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Duel Pits
#13

Leaving invuln areas has almost no risk unless someone has para fielded the exact spot you come out. I mean seriously, besides a field, there is no way you can stop someone getting away. They cast reflect and pop through one of the gates, giving them at least a half second head start which means they will likely be done recalling by the time you follow them through and take down there reflect. When leaving areas like that, you are always on guard, you know what can happen and you are ready to react just in case.

After staffing on INX I can tell you the only time the pits ever caused more pvp was when there was two guilds in the pits with the exact number of members and after they stopped being pansies for 20 minutes, pretending they were tough by talking shit but never leaving, someone in their guild would accidently step on the pad while they were simply trying to just pretend they would. So yeah.. 90% of the fights caused by the pits on inx were this scenario, which is why I hate pits and in relation, any safe zone.

Of course the other reason I hate safe zones is because we are trying to make this a uo experience before all those carebear features were added. For example, dueling without losing gear, last time I checked thats called insurance, so no that won't be a feature here.
#14

Shade Wrote:Leaving invuln areas has almost no risk unless someone has para fielded the exact spot you come out. I mean seriously, besides a field, there is no way you can stop someone getting away. They cast reflect and pop through one of the gates, giving them at least a half second head start which means they will likely be done recalling by the time you follow them through and take down there reflect. When leaving areas like that, you are always on guard, you know what can happen and you are ready to react just in case.
Yeah but the point isn't that you are suppose to "pretend to be AFK" and then kill somebody when he exists the pits to bank his gear or whatever, the point is to find players to talk to (or piss off) and then decide to meet at ocllo for a nice 2vs2 or 3vs3 or whatever, where guilds meet and fight.

Shade Wrote:After staffing on INX I can tell you the only time the pits ever caused more pvp was when there was two guilds in the pits with the exact number of members and after they stopped being pansies for 20 minutes, pretending they were tough by talking shit but never leaving, someone in their guild would accidently step on the pad while they were simply trying to just pretend they would. So yeah.. 90% of the fights caused by the pits on inx were this scenario, which is why I hate pits and in relation, any safe zone.

The problem with IN-X was that everybody was cowards and never left the pits, and yes the same thing may happen here as well, but judging from other shards I've played it doesn't have to be that way, at a lot of more PvP-oriented shards where everybody focused on PvP people actually dared to leave pits, and then it was a "good thing" rather than a bad thing to have the pits.

But I must say that I don't really think the pits worked out "great" at IN-X tho, mainly because of that people were too scared to leave the pits and actually fight, the way you are explaining, so I'm not sure it will be a good thing here either, if that very same thing happens here as well then I prefer no pits.
#15

I think that the quality of interactions has gone up also. The 100% safty of the pits does bring out the worst in people since usually the only way to kill the person you want to kill is to insult them or make them mad enough to step onto the teleporter to fight. So now, instead of just acting normally and fighting whoever you want, you have to raise your "Being a Dick" skill also. The problem is it's not that easy to turn it on/off and you end up having a lot more trollish players who just scare away new players.

I have an idea that may be a solution for this that I'll start working on when I get a chance. Basically, I'm thinking of adding another Portal/Teleport Mage to the banks that will send you to a random area around Trinsic Barracks. I'd then turn off all damaging spells inside the barracks and allowing all beneficial magic. (No flame strike, but can heal). This is about as safe as it gets for someone who's not AFK. You can heal and bandage as someone tries to beat you down with a hally.

---Wait a minute...---
Why doesn't everyone just meet at the Golden Casino?

It's a safe spot, there's things to do, it's accessible by reds and blues... It's basically the pits without free teleporters.
#16

Eru Wrote:Why doesn't everyone just meet at the Golden Casino?

It's a safe spot, there's things to do, it's accessible by reds and blues... It's basically the pits without free teleporters.

Thats a very good idea. So the Casino is a safezone? Nice. There we have our new meeting place if you ask me! Lets just make people know that that's where they should go if they want to speak to each other in a safe environment, and everybody should be happy Smile
#17

Quote: However, I think this is a terrible idea. Anyone who has been in a server with an invul zone know that is where everyone chills AFK. I think that is what's awesome about UO is the fact that you could get killed in a simple trade. I had to trade with a guy from WOP and it was the thrill of the possibility of a fight. I love that aspect of UO. Anything could change and things can turn in an instance. If you put a place like you mentioned in, it kills that aspect of the game.


