Hi @Parallax!
Thank you for the Dungeon Outpost system on New Legacy!
A few months ago, I had the chance to try it out with my guildmates from The Wyvern’s Lair and the Kindred Order of Loyalty.
Despite some, at times, serious bugs, we had a fantastic time with it. The experience really brought back that classic Quake/DOOM-style deathmatch feel, and I think the system has a ton of potential. I hope you'll continue building on it in future updates.
For reference, here are unlisted links to our Dungeon Outpost sessions on my YouTube channel:
Go to 2:26:20 for the Dungeon Outpost session
I’d like to share some feedback that I hope you’ll find helpful:
Queuing System Feedback
Team Composition: The 3v3v3 format is great fun, but requiring all team members to be from the same guild makes putting together groups more difficult. Could this restriction be removed to allow more flexible teams?
Queue Proximity Requirement: Currently, players need to remain physically close to each other in-game to stay in the queue. It would be much more player-friendly if we could stay queued while exploring other content.
Gameplay Freezes While Queued: We’ve encountered intermittent gameplay freezes while waiting in the queue. If possible, resolving this would help players stay active and engaged while they wait.
Outpost Design Feedback
Expand Outpost Types: The ability to respawn at captured outposts is great. Could you introduce more variety in outpost effects? Some ideas:
Boosts to team movement speed
Buffs to melee, pet, or spell damage
Temporary resistances to specific damage types
Enable Re-Capture: Currently, once an outpost is claimed, it can’t be taken by another team. Allowing outposts to be recaptured would make battles more dynamic.
Add PvM Elements: Randomly spawning monsters or mini-bosses could introduce unpredictability and variety, forcing teams to decide between PvP, PvM, or opportunistic ambushes.
Introduce Teleport Portals: Strategic teleportation portals could open up interesting tactical options. If their destinations were randomized and came with a short cooldown (e.g., 30 seconds), they could be used for surprise escapes, flanking, or outpost rushes.
Experiment with Environmental Hazards: Some of my favorite moments on the Narrative Paths came from environmental challenges, like dodging cannon fire on the Trinsic Assault Vessel for the Warrior path, or navigating the burning cavern in the Mage path. Incorporating similar hazards into Dungeon Outposts could add thrilling, immersive twists.
Thanks again for all your hard work on this system, Parallax! I really feel Ultima Online could benefit from a low-risk/high-reward quick PvP Deathmatch system like that one you’re working on.
It’s a
creative and exciting addition to New Legacy, and I’m really looking
forward to seeing how you evolve this system for New Legacy!
Lastly, I would like to invite anyone else who might have some thoughts about how the Dungeon Outpost PvP system could be improved to throw in their ideas here, too! ^_^

