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I am currently running a PvP test server tweaking the PvP system and trying out some new changes. A number of players and staff members are already acting as play testers on this server. Exact details of the changes will be made available in due course. Currently I am aiming to have a complete "PvP patch" ready for this Sunday. However, the changes will not go global on the live server - instead we will be applying the changes in the form of a region (like with fizzle PvP). When this happens all players will be welcome to try the changes and give feedback. If the changes meet with general approval from the playerbase then they will eventually go global on the main server (this does not preclude further changes and tweaks in the future either). I hope this happens, I'm working hard on making a system which has the same style as 51a but with significant improvements, runUO lets us do a lot that sphere would not. I hope to make a system where you can fight and play exactly as you do now, but with more pace and fun and with new tools and new styles that can be used if you wish - I have no intention of making the existing fighting styles which people enjoy unviable though.
Bear in mind that I cannot please everybody, since different groups of players want literally the opposite things. However, I aim to increase the pace of PvP, the viability of world PvP and give people need to wear things like armour so that PvP includes better loot. I also want to increase the complexity of the PvP a little bit to make it more interesting and more rewarding for skilled players. The changes will be based around world PvP, future changes to adjust for arenas and dueling pits can be made by region control.
A very, very brief summary of some of the general thrust of the changes are as follows:
- More different kinds of penalties for wearing extremely low AR in PvP, offset by some additional benefits to high AR.
- Increase mana regeneration offset by a nerf in the mana from pots (they will still be important though).
- A lot of tweaking in spells such that a greater number of spells serve a useful and unique purpose which, if fully exploited by a talented player, can be used to give a PvPer some (fair) advantages. Also in general pace is increased by making spells inflict greater damage and heal greater amounts.
- High Dex will now serve a number of useful purposes, hopefully tweaked such that various stat combinations are viable for PvP.
- The need for massive amounts of scrolls in PvP will be reduced.
In total there are many changes and I do not wish to list or debate them in this thread, if anyone wishes to comment, argue or suggest please keep it on the suggestion forum or wait until Sunday when the full list of changes post-testing are released, this is a news thread not a flame war candidate.
Anyone who is interested in taking part in the test server testing phase (before Sunday) may register their interest here. If more testers are required you may get invited (in game) by me to take part. If you are not invited to take part do not take it as a slight, everybody will have equal access to testing the changes and giving feedback once a region is set up on the live server next week.
I ask testers to keep an eye on this thread so that I can use it to keep them informed of when I am around/other testers are around for testing and when I have done a test server reboot to implement changes and things like that.
I think that's it for now, I will add more information later.
Bonjour good folks,
How goes it?
Just a few suggestions here for ye olde PvM.
I suppose currently there exists a fairly large PvP scene on IN; which I'm all for (once I get back into the swing of things and start practising my PvP again), however, I quite enjoy PvM and all of the things it brings. Though I feel there could be a few things that come into play (and believe me I know some of these things would be fairly large undertakings for the scripters here) to make this a bit more fun.
I'm not entirely sure what the stance is on having a comprehensive system of uniques/artifacts that will drop with a very low % chance on all monsters, but I feel that it could add much more of an incentive for people to hunt monsters, to form massive groups to go and kill very highly rated monsters; for the chance of 'Greater Artifacts' or some such. I would propose there being 3-6 tiers of uniques/artifacts to keep it interesting, with the highest level having a small number (4 or so) of possible uniques/artifacts which would probably be non-weapon based so as not to have some ridiculously overpowered weapon (though if their were a lot of arti/uni weapons that added stats boosts, it might be able to level out the playing field if it came to melee etc). I know Silver weapons exist; but frankly I get a little dismayed knowing that there aren’t too many ‘drops’ to look forward to. I know this is the nature of IN, the hard grind (mostly for crafters) to the top – but I feel that my proposition below is something that could add a great amount of diversity and excitement in the world.
My proposal would be thus:
All of the various monsters around the land would be defined by level. The creatures could be ranked somewhat like this, with all various levels marked by example creatures and the corresponding unique levels that they could drop.
