View Full Version : We're removing RoT!
Az
January 11th, 2011, 05:05 AM
RoT fans, relax. RoT haters, rejoice!
Instead of RoT, we're implementing a new concept:
The Rested Casual Bonus
What is the Rested Casual Bonus?
When your character logs in for the first time in his or her new UO life, they will be in a "rested" state, ready for adventure and skill gain. They will gain skill at a much higher rate than they would have otherwise normally gained. However, continuous skill gain will exhaust this bonus until your character is in a normal, and finally even a fatigued state.
The Rested Casual Bonus will be a soft cap where RoT was a hard cap that prevented any gain after a certain period of time. The RCB will allow you to keep gaining even in your most exhausted state, albeit at a reduced level. Every 23 hours, your character will find himself or herself fully rested once again.
This concept is kind of like RoT, but with important distinctions. For one, it's just better at what we were attempting to achieve with RoT. Second, it has none of the negative memories attached to it that RoT does with UO players. That's a larger factor than some RoT fans may care to admit.
Casuals will obviously find this system very beneficial to them, allowing them to log in and really get things done right off the bat. It's a front loaded buff to skill gain and extremely casual gamer friendly.
Hardcore grinders will find the system ultimately more forgiving than RoT with the lack of a hard cap on gains, and everyone will continue to enjoy the way our skill scrolls jive with our chosen skill gain system.
Let us know what you think!
Pariah
January 11th, 2011, 05:11 AM
Wooooot, the sky is no longer falling. Great job Az.
Faded
January 11th, 2011, 05:24 AM
so there are still skill scrolls right? and 200% skill gain in dungeons? 200% for town crafters?
Az
January 11th, 2011, 05:25 AM
Yes, you get all of that great stuff too.
Simkin[SUN]
January 11th, 2011, 05:38 AM
Good solution, would suggest difficulty based skill gain on mobs too though. RoT cap was fine if it was on players, then RCB in dungeons. Why 200% for crafters in town?
Andonis
January 11th, 2011, 05:55 AM
Just to confirm, the rested state is per character not per account correct?
leviathan
January 11th, 2011, 06:12 AM
Az, you rock!
(But the 21st is going to take FOREVER to get here!!!!!!!!!!!! ARGHGHGHGHGHPOWEGWOLWEGH)
hehe
Epsilon
January 11th, 2011, 07:24 AM
Sounds okay. Doesn't hurt me at all. Still slows down the damn power gamers from racing to end level. So, are you guys planning your first ipy2 expansion yet?
Luke
January 11th, 2011, 07:27 AM
Thank god!!!! Well done az, you've given the weekend warrior (50%+) a good go while still leaving something for the powergamer and the 'pro slow gain' fans. I've always said on here that a hard cap is just plain counterproductive and you've come up with the best of both worlds. Typical of you mate, good Job
Bobby Digital
January 11th, 2011, 07:35 AM
This sounds much better than ROT
Lucas
January 11th, 2011, 10:07 AM
Hmm, sounds fine to me, especially in a skill-based game: I say this because, in contrast, I hate "rested XP" in PvE, "theme park" games. I'm a player who enjoys the story, questing, crafting and basically play it at my own pace. Sometimes, with Rested XP, I find myself outleveling what I would like to do and I utterly hate that. But yes, in a skill based (and not typically quest driven) game, it makes sense and will still slow down a bit the more hardcore grinders ;)
Trystan
January 11th, 2011, 11:06 AM
Awesome idea for sure, I think this is a way better way to go with the skill gains.
Crankshaft
January 11th, 2011, 12:36 PM
Agreed with posts above this is a great move, it will keep the field level without punishing those who can put extra effort into their toons.
Caviar
January 11th, 2011, 01:22 PM
Is there any effect when hitting other characters? (Do skills gain slower artificially)
Kuroi
January 11th, 2011, 01:44 PM
cool!
Violent Dave
January 11th, 2011, 01:45 PM
Honestly, I'm just happy anything is there to help shallow the curve between hardcore 8 hours a day gamers and casual.
