How will housing be handled with the facets? Guessing you see the players but you dont see houses so its a new land with house placement wherever you want.
How will housing be handled with the facets? Guessing you see the players but you dont see houses so its a new land with house placement wherever you want.
I think the Golden Lands are a really interesting idea but I just don't feel like we have the current population to make them worthwhile and nor do I think they will create an additional population that specifically wants them. A better idea would be to introduce modified elements of UO:R pvp to the server that keep the tank mage as king of the 1v1 but allow additional utility in groups from mages with different skill sets. Poison mages, scribe mages, and stun mages in a t2a era server really wouldn't disrupt things so long as healing through poison still existed.
Stun was always the biggest concern for messing up pvp because it couldn't be negated but with modern voice communication you'll know who is stunned immediately and know whether to heal them or think they were a fake out target to avoid healing the real target.
I would just rather see integration than segregation.
i dont think that would have the same draw honestly. this is a pretty clever plan because it will hopefully have the appeal of a fresh server in a way while maintaining what's already there. i don't think you're wrong that it would be better to just integrate some of the features but i don't think it would have the same population spike we'll hopefully achieve with this. of course it could be a total flop, i just hope they advertise it the right way and to enough people.
They way they are doing the "ghost" thing I really dont think it will have this big impact on population like some are talking about. There is a huge difference between 2 Facets that you dont know if there is someone farming the same mobs or in the same area looking for pvp as you then there is with this "ghost" thing. If I am farming and I see a "ghost" then I need to either get the hell out of there or get ready to fight. The way they are doing it is really great as its all the benefits of a new "fresh server" and having the same old server.
I had a blast starting out UO again with no skills or gear and I would love to do it again specially if I still have all my gold and skills on this other "facet"
PS: Snake I think this is the first time seeing you actually agree with something.
The golden labs are a fabulous idea in concept but this server is over a year old. They aren't going to bring another 500 or even a thousand players here. They'll alienate the dedicated, that's for sure. I mean, none of my ex-uo friends are waiting to come back for uo:r like shard. They just want to to a shard with a good population. Rule set doesn't really matter but a strong population does. Most of my time in UO was during UO:R but there isn't a good UO:R server (Hybrid and UO:SA are pale comparisons at best)
The most important aspect of IPY 2.5 is that people will want to play it. That means a good red/blue system, a smart factions system, pvp mechanics that reach broad and wide, and player interaction. Make the best cake you can with the ingredients you have so long as it isn't a layer cake.
haha i agree with good ideas =P
we'll just have to wait and see how this pans out. if i were az i'd be advertising it as basically a new server, that always gets some people going.
My personal opinion is the time would have been better spent fixing outstanding issues and adding more interesting content to the existing world.
Its the content that got me to switch over from other free shards and join IPY2. There's more features in IPY2, and just generally more to do than there is on other shards, while at its core it tries to stay true to the main mechanics and lore of classic UO.
I think less incentive to macro would reinvigorate the shard and get people actually playing the game. Make it fun to skill gain. One excellent idea are the skill scrolls where you play the game and are rewarded with skill boosters, but unless I'm mistaken they only work up to a point? Maybe look at that and give incentives to high skilled players, like as been mentioned, a boss that may (or may not) have a skill scroll that'll give you that last 0.5 in resist you desperately want to get hold of.
UO was about player interaction so the grind back in the day didn't seem so bad because we actually played the game as our characters progressed. Today its a case of creating a new character and afk macroing it for months on end "until its ready". At the moment I can run through Brit and see its quite populated, unfortunatley most of them have been stood there silent & unmoving for days or even weeks on end, macroing. No interaction, no fun.
For what its worth...
- Add more interesting content & events to the current world.
- Lessen the grind factor by making incentives like Play-to-SkillGain, for all players wether they're young, intermediate, or advanced.
- Fix stuff like Paladins & Detectives (both again great concepts on paper, but need balancing by all accounts).
I think these may entice players back more than having to begin the grind all over again to play on a slightly different ruleset.
Last edited by Scribbler; July 8th, 2012 at 03:59 PM.
Scribbler,
We have rare amazing facet events (zoooombiesss!), frequent storyline PvM events, two automated OCB events daily, monthly dueling tournaments!
We already HAVE 300% skill gain in dungeons! 350% in a party! 400% in a party lead by a Baron's Ring! 800% in that party and TWICE the gold during a Blessed Dungeon!
Detectives were fixed AGES ago! They were used to completely circumvent the Paladin System!
Paladins? What needs to be rebalanced?! PKing is *frequent* here, and blue PKing is *HUGE*!
Maybe Az should start a shard! Call it Inporylem! Lol!!
And despite all that, the population has dropped from 1500 to 500, with 400 of those 500 seemingly doing nothing but macroing all day long, so something aint working
But seriously, UO is old. Its for die-hards only now who yearn for the old game they had taken from them a decade or so ago. Yes there are new players to UO who try it and stick around, but I doubt their numbers are significant. I don't envy Az's task and I hope I'm wrong about the GL.
Last edited by Scribbler; July 8th, 2012 at 04:02 PM.
Hm, tru. Daily online count went from 1 (Tank, 0%, Feb 2011) to 2306 (Me, Muy, July 2011), then began to decline over summer, fall, winter, and spr--Diablo 3.
Hard to say what caused it, and it may be nothing at all. A lot of players 'win the game' and only log in 1 character at a time, to PvP, and log out. People from many different timezones do this. A large number of macroers are sleeping, working, at school, or beach bummin.
So, the population may be low in a shallow glance... I wish Az could just cite the number of 7xGM or semi-finished toons on the whole server.
What's really interesting is that 8,000+ accounts were registered since Feb 2011. Do all of these people have PVP capable toons?
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