UO Leadership - Request Tweak to Siege Perilous Rule Set
Sorry I say NO.
Reason is Siege was built to make the game HARD. And no matter what any other says that its strickly for pvp... your wrong.
Originally it was to challenge the masses who claimed UO was too easy. I was there when it was announced and then launched. I still have one of the original guilds on shard..
Try as you might to raise the shard to main stream shards advantages I will still refuse your attempts to change a working world... Adapt or go to the main shards.
Siege Perilous is as close to a classic shard as the Dev can do.... leave it alone.
And who exactly are YOU on Siege, and why do you think you have the right to scream an all caps NO as if your single voice dictates everything Siege ? I've been on Siege since 09 and have no clue at all who any of your 50+accts characters primarily on production shards, are on Siege. Sorry to get personal but to say your reply has ******* me off is putting it mildly.Lady_Storm said:Sorry I say NO.
Reason is Siege was built to make the game HARD. And no matter what any other says that its strickly for pvp... your wrong.
Originally it was to challenge the masses who claimed UO was too easy. I was there when it was announced and then launched. I still have one of the original guilds on shard..
Try as you might to raise the shard to main stream shards advantages I will still refuse your attempts to change a working world... Adapt or go to the main shards.
Siege Perilous is as close to a classic shard as the Dev can do.... leave it alone.
I"m not sure why you're commenting on Siege matters as well.Bilbo said:And who are you, oh wait we all know who you are.
I"ve re-read my replies and I"m going to assume you're not referring to me, as I've said nothing that appears to be against any TOS. I do see where someone ****'d over my poor choice of a silly word that's not considered a swear word in any culture that I"m aware of, I have, however seen the 4 letter S word proudly displayed in several posts here lately that appeared to have glided over any editing by forum officials.Rorschach said:Please keep the terms of service in mind when posting on the Ultima Online forums. Thank you.
And who exactly are YOU on Siege, and why do you think you have the right to scream an all caps NO as if your single voice dictates everything Siege ? total disrespect, enough saidGarth_Grey said:I"ve re-read my replies and I"m going to assume you're not referring to me, as I've said nothing that appears to be against any TOS. I do see where someone ****'d over my poor choice of a silly word that's not considered a swear word in any culture that I"m aware of, I have, however seen the 4 letter S word proudly displayed in several posts here lately that appeared to have glided over any editing by forum officials.Rorschach said:Please keep the terms of service in mind when posting on the Ultima Online forums. Thank you.
Ok, on topic.
I believe the opening poster has a valid question. I also get Lady Storms hardcore response.
I am new on Siege, and can't really give a balanced view yet.
Siege to me, has survived almost intact, and is currently the most balanced system in UO. It would be a shame to mess with this on one hand, on the other, it hasn't changed at all after almost 20 odd years. It could potentially attract a lot more players, if some of its rules softened up a bit, I guess that is where some of the current Siege posters are coming from. It could have the most balanced and fun systems, as well as a ruleset that isn't so hardcore it puts many players off.
I'll sit on the fence on this one to be fair. I'm to much of a newbie on the shard to have a properly informed opinion.
Um...........
Let me correct you on a few facts.
1. I am a Beta player and opened every shard UO has made.
The only difference's between SP and prodo shards was..
1. The inability to sell anything to the NPC's.
2. Not being able to buy training.
Remember this SP started in the Feluccian era. Pvp Pks and the Guilds ran the same as the prodo shards.
This also meant we got the same equipment the prodo shard players got in starting a character.
Newbie clothing, knife, scissors, crafting tools that applied to the character build we did in opening. Oh and regs that came with the magery.
A few years after the blessing bit changed a thief in moonglow tried to steal my characters scissors and dagger.. she found them blessed and had a cow, She called a GM on me and claimed I had a illegal set on me... the GM took my dagger and scissors and replaced them with npc bought.
A few months back I had the opportunity to talk to Mesanna at a M&G... the question of SP and changes players wanted came up and I told her of this GMs actions. She told me the GM should not have touched my equipment. as if he would have looked on the starting date of my play on siege he would have found that character of mine was created the 2nd day of the shard and my equipment was legal.
I have a chest of Newbie clothes on SP I hardly wear them on any character as I do on normal production shards.
