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UO Leadership - Request Tweak to Siege Perilous Rule Set

Started by Freelsy · 2018-08-31 · 47 posts · General Discussions
#0
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I'd like to formally request that the current UO leadership team examine the outdated Siege model and potentially look into allowing us to bless clothing items with stats once again.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.
#1
*seconds this motion*
#2

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.

#3
I appreciate your comment, and you're correct about Siege being created to add a challenging alternative. But your overall premise is way off base. You started in 1999 when Siege was created. That's awesome, and I'm quite jealous as I did not join until late 2002. However, those experiences mean nothing in today's environment. I've been a part of the change from pre-AOS to modern Siege. I've dealt with the changes, the bugs, the ups and the downs. Have you? As you so eloquently stated... I Have adapted and I have prospered. When was the last time you played Siege? I couldn't find a single posting on the Siege forums going back 10 years with your name in it. To me, you have no credibility to refuse or combat any changes to the shard. That's just you talking out your ass of a nostalgic memory from 18 years ago... which I might add is a primary reason why Siege has not advanced and has become stale and stagnant. The general UO player base wants to keep Siege a "classic" shard when in fact it's just an all Feluccia shard w/ an altered rule set. There's nothing classic about it anymore. 

Blessed clothing items would help veterans and newcomers alike. There's no advantage given to PvPers or PvMers. It's a change that literally benefits every single player. In fact, it would encourage farming of the old and new content to obtain these scarce items, and encourage our dedicated crafters to pump out those bless deeds for everyone. They'd make a fortune!

Also, I'm not sure where you were going with the "not strictly for PvP..you're wrong" statement because nowhere in my post did I say, or elude to, anything about PvP centered mentality.

Finally, you say it's as close to a classic shard as the devs can do and to leave it alone... then we should revert the blessed clothing issue, because removing blessings from clothing with magical properties didn't take effect until 2007.

I always keep an open mind though. If blessed clothing would break the game, give me hard facts and change my mind. Don't give me the "this is how it's always been done" mentality. Positive change is good and shouldn't be avoided!
#4
just add a second Siege bless so we can have two items blessed. That would go a long way...
#5
DEVs met with SP players and the players picked the rules, you want it changed then get all SP players together with a DEV and talk.
#6

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.
#7
And who are you, oh wait we all know who you are.
#8
Bilbo said:
And who are you, oh wait we all know who you are.
I"m not sure why you're commenting on Siege matters as well.
#9
I'm Bid McDougle I am a siege Nub not even good enough to be a siege noob who rarely ventures two screens from my house and i say leave Siege the hell alone 
#10
You have nill, nadda, zilch who anybody is anywhere and as long as I am a paying customer I can voice me opinion on anything I want.
#11
Please keep the terms of service in mind when posting on the Ultima Online forums. Thank you.
#12
Rorschach said:
Please keep the terms of service in mind when posting on the Ultima Online forums. Thank you.
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.
#13
Rorschach said:
Please keep the terms of service in mind when posting on the Ultima Online forums. Thank you.
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.
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 said
#14
That wasn't disrespect, I can guarantee you that 95% of the shard doesn't know who Lady Storms characters are because she more than likely never logs in there since the day she placed several houses I'm sure. My comments were made as an every day citizen of the shard for the past 9 years, who has a vested interest in that shard and wants to see it succeed. If that's against the TOS, then so be it. I'm fairly certain that if you have a character on Siege, he/she is not named Bilbo, so again, who are you on Siege, because my characters name should be obvious.
#15
If this thread continues to be about whether any paying player has the right to express an opinion on any aspect of this game that a paying player may or may not participate in, I will be glad to end it here. 
#16
Keep the discussion on topic please.
#17

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.

#18

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.


#19
The only thing that would make siege fun and challenging is disabling stealth
#20

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.


I'm not keen on the point you're trying to make, but thanks for the insight. Hopefully the Dev's will take Siege Specific issues into consideration in the near-future and maybe add an additional blessed item, blessed clothes...  who knows. Time will tell.

Adios.
#21
Cetric said:
The only thing that would make siege fun and challenging is disabling stealth
*grabs head and screams* NOOooooooooOOOO!!!!!!
*falls into a blathering puddle of messy human bits and pieces*
#22
disabling stealth completely would be a bit much but I guess it would make it less overpowered by simply adding passive detect from player characters.
#23
Better idea:  Increase rare drop rates across the board by 100%.  

