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Newsletter 18

Started by Jepeth · 2024-02-15 · 72 posts · General Discussions
#0
https://mailchi.mp/broadsword/uo-newsletter-18

"We are targeting a spring release of Publish 117.  Publish 117 will include the following,
  • PvP Updates - These updates are focused on feedback we received in this thread.  While we were unable to address every concern, we are confident in the upcoming changes as a solid starting point.  Additional PvP updates based on feedback are scheduled for the future!
     
  • Vet Rewards - We have some exciting new vet rewards in the works, including,
    • New Monster Statuettes
    • Enchanted Gardening Shears - quickly harvest from all your plants!
    • Greenhouse - more space to store all your finest flowers and peculiar plants!
    • Decorative Lava Pool - add a little heat to your castle with this bubbling behemoth!
    • Decorative Ultima Dragon Deco Pack - flags, banners, and more sporting the iconic Ultima Dragon!
       
  • Black Market Update - new items for purchase in the black market!
     
  • Spring Event: Shrouded Sails!  Take part in a hunt for the most prized possession of some of Britannia's most notorious pirates- their hats!  Battle pirates and plunderbeacons, ransack ship cargo, dig up treasure chests, fish up treasures from the deep, and try your mettle against a pirate brawl as you collect pirate hats to turn in for treasures!
     
We look forward to sharing more details on these changes and more!"


--SOS LOOT---

#1
I approve this message 100%
#2
Wow. This is a great news. I'm looking forward to the new event and the black market update. I hope there is a bane dragon equivalent new pet.
#3
🙂 ❤️ :p
#4
I don't PvP but that seems like a very low content thread to base changes on.

Not sure if normal pirate hunting and beacon killing will yield hats or are hats only from the pirate brawl.

Either way. I need to stock up on arrows.
#5
The green house and garden shears are great additions cant wait for them !
#6
ABYSS HOUSES ARE SUPPOSED TO BE GRANDFATHERED. 

They should NOT condemn current homes
#7
ABYSS HOUSES ARE SUPPOSED TO BE GRANDFATHERED. 

They should NOT condemn current homes
I think they are referring to new winners of them.  Maybe grandfathered to the original winners. I don't feel that if I win the one on LS, that I should be able to have a second house on that account.
#8
I logged into Discord today, and fell off my chair...

This newsletter is doing the rounds, then I get told we have an entire group of pvpers joining us...
(New to official UO).

I am excited 🙂
#9
Pawain said:
I don't PvP but that seems like a very low content thread to base changes on.

Not sure if normal pirate hunting and beacon killing will yield hats or are hats only from the pirate brawl.

Either way. I need to stock up on arrows.

It is not low content thank you, I am revolutionary. 🙂
#10
ABYSS HOUSES ARE SUPPOSED TO BE GRANDFATHERED. 

They should NOT condemn current homes
If I remember right even when they first came out you had to give up your house to get these.  The Dark Lady was perty firm about the one house per account on Prodo Shards.
#11
I am pretty sure when they first came out they were added to acct so existing house were safe and these became grandfathered
#12
Sorry Jack, you're wrong. They were never grandfathered. Do you need me to prove that? or will you take my word for it?
#13
how are we supposed to engage on the new PVP ideas as per suggestion if the thread is closed???

PvP Updates - These updates are focused on feedback we received in this thread.  While we were unable to address every concern, we are confident in the upcoming changes as a solid starting point.  Additional PvP updates based on feedback are scheduled for the future!


#14
Alex said:
how are we supposed to engage on the new PVP ideas as per suggestion if the thread is closed???

PvP Updates - These updates are focused on feedback we received in this thread.  While we were unable to address every concern, we are confident in the upcoming changes as a solid starting point.  Additional PvP updates based on feedback are scheduled for the future!



Read a bit further back on the letter to the part that says:
PvP updates will be coming to TC1 soon, and it is imperative that those interested take part in the testing & feedback of those changes so we can effectively address any concerns.




#15
ABYSS HOUSES ARE SUPPOSED TO BE GRANDFATHERED. 

They should NOT condemn current homes

they say grandfathered on the sign, but arent (poor game design)  i learned this hard lesson when i won a contest and chose an abyss house as a reward.  specifically chose the house because they said "grandfathered".  so when i claimed the house, it condemned my main house....    obviously wasnt happy.  Mesanna said none of the houses were supposed to be grandfathered.  if i would have known that i would have just took the poster as a prize.  instead i got no prize and a condemned main house (gave away the abyss house i won as it was on an asian shard i never played)

#16
Welp, i dont have High Seas so i guess no spring content for me.   
#17
@Smoot you need to buy high seas best money you will ever spend on uo
#18
Smoot said:
Welp, i dont have High Seas so i guess no spring content for me.   
Best expansion/booster ever, GET IT. you are really missing out of great content!
#19
Smoot said:
Welp, i dont have High Seas so i guess no spring content for me.   
Best expansion/booster ever, GET IT. you are really missing out of great content!

not for me.  boats are just too clunky.  can barely even see what your doing in in classic client. 
#20
Best expansion/booster ever, GET IT. you are really missing out of great content!
Is there a guide anywhere on boats and how to do everything related to the spring event?
  • Battle pirates
  • plunderbeacons
  • ransack ship cargo
  • dig up treasure chests (in the sea? MIB/SOS?)
  • fish up treasures from the deep (nets?)
  • try your mettle against a pirate brawl
As someone who hasn't really touched a boat in 10+ years this is all another language to me. 
#21
Smoot said:
Smoot said:
Welp, i dont have High Seas so i guess no spring content for me.   
Best expansion/booster ever, GET IT. you are really missing out of great content!

not for me.  boats are just too clunky.  can barely even see what your doing in in classic client. 
Sailing is super smooth with booster.   Play EC with pincos what u up to ? EC and high seas a dream combo 
#22
I hope the content won’t be centered around plunder beacons.  Those are not fun and neither are the pirates really.