Thayn
January 11th, 2011, 02:46 PM
*Does the Weekend-Warrior dance of joy!*
uniqueuser
January 11th, 2011, 02:52 PM
it will keep the field level without punishing those who can put extra effort into their toons.
Honestly, I'm just happy anything is there to help shallow the curve between hardcore 8 hours a day gamers and casual.It doesn't do anything to narrow the skill gap between casual and hardcore, because the bonus resets every 23 hours for everyone, regardless of whether they've been playing or not.
Iced Earth
January 11th, 2011, 03:52 PM
Excellent idea.
I would nerf the heck out of house gains and in town gains too.
Evil Mii
January 11th, 2011, 06:52 PM
im happy whit this new system ...
rested exp sound cool to me`
and yea like violent dave say I'm just happy anything is there to help shallow the curve between hardcore 8 hours a day gamers and casual.
Caviar
January 11th, 2011, 07:04 PM
Since when was 8 hours per day hardcore?
Aluster
January 11th, 2011, 07:23 PM
I am not going to lie...
Reading this gave me a erection.
Violent Dave
January 11th, 2011, 07:53 PM
It doesn't do anything to narrow the skill gap between casual and hardcore, because the bonus resets every 23 hours for everyone, regardless of whether they've been playing or not.
You're right, I chose my words poorly. It doesn't shallow the curve but it does increase the value of the limited time of the casual gamer. Kind of like power hour way back in the day where the first hour of your time online netted you increased skill gains. I know UO in general appeals to a hardcore crowd and despite my voiced defense of casual gaming mechanics I do believe that people who put the effort in deserve the results of that labor. For those of you that are against mechanics such as this keep in mind that on top of the casual gamer appeal the rewards do benefit the hardcore gamer as uniqueuser wisely pointed it out. Overall things such as this are very healthy for the server population because the most advantageous use of such a system necessitates a log in and play time at least once a day.
One of the most unfortunate aspects of Ultima is the skill gain. Its monotonous, boring, and repetitive. Luckily as most of us veterans know, unlike any other MMO out there, the game truly begins when your character is complete.
kshepherd
January 11th, 2011, 07:56 PM
Let's make sure we test this as much and as soon as possible... the 21st is not long away. I like the idea of rested boost, but *any* big last-minute changes to skill gain gives me the heebie-jeebies ;)
</super-conservative-tester-paranoia>
Seriously though... I'm loving the macro nerfing and the slower skill gain (relative to other freeshards) in general adds way more meaning to the game, for me. Good job.
Domnu
January 11th, 2011, 07:58 PM
One of the most unfortunate aspects of Ultima is the skill gain. Its monotonous, boring, and repetitive. Luckily as most of us veterans know, unlike any other MMO out there, the game truly begins when your character is complete.
I think the idea behind a lot of the changes that have been made is that you don't have to wait until your character is complete for the game to truly begin.
Basia
January 11th, 2011, 08:05 PM
I think the idea behind a lot of the changes that have been made is that you don't have to wait until your character is complete for the game to truly begin.
THIS.
gzuf
January 11th, 2011, 08:09 PM
Like I said in another thread - I feel like if you play for 14 hours, yes, you should gain more than a person who plays 2 hours. This may look like it gives a macroer an advantage, but this is where skill scrolls come in to play. Say you do play 14 hours but train and collect skill scrolls the whole time, there should be a sizeable difference between what a macroer would get and what a person playing would get. Obviously some sort of rest period cap should be put in place as well, but I feel like it's pretty important that there is a clean distinction in potential gains between a 14 hour macroer and a 14 hour player who picks up skill scrolls. I think this is a good idea.
Violent Dave
January 11th, 2011, 09:00 PM
I think the idea behind a lot of the changes that have been made is that you don't have to wait until your character is complete for the game to truly begin.