Asking for changes to blessed or other wise no leave things as they are... players have interfered enough in the past 20 years for my taste... the Shard is not taffy for you to pull apart to suit you. You may go the way of the dodo for all I know in time where I will be there long after your gone.
Lady_Storm said:Um...........
Let me correct you on a few facts.
1. I am a Beta player and opened every shard UO has made.
The only difference's between SP and prodo shards was..
1. The inability to sell anything to the NPC's.
2. Not being able to buy training.
Remember this SP started in the Feluccian era. Pvp Pks and the Guilds ran the same as the prodo shards.
This also meant we got the same equipment the prodo shard players got in starting a character.
Newbie clothing, knife, scissors, crafting tools that applied to the character build we did in opening. Oh and regs that came with the magery.
A few years after the blessing bit changed a thief in moonglow tried to steal my characters scissors and dagger.. she found them blessed and had a cow, She called a GM on me and claimed I had a illegal set on me... the GM took my dagger and scissors and replaced them with npc bought.
A few months back I had the opportunity to talk to Mesanna at a M&G... the question of SP and changes players wanted came up and I told her of this GMs actions. She told me the GM should not have touched my equipment. as if he would have looked on the starting date of my play on siege he would have found that character of mine was created the 2nd day of the shard and my equipment was legal.
I have a chest of Newbie clothes on SP I hardly wear them on any character as I do on normal production shards.
Asking for changes to blessed or other wise no leave things as they are... players have interfered enough in the past 20 years for my taste... the Shard is not taffy for you to pull apart to suit you. You may go the way of the dodo for all I know in time where I will be there long after your gone.
Cetric said:The only thing that would make siege fun and challenging is disabling stealth
I've been advocating this for years. It would make the items more valuable because you could actually use them, as such would make incentivise visiting the spawns that drop the items, helping people gear, making more action around, and boosting the economy, all while sticking to the shard's principals.
More drops less blessings.
Cetric said:The only thing that would make siege fun and challenging is disabling stealth
MissE said:Cetric said:The only thing that would make siege fun and challenging is disabling stealthNope you want to find stealthers put tracking on your char, be red and toss pots, cast quake or thunderstorm. There is always a method if you want to use it.
As we have seen when considering changes to Siege in the past, and as evidenced by the response to this thread there are strong feelings on both sides of any change to the core of the Siege ruleset. This makes it challenging to garner any consensus, which is something we would really need to see before moving forward with any actual changes. We do encourage continued discussion from the community, and especially appreciate everyone's thoughtful contributions!Freelsy said:As more lands are added, and expansions are released, the "old" rule set for Siege is becoming unrealistic with today's gaming environment. There are so many new and awesome items we'd like to utilize, but they're very hard (think time sink) to obtain... Items like the Hawkwind's robe, Crimson Cinture, Tangle, Lt. Sash and so on. Because these items are so hard to find, and the full loot potential upon death, nobody uses them (except for guild hunts within instanced zones.) Furthermore, because they're so hard to find, people will more often than not lock them down in their homes and not sell them. On Siege, we do not have hundreds of people farming Peerless bosses every day. When a special item drops, it's a big deal.I'd like to formally request that the current UO leadership team examine the outdated Siege model and potentially look into allowing us to bless clothing items with stats once again. I'm not asking for a change of drop rate to these exclusive items. Keep them hard to find. Moreover, I understand that Siege is the "hard" shard because it's a free-for-all, no trammel shard. That's great, and that's the reason we all play it. The thrill of the hunt is exciting. However, the game has changed since Siege was implemented, however, the rule set has not. It has not kept up with the massive itemization post AOS, and most recently with the release of Eoden and Shadowguard. A GM crafted leather suit no longer cuts it.At a minimum, if @ Kyronix could just respond with a no, or "we'll take that into consideration" would be amazing and greatly appreciated.Thank you.
Why don't you all toss some feasible ideas out at us about what might be possible change?Kyronix said:As we have seen when considering changes to Siege in the past, and as evidenced by the response to this thread there are strong feelings on both sides of any change to the core of the Siege ruleset. This makes it challenging to garner any consensus, which is something we would really need to see before moving forward with any actual changes. We do encourage continued discussion from the community, and especially appreciate everyone's thoughtful contributions!
That way an informed consensus might be doable. I think it would be easier for people to come to terms with a devs ideas rather than an idea a player came up with, with it's potential biases.