I fail to see how an invul zone would kill that aspect of the game. The invul zone has no trading allowed. All trading must be done outside in a vulnerable zone.


Quote:

Leaving invuln areas has almost no risk unless someone has para fielded the exact spot you come out. I mean seriously, besides a field, there is no way you can stop someone getting away. They cast reflect and pop through one of the gates, giving them at least a half second head start which means they will likely be done recalling by the time you follow them through and take down there reflect. When leaving areas like that, you are always on guard, you know what can happen and you are ready to react just in case.

There is risk, you can still die without a para field. They must cast reflect before they enter the invul zone (remember in the invul zone no magery is allowed). Then they could go into occlo or brit and two people could harm him getting rid of his reflect and recall. I've seen this happen all the time on IN-X.

But in any case you have to also understand that without the pits at all you won't even have this opportunity to kill that person. So you are saying the pits has no risk for players who enter and leave. But understand that without the pits at all theres no entering and leaving.

So lets assume what you are saying is true. if your saying that people can enter the pits and leave with full sapphire whatever good armor without dying then fine. But without the invul zone you won't see this at all, unless intentional. Unless the player equipped with the sapphire wants to gank with it. Remember my proposition has removed the duel stones. I dont want duel stones either in this new invul zone so ppl really wont bring in good stuff to pits.


And I have to agree with Ziggy on not seeing like 70% of the playerbase at all. Most ppl will say they are macroing but I find it that I do find the ppl that are macroing. I cant seem to find ppl who are already very high in skill.


The problem with the casino is that it limits the ganks to outside of brit which i think is so boring. Its the pansiest thing I've ever seen hiding on both sides of the bridge just fsing and sometimes ppl die but they die in guarded zone so they just get rezed.
#18

I also like Bane's idea of having a loot stone thats self supplied loot enabled just a regular loot stone that would make 1 v 1s easier to organize.
#19

How about if I edit the statics on the big building along the road just south of the Casino to have a few for-loot duel stones and *maybe* a paid-duels stone. That would move people away from the bridge and also create a place where people could duel.

I'm trying to find a happy medium here, so we have the safe area (Casino) and also places to gank and practice PVP, but without making it risk free.
#20

Eru Wrote:How about if I edit the statics on the big building along the road just south of the Casino to have a few for-loot duel stones and *maybe* a paid-duels stone. That would move people away from the bridge and also create a place where people could duel.

I'm trying to find a happy medium here, so we have the safe area (Casino) and also places to gank and practice PVP, but without making it risk free.

That sounds awesome. That's probably even better than a pits when you think about it. I vote for Erus suggestion!

Vote Eru! Vote Eru! *holds a picture of Eru and waves with it in the air*
#21

I like that idea as well. Since the casino is already a safe zone there is def. not a need for pits imo. Duel stones would be fun though I just hope they don't take away too much from the random fights that could occur. But seeing how as there are not very many random fights happening right now it doesn't really matter..so maybe it will increase pvp. As far as paid duel stones go how would those work? Would you just pay to participate in a supplied tournament with the winner not winning anything or would it be a pay to fight thing and the winner takes the gold?
#22

Asterello Wrote:As far as paid duel stones go how would those work? Would you just pay to participate in a supplied tournament with the winner not winning anything or would it be a pay to fight thing and the winner takes the gold?

If it's same as on IN-X then it would be two players double-clicking a stone to enter a small arena where they fight. When they enter they pay a fee of lets say 5000gp each. Winner takes all.
#23

Yeah that's what I was assuming it would be like.
#24

There's a stone outside a small area (or large area) where two people can fight in. The two people double-click the stone and are teleported inside and it takes a set amount of gold from them. After they are both in, they fight to the death. The loser is resurrected and moved out of the box and the winner gets the gold from the fight (minus a percentage, I think)

I think this may help with random ganks because the duel stone area would probably not be a safe area. I may disable magic though.


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