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Faction Item Revamp...

Discussion in 'UHall' started by Zyon Rockler, Feb 9, 2012.

  1. Zyon Rockler

    Zyon Rockler Guest

    Make 2 suits for each Faction, 1 Mage, 1 Dex. Create bracelets and rings to customize them.

    Add a wep from each skill base and a shield. Redo horses to go with suits. Give each complete suit and item set a bonus.

    Sell them for silver.
    Remove all other faction items.
    Have each piece set at a high cost and low durability.

    Have each faction item cost silver to insure.
    Have each faction item turn cursed in Trammel.
    Have faction pets unbond in Trammel.
    Set cost in silver to rez Faction Pets.
    Add unique mounts for each Faction.
    Set the insurance higher for Faction Items.
    Raise amount of silver on loots from spawns.
    Allow Champ Spawns in Fel to drop silver.
    Balance suits just under par, example, weak in cold, weak in poison.
    Allow for jewelry sets to off set penalties and boost skills.
    Create Cloaks and Robes to complete the look of each Faction.
    Create desire to use suits rather than player built.
    Allow new players to join and use new suits and Faction Items.
  2. Raptor85

    Raptor85 Certifiable
    Stratics Veteran

    Jul 23, 2007
    Likes Received:
    Another idea.

    REMOVE all faction artifacts, most of the time they're only used as a edge against non-faction players or for pvm anyways. Replace with inexpensive faction items much like the old chaos/order shields, basicly just custom named/hued items based on faction that can be imbued or reforged (and count as exceptional with 500 cap). Next give reason to actually capture cities, let the controlling faction members get a 20% discount at all merchants within that city (hell, that alone would lead to some nice bloodshed over control of the reg merchants), remove the current sheriff functionality and just make the city while faction controlled by patrolled by guards of that faction (similar to how stuff spawns in a city during an invasion).

    Now, change the sigls to be captured in 2 hours instead of 10 (10 is just too long on any shard but ATL, with the 10 hour capture time the other group just waits till everyone else is offline and steals the sigils back, the factions are too small to keep people online for the full 10 hours guarding so it's a game of stealing them back and forth without fight for days to weeks before someone sleeps in late and misses the re-steal at 2am. And allow them to be re-stolen and corrupted every 24 hours. For each 24h a faction holds a town, all active members of that faction receive a "cut" of the town's income. (nothing big, so it wouldn't be too exploitable, but enough to have a extra incentive to control towns, maybe 50k gold per player) While a city is under a factions control no members of opposing factions can use anything in the city, and the controlling faction gets a 10% damage bonus (over 35 cap) to members of opposing factions or monsters within that city zone (the city and areas around it within that server). Imagine the fights that would cause for control of the yew sigil :)

    Basicly instead of simply a reason to join factions and buy silver, have a reason to actually participate in faction fights.
  3. Goldberg-Chessy

    Goldberg-Chessy Crazed Zealot
    Stratics Veteran Stratics Legend

    Dec 27, 2004
    Likes Received:
    Some interesting ideas.

    IMO though factions should be fought in nothing but GM gear.

    On any shard who is actually playing Factions as intended? Just about nobody so why should they be granted elite gear?
    And even if they were to start playing Factions as intended what is the need for the easily obtained elite gear?
    Balance elite gear so that less wealthy players can wear better items as a lure to join factions? Not a good idea IMO considering the imbalance it causes at the gate & spawns. Not to mention the joke that is non-pvp Sampires running around Trammel in elite faction gear.
  4. CovenantX

    CovenantX Crazed Zealot
    Stratics Veteran

    Sep 9, 2009
    Likes Received:
    upgrade all normal artifacts to the stats of faction items.

    Non-pvpers will be happy to have something they wouldn't even Attempt to
    get when it was "fel only"

    Pvpers won't have to be in factions anymore to have 2/6, +20 mage, 6 MR, &
    15% pvp cap sdi, in only the jewelry set.

    No more stat-loss = longer fights, or perma-zerg....

    on second thought... its fine as is Imo.
  5. weins201

    weins201 Certifiable
    Stratics Veteran

    May 14, 2008
    Likes Received:

    :twak: Faction items need to just be removed !!!! :drool:

    They were one of the worst ideas ever. most are abused by characters not fighting factions just for boosts to their suits which is exactly along the lines you have hinted at :wall:

    :stir: you want to revamp something how about Normal articats as they are mostly completely junk, some not even worth unraveling. :thumbup1:

    If you want to fix somthing in factions correct the points, fix timers for sigals, traps by trappers elected by faction leaders, etc. :sword:

    :flame: Seriously adding more faction items that better their suits is just bonkers.
  6. Zyon Rockler

    Zyon Rockler Guest

    I agree. I was trying to do 2 things with just the items. Take away any confusion on suit building and get people on the field quickly and looking good.

    The other thing, create a plug in. If you insure the items with silver, you have to hunt in Fel to keep the items. You don't want to let players get silver through Faction Waring or points because it would only take 2 opposing Faction buddies to get everything.

    So, you can set all types of Fel goals to earn silver. Like, what you were saying with the game play Raptor85. I would also like to see that fixed.

    I would do like you said but make it very fast paced, about 1 hour battles similiar to Champ Spawns in Ilshnar, a bit longer. I would make so many people stand in a radius of the Sig once it was placed and once all 4 towns were locked in and held for a period of time, it would be over.

    Then it would just reset, pretty much like, King of the Hill, spread out. The only way the Sig could be taken is if you kill everyone and wait for a cool down. After so many wins, you could establish a city. Maybe reset once a week the cities but at the end of each Sig run you would have a chance at an arty and silver added to your Faction Bank.

    This way the control of spawns means more also. Like, imagine going to Daemon Temple and there's a huge Bally walking around with a big axe and he's drooling and every step he takes the ground shakes. You go to kill him and die. The other daemons don't carry silver.

    So, now you have plug ins, ways of getting silver that are Faction based or team oriented.

    If you create the suits geared for Factions, the idea would be to build off of it. So, you could have similar suits for example in Trammel, different grades plus you have your custom suits for unique purposes.

    You would though safe guard the Faction Suit by creating its' strengths against opposing Factions where the suit would be weaker against Non Faction members and Faction Spawn, Fel only.

    For example, some type of magical shield, the suits create around a Sig to protect them from damage.

    Or like, a simple bonus that would only matter to someone who was in Fel. For example, bonus of silver found.

    I think why Trammel Hunters wear Faction Gear is because it's easy to get with silver, if you consider like the Carapice. You can only get that during a special event but with some silver anyone can get it plus it's better and no penalties for wearing it in Trammel. I ask myself all the time why I don't do it but that's how it is.
  7. kleos

    kleos Guest

    Order/chaos = no hiding.