Sorry, I didn't mean to give the impression I waited around until my character was done. That's not the case, there's plenty to do when you character hasn't been finished skill wise but once its done, that's when you really hit your stride. For me, an 8X GM character is par when it comes to PvP. You don't need a complete character to enjoy the game but once your character is done, that's when your skill as a player really shines and everything else seems to serve as a prologue to your story.
DeadlyPotency
January 11th, 2011, 11:15 PM
Yea! sounds good can you let me on so I can try it ..... lol
Boogie
January 11th, 2011, 11:41 PM
I think this is a smart move, I was silently pondering how "sorry no more skill for you today" was going to work out. Any system that stops you from progressing pretty much forces you to log off and do other things, which is terrible for a game that relies on a full world.
This should slow the super macroers, speed up those of us with real jobs, and allow people to still get "something" out of their efforts.
Boogie
January 11th, 2011, 11:48 PM
I think the idea behind a lot of the changes that have been made is that you don't have to wait until your character is complete for the game to truly begin.
Sorry for the double post. . .
Personally I think the idea is noble, but the ship has long since sailed. So much of what people love about UO is based around the abilities of a finished character. Creating 400 fancy shirts is not fun, bladestorming 400 of the same old monsters is not fun, failing to steal 9 out of 10 items from your taget? Not fun.
While a lot of the changes appear to add an interesting twist to the game, I haven't seen anything that really strikes me as "wow even with moderate skills this is really enjoyable." That could just be me as a "power gamer" and wanting to be maxed ASAP, but there it is.
Basia
January 12th, 2011, 12:09 AM
Sorry for the double post. . .
Personally I think the idea is noble, but the ship has long since sailed. So much of what people love about UO is based around the abilities of a finished character. Creating 400 fancy shirts is not fun, bladestorming 400 of the same old monsters is not fun, failing to steal 9 out of 10 items from your taget? Not fun.
While a lot of the changes appear to add an interesting twist to the game, I haven't seen anything that really strikes me as "wow even with moderate skills this is really enjoyable." That could just be me as a "power gamer" and wanting to be maxed ASAP, but there it is.
Of course you would want to build your character up proper, however, the point is that there are many new game changes that make it actually fun along the way. Its not the same old grind. Pirating can be done without a 7x. You have to feel it out and use what options are available (cannons, casting, strategy), but its genuinely a way to get out and PLAY and not feel that building skill is the only purpose. The game starts when you hit the inn.
Biohazard
January 12th, 2011, 02:28 AM
so the question is... how fast can you build a 7x?
Boogie
January 12th, 2011, 02:37 AM
Of course you would want to build your character up proper, however, the point is that there are many new game changes that make it actually fun along the way. Its not the same old grind. Pirating can be done without a 7x. You have to feel it out and use what options are available (cannons, casting, strategy), but its genuinely a way to get out and PLAY and not feel that building skill is the only purpose. The game starts when you hit the inn.
I haven't played the beta to know, but I find it hard to believe a character can afford a boat + cannons + whatever else pirating requires without a substantially built up character. Not to mention how destructive it would be to lose a boat at such a low level. Unless there are free boats available from the get go for pirates to take around that is.
Either way I totally expect to try out leveling in a dungeon with skill scrolls, and see how it feels. Maybe the new systems will be THAT amazing, but my money is on people doing what they have become used to doing. Macroing in a house with quick pokes around the world to break it up until the character is almost done.
Virindi
January 12th, 2011, 02:55 AM
This isn't Hybrid, you don't need 7x to play and have fun.
uniqueuser
January 12th, 2011, 11:07 AM
Sure, as long as your idea of fun doesn't involve winning fights against other players.
Virindi
January 12th, 2011, 02:13 PM
Sure, as long as your idea of fun doesn't involve winning fights against other players.
I can help you with your pvp skills if you want. AIM = VirindiER.
TheAppropriator
January 12th, 2011, 02:21 PM
I can help you with your pvp skills if you want. AIM = VirindiER.