#23

username said:
Best expansion/booster ever, GET IT. you are really missing out of great content!
Is there a guide anywhere on boats and how to do everything related to the spring event?
  • Battle pirates
  • plunderbeacons
  • ransack ship cargo
  • dig up treasure chests (in the sea? MIB/SOS?)
  • fish up treasures from the deep (nets?)
  • try your mettle against a pirate brawl
As someone who hasn't really touched a boat in 10+ years this is all another language to me. 
I am assuming that t map and SOS will have extra items when event is live  plunderbeacons and pirate ships have been live for a few years so you can get going right away to learn how to be a pirate.  There are merchant ships u can plunder out there aswell   Waiting to learn about the pirate brawl. Looks to be where I turn in event items 
#25
Spring Event: Shrouded Sails!  Take part in a hunt for the most prized possession of some of Britannia's most notorious pirates- their hats!  Battle pirates and plunderbeacons, ransack ship cargo, dig up treasure chests, fish up treasures from the deep, and try your mettle against a pirate brawl as you collect pirate hats to turn in for treasures!

I hope the spawn is increased across all bodies of water because it is already competitive at times on ATL in the Tokono Dagger Island waters when hunting for ships and barges.
#26
While i met Phreak at the plot on Great Lakes waiting to get it transfered from Her Highness, it seems that the plot on Lake Superior is owned by the same name.


#27
I am so glad you stopped by and told me that Trismegistos.  It seems that there has been a mistake.  I applied for the Great Lakes house last week and on Monday received an email from Mesanna that I had won.  I let her know that I would be working this week so she took my account name and character name to transfer the house for me.  It appears that I was given the Lake Superior house on accident.  I did not even know there was a contest for LS until you mentioned this house to me.  After further review it looks like the LS signup is still active.  I have emailed to let her know. 




#28
lol she ballsed that up as well 🙂
#29
That seems like an easy mistake anyone could have made and an easy fix. 
#30
PVP updates ? I was expecting some VvV updates or something, lets hope for a TC release 2 of pvp updates...

TC Release 1 – 2/16/2014

PVP Updates

Resolved Issues:
-Fixed an issue where Shuriken & Darts could bypass the throw timer.  -Good exploit fix

Gameplay Changes:
-Removed the ability to evade damage for oneself.  Lets call this exploit fix also

Visual Updates:
-Explosion potions now display an animation when targeting.  Nice QoL change, nothing crazy

Spell and Ability Adjustments:
-Casting teleport from a ring now inflicts a 1-second paralysis effect. -Good exploit fix

PvP Balancing:
-Increased diminishing returns for Evasion mechanics with each successful parry in PvP.  -Is this the only real pvp change ? 

#31
Skett said:
That seems like an easy mistake anyone could have made and an easy fix. 
I agree and to be clear when I received the email it did not mention the shard.  I am thankful for her to go out of her way to put the house on my character due to my schedule constraints.  
#32
so mages get nerfd even more... surprise surprise!
#33
Archangel said:
so mages get nerfd even more... surprise surprise!
This is pretty much every PvP update.

before it was SDI nerf, parry nerf etc etc
#34
Wait till it hits TC before screaming.
#35
I hope the pvp updates is only a partial list... if not, it's incredibly disappointing that Parry isn't touched at all.   -the most obvious thing in UO (only second, to cheats) and it's going to be at least another 4-6 months before it even has another chance to be ignored again?
#36
@Kyronix will there be dull copper and shadow iron robe/cloak/dress/etc added to past years like 1st/2nd or 6th/7th this year picks ?

It seem it should have been the first robe/cloak and its still not on the list yet to finish the set.

Thank You.
#37
Skett said:
@ Kyronix will there be dull copper and shadow iron robe/cloak/dress/etc added to past years like 1st/2nd or 6th/7th this year picks ?

It seem it should have been the first robe/cloak and its still not on the list yet to finish the set.

Thank You.

My 2 cents as someone who initially chose a verite/valorite reward clothes when they first came out; those colors were all about status. I used to think I was so elite with my full valorite plate with my valorite cloak.

Dull copper isn't prestigious at all and the color is probably close to a death robe. Same thing with shadow (although shades of shadow / coal are popular). On top of that, with all the other colors that have been added (like fire etc) it seems like the ship has sailed on the "boring" colors to finish out the ore set colors.
#38
CovenantX said:
I hope the pvp updates is only a partial list... if not, it's incredibly disappointing that Parry isn't touched at all.   -the most obvious thing in UO (only second, to cheats) and it's going to be at least another 4-6 months before it even has another chance to be ignored again?
What would they touch with party?


#39
Oreogl said:
CovenantX said:
I hope the pvp updates is only a partial list... if not, it's incredibly disappointing that Parry isn't touched at all.   -the most obvious thing in UO (only second, to cheats) and it's going to be at least another 4-6 months before it even has another chance to be ignored again?
What would they touch with party?