I've said it before, but really I think there are only two major factors that keep people off of siege: 1) Open pvp, and 2) item loss. The rest are more QOL concerns.CovenantX said:MissE said:Cetric said:The only thing that would make siege fun and challenging is disabling stealthNope you want to find stealthers put tracking on your char, be red and toss pots, cast quake or thunderstorm. There is always a method if you want to use it.You're talking about a production shard pvper, We're used to having all the methods at our disposal without investing skill points in useless things like Tracking. (oddly enough, i have tracking instead of something for more offense/defense on one of my main prodo shards characters)I disagree that disabling stealth would make siege anymore/less fun than it is (i did lol a bit though =D).The main problem with siege, is as Items become more powerful, siege becomes less popular.(I don't think items can get anymore powerful than they are, really) magic property caps are the only thing maintaining any balance.Other restrictions specific to siege, that may deter people from even trying it:1) limited to 1 character slot per account.2) No recall or equivalent spells - Gate Travel Only.3) the Rot Skill-gain system. (more reliable gains, but very slow progress)4) limited to 1 blessed item. (no insurance)I actually wonder, how much of an increase in activity did Siege get when it was opened up for secondary house placement?
That said, I think siege should be developed (assuming it is being developed at all) to be more itself, rather than more like prodo shards. As such making changes to improve life and the experience for players who actually like siege in the first place should be preferable to trying to get people who don't like it to play there.
One solution to the item loss issue is simply dramatically increasing item drop rates. It's a win/win scenario. People have something more meaningful to pvp over, people gear more easily, pvmers have more valuable stuff to sell. It makes life easier, improves the flow of character progression/preparation and economics, and it's a very easy change to make.
Sadly they have said in the past that they weren't going to consider a unique drop rate for siege, which made no sense to me, considering it's the game's only unique ruleset shard. It needs unique rules to work right.
Kyronix said:As we have seen when considering changes to Siege in the past, and as evidenced by the response to this thread there are strong feelings on both sides of any change to the core of the Siege ruleset. This makes it challenging to garner any consensus, which is something we would really need to see before moving forward with any actual changes. We do encourage continued discussion from the community, and especially appreciate everyone's thoughtful contributions!Freelsy said:As more lands are added, and expansions are released, the "old" rule set for Siege is becoming unrealistic with today's gaming environment. There are so many new and awesome items we'd like to utilize, but they're very hard (think time sink) to obtain... Items like the Hawkwind's robe, Crimson Cinture, Tangle, Lt. Sash and so on. Because these items are so hard to find, and the full loot potential upon death, nobody uses them (except for guild hunts within instanced zones.) Furthermore, because they're so hard to find, people will more often than not lock them down in their homes and not sell them. On Siege, we do not have hundreds of people farming Peerless bosses every day. When a special item drops, it's a big deal.I'd like to formally request that the current UO leadership team examine the outdated Siege model and potentially look into allowing us to bless clothing items with stats once again. I'm not asking for a change of drop rate to these exclusive items. Keep them hard to find. Moreover, I understand that Siege is the "hard" shard because it's a free-for-all, no trammel shard. That's great, and that's the reason we all play it. The thrill of the hunt is exciting. However, the game has changed since Siege was implemented, however, the rule set has not. It has not kept up with the massive itemization post AOS, and most recently with the release of Eoden and Shadowguard. A GM crafted leather suit no longer cuts it.At a minimum, if @ Kyronix could just respond with a no, or "we'll take that into consideration" would be amazing and greatly appreciated.Thank you.
Uvtha said:
One solution to the item loss issue is simply dramatically increasing item drop rates. It's a win/win scenario. People have something more meaningful to pvp over, people gear more easily, pvmers have more valuable stuff to sell. It makes life easier, improves the flow of character progression/preparation and economics, and it's a very easy change to make.
Sadly they have said in the past that they weren't going to consider a unique drop rate for siege, which made no sense to me, considering it's the game's only unique ruleset shard. It needs unique rules to work right.