I decree this: most excellent.
cereal
January 12th, 2011, 05:34 PM
Why not also add a hard cap where you wont gain skillpoints after a certain amount of hours/day? Once you log in, a timer starts and skill gaining stops after (for example) 14 hours. The timer resets each day. This would give the nolifers a chance to fill their awesome lifes and pissing the macroers off.
Caviar
January 12th, 2011, 06:18 PM
Why not also add a hard cap where you wont gain skillpoints after a certain amount of hours/day? Once you log in, a timer starts and skill gaining stops after (for example) 14 hours. The timer resets each day. This would give the nolifers a chance to fill their awesome lifes and pissing the macroers off.
Awesome suggestion. Made on a thread about how RoT is being taken out no less. I'm going to chalk that one up to you not understanding it.
Globz
January 13th, 2011, 12:01 PM
This is great system, good job.
cereal
January 13th, 2011, 12:30 PM
I'm going to chalk that one up to you not understanding it.
Yea, I get that a lot.
Az
January 28th, 2011, 12:29 PM
This should be bumped as launch approaches.
Seneschal
January 28th, 2011, 02:07 PM
You will all now be able to see what state you are in for each skill by using Anatomy on yourself.
This does not require any base skill to use, and does not perform a skillcheck.
K Fed
January 28th, 2011, 04:13 PM
For each skill? So this will effect each skill individually?
Seneschal
January 28th, 2011, 04:45 PM
Each skill's rested state changes individually as you use it, yes.
Using anatomy on yourself will display a listing of all skills you are currently using, and the state it is in. You will also be notified when you move into a different state while using the skill, so it is not necessary really to look at the listing. However, if you forget, or would like to know if it has reset yet, you can use the Anatomy gump.
ReputableReprobate
January 28th, 2011, 04:45 PM
this may be a stupid question.. will you still not be able to gain in houses with this change?
KoKane
January 28th, 2011, 05:49 PM
How about a webpage with a features list?
You can update if needed and you dont have to reveal everything, just the significant features.
Tenebrion
January 28th, 2011, 07:19 PM
I approve
cronk
January 28th, 2011, 09:16 PM
i didn't know it was individual "rest" for each skill. now that's interesting to note thanks!
override367
January 31st, 2011, 04:58 PM
I like that, otherwise leveling a bard with magery for PVM would be a nightmare since you have so many different skills that have to be used to really do anything
Bootleg
February 1st, 2011, 04:34 PM
power hour for the win.
Yog'Ktar
February 1st, 2011, 05:29 PM
power hour for the win.
the only thing that encourages is people logging out after power hour is over. This is something Az is trying to avoid.
Az
February 2nd, 2011, 12:36 AM
power hour for the win.
It's kind of a Power Hour/RoT combination. Hopefully a little better, though.
Dirus
February 23rd, 2011, 08:03 PM
Can I get confirmation on how long RCB accrues? I recall it being three days but I'm not positive.
BizzyBeast
February 23rd, 2011, 08:42 PM
Dirus use anatomy on yourself, im willing to bet your thread necromancy isnt even on the list, thereby 100% rested state. ^^
StayPuft
February 23rd, 2011, 09:02 PM
Can I get confirmation on how long RCB accrues? I recall it being three days but I'm not positive.\
God damnit, thanks for bumping a 3 week old thread and making me think that they took out the RoT system that is currently in place. I started getting excited that I wouldn't have to worry about logging on every damn day so I don't fall behind.
Triaxe
February 23rd, 2011, 09:33 PM
I'm a fan. On days I work I hardly have time to touch games.... however on the days I'm off I go on crazy 8 hour sprees.
Edit: Derp, old post.
Veis Driance (Yew)
February 23rd, 2011, 11:13 PM
Pretty cool. All I need now is the bonewall for my powerhour gains and I'll quit my job and return to middle school none the wiser!
Good stuff Az, loving this place so far, this is the next evolution of UO we have all been waiting for.
Meet me at the bonewall ya'll.
MatrondeWinter
February 23rd, 2011, 11:23 PM
I am concerned with how fast this will allow players to gain. It certainly "adds to" without taking away (from normal gain), but how fast is the normal gain exactly? I like the difficulty in place currently, and don't really care for a server where people can macro a 7x in a week.
