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A theory on the vet -> noob fairness gap
#25

Wow. Now this is a great thread that is really going somewhere. I cannot agree more with some of the things aforementioned.

Skills should be earned yes.

Vets should reign God's over the market and PvP/PvE scene, no.

I personally have been playing Ultima Online off and on since 1998. I have 7xGM'd three seperate charachters on OSI, and I have probably played a total of 7+ shards afters OSI. Hell, I even 3xGm'd on OSI before knowing how to write any macros. I am not tooting my own horn. None of that means anything now. I am not asking for GM magery, or hand-outs, and I do not believe Kano, (being as well spoken and respectful as he is being) is either. I believe as new charachters on a new server, we should all be held to the same standard. I am not trying to rain on Vets parade, they aren't going to lose anything from my statement. I wouldn't want whats given to me (earned or not) taken away, that is not fun. But more importantly what is fun, is a balanced server. IMO Magery is the basis for existence in UO, yes you can get by, and yes you can macro combat/healing, like I have been for the past 2-3 days. Magery is just a big part of PvP as it is PvE. No matter your play style, you are at the bottom of the barrel, and Vets are close to the top. I think Kano has expressed my feelings towards the effect on the economy well enough, I 2nd him.

To get my point across: Awesome server (understanding it needs a little tweaking now and again), so far some good people. I will gladly work for my skills, I have before and I will again for some good gameplay, but spending 100k to get from 60-100 magery when all vets start with it, I am not too keen on. I say give us a skill boost if you like, I am not asking for one, but I am asking that gain be loosened up, or at least the price of reags. Maybe we can implement a system to charge 0-90 Magery users 1-2g a reg, and from 90-100 3-4g or something along those lines. Anyways just my 0.02.

Thanks again,

BACoustic
#26

Hmm here is a thought...
How about for 2 weeks training dummies can be used to train up to 75 points of skill. During that time reg prices could drop down 1 or 2 gold. This should easily give everyone that extra boost they need to get started. Though I have to say I could have easily started with 0 gold and been fine. Well after I made my way to the casino I had 0 gold, lol.
The best bet to make good money from scratch is in fact tailoring. I used to just spend hours at moonglow killing hinds and great harts. Everyone should give that a shot.
It would also be nice if new players started out with newbie spell books that had circles 1-4 at least too.
#27

There is no need to discuss about giving something to someone, new players has their newbied spellbooks and everything you need you must earn yourself, this is a part of game. Imagine if you haven't played for a years and started just for first time you kill a moster and get a scrool of blade spirit, you would say WOW i m cool. :lol: :lol: :lol:

I mean, try to look on everything from a good side, do not complain on everything........
#28

Brad Wrote:There is no need to discuss about giving something to someone, new players has their newbied spellbooks and everything you need you must earn yourself, this is a part of game. Imagine if you haven't played for a years and started just for first time you kill a moster and get a scrool of blade spirit, you would say WOW i m cool. :lol: :lol: :lol:

I mean, try to look on everything from a good side, do not complain on everything........

Using that logic, no one would complain if all skills were set to whatever you pick to start with, am I correct?

The only issue is we're trying to gain some ground to keep ourselves supplied and/or get the ability to supply ourselves. I don't expect a GM in anything. Just the ability to rise up faster than we have now. I had XUO account with the needed skills. I'm not crying about that and in fact I like macroing to get strength, intelligence, and so on. It makes it more worthwhile, but seeing someone already able to make bloodrock and higher is a bit disheartening when I'm at 51, trying to get enough money to buy a horse.

Crafts are supposed to be hard, but I don't think they should have been transfered in the large level they were. I've seen people mention this isn't a carebear server so stop complaining- I bet you anything you take away their crafts they'll moan and cry til the cows come home.
#29

New players that start from scratch really have it hard... you have to make it easier for them
#30

It should be easier. Not "here is skills" easy, but easier so they can get rolling and at least hunt. I'm looking at my screen right now with about 15 people macroing music, lol.

I stress again, no one wants free shit, just better odds to start off with is all. I'm fine, personally. I can make 500gps go a long way.
#31

I know one thing about the crafts, those players from IN that now have GM smithing or something defently earned it. That skill was the hardest skill to train on IN:R it took months and costed a fortune of gold, swet and work to obtain. So no i am defently not jelous at those players that spend a fortune training that skill. while we now can train that skill, all the way to GM just making the cheapest item, while they all the time had to make more and yet more deficult items, that failed ½ the time, hence they lost there resources.

As for vets ruining the economy for new players, can't follow this point all the way through.
If you as a new player start on any server there is always going to be vets and new players, the vets will have more and the new players will have less. You can't change that, thats just the way it is. No one can change that unless we make a carebear server which no one wants.
So basicly i can't follow any of the points in this post. except one.
Aye it can be a shitty work for new players to get started.
So no i won't mind that new players would get a starting capital of 10k, just so they can but some bandages, regs and a few other stuff and start playing.
(the 10k should only be for the first created char on the account, to keep players from exploting this feature, by making new chars and giving the 10k to there many char)

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#32

Ice mages do not currently drop spellbooks. And they are ALOT harder to kill than ever before. They can kill an EV 1v1.
#33

I personally think that there is a lot to be done about PvE, in all forms. We will get too it very soon, and put all our focus onto that and implementing new features.
#34

Yes might I mention Blacksmith on INR was THE hardest skill to gain. After almost ONE year of the shard being open there were like what 5 people with gm blacksmith? maybe a little more but there were hardly any. Also here i think the sales price of daggers is too low 12gp per dagger means 3gp per ingot. 1 ingot = 10gp dagger costs 30gp to make you lose 18gp per dagger thats a bit much. You should make it a 30% loss not 60%.
#35

Duke Wrote:Yes might I mention Blacksmith on INR was THE hardest skill to gain. After almost ONE year of the shard being open there were like what 5 people with gm blacksmith? maybe a little more but there were hardly any. Also here i think the sales price of daggers is too low 12gp per dagger means 3gp per ingot. 1 ingot = 10gp dagger costs 30gp to make you lose 18gp per dagger thats a bit much. You should make it a 30% loss not 60%.

Its not any sort of loss if you are mining the ore up. Its a players choice to get straight gold or a little less gold but include skill gain. I think that really balances out. Besides, you can just craft some dull copper or something and vendor it to make quick money.
Suppose alot of people have different perspectives on how that should be but I always thought that if your gaining skill it shouldn't be as profitable as selling the ore itself. In the long run you will be able to sell sets of armor and special weps to make that money back and then some.
#36

I think the issue of the return on resources when crafted is another issue entirely and should be moved to it's own thread. Lets keep the discussion about the vet-newcomer gap.

I agree with those who have said those with high craft skills earned them. Don't think of it like we are starting a new server. Think of it like you're joining a server that has already existed for a while. I have huge respect and bewilderment toward those who have succeeded in GMing BS and other difficult crafts. If I had finished BS on IN:R and had to start again I would quit. Call that whiney and call me a ***** if you want.

The fact is when staff and administration decide to make skills hard they in turn have a responsibility that the server will be online for a long time and be reliable. If you spend two months and 4 million on ingots (yes it'll take that much if you buy it all, and that is why its not worth training unless you mind, and that is why it takes forever) you have the right to be pissed if you don't get that skill. Those who have BS deserve it. Same with other difficult crafts.

I'm sorry that some people are behind, but the idea is that crafts are hard enough that you really have to decide what you want to put the effort into training. Not everyone is going to train all their crafts, some people will give in and just buy things. That is what is needed for the economy.

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