Another stab at it?

So with champ spawns you pretty much cannot do them solo with just the pet as your fighting skill against a pk.

the reward system should dispense the scrolls based on who did the build up and then boss too but i digress.

Also if the pk (who's skills and items are attuned for pvp) should die at a fel spawn to pvmers they should corpse drop thier gear. Otherwise what risk is it to them? Sure as heck wasnt time to do the spawn itself nor kill the tamer with no fighting skills?

Comments

  • DolGorathDolGorath Posts: 27
    warra said:
    So with champ spawns you pretty much cannot do them solo with just the pet as your fighting skill against a pk.

    the reward system should dispense the scrolls based on who did the build up and then boss too but i digress.

    Also if the pk (who's skills and items are attuned for pvp) should die at a fel spawn to pvmers they should corpse drop thier gear. Otherwise what risk is it to them? Sure as heck wasnt time to do the spawn itself nor kill the tamer with no fighting skills?

    I feel like champ spawns should be reverted to Publish 16 rules. They had a perfectly good system before AOS that incentivized even non-PVPrs to do spawns and anyone that died in the champ area was kicked out and banned from returning for 30 minutes so you could decisively defeat the competition and they would not be able to keep resurrecting and coming back over and over.

    Before AOS, champs were full of people and it became a ghost town when AOS launched cause they took away the dungeon ruleset.




    Intent

    As a brief preface, we’d like to explain the essential goals of the changes listed in this document. The below changes should…

    1. Establish an area where non-consensual pvp can thrive for a significant number of UO’s players.
    2. Create a risk versus reward model that encourages non-consensual pvp based around resource control rather than profit from the deceased.
    3. Provide meaningful and compelling rewards for players that successfully adventure in the specified areas.

    Changes to the Dungeons and Lost Land areas of Felucca

    In order to establish an area where players can engage in a meaningful struggle for the control of resources without drastically impacting the current play patterns of Felucca’s citizens, the Dungeon and Lost Land areas of Felucca will be modified.

    1. When a non-Murderer is killed in the Dungeon/Lost Land areas of Felucca, all of the character’s items other than gold, gems, ingots, ore, leather, hides, wool, wood, boards, and cursed items will remain on their ghost (unlootable).
    2. When a Murderer is killed in the Dungeon/LL areas of Felucca, 50% of the character’s items (random result per item) other than gold, gems, ingots, ore, leather, hides, wool, wood, boards, and cursed items will remain on their ghost (unlootable).
    3. Any player that dies in the Dungeon/LL areas of Felucca will immediately be given a mandatory “stuck player” option (forced to leave the dungeon and lost land servers). During this process, the player will not be able to hear spoken words (they can send/receive party messages as normal).
    4. A player that dies in the Dungeon/LL areas of Felucca will not be able to return to those servers for 30 minutes.
    5. Ghosts will be unable to enter the Dungeon/LL areas of Felucca.
    6. Players will no longer be able to recall or gate into or out of the Dungeon/LostLand areas of Felucca.
    7. The various dungeons of Felucca will be linked to each other via teleporters to help alleviate crowding and bottlenecks.
    8. When a player reports a murder, only the long-term murder count will be incremented.
    9. If a murderer dies in the Dungeon/LL areas of Felucca, they will not take stat loss upon their next resurrection.
    10. When stealing from innocents, thieves will only be able to steal gold and gems in the Dungeon/LL areas of Felucca. Thieves will continue to be able to use the full range of their thieving abilities against consensual-pvp opponents (guild wars, order/chaos, factions).
    11. Many Dungeon/LL areas of Felucca will contain “champion regions” (a.k.a. “Evil-in-a-Can”).
    12. The various champions of evil and “The Harrower” itself (a new champion monster, not to be confused with the mere “tentacles of the Harrower”) that spawn in Dungeon/LL areas of Felucca will carry special Scrolls of Power (detailed further below).
    13. The Minax faction stronghold will be relocated from the lost lands to another location in Felucca.
    14. The city of Delucia will no longer be a “faction city”. However, the city of Vesper will become a faction city.


  • CookieCookie Posts: 1,498
    warra said:
    So with champ spawns you pretty much cannot do them solo with just the pet as your fighting skill against a pk.

    the reward system should dispense the scrolls based on who did the build up and then boss too but i digress.

    Also if the pk (who's skills and items are attuned for pvp) should die at a fel spawn to pvmers they should corpse drop thier gear. Otherwise what risk is it to them? Sure as heck wasnt time to do the spawn itself nor kill the tamer with no fighting skills?
    I don't see the point of any change for these reasons.

    Felucca is not meant to be a solo play option.

    If the situation is that you've managed to make it solo play, good on you, but the rulesets should not be turning Felucca into Trammel.
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