- Level 0: Mongbat -- No chance of uni/arti drop
Level 1: Zombie -- Level 1 uni/arti drop
Level 2: Ettin -- Level 2 uni/arti drop
Level 3: Ettin Lord -- Level 3 uni/arti drop
Level 4: Drake -- Level 3 or 4 uni/arti drop
Level 5: Dragon -- Level 4 or 5 uni/arti drop
Level 6: Balron -- Level 4, 5 or 6 uni/arti drop
Level 7: Ancient Wyrm -- Level 5 or 6 uni/arti drop
Level 8+ (I'd say 10-12 levels max on creatures -- most of these would have to be newly created monsters which really take a team of 10+ people to defeat, the only difference here being that there will be a very slightly higher % chance of these monsters dropping a unique)
Unique/Artifact Ideas:
If they were to drop, what would they be? I think a lot of imagination (ha) could go into the creation of these and the various benefits they would have for players, both in a PvP/PvM context. I imagine lower ranking uniques might be armour/weapons that add small stats boosts, or some kind of additional benefit that you can’t get off anything else. More highly levelled uni/artis perhaps could be items of jewellery that provide HP/Mana regen properties. There could be a push towards newer creature creations that are of a certain ‘type’. E.g. Lizard/Serpent/Dragon but different; each of these classes could have a set of unique weapons, levels 1-6 that provide a higher amount of damage inflicted on these creature types. Much like we have with certain craftables already.
Some examples I have off hand:
- Element based weapons/armour: You could go to town with this and have a whole set of fire/water/earth/lightning weapons/armour. Where weapons have a 1/x chance of dealing additional elemental damage when striking. The armours could perhaps give resistances to elements (if possible).
E.g. ‘Kryss of Lightning’ – a faster, specially coloured (but lower damage) kryss that has a 1/40 chance of striking down with a bolt of lightning, dealing additional damage to a foe. I know this is predominantly an effect that can be scripted, rather than it actually casting lightning.
Special staves; perhaps staves with charges (like wands) but with the ability to be reloaded. These would be highly damaging weapons that would encourage a mix of melee/magic outside of the normal style. (I can see these being overpowered if not set appropriately) – it could encourage RP as well. More mage guilds etc.
E.g. Ancient Fossilised Staff, +5% to magic, +10 to intelligence, 15 charges energy bolt (re-loadable with charges of energy bolt – perhaps 5 scrolls counts as one recharge for a staff?)
HP/Mana regeneration items. These would be suited for level 5-6 I would say with a maximum of 1-2 of either type (e.g. 1 mana & 1 hp only, or 2 mana, or 2 hp). The regen level would not be massive, but it would definitely be beneficial. If PvP’ers were brave enough to equip something so rare in a fight, then it’d really add some interest in that sphere too.
E.g. Ring of Life: A ring that when equipped will add +2 to strength, and +10 to max hp, with a regeneration rate of 2hp every 5 seconds.
I also think it might be possible that, on level 9-10 monsters only that there will be a 1/2500 chance (maybe more) that something like a rare dye tubs could drop. Or for a lesser 1/x chance, custom skill books (perhaps random skills). Maybe directions to a rare mount location, or whatever can be thought of!
Though I’ve listed mainly weapons/armour/combat items – there could be many more items that would serve a non-combat purpose. (Things to boost crafting skills while equipped?) This could also lead to a craft overhaul, new craftables only reachable with 110+ skill, with a diverse number of options. This could lead to greater competition between the craft guilds. These would have to be insanely rare; and be able to give an edge to any of the crafters world wide who want to be legendarily renowned. To add to this; perhaps there could be a set of staves that are only available with 120% carp/120% tink, so the person in question would have to acquire 3-4 of these ‘craft boosters’ in order to start making these.
All in all, if the % remains low enough, the market/world will not become too saturated, and if the diversity of items was great enough this would diminish even further.
Second proposal:
A level system for players!
