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Thread: Random Red Ideas

  1. #1

    Random Red Ideas

    You are going to have a red toon, just like 90% of the shard. It's the curse of classic ruleset shards.

    2 ideas pertaining to reds, kind of based around the same central idea.

    Central Idea
    Your account is not made up of characters whose actions have nothing to do with each other. aka. "lol let me log on my blue real quick."

    Red Idea 1
    Going red on any character on an account will cause all characters to be red.

    WTF?! WHY?
    Because the punishment of being red is negated easily when you can just make another character when you don't feel like dealing with the punishments.

    Red Idea 2
    Going red on any character will remove Paladin status from any character on the account.

    WTF?! WHY?
    Aside from the obvious contradiction of the two character types, you shouldn't be able to have one character that gets the bonuses of a Paladin for helping newbs and another character to PK newbs in your spare time. If idea 1 was implemented this would be a non issue, since paladin can't be red. But it stands alone as it's own idea as well.

    The obvious problem here is multiple accounts, but could be addressed to some degree via IP. You could have a system that linked "red status" to an IP instead of an account, where upon login the IP is checked and red status updated based on IP. Foolproof? No. Gets the job done reasonably well off the top of my head? Yep.
    "Put a lil' Boogie in it."

  2. #2
    I agree with op, +1

  3. #3
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    Quote Originally Posted by Boogie View Post
    you shouldn't be able to have one character that gets the bonuses of a Paladin for helping newbs and another character to PK newbs in your spare time.
    By that reasoning, you shouldn't be able to have "one character in a guild and another character in a different guild", or "one character that crafts and another character that makes use of the items crafted", or any other multiple-character combination that allows a single player to assume mutually exclusive roles in order to circumvent some impediment imposed by the game's rules.
    Quote Originally Posted by Boogie View Post
    The obvious problem here is multiple accounts, but could be addressed to some degree via IP.
    Then it should've been obvious to you that your solution to the obvious problem is infeasible for the very same reason they won't be trying to enforce a one-account limit, the consequence being that at least 2 accounts will be allowed to everyone.

  4. #4
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    multiple accounts. if we can't have 1 account per ip, i doubt they would put this in for the same reason.

  5. #5
    Quote Originally Posted by uniqueuser View Post
    By that reasoning, you shouldn't be able to have "one character in a guild and another character in a different guild", or "one character that crafts and another character that makes use of the items crafted", or any other multiple-character combination that allows a single player to assume mutually exclusive roles in order to circumvent some impediment imposed by the game's rules.
    His point wasn't that they were mutually exclusive roles, but that they were actually contradictory.

    I think I read somewhere Az has already stated that one cannot have a red and a Paladin on the same account.


    But yeah, the fact that you can have 2 accounts pretty much makes this pointless.

  6. #6
    Quote Originally Posted by Faded View Post
    multiple accounts. if we can't have 1 account per ip, i doubt they would put this in for the same reason.
    And suddenly Faded got off of Lear's "to res kill list"...

    But alas, I am beginning to wonder how much the blues need to "nerf" *cough* ****over *cough* till they deem it fair.
    What I mean that the reason that reds would pk so much is because they were just better pvp'er's in general, and if needed they could take on multiple people and win.
    I know that some people think that people who choose to pk should be strongly discouraged in all situations.

    BUT you guys have to keep in mind, reds did drive the economy, and if you guys push them too hard, then they likely just not play at all.

    Which is bad for both parties (F*** greys, they aren't real people anyway) because, I forget which shard it was, but they made separate dimensions for blues and reds, and what happened? There was insane inflation.

    Now I do believe that reds should be allowed to play as non reds (alt account/character wise) and paladins. Why? Because there is no cap on the number of paladins in the shard, and they are specifically designed for taking down reds. Which means that theres no reason to hold an alt account/character against them. Cause the only thing that they'll be doing is targeting other reds.

    As for non-red characters, sometimes reds wanna do other stuff than kill, and its hard to get into blue towns, if your gonna die the second you walk in.

    So that said, I would like to see where this goes from here, but like most of you, I'm just waiting for 2/11/11 to see all of the systems in place.

  7. #7
    Quote Originally Posted by uniqueuser View Post
    By that reasoning, you shouldn't be able to have "one character in a guild and another character in a different guild", or "one character that crafts and another character that makes use of the items crafted", or any other multiple-character combination that allows a single player to assume mutually exclusive roles in order to circumvent some impediment imposed by the game's rules.
    Except for the part where you missed the entire point. That being overpopulation of reds. Since the major penalty of reds does not exist in classic shards (stat loss), everyone has one.

    So the only punishment for being red is negated by simply logging off him and hopping on your blue.

    It's just an idea, I didn't say it was the ultimate solution and mentioned an obvious fault and possible solution to that as well.
    "Put a lil' Boogie in it."

  8. #8
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    Quote Originally Posted by Boogie View Post
    Except for the part where you missed the entire point. That being overpopulation of reds. Since the major penalty of reds does not exist in classic shards (stat loss), everyone has one.
    So you're trying to mitigate the overpopulation problem not by addressing the absence of the major penalty that prevents it, but by trying to enforce the one that's merely an inconvenience (not being allowed to enter guarded regions, assuming that's what you meant by "the only punishment for being red").

    Great plan.

  9. #9
    Stat loss and red punishment is probably one of, if not the largest issue debated in old school UO. It's the driving force behind the paladin system and detective system.

    So yes, I am airing thoughts I had about a piece to that puzzle. I am glad you approve of the plan.
    "Put a lil' Boogie in it."

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