  There are a number of things they could do to parry to keep it relevant and not be the dumbest garbage in the game.. aside from unpunished cheating of course.

  Just a few options to change Parry.  -obviously, the passive stuff could stay the way it is in Pvm

  1) Make it harder (an actual sacrifice) for Mages to use it.  reduce maximum block chance down from 35% to 20%  (chances can still be slightly increased with mastery activation etc)

  2) Reduce Parry chances while under the effects of HLD

  3) Spells cast while Parrying an attack are interrupted, damage from attack skill mitigated.
  -Evasion should probably also be effected, but there are already ways to interrupt spells to one under the effects of evade, just no reliable, weapon-based interruptions.

  4) Get rid of the passive parry chance, and make parrying a 'use skill', blocking attacks would only be possible during a duration, based on parry skill/dex    -Bushido spells which proc on parried attacks would auto-trigger parry 'use skill'. (separate cooldowns)

  5) make shields disarm-able  (I don't like this much, but it's an option better than leaving it alone).

 Edit- 6) Allow blocked attacks to still trigger any hit-spell effects of the weapon that was parried.

  Oh, and Glenda + Shieldbash shouldn't trigger bonebreaker...  if that's intended, why did they nerf less powerful things to stack bonebreaker with?
#40
CovenantX said:
Oreogl said:
CovenantX said:
I hope the pvp updates is only a partial list... if not, it's incredibly disappointing that Parry isn't touched at all.   -the most obvious thing in UO (only second, to cheats) and it's going to be at least another 4-6 months before it even has another chance to be ignored again?
What would they touch with party?

  There are a number of things they could do to parry to keep it relevant and not be the dumbest garbage in the game.. aside from unpunished cheating of course.

  Just a few options to change Parry.  -obviously, the passive stuff could stay the way it is in Pvm

  1) Make it harder (an actual sacrifice) for Mages to use it.  reduce maximum block chance down from 35% to 20%  (chances can still be slightly increased with mastery activation etc)

  2) Reduce Parry chances while under the effects of HLD

  3) Spells cast while Parrying an attack are interrupted, damage from attack skill mitigated.
  -Evasion should probably also be effected, but there are already ways to interrupt spells to one under the effects of evade, just no reliable, weapon-based interruptions.

  4) Get rid of the passive parry chance, and make parrying a 'use skill', blocking attacks would only be possible during a duration, based on parry skill/dex    -Bushido spells which proc on parried attacks would auto-trigger parry 'use skill'. (separate cooldowns)

  5) make shields disarm-able  (I don't like this much, but it's an option better than leaving it alone).

 Edit- 6) Allow blocked attacks to still trigger any hit-spell effects of the weapon that was parried.

  Oh, and Glenda + Shieldbash shouldn't trigger bonebreaker...  if that's intended, why did they nerf less powerful things to stack bonebreaker with?
I think the block percentage is fine given the amount of deckers spamming and the sdi nerfs over the years. But I think we’ve had this discussion years ago. If I recall your biggest issue was it was the “stacking” with wrestling for a 67.5% block/parry chance.  Moving it to 20% would give an overall 60% block/parry which essentially worthless for 120 skill points.  And playing a mage you can’t survive with 50% weapon alone.

2) makes sense to me

3) pass on this, blocking a shot every 2 seconds would essentially guarantee the demise of mage PvP.  You’d never be able to cast.

4) I don’t hate the idea, but what’s the trade off?

5) yeah I’d be okay with this, within reason. 

6). Pass

7). Agree it shouldn’t trigger bone breaker.  Seems like a bug.




#41
I am pretty sure when they first came out they were added to acct so existing house were safe and these became grandfathered
I'm the original (and still current) owner of the Legends Abyss House. I had to drop my Great Lakes house to claim the prize.
#42
Smoot said:
Smoot said:
Welp, i dont have High Seas so i guess no spring content for me.   
Best expansion/booster ever, GET IT. you are really missing out of great content!

not for me.  boats are just too clunky.  can barely even see what your doing in in classic client. 
I play only in CC. I have an Orc ship on 6 shards and only use the bow gun - no broadsides. The orc ship I find is vey maneuverable and it does the most damage. 
#43
Phreak said:
I am so glad you stopped by and told me that Trismegistos.  It seems that there has been a mistake.  I applied for the Great Lakes house last week and on Monday received an email from Mesanna that I had won.  I let her know that I would be working this week so she took my account name and character name to transfer the house for me.  It appears that I was given the Lake Superior house on accident.  I did not even know there was a contest for LS until you mentioned this house to me.  After further review it looks like the LS signup is still active.  I have emailed to let her know. 




Congrats on the win! I hope you make the house public access 🙂
#44
username said:
Best expansion/booster ever, GET IT. you are really missing out of great content!
Is there a guide anywhere on boats and how to do everything related to the spring event?
  • Battle pirates
  • plunderbeacons
  • ransack ship cargo
  • dig up treasure chests (in the sea? MIB/SOS?)
  • fish up treasures from the deep (nets?)
  • try your mettle against a pirate brawl
As someone who hasn't really touched a boat in 10+ years this is all another language to me. 
uo-cah.com has excellent video and section on ships/naval combat.
#45
Oreogl said:
CovenantX said:
Oreogl said:
CovenantX said:
I hope the pvp updates is only a partial list... if not, it's incredibly disappointing that Parry isn't touched at all.   -the most obvious thing in UO (only second, to cheats) and it's going to be at least another 4-6 months before it even has another chance to be ignored again?
What would they touch with party?