CovenantX said:The main problem with siege, is as Items become more powerful, siege becomes less popular.(I don't think items can get anymore powerful than they are, really) magic property caps are the only thing maintaining any balance.Other restrictions specific to siege, that may deter people from even trying it:1) limited to 1 character slot per account.2) No recall or equivalent spells - Gate Travel Only.3) the Rot Skill-gain system. (more reliable gains, but very slow progress)4) limited to 1 blessed item. (no insurance)
For the folks wanting a ''classic UO'', please remember that CBDing cloth artifacts and items with properties like Hat of the Magi, Crimson Cincture, and Pads of the Cu Sidhe etc, was removed (originally allowed on Siege, still allowed on Tram). At the time, there were not many artifacts and loot that could be CBDd, and there was some imbalance as far as which classes benefited the most. But UO has changed, and so has loot. I think it is safe to say that now every class can benefit from re-instating the full use of CBDs.
Siege is the ''hard shard'' and people want to be able to loot the fancy gear. But instead, most people just stopped wearing it. And when no one wears it, no one farms it. PvMers get bored cuz they have no reason to farm, and PvPers get bored cuz they have no players to hunt. Crafters get bored cuz both groups rarely need to buy anything of value that they can craft. All of those play styles still exist on Siege, but the numbers are dropping cuz people are bored.
And so I say re-instate (again, this is not a new thing for Siege, this how it used to be!) CBDing cloth items with properties. This would increase the value of CBDs (and get crafters out of their house to farm materials for BODs) and get people out of their houses to farm items and artifacts worthy of said CBD.
PvMers, PvPers, Crafters all win.
Bo agrees with the OP, people leave siege due to losing their items. People like the Bo could care less bout losing items, cause bo has soo much its just silly. So that right there is why some people want to leave it the way it is, cause they have a distinct advantage. Bo has been sayin for years that we should ad the ability to bless 2 more items.
A bit off topic - The bo has been reading lately on these boards, people complaining about pvp being unbalanced on prodo. Hahah all these things that don't happen on Siege. ya know why cause it is impossible or too costly to do on siege for the most part. What prodo should is limit the amount of items that can be insured. Put a hard cap on insurance if items cost 100 gold to insure than 400 is the cap. hahaah there is your answer prodo.
Bo also remembers that the devs didn't even know that Siege doesn't have passive detect on it. The devs stated the last time they were on siege that they would look into this.. Well its only been what 2-3 months??? Can we please get passive reveal/detect on siege... Stealth is way over powered. And anyone who says it isn't doesn't know how to use it.
Higher end suits would be more readily obtained, would still be lootable if you kill someone and would still need to be farmed with some regularity to replace ones that break.

CharGar said:These items are very easily obtained. I have all of the above mentioned items. Actually I have more than one. Go do the hard work and obtain them.
Drakelord said:I would love to know if the First Aid Belt will still be blessed on Siege if I am able to get one there?
Max_Blackoak said:Drakelord said:I would love to know if the First Aid Belt will still be blessed on Siege if I am able to get one there?only one way to find out - claim one on Siege once it goes live and see if it's blessed.If it is I can already see caster templates demanding a blessed bag of reagents to be implemented so they are on the same level...
It's an interesting question - being Siege, I fully don't expect the First Aid Belt to be blessed.
There are certainly all these pro and con arguments, all round, for all shards even.
But I don't think they have blessed the quivers for archers? I don't think there is any precedent for it to be blessed...? The closest precedent is LRC armour. Just thought of another close precedent - the Invasion spellbooks were blessed. This means Mages can have 2 blessed items against a warriors 1 blessed item.
If they did bless it on Siege, it would be like Christmas for my warrior. He could use this item 100%. Currently, I spend quarter of my time on Siege farming bandies. I need 300-500 per hunt I do, so when I log on in an evening, I spend the first bit farming bandies, and only after doing the hunt I wanted to do. I've built up a reserve of 10k bandies so far, but these are one of those resources, you can't have enough of.
This farming time is usually dead time, because the mobs, don't give any skill-gains, even under ROT. It also takes a lot longer than you can imagine, waiting for spawn to pop up. So you are losing other time where you could be gaining other progression resources, or gaining skills.
I'm good either way to be fair, I'm enjoying it.
CharGar said:These items are very easily obtained. I have all of the above mentioned items. Actually I have more than one. Go do the hard work and obtain them.
Cookie said:But I don't think they have blessed the quivers for archers? I don't think there is any precedent for it to be blessed...? The closest precedent is LRC armour. Just thought of another close precedent - the Invasion spellbooks were blessed. This means Mages can have 2 blessed items against a warriors 1 blessed item.