Whereby, experience points are gained in a similar vein to fame/karma, and players level up for some form of benefit, (e.g. +1% to a few combat skills with a max of 15 total say? Or even boosting the stat cap to a max of 15-20) Obviously the harder (or higher level) creature that is killed provides higher exp points.
E.g. Level 0 = 2 points, Level 1 = 4 points, with level 10 providing around 200-250 points.
Proposed level up times could be: From level 0 to 1 = 500 points, then 1000 points, 1500, 3000, 5000, 10000 etc.
This could also lead to a certain small zone being designated where uni/arti drops are more common (not by much). This would mean there would be an uprising in PK guilds/Anti-PK guilds and give them a real reason to jostle for position. To prevent the other guilds from getting superior equipment, or even to ambush them on a hunting trip in the off-chance they have found unis.
Third Proposal:
Familiars/War Beasts for hunting/PvPing
Custom creatures that can level up (and not just with the basic skills they have already) and aid in PvM/PvP might add a fair flavour to the shard. I’m not talking about simply training a dragon and making it mighty (although this can work!). I’m talking about a set of creatures which start as level 1, and have various different abilities (I wasn’t going for a Pokemon allusion here…but eh), highly skilled melee/hand-to-hand or mages, or a mix of the two, or ‘bombers’, casting explode or using powerful explosion pots, poisoners, the list goes on…
My proposal is that these are buyable from stones, and trainable in a different way than normal creatures. I.e. they could level up in the same manner as players could (as per my other proposal), you could select which skills they could have, which would affect the uses they have in various hunting. I’d say if the idea of ‘familiar’ was introduced, the stats and skills (irrespective of the form they take) would all be balanced at level 1 with the trainer having the option to send them down a various route of training. More-so, I think that people could only ever buy one. With the ability to resurrect the creature at a specially set up ‘vet’ for a high cost. Perhaps the creature would shrink and automatically go to your pack when it dies, or is ‘tele’d’ away and you can get it back from the vet. The higher level the creature is, the more it would cost to get back and so forth.
Just some ideas I’m throwing around; I realise that this would be a huge project, but for me, these are a few things which would really mix things up and make Imagine Nation an even better place than it already is. In my head great measures would have to be taken to have everything perfectly balanced.
Cheers guys & please feel free to discuss/disagree/input whatever you like towards this.
- Durzo
I minimized my UO window for 15 minutes while watching a movie and I lose everything. I just had to have 3 plates put in my face (among other shit) so I've been home off work for 3 weeks. I start playing UO again and find this place. I macroed mining for 2 weeks and my skill gets set to 0 from GM, I lose all my hard earned ingots and I get jailed without a reply from staff. I've been checked on multiples times to see if I was AFK when I wasn't. One strike your out?
since some people are using the general forum for bodily functions I thought since this is game related it would be ok to post here. Potential RP players may see it and want to join the shard. But this post is just to point people towards the RP forum which doesn't get near the traffic that the main forum gets. Also, any opinions of the RPA from non-Rpers would be ok as well
you can read about the RPA here
http://in-uo.net/forums/showthread.php?8...P-Proposal
Good Evening Late Readers,
This evening, I am going to share a little story for all of you Imagine Nation Players!....
It was a Dark Stormy Evening in front of the Casino... People were Ganking and eating eachothers body parts and chocolateeeeee as they always do... There were a few little "n00bs" that decided to try this new server because they felt like owning little scrubby-poos that thought they were master gankers and owned the server. This is the story of Dr. Jones and the "EPIC" save...
A few days after Prototype joined the server.. they came to realize that mister Habibi Jones was a definite target because he thought too highly of his skills. These little Canadian boys (Prototype) decided to take a stroll outside of Britain Bridge only a few days after joining the server to test they're rusty skills out...
After a few moments of ruthless ganking.. Habibi Jones and his crew of "Ghosts" came by to ...die??! So, of course.. They all ran.. died ect.. but, Habibi had left something behind that day that he thought he had... Habibi had left his... PRIDE!