  There are a number of things they could do to parry to keep it relevant and not be the dumbest garbage in the game.. aside from unpunished cheating of course.

  Just a few options to change Parry.  -obviously, the passive stuff could stay the way it is in Pvm

  1) Make it harder (an actual sacrifice) for Mages to use it.  reduce maximum block chance down from 35% to 20%  (chances can still be slightly increased with mastery activation etc)

  2) Reduce Parry chances while under the effects of HLD

  3) Spells cast while Parrying an attack are interrupted, damage from attack skill mitigated.
  -Evasion should probably also be effected, but there are already ways to interrupt spells to one under the effects of evade, just no reliable, weapon-based interruptions.

  4) Get rid of the passive parry chance, and make parrying a 'use skill', blocking attacks would only be possible during a duration, based on parry skill/dex    -Bushido spells which proc on parried attacks would auto-trigger parry 'use skill'. (separate cooldowns)

  5) make shields disarm-able  (I don't like this much, but it's an option better than leaving it alone).

 Edit- 6) Allow blocked attacks to still trigger any hit-spell effects of the weapon that was parried.

  Oh, and Glenda + Shieldbash shouldn't trigger bonebreaker...  if that's intended, why did they nerf less powerful things to stack bonebreaker with?
I think the block percentage is fine given the amount of deckers spamming and the sdi nerfs over the years. But I think we’ve had this discussion years ago. If I recall your biggest issue was it was the “stacking” with wrestling for a 67.5% block/parry chance.  Moving it to 20% would give an overall 60% block/parry which essentially worthless for 120 skill points.  And playing a mage you can’t survive with 50% weapon alone.

2) makes sense to me

3) pass on this, blocking a shot every 2 seconds would essentially guarantee the demise of mage PvP.  You’d never be able to cast.

4) I don’t hate the idea, but what’s the trade off?

5) yeah I’d be okay with this, within reason. 

6). Pass

7). Agree it shouldn’t trigger bone breaker.  Seems like a bug.

 The SDI nerfs have nothing to do with parry,    I'd be in favor of SDI coming back, if parry is nerfed so it's no longer the best skill in the game,  the only players I ever see without parry are Melee Dexers and Archers. (oddly enough, parry and archery are not compatible)

   2) This should happen anyway. (HLD affecting Parry chance as it does DCI) 

   3) & 6) are similar, except 6, would only have the attackers % hitspell chance of causing spell interruption (and it's damage) vs a successful parry.

Finally 7) I just through that in there because it requires parry to do shield-bash ~70 damage+para... I'd say it's a bug too, one that's been reported what feels like forever ago, and SOMEHOW that didn't even make it into the "PvP Updates".... again.

 Another option could be to change the base parry chances, and have the attacks they block be categorized as Melee / Ranged,   so Parry (with a shield) for example could have block chances like

Shield = Melee block 20% / Ranged block 35% .
1-h melee weapon = melee block 30% / ranged block 20%
2-h melee weapon = melee block 25% / ranged block 30%
(just estimates)

the objective is to make Parry-mages not godmode vs melee...(cause it might as well be, currently) and against archery/throwing, it's 'fair' because of their ability to 'swing' their weapons more than once due to their range, in order for them to benefit from max attack speed.

#46
It’s been this way for a while based on my PVP experience, but generally the only way to remotely survive in group PVP is parry as it is playing a mage.  I wouldn’t say it’s anywhere near God mode.  Evasion though, I feel, should be nerfed in PvP altogether.

most of the time it’s the garg dismount spam and you’re swarmed even with parry.  It’s annoying.

It’s why I stopped pvping, along with 3rd party programs that essentially play for you and abuse the game mechanics. 




#47
Oreogl said:
It’s been this way for a while based on my PVP experience, but generally the only way to remotely survive in group PVP is parry as it is playing a mage.  I wouldn’t say it’s anywhere near God mode.  Evasion though, I feel, should be nerfed in PvP altogether.

    I'm referring to one vs one fights,   a parry-mage basically has god-mode in that instance against any dexer, particularly melee..

 Group fights, generally you need to run...until you can pick parts of the group off.

  I'm not worried about evasion, you can still interrupt mages while their under the effects of evasion,  and they're still disarm-able as a weakness to dexers (even though they can parry the disarm)   -plus you can see and/or hear, when evasion gets activated so you should know when not to waste mana on damaging spells while you know evade is still active, and spells don't just get blocked 35% of the time, passively just for having the skill.
 

#48
You can't worry about one versus one fights lol.
MMO's can't be balanced around that.
#49
You can't worry about one versus one fights lol.
MMO's can't be balanced around that.
This is it right here.  You can’t balance a whole dynamic based on a one v one.

One vs one is incredibly rare, unless you’re specifically dueling.  Which in most cases they just spam DP, splinter, and or bleed which is effective.


#50
CovenantX said:
Oreogl said:
It’s been this way for a while based on my PVP experience, but generally the only way to remotely survive in group PVP is parry as it is playing a mage.  I wouldn’t say it’s anywhere near God mode.  Evasion though, I feel, should be nerfed in PvP altogether.

    I'm referring to one vs one fights,   a parry-mage basically has god-mode in that instance against any dexer, particularly melee..

 Group fights, generally you need to run...until you can pick parts of the group off.

