Dungeon Outpost System - Player Feedback

DM_WyvernDM_Wyvern Posts: 202

Hi @Parallax!

Thank you for the Dungeon Outpost system on New Legacy!

A few months ago, I had the chance to try it out with my guildmates from The Wyvern’s Lair and the Kindred Order of Loyalty. 

Despite some, at times, serious bugs, we had a fantastic time with it. The experience really brought back that classic Quake/DOOM-style deathmatch feel, and I think the system has a ton of potential. I hope you'll continue building on it in future updates.

For reference, here are unlisted links to our Dungeon Outpost sessions on my YouTube channel:

Go to 2:26:20 for the Dungeon Outpost session


I’d like to share some feedback that I hope you’ll find helpful:

Queuing System Feedback

  • Team Composition: The 3v3v3 format is great fun, but requiring all team members to be from the same guild makes putting together groups more difficult. Could this restriction be removed to allow more flexible teams?

  • Queue Proximity Requirement: Currently, players need to remain physically close to each other in-game to stay in the queue. It would be much more player-friendly if we could stay queued while exploring other content.

  • Gameplay Freezes While Queued: We’ve encountered intermittent gameplay freezes while waiting in the queue. If possible, resolving this would help players stay active and engaged while they wait.

Outpost Design Feedback

  • Expand Outpost Types: The ability to respawn at captured outposts is great. Could you introduce more variety in outpost effects? Some ideas:

    • Boosts to team movement speed

    • Buffs to melee, pet, or spell damage

    • Temporary resistances to specific damage types

  • Enable Re-Capture: Currently, once an outpost is claimed, it can’t be taken by another team. Allowing outposts to be recaptured would make battles more dynamic.

  • Add PvM Elements: Randomly spawning monsters or mini-bosses could introduce unpredictability and variety, forcing teams to decide between PvP, PvM, or opportunistic ambushes.

  • Introduce Teleport Portals: Strategic teleportation portals could open up interesting tactical options. If their destinations were randomized and came with a short cooldown (e.g., 30 seconds), they could be used for surprise escapes, flanking, or outpost rushes.

  • Experiment with Environmental Hazards: Some of my favorite moments on the Narrative Paths came from environmental challenges, like dodging cannon fire on the Trinsic Assault Vessel for the Warrior path, or navigating the burning cavern in the Mage path. Incorporating similar hazards into Dungeon Outposts could add thrilling, immersive twists.

Thanks again for all your hard work on this system, Parallax! I really feel Ultima Online could benefit from a low-risk/high-reward quick PvP Deathmatch system like that one you’re working on.

It’s a creative and exciting addition to New Legacy, and I’m really looking forward to seeing how you evolve this system for New Legacy!

Lastly, I would like to invite anyone else who might have some thoughts about how the Dungeon Outpost PvP system could be improved to throw in their ideas here, too! ^_^


DM Wyvern's Lair YouTube Channel




Comments

  • GarretGarret Posts: 287
    edited May 12

      I think that most of what we have written since the beta about outposts is still true. Outposts are too big and a strange format for guilds, so there should be an open pvp mode for everyone and most likely it should be reduced to 1v1v1 with a smaller map and a rework of capturing points. You can also add a classic 1v1v1 format with flag capture.

    https://forum.uo.com/discussion/14709/dungeon-outpost-pvp-game#latest
    https://forum.uo.com/discussion/14701/pvp-in-new-legacy#latest

      Outpost is probably better scaled to 1 in 1 in 1 on smaller map and if it happens that NL has a population growth, this battleground can be scaled to 2 or 3 people.
      Even if the content is reworked, I remind you that people don't know about this content, the content should be more accessible visually, my idea for this implementation. 

    https://forum.uo.com/discussion/15148/consensual-1-v-1-arena#latest
  • AtomicBettyAtomicBetty Posts: 311
    I was thinking about Outposts the other day actually. I was thinking it would be neat if they expanded on the system to support like tournaments. That would be a neat thing to advertise.  Maybe top 2 teams move on and the last place gets eliminated each round.
  • GarretGarret Posts: 287

       Due to the fact that there are no people in the format, it is not a problem to form a tournament among players, just three teams register, only they will get there, organize a tournament table and that's it. I don't think that the developers have time to hold tournaments. So such activity is only on the shoulders of the community for now.
        But even if you somehow attract people, say with a cash prize, first this form needs to be balanced and the main mechanics need to be adjusted. It is not very clear why the points cannot be recaptured, I do not really like how the tamers feel there. Let's imagine 3 people with 3 emberwings or 3 people with 6 firesteads, i.e. 9 or 6 targets fight against 3, is this fair or balanced?
        Maybe if the task is to carry the flag from point A to point B, pets will be less of a problem, since it will be harder for them to catch up with the player and there will be a challenge for the tamer to control the pet. But when you need to stand and defend the point, support in the form of three extra dragons or 6 firesteads looks like... well, you know... Well, in the end, it looks like another content for tamers.
  • DM_WyvernDM_Wyvern Posts: 202
    Garret said:
    ... there should be an open pvp mode for everyone and most likely it should be reduced to 1v1v1 with a smaller map and a rework of capturing points. You can also add a classic 1v1v1 format with flag capture.

    https://forum.uo.com/discussion/14709/dungeon-outpost-pvp-game#latest
    https://forum.uo.com/discussion/14701/pvp-in-new-legacy#latest


    Hey @Garret! I do love the idea of having two options for Dungeon Outposts, solo matches as you're suggesting, and group runs. I think you're spot on about smaller maps for those solo matches.

    I think the closer @Parallax can capture the quick, brutal fun of the original DOOM and Quake deathmatch maps, the better. And having a solo mode you can dive into would be a great step in that direction.
    Garret said:

    I do not really like how the tamers feel there. Let's imagine 3 people with 3 emberwings or 3 people with 6 firesteads, i.e. 9 or 6 targets fight against 3, is this fair or balanced?
        Maybe if the task is to carry the flag from point A to point B, pets will be less of a problem, since it will be harder for them to catch up with the player and there will be a challenge for the tamer to control the pet. But when you need to stand and defend the point, support in the form of three extra dragons or 6 firesteads looks like... well, you know... Well, in the end, it looks like another content for tamers.
    I don't want the devs to change pets in Dungeon Outposts, until my Deathwing has a chance to smash you in a match, Garret. Real talk though, that opens a huge can of balance worms.

    For example, as a Warrior/Tamer, it would be most un-fun to face your archery/Bard hybrid PvP character without my Deathwing. You hit like a truck, almost got me that one time. ^_^

    However, I really like your idea of a Capture the Flag match. I think that would be very well suited to larger PvP maps and teams.

    And it goes without saying, it would be a huge boost to Dungeon Outposts if the devs could add a PvP trader offering unique, exclusive rewards for players who participate.
     
    DM Wyvern's Lair YouTube Channel




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