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.  
#24
Cetric said:
The only thing that would make siege fun and challenging is disabling stealth
Nope 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. 

To stealth you need min 170 points on your template (100 hide, min 70 stealth) and ALL THOSE POINTS get you is the ability to stealth.  NOTHING ELSE.  It is not overpowered it is doing what all those points devoted to it allow you to do.  You forgo other skills to be able to do that ONE thing.

If they disable stealth then Siege would lose probably 50% of it's player base, I know my 3 accounts would go in an instant.  Siege would be totally unplayable for me without it.
#25
MissE said:
Cetric said:
The only thing that would make siege fun and challenging is disabling stealth
Nope 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?

#26
Do you people understand what you are asking, you are basically asking that an entire play style be banned/nerfed from SP.  So which play style is next, warrior, magic user, tamer, crafter.
#27
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.
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!
#28
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!
Why don't you all toss some feasible ideas out at us about what might be possible change?

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.  
#29
CovenantX said:
MissE said:
Cetric said:
The only thing that would make siege fun and challenging is disabling stealth
Nope 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?

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.

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.  
#30
Kyronix said:
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.
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!

Wow. Thanks for the response. This is exactly why I centered my proposal around an idea that all players can get behind. Previously, the hotly debated topic was bringing back VvV items... which would give a slight edge and morebenefit those that enjoy that playstyle. I'm looking to boost the entire shard, get more players to the shard, and boost my own enjoyment from the game. I love Siege, it's my home, but damn does it suck losing a rare item/suit to a random crash/death.


#31
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.  

/agree with all of it. We've all said the same thing for years now.
#32
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)


The actual problem is that most of the time non-Siege players approach Siege with their production shard mindset and for the most part are unable to think outside of their prodo box. I am not saying they're dumb, in fact this is normal - they approach Siege with their prodo-knowledge of UO because that simply is their background.

The lack of item insurance forces you to re-think your suits and templates. You will have to come up with a solid idea that you can build around your one blessed item. That being said and since you mentioned magic property caps, it is absolutely possible to reach the most important caps with just one blessed item and replaceable suits. Crafted and imbued suits go a long way on Siege. If you or anyone who would like to give Siege a try need advice, feel free to ask (and no, the answer will not always be "train stealth")

Of course you can get some nice extras on your suit by adding high end artifacts but you have to accept that you will loose them sooner or later. Siege Perilous is true risk vs. reward there!

Also Siege does not allow some of the more ridiculous PvP templates and suits that prodo does simply because you wouldn't be able to replace your suits reliably enough.
Dexxers WILL eventually run out of mana on Siege. There are hardly any 4/6 casting templates because they're too costly, there are no 210+ stam/1.25 sec. swing archers on Siege for the same reason, etc. etc. 
The field is a lot more even over here.

Let me quickly cover the other points you made from a Siege player perspective:

1. The 1 character limit actually has some benefits - your reputation on Siege matters. We've seen more than enough people who came over to Siege, behaved like a bunch of 15 year old problem children and then complained that noone wanted to trade with them or help them out in any way and treated them accordingly. It's not as easy to hide behind 7 other characters.
Also the 1 character limitation is actually not as limiting as you might think it is. Soulstones are a big deal on Siege. Everybody has them. Put crafting skill on them, put other templates you like to run every now and then on them. If you don't want to spend rl money on them you can often times buy them for gold. The current rate per soulstone token is 2.5-3 million gp, which is really affordable - if you know what you're doing you can farm that up within 2-3 hours. The only limitation here are your stats - you won't be able to switch from having 125 base dexterity to 125 base int.

2. No recall - gate travel only. In this day and age this really isn't a problem. Siege has a huge network of public use teleporters to houses, many houses have crystal portals, corrupted crystal portals, Eodon moonstone crystals, Ilshenar Serpent's jawbones that are set to anyone use. There are several dedicated hubs - public houses with teleport tiles that will take you to other public houses in locations of interest. The biggest hub of all these is located just north of the Britain moongate and has every dungeon linked, every lost land passage, etc. etc. So really there is no need for recall (or even gating) on Siege at all.
From a PvP perspective having no recall and no gating from or into dungeons makes sense too: there is no easy escape.