  I'm not worried about evasion, you can still interrupt mages while their under the effects of evasion,  and they're still disarm-able as a weakness to dexers (even though they can parry the disarm)   -plus you can see and/or hear, when evasion gets activated so you should know when not to waste mana on damaging spells while you know evade is still active, and spells don't just get blocked 35% of the time, passively just for having the skill.
 

Parry isnt really going to be 35%.  If you’re only running parry you’re gonna get wrecked pretty hard.  Realistically it’s 17.5% after weapon skill, mage weapon, or wrestling. The trade off is the SDI nerf mages get for having parry.

#51
Oreogl said:
You can't worry about one versus one fights lol.
MMO's can't be balanced around that.
This is it right here.  You can’t balance a whole dynamic based on a one v one.

One vs one is incredibly rare, unless you’re specifically dueling.  Which in most cases they just spam DP, splinter, and or bleed which is effective.
  You can't balance pvp based around one vs one fights?  That's the problem it hasn't been.
I can't blame you for thinking that, there are very few one vs one fights left in UO. especially when the cheats do much of the gameplay for most of the players left... anyway.

There's always something based around group pvp mostly survival/defensive, Parry/evade (mages only) the first time it was ''nerfed" (It was completely taken away from mages, only added a cooldown to Evasion for anything else that could use it)....   you know, back when nerve-mages were king the first time?   that was during the SSI bug too. (though not exclusive to dexers)   disarm didn't have an immunity timer back then either, it does now.  which makes evade/parry mages even better today, vs dexers the first time they were 'OP'.... 

  Those 'dueling rules' sound like field fighting to me.  normally duels would remove as much RNG from the fight as possible, that's always been the point of a duel, to see who is better,, not who is luckier.... anyway, not what I'm referring to  Parry doesn't have an effect on proper mage dueling anyway so it's irrelevant to the point I'm making.
#52

Oreogl said:
CovenantX said:
Oreogl said:
It’s been this way for a while based on my PVP experience, but generally the only way to remotely survive in group PVP is parry as it is playing a mage.  I wouldn’t say it’s anywhere near God mode.  Evasion though, I feel, should be nerfed in PvP altogether.

    I'm referring to one vs one fights,   a parry-mage basically has god-mode in that instance against any dexer, particularly melee..

 Group fights, generally you need to run...until you can pick parts of the group off.

  I'm not worried about evasion, you can still interrupt mages while their under the effects of evasion,  and they're still disarm-able as a weakness to dexers (even though they can parry the disarm)   -plus you can see and/or hear, when evasion gets activated so you should know when not to waste mana on damaging spells while you know evade is still active, and spells don't just get blocked 35% of the time, passively just for having the skill.
 

Parry isnt really going to be 35%.  If you’re only running parry you’re gonna get wrecked pretty hard.  Realistically it’s 17.5% after weapon skill, mage weapon, or wrestling. The trade off is the SDI nerf mages get for having parry.

   You mean, parry would never be less than 35% (if you're 120.0 Parry and meet the 80 dex requirement), the only reason it SEEMS less, is because DCI/Dodge chance, is checked first....   so you'll see your parry rate is less.
 
    even if you run with 0 weapon skill, you'll still dodge 1/20 attacks, parry would still have a 35% chance to block on it's own.
 
   the 17.5% you're talking about is the average amount of Extra attacks you're not taking damage from, beyond just your defensive weapon skill.

#53
More pvp discussion here than in the pvp discussion thread..
#54
Hopefully @Kyronix is reading both.
#55
Grimbeard said:
More pvp discussion here than in the pvp discussion thread..
There's so many little things that could be changed it's ridiculous the devs only want to discuss the very small amount in the notes as it relates to pvp.

 TBH, the evasion diminishing returns won't even be noticeable in the normal course of pvp, it only effects a few spells/potions...    Wither, for example...  not many people are going to be close enough to you to even be hit by wither, while they're evading, since they'd normally be running at that time anyway.

Mystics- use hailstorm fairly often, it's a fine combo spell,
conflag/super nova pots, surely are the most universally used attack that'll proc higher dr's to evasion... yea, won't really be noticeable.
#56
Grimbeard said:
More pvp discussion here than in the pvp discussion thread..
I remember when we were told by a self proclaimed PvP God that adding the mortal icon would fix PvP.  They did it so it must be fixed now.

And he only wants specific input in that thread.  They had a chance to give feedback in the original discussion thread. They chose what they wanted to change from that input.
#57
yea, a lot of difference that made, right?   I mean, it's not like you can't tell when you're unable to move or anything.... a debuff icon (nerve strike) for an effect that lasts less than 2 seconds to begin with.  If the devs keep listening to the cheaters, it's only going to make the game worse.

edit:  but at the same time, the pool of players left especially in pvp, is smaller than ever if they're looking for feedback on these forums, from people who aren't spoiled by the use of cheat program's help.  so.... enforce the f**king ToS already.
#58
CovenantX said:
yea, a lot of difference that made, right?   I mean, it's not like you can't tell when you're unable to move or anything.... a debuff icon (nerve strike) for an effect that lasts less than 2 seconds to begin with.  If the devs keep listening to the cheaters, it's only going to make the game worse.

edit:  but at the same time, the pool of players left especially in pvp, is smaller than ever if they're looking for feedback on these forums, from people who aren't spoiled by the use of cheat program's help.  so.... enforce the f**king ToS already.
When Kyronix has new things on TC you can often find him there in Brit commons, and he will answer chat.  You can email him.  Most changes are done thru emails to Grimbeards chagrin.
#59
CovenantX said:
You can't balance pvp based around one vs one fights?  That's the problem it hasn't been.
I can't blame you for thinking that, there are very few one vs one fights left in UO. especially when the cheats do much of the gameplay for most of the players left... anyway.