Dirus
February 23rd, 2011, 11:40 PM
For the record, this is nothing new, folks. I was just looking for a question related to this thread, which came up in my forum search.
I just remember reading somewhere that if you didn't log in for a few days your rested bonus accrued so that you didn't have to log in every day to get full advantage. What is that number of days?
Sorry for confusing everyone, and you're welcome, Az, for getting you a few more compliments, hehe.
Epsilon
February 24th, 2011, 01:55 AM
Oh well, I liked RoT. cuz im a casual player.
Cupilix
February 24th, 2011, 04:10 PM
I fail see how this system is enjoyable if any trained skill is fatigued within the hour of being used after being in a well rested state which is exactly what is happening to me right now by merely gaining .8 in magery at 79 and basically have to wait 24 hours to gain more
Uziel
February 27th, 2011, 01:47 PM
I was curious about the max skill points that can be gained before exhausted in each skill bracket. I swear I saw Az or Sen post this but for the life of me I cannot find it. I'd like to add it to the wiki. Please help!
60 = 4-5
70 = 2
80 = 1
90 = .5
99 = .1
Is that correct?
dwarfman
February 27th, 2011, 02:51 PM
Awesome.
When is this going live or has it already?
Thanx
Uziel
February 27th, 2011, 02:57 PM
Awesome.
When is this going live or has it already?
Thanx
This went live a month before the server launched.
Darwoth
February 27th, 2011, 03:10 PM
i saw this and thought "about ****ing time" until i realized it was some tard bumping an old post and that "removing rot" means "gain .1 every 6 hours when fatigued"
dwarfman
February 27th, 2011, 03:11 PM
Rawr, I've been duped!
Still cool to know though.
Ither
February 27th, 2011, 03:12 PM
Necro'ed.
Uziel
February 27th, 2011, 03:21 PM
i saw this and thought "about ****ing time" until i realized it was some tard bumping an old post and that "removing rot" means "gain .1 every 6 hours when fatigued"
Someone bumped it 3 days ago. Me replying to a thread with replies as old as 3 days isn't bumping an old post. I want to call you names here, but I'll refrain because I want an answer to my question instead of arguing semantics with angry internet people.
Darwoth
February 27th, 2011, 03:33 PM
Someone bumped it 3 days ago. Me replying to a thread with replies as old as 3 days isn't bumping an old post. I want to call you names here, but I'll refrain because I want an answer to my question instead of arguing semantics with angry internet people.
oh please do not call me names, i know not if my self esteem could survive such a blow.
as an aside 3 days old is pretty ****ing old, even more so when it was located in month and a half old thread, perhaps i can mail you a ballpeen hammer and you can smash yourself in the face with it several times until you realize the error of your ways.
Uziel
February 27th, 2011, 03:47 PM
oh please do not call me names, i know not if my self esteem could survive such a blow.
as an aside 3 days old is pretty ****ing old, even more so when it was located in month and a half old thread, perhaps i can mail you a ballpeen hammer and you can smash yourself in the face with it several times until you realize the error of your ways.
Thanks for the contribution to an actual question. What other IPY2 related subjects are you interested in so I can bump old threads related to them?
Fletcher
February 27th, 2011, 04:10 PM
I have a slightly ambiguous interpretation of the RCB details. Does everyone have their rested/exhausted state reset to fully rested at the exact same time or does each individual player reset 23 hours after hitting a certain state of exhaustion?
kondif
February 27th, 2011, 04:21 PM
I would actually prefer ROT to the system that is in now. Either way, neither of these systems appeal to casual players, because casual players can only play 2 to 3 hours a day which gives them time to go from 30-33 swords,. I'm overdoing it a bit, but for people who have a life and can only play weekends, it will take a year or two to 7x. This is not a system for casual players. The Guarenteed Gain System was the best system ever for casual players. Or just have normal skill gain without it being harder than OSI (t2a OSI).
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