As you see.. Prototype had to Paralyze him after he died because he needed to cry a bit.. We p00p on him.. make fun of him.. kill his ride... taunt him in server chat but, only because it was ooo so fun!
Anyways... time went on (About 5 minutes) before GM EPIC appeared!!! (What A Surprise!!!:eek and he migically saved Habibi and warned that we would be jailed if we continued to make him QQ!
As time went on.. Prototype continued to own Ghost in every way possible.. even though they recruited as many members as possiblre, it still did not help them in any way :O ....
After being humiliated several times.. Habibi and hids boyfriends decided to make characters with the same names as the Twilight movie cast "I know because my GF watches this" and continued to get pooped on again and again and again...
Finally... they could not take it anymore! Ghost had to take they're obsession 1 step too far and they went ahead to attempt to BE us... but, the "Order version" ....
This tale continues as days pass by or as Ghost would understand this... oooOO OooOOooo OoOoOOooOo o OO O oO o
Have a wonderful evening everyone
Oooo o oOOO o OO O ooOoOOooOooOo OO O O Oooo O!!
Well hey guys its QuadraX or Shocker, and there is one problem i encountered during a trade in Britain. I was trading a daemon mustang and when trading the mustang the other person(Arka) canceled the trade. Banan stole the daemon mustang and now i was robbed of a daemon mustang and 45k. At first i was pretty mad. The thing is about stealing is that it is a harder chance to steal only if the item is heavy. A shrunken mustang is not that heavy which makes it fairly easy to steal. I have no problem with stealing but i believe that stealing should be dependent on the rarity of the item not the weight. A daemon mustang is very hard to acquire because first you have to wait for it too spawn and getting through the obstacles. Even after that it takes a while to tame. I think that with the time and effort spend into getting the daemon mustang was totally wasted. Stealing should be tweaked. It is something i have finally encountered and believe that the GMs and Admin/Owner looked over the fact that mustangs were very easy to steal. Again i believe that stealing should be dependent on Rarity of the item and not the weight. Discord had told me that stealing depended on weight. Well thanks for reading and i hope that this issue will get fixed. Now i do not have a daemon mustang or 45k and im pretty sad. REMEMBER THE STEALER WAS BANAN AND ACCOMPLICE ARKA
I closed UO by right clicking on the icon in the task bar and selecting close window, and now when I open UO in razor i can log in and connect but when I select my character just as it logs in the window disappears. The UO icon is still in the task bar and i can see the character in game in the mini window that opens when mouse over uo icon in taskbar... but clicking on it doesnt bring up the game to full size. Im using windows 7 ultimate. Has anyone experienced this? I close UO and restart but the problem persists. I restarted comp but problem persists...
So the idea is to add runuo style menu, for craft, tool tip boxes in game, so you do not have to click on everything to see what it is.
So much better.
Hello everyone,
I think that you should be able to fizzle a teleport spell (other player trying to teleport) by casting harmful spells on the other player.
Just like canceling a recall.
For example if someone casts you inside of walls so that youd ont escape imediately.
Facts about how the PvP school works:
- Joiners are split into two groups - students and teachers, depending on their level of pvp-skills at Imagine Nation.
- One student and one teacher are paired up in one duel box each, where the student will learn how to PvP.
- After each fight the teacher (or winner of the duel) will tell his opponent what he think the opponent did wrong, and how the opponent can improve his fighting skills.
- After the two have discussed the loss and realized how to improve the two will be refreshed, and can then fight again!
As of right now there are 16 arenas available, but they can be split in two for a maximum of 32 arenas. This means that 64 players can fight at the same time in the PvP school, removing the issues with wait times and such that we have had in the past. The only reason that you will have to wait in that arena is if there are uneven numbers of participants, but that is not often the case.
So now you know some facts about how the PvP school works, now you'll see some pictures from the first two PvP schools that I have hosted here at Imagine Nation! I hope you were there and learned a lot, and if you weren't then I hope you will come visit next time! (the PvP school is not hosted in specific times, but I try to host them at different times so that everybody no matter timezone can have a chance to join)
Enjoy some pictures below!