^^ This ^^

I agree with you. I used to love PvP because it took some skill / practice to get good at (at the time I was playing UO a ton so I had the practice lol). I remember sparring / dueling all the time just for practice; the winner would rez the loser and there was mutual respect. It would even be the case that if someone tried to jump in the 1 on 1 that the other person would stop fighting completely or both people dueling would gank the person interrupting the fight. Good times.

Even when people were using like the T1 connections from schools and were faster, having a strategy or being able to think on the fly would still keep someone in the fight.

At some point that all changed. They introduce dueling arena's (which actually seem like a pretty cool idea) for sanctioned fights but I'm guessing that's because somewhere along the line people lost honor and couldn't be trusted to be honest. I think also along with that came the scripting from some of those same dishonorable people. It took all the skill out out of PvP and it became my script vs your script which I guess become less strategic so now you need group battles to call out who to focus on.

Now all I see is the trash talk in Gen Chat about people dodging 1 on 1 and arguing about who won and who had the numbers. It's enough to make me turn off GenChat half the time (or place people on ignore if it's only 1 or 2).

Making changes based on 1 on 1 vs group fighting in the grand scheme won't fix toxicity that has become UO PvP. I just hope that the changes don't spill over into PvM (like evade did several years ago).
#60
On Great Lakes you can send the new owner of the Abyss house a request for placing a teleporter.

#61
CovenantX said:
Oreogl said:
You can't worry about one versus one fights lol.
MMO's can't be balanced around that.
This is it right here.  You can’t balance a whole dynamic based on a one v one.

One vs one is incredibly rare, unless you’re specifically dueling.  Which in most cases they just spam DP, splinter, and or bleed which is effective.
  You can't balance pvp based around one vs one fights?  That's the problem it hasn't been.
I can't blame you for thinking that, there are very few one vs one fights left in UO. especially when the cheats do much of the gameplay for most of the players left... anyway.

There's always something based around group pvp mostly survival/defensive, Parry/evade (mages only) the first time it was ''nerfed" (It was completely taken away from mages, only added a cooldown to Evasion for anything else that could use it)....   you know, back when nerve-mages were king the first time?   that was during the SSI bug too. (though not exclusive to dexers)   disarm didn't have an immunity timer back then either, it does now.  which makes evade/parry mages even better today, vs dexers the first time they were 'OP'.... 

  Those 'dueling rules' sound like field fighting to me.  normally duels would remove as much RNG from the fight as possible, that's always been the point of a duel, to see who is better,, not who is luckier.... anyway, not what I'm referring to  Parry doesn't have an effect on proper mage dueling anyway so it's irrelevant to the point I'm making.
Well it’s not so much that it’s “not that way anymore” so much as it’s never been that way really.

mage duels we’re generally about who was better depending on template and rules.  More specifically straight mage duels no pots determined skill.

anything else was RNG and luck.
#62
CovenantX said:

Oreogl said:
CovenantX said:
Oreogl said:
It’s been this way for a while based on my PVP experience, but generally the only way to remotely survive in group PVP is parry as it is playing a mage.  I wouldn’t say it’s anywhere near God mode.  Evasion though, I feel, should be nerfed in PvP altogether.

    I'm referring to one vs one fights,   a parry-mage basically has god-mode in that instance against any dexer, particularly melee..

 Group fights, generally you need to run...until you can pick parts of the group off.

  I'm not worried about evasion, you can still interrupt mages while their under the effects of evasion,  and they're still disarm-able as a weakness to dexers (even though they can parry the disarm)   -plus you can see and/or hear, when evasion gets activated so you should know when not to waste mana on damaging spells while you know evade is still active, and spells don't just get blocked 35% of the time, passively just for having the skill.
 

Parry isnt really going to be 35%.  If you’re only running parry you’re gonna get wrecked pretty hard.  Realistically it’s 17.5% after weapon skill, mage weapon, or wrestling. The trade off is the SDI nerf mages get for having parry.

   You mean, parry would never be less than 35% (if you're 120.0 Parry and meet the 80 dex requirement), the only reason it SEEMS less, is because DCI/Dodge chance, is checked first....   so you'll see your parry rate is less.
 
    even if you run with 0 weapon skill, you'll still dodge 1/20 attacks, parry would still have a 35% chance to block on it's own.
 
   the 17.5% you're talking about is the average amount of Extra attacks you're not taking damage from, beyond just your defensive weapon skill.

Well yeah running nothing else but parry it’s 35%.  No one is doing this though, you’ll get absolutely smashed.

either way mechanics check skill first as long as you meet dci 80 dex etc so it’s 50% block then parry is 50*.35.  

(50+(50*.35))=67.5
#63
keven2002 said:
CovenantX said:
You can't balance pvp based around one vs one fights?  That's the problem it hasn't been.
I can't blame you for thinking that, there are very few one vs one fights left in UO. especially when the cheats do much of the gameplay for most of the players left... anyway.


^^ This ^^

I agree with you. I used to love PvP because it took some skill / practice to get good at (at the time I was playing UO a ton so I had the practice lol). I remember sparring / dueling all the time just for practice; the winner would rez the loser and there was mutual respect. It would even be the case that if someone tried to jump in the 1 on 1 that the other person would stop fighting completely or both people dueling would gank the person interrupting the fight. Good times.

