.
I agree with Uvtha. I don't want to see just old players made happy (who might return with their house full of items to hand in for Clean Up), I want to see new blood in Siege.
Sure, insurance is an option but I wouldn't like to see that day come for Siege
it would draw in every red that doesnt like being restricted to just fel and i think that for every one that quit 10 would take there place
all im saying is im sick of playing solo 75% of the time and this is what siege needs. im not stuck in the past enough to relize siege neeeds to change its just not working the way it is
Even though its when asked very few people stated insurance was why they didn't play.
Putting insurance on the shard MIGHT make it better for pvpers, but it WOULD make it worse for everyone else.
It's not about living in the past, its about what would actually help the shard. Insurance and blessed items would not help the shard.
I dislike the low population as much any anyone else, but that's not the solution.
Blessed Item Deeds = I close my accounts.
I play Siege for a reason.
If you want less restrictions for reds on Trammel shards, bug the devs about that.
Honestly, the Siege Bless is too much. It takes away the 'disarm thief' template options most of the time.
Looked through the list this morning and it is NOT on the rewards list.
Disaster averted, i guess we raised enough hell over it this time that they actually noticed.
I think putting rideable bullfrogs that cost 100m each on Siege would bring everyone from every other shard here. I have no empirical data to back this up but I know it's a fact. If you do not agree then you are stupid for not seeing it. Since bless deeds are not here, this is the next avenue to draw people in. Who's with me?
Yes it would. It does wonders on prodo, where it belongs.
Housing is a reason but not skill gain. I played siege well before there was RoT and it sucked bad. RoT imo is far better and easier than GGS anyday. Only having one house sucks bad if you only have one account. RoT nowadays without the daily skill cap is totally easy to go from 0 to 120 points.
Siege isn't working the way it is mostly because of the attempts to turn siege into carebear land. If you played siege in the past you would know thats when the population was booming here because it was a hard shard. Pre AoS siege was alive with everything for everyone to do. Thieves could steal, crafters could craft and sell, pvm'rs could pvm and t-hunt, and pvp'rs could log in and find a fight just about anywhere in the game. Tons of guilds were warring all day and night because nobody was crying about losing this crap and that crap. The glory days of siege are long gone...
Remember, the Siege bless was a trade off for the personal bless deeds. I am grateful that situation was avoided this time.
Nobody was crying because it didn`t take a bazillion gold to replace things back than. Its not so much the players have changed but moreso the game.
Exactly. Those that know what siege was, and should be like, know it shouldn't take tons of gold to buy equipment to compete. When siege was thriving it WAS because just about everyone on the shard was competing at the same level (equipment wise). As soon as it became Age of Stuff, tons and tons of guilds left immediately. The trend hasn't changed yet. Keep introducing stuff, siege will continue to dwindle.
Prodo shards can very easily allow reds into Trammel, with two options:
1. Hue the player blue while in Trammel, forcing them to follow the regular ruleset for Trammel ( can only attack guildmates, warring guild members or faction members ). Only in Fel do their true colors show. This will allow the red player to PvM along with blues.
2. Keep the red hue in Trammel, but Reds cannot initiate the attack, blues are free to seek justice against you, and you are free to defend yourself at that point. Area of Effect Spells cannot be used by blues to initiate the combat, you must be targeted by them directly so you cannot intentionally wander into their withers, poison fields, EV's, etc...
One of the issues I had with Prodo shards was that Luna, Ilsh, Tokono and other facets were treated as Trammel ruleset and didn't have fel counterparts as well. A murderer can only play 20% of the maps, or so.
I have several ideas to fix all of this, but it would be game changing, to say the least.
1. Get rid of the 70% resist cap! Allow 100% resists! The durability of your armor will determine how much damage gets through as it erodes. In a perfectly repaired suit, you'll take zero damage as the fight starts, your armor will protect you 100% if you have 100% resists. 255/255 durability is 100%, 240/255 = 94% resists. 103/255 = 40% resists... etc...
This gives incentive to wear good durability armor, as the lower the overall durability, the quicker you start taking damage.
45/50 Durability = 90% resist, 30/50 = 60% resist, etc...
As you can see, it takes much less damage to break down less durable armor and the damage starts getting through to the player quicker.
As is, leather armor is all that is needed, it is no worse than valorite platemail, and actually has the advantage of meditation and lower str requirements. My new armor system would change all of this back to Pre AOS days. Valorite Armor would be king once more. Only Valorite armor would be allowed 255 durability, while regular leather armors would be maxed at 105, and colored leathers +10 per color grade.
Not totally lost though, leather armors would be required to be worn by spell casters, same as is now, for med purposes. This will make mages vulnerable to melee attacks, as their leather armor would break down much faster than a suit of valorite.
Type of armor vs. Magics:
Leather armors would be resistant to energy based attacks.
Metal armors would take increased damage to energy attacks.
Fur armors ( boura ) would resist cold attacks.
Dragon Scale armor would resist Fire Attacks.
Type of armor vs. Damage types:
Plate Mail would take less damage to durability from slashing weapons ( swords ), but would take more damage from Bashing weapons ( maces ).
Leather armor would take less damage from Bashing weapons ( maces), but would take more damage from slashing weapons ( swords ) and piercing weapons ( arrows, ninja stars, daggers ).
Basically a sort of rock, paper, scissors game, and you never know what someone is wearing under the robe, so you'll have to try many things to figure them out.
Thats a brief summary of armors.
Crazy mods on armors and weapons is silly too. No need for it.
SSI based on dex. 125 Dex = 30% SSI and scaled from there.
SDI based on Int. 125 Int = 30% SDI and scaled from there.
DCI and HCI based on dex and Luck, no formulas figured yet.
LMC based on Int and usage of spells. The spells you cast the most will use the least mana. You are allowed to have up to 8 spells in the LMC group.
Fast Cast Recovery based on Str. as we don't have Constitution stat.
Fast Casting Based on your 8 spells in LMC group and Dex.
Everything remains the same except for the mods listed above, they should not be allowed to be imbued.
Follow the same formula as armor. the Higher the durability, the longer they stay "sharp" and output the most damage, as they lose durability, their base damage lowers and they will need to be sharpened ( repaired ).
The only mods that should be on a weapon are slayer properties and hit spells.
These changes would take the emphasis off the mod laden items and put it back on stats and skills. Imagine going out to war with a GM crafted sword and only hit Fireball on it!
Nice post, Queen Zen.
just cuz some one or another posts Loooooong posts here besides ME,
don't mean that I did em .... all the time.
I do not see my name as posted yet in this thread.
BTW bless deeds are 100k pts. on Ches. cleanup turn in thingie npcs.
I DIDNT GET ANY BLESS DEEDS over yonder
haven't even used the ones all sitting in the banks over there
from before times
But I just now got me a fire pit cuz I didnt have one anywhere, thus got one on both shards.
Now I am wondering what the heck to DO with all the rest of all my pts. per shard.
Perhaps a frog costume ?