Even when people were using like the T1 connections from schools and were faster, having a strategy or being able to think on the fly would still keep someone in the fight.

At some point that all changed. They introduce dueling arena's (which actually seem like a pretty cool idea) for sanctioned fights but I'm guessing that's because somewhere along the line people lost honor and couldn't be trusted to be honest. I think also along with that came the scripting from some of those same dishonorable people. It took all the skill out out of PvP and it became my script vs your script which I guess become less strategic so now you need group battles to call out who to focus on.

Now all I see is the trash talk in Gen Chat about people dodging 1 on 1 and arguing about who won and who had the numbers. It's enough to make me turn off GenChat half the time (or place people on ignore if it's only 1 or 2).

Making changes based on 1 on 1 vs group fighting in the grand scheme won't fix toxicity that has become UO PvP. I just hope that the changes don't spill over into PvM (like evade did several years ago).
Yeah I don’t know when the 3rd party programs evolved to what they are now, but even back as far as I remember it’s been speed hacking and modding mul files to run through trees etc etc.

the demise of factions really took a big hit interest but still did with a few guys here and there.  They over time moved on and it entailed me running all over trying to separate one from the group to try and drop them. Sometimes two.

the majority of the time though it was me getting dismount ganked followed by trash talking in gen chat lol


#64
Oreogl said:
Well it’s not so much that it’s “not that way anymore” so much as it’s never been that way really.

mage duels we’re generally about who was better depending on template and rules.  More specifically straight mage duels no pots determined skill.

anything else was RNG and luck.

  Also, most games that pvp is an option (all games that I know of) are always balanced based around one vs one combat, it doesn't mean they're perfect, it means that one skill / item, isn't going to be what determines how many players one player can successfully beat without the use of other utility/options available to them.

  The only times UO had gamebreaking imbalances, were when Casters (Mages) had access to parry, outside of any bug-related reasons for something clearly being broken. such as the SSI bug,  auto-hit on spell cast (see WoD-Archers ~2007-ish when that was fixed), anyone with less than 140 HP, could not survive the attacks RNG wasn't even involved in it),

It's counter-productive to have a 'weakness' to a skill based around something the skill is already designed to be strong against   -Disarm vs Parry.  -Maybe it's time to restore the anti-disarm mechanic to Weapon skill Masteries, and completely remove the disarm immunity timer.  

 Sort of like Mysticism's "Stone Form", and the only real weakness is Purge Magic (Also a mystic spell),, who comes up with this?

#65
CovenantX said:
Oreogl said:
Well it’s not so much that it’s “not that way anymore” so much as it’s never been that way really.

mage duels we’re generally about who was better depending on template and rules.  More specifically straight mage duels no pots determined skill.

anything else was RNG and luck.

  Also, most games that pvp is an option (all games that I know of) are always balanced based around one vs one combat, it doesn't mean they're perfect, it means that one skill / item, isn't going to be what determines how many players one player can successfully beat without the use of other utility/options available to them.

  The only times UO had gamebreaking imbalances, were when Casters (Mages) had access to parry, outside of any bug-related reasons for something clearly being broken. such as the SSI bug,  auto-hit on spell cast (see WoD-Archers ~2007-ish when that was fixed), anyone with less than 140 HP, could not survive the attacks RNG wasn't even involved in it),

It's counter-productive to have a 'weakness' to a skill based around something the skill is already designed to be strong against   -Disarm vs Parry.  -Maybe it's time to restore the anti-disarm mechanic to Weapon skill Masteries, and completely remove the disarm immunity timer.  

 Sort of like Mysticism's "Stone Form", and the only real weakness is Purge Magic (Also a mystic spell),, who comes up with this?

A lot of games I’ve played PVP on have different mechanics and are heavily opt in etc.

I recall being mowed down with running shot from two archers.  No other buttons just mashing running shot, where it wasn’t quite enough for one to do the job but two you died pretty quickly. They then nerfed it but is an example of a group dynamic nerf.  

There were so many like spellweaving when it came out and deathstrike and the addition of Glenda and then the berserk gear. Etc etc

Agreed though stone form sucks.


#66
Oreogl said:
I recall being mowed down with running shot from two archers.  No other buttons just mashing running shot, where it wasn’t quite enough for one to do the job but two you died pretty quickly. They then nerfed it but is an example of a group dynamic nerf.  


The last time I was raided at a champ spawn (probably was 3-4 years ago at this point) the single raider used this tactic. Granted I was on my sampire without any real pvp setup but they disarmed me (with a war fork IIRC) and switched over to a comp bow and spammed moving shot. Completely mowed me down and I had no chance to escape (and I tried running as soon as I was disarmed). It felt like they were scripting with how seamless everything was and how they were able to stay on the screen close enough to shoot me 5-6 times before I could re-arm a weapon but maybe I'm just that out of touch with PvP.

It was one of the few times I really thought to myself "wow wtf just happened - was that even legal?" when I died lol.
#67
Oreogl said:

I recall being mowed down with running shot from two archers.  No other buttons just mashing running shot, where it wasn’t quite enough for one to do the job but two you died pretty quickly. They then nerfed it but is an example of a group dynamic nerf. 
   Yea, I do too, but not in many years (definitely before Parry was usable on mages for the 2nd time), Ironically enough, dexers were more dangerous back then, before suits were all capped out in every single essential property. (before global loot and during imbuing it was even more common), most of them couldn't swing quite as fast as today (literally 0.25s-0.50s slower w/comp-bow,normally you were still bleeding & disarmed during running shots anyway) magical shortbows weren't any slower than they are now. but they sure hit much harder. before the weapon revamp like most weapons did.   It always still took 2 or more archers though.   literally the only time I remember archers actually doing good in one vs one, was before AI/lightening strikes were capped at 35, though that wasn't just in part because of high damage (50-65 w/out hit-spell)... which was also during the SSI bug, where toggling a special on or off, would instantly cause you to swing your weapon, regardless of your dex/stam or +SSI.


I remember feeling like Throwers were 'OP' around 10-12 years ago or so, but with how gear & parry is now, they wouldn't be OP by any means if the nerfs made to them at the time were reverted today, obviously they'd still be underwhelming when parry is used against them, but all dexers already are so that's nothing new.  



#68
keven2002 said:
Oreogl said:
I recall being mowed down with running shot from two archers.  No other buttons just mashing running shot, where it wasn’t quite enough for one to do the job but two you died pretty quickly. They then nerfed it but is an example of a group dynamic nerf.  


The last time I was raided at a champ spawn (probably was 3-4 years ago at this point) the single raider used this tactic. Granted I was on my sampire without any real pvp setup but they disarmed me (with a war fork IIRC) and switched over to a comp bow and spammed moving shot. Completely mowed me down and I had no chance to escape (and I tried running as soon as I was disarmed). It felt like they were scripting with how seamless everything was and how they were able to stay on the screen close enough to shoot me 5-6 times before I could re-arm a weapon but maybe I'm just that out of touch with PvP.

It was one of the few times I really thought to myself "wow wtf just happened - was that even legal?" when I died lol.
Lol.  Yeah, I’ve been there too.  Disarmed and they mashed AI and running shot, my sampire died quickly.



#69
CovenantX said:
Oreogl said:

I recall being mowed down with running shot from two archers.  No other buttons just mashing running shot, where it wasn’t quite enough for one to do the job but two you died pretty quickly. They then nerfed it but is an example of a group dynamic nerf. 
   Yea, I do too, but not in many years (definitely before Parry was usable on mages for the 2nd time), Ironically enough, dexers were more dangerous back then, before suits were all capped out in every single essential property. (before global loot and during imbuing it was even more common), most of them couldn't swing quite as fast as today (literally 0.25s-0.50s slower w/comp-bow,normally you were still bleeding & disarmed during running shots anyway) magical shortbows weren't any slower than they are now. but they sure hit much harder. before the weapon revamp like most weapons did.   It always still took 2 or more archers though.   literally the only time I remember archers actually doing good in one vs one, was before AI/lightening strikes were capped at 35, though that wasn't just in part because of high damage (50-65 w/out hit-spell)... which was also during the SSI bug, where toggling a special on or off, would instantly cause you to swing your weapon, regardless of your dex/stam or +SSI.


I remember feeling like Throwers were 'OP' around 10-12 years ago or so, but with how gear & parry is now, they wouldn't be OP by any means if the nerfs made to them at the time were reverted today, obviously they'd still be underwhelming when parry is used against them, but all dexers already are so that's nothing new.  



Yeah when they came out, and I assume it’s still this way though I vaguely recall them possibly tweaking it, they had the extra 5? hci cap or something.  Plus range of a one handed weapon, like the glaive with a higher base damage than a comp bow etc.  definitely a mechanical disadvantage sticking with an archer, and no mount required.

hands down still probably one of the better templates, which is probably why most dismounters turned into gargoyles.

Guessing it’s still this way. 

#70
Oreogl said:

hands down still probably one of the better templates, which is probably why most dismounters turned into gargoyles.

Guessing it’s still this way. 

    most dismounters are gargoyles because you can toggle on dismount while flying, you don't have to be on foot to toggle it on, doing so eliminates to swing delay (0.25s) when you toggle a special on.      Archers that dismount people usually get on foot, toggle dismount on and remount, so they can shoot immediately once they jump off mount without the swing delay... it's easy to get out of range of an archer's dismount if they don't do it that way,

  not to mention the gargoyle's dismount weapon (cyclone) is faster than archery dismount wep, but it's not too often you'd get to attack twice before the target is out of range anyway.

#71
CovenantX said:
Oreogl said:

hands down still probably one of the better templates, which is probably why most dismounters turned into gargoyles.

Guessing it’s still this way. 

    most dismounters are gargoyles because you can toggle on dismount while flying, you don't have to be on foot to toggle it on, doing so eliminates to swing delay (0.25s) when you toggle a special on.      Archers that dismount people usually get on foot, toggle dismount on and remount, so they can shoot immediately once they jump off mount without the swing delay... it's easy to get out of range of an archer's dismount if they don't do it that way,

  not to mention the gargoyle's dismount weapon (cyclone) is faster than archery dismount wep, but it's not too often you'd get to attack twice before the target is out of range anyway.

Just to note, humans / elf’s can toggle dismount by dismounting themselves, toggle to dismount macro, then remount and dismount when you’re ready to try it.  So if you tried and failed you’d just mash the button again before remounting.

It keeps it active while mounted.  But yes gargoyles weapons seem way more efficient/ effective for it.   Their range is also 9 vs a heavy crossbow of 8.
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