3. RoT skill gain system. Please don't dismiss this as "too slow" because it only is in theory. Let a Siege vet who knows what they're doing explain to you how to take advantage of the RoT system and I guarantee you you will be able to finish your template almost if not just as fast as on prodo. It is different but it absolutely works. Again, let someone who knows what they're doing give you advice.

4. No insurance - only 1 blessed item. First of all this is a restriction that EVERY Siege player has to deal with, so everyone is really on the same level here. As I said above it makes things different on Siege but it doesn't make things impossible. You will have to entirely re-think your teamplates and suits and come up with affordable solutions that are built around one blessed item.
Some examples: some caster templates like to bless the night-eyes or the hephaestus shield because in combination with the fc1 trade deal (also works for reds btw) they can keep their suits rather cheap. The advantage of these items over that ever so elusive legendary ring or bracelet with overcapped mods is that they can be farmed up relatively easy by new players without access to absolute highend gear.
For dexxers it actually makes sense to make use of the warrior mastery for the extra hci and dci and bless an item that will help them reach their hci and dci caps for example. Often times they like to bless a weapon, sometimes an artifact like the totem of the tribe.
Other people run suits that are closer to prodo suits and use a crimson cincture as their blessed item. These suits will be more costly and require more farming for special ingredients though. Again, in this aspect Siege is true risk vs. reward!

All that being said, please keep in mind I am not trying to make you look like a fool or dismiss your arguments. You are obviously approaching Siege from a prodo player perspective and that is totally legitimate. It will however help to get some input from people who play on Siege as their main shard and who play the whole game (not just naked stealth templates). Don't hesitate to ask for advice. And who knows, you might end up finding Siege more fun than prodo after all.

Now back to the actual topic of this thread. The intention of the OP was to ask for changes that will make the transition of prodo players a little easier, while allowing those who already play on Siege to have a little more variety by having additional ways of blessing an item (CBDs or an extra Siege bless). This is a legitimate request, as is anyone's opinion about it really. Let's keep discussing this and see if we can come up with a suggestion that a majority can get behind.

(PS: Having played on Siege since early 2000 I really wonder who Bilbo and Lady Storm are though. This is not to discredit you or suggest your voices shouldn't be heard, I am merely interested to know who we are talking to here. This by the way is another nice thing about the 1 character per account - there is an actual sense of community on Siege where you "know" people)
#33
This thread is about applying CBDs to cloth items with properties. There are a lot of ideas for Siege here, but we actually have a Dev response so I would like to try to stay on topic.

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.


#34

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. 

#35
Increase the drop rate of all artifacts and legendary armor dramatically.... but make them all spawn with the antique property.

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.
#36
I would be all for Merus' suggestion.

However, in the past we've already made similar suggestions like increase artifact drop rates, give us double resources and the fel luck bonus on all facets since they're all fel ruleset, etc. They were either dismissed as too much time/work spent on a Siege specific issue, or the Siege population could not agree on whether or not they wanted a certain change or some other reason.

This is why Freelsy was trying to make a "new" suggestion that essentially has already existed on this shard at one time.

#37
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.
#38
I would love to know if the First Aid Belt will still be blessed on Siege if I am able to get one there?

#39
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.
funny you should say that...whenever I killed you you never had any of these items on you.
why? because you can't easily replace them. That on the other hand means you also won't be farming for this item because why farm for it when you don't use it anyways?
See where I'm going with this? It's basically a never ending circle resulting in content not being used or not to the extend it could be.

There are people out there who run these items unblessed and risk loosing them. But those are a rare occurance.

Also you're kind of contradicting here: on the one hand you say these items are easily obtained, on the other you tell people to do the hard work to obtain them...so, which is it?
#40
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...
#41
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.

#42
I think it would be cool if they took the game back to PRE AOS. (but keep the custom houses) Adapt special rare item drops to the PRE AOS system so we could still have good stuff. I don't think clothing bless deeds should be allowed on rares its meant for regular clothes. Being able to bless rares gives people an unfair advantage over regular players who would likely never have the money or skill to get rare sashes or clothing bless deeds. I think if you want to wear your sash wear it at your own risk (seems like that would be the fun way anyways why bless it and take away the fun. It's just a sash)
#43
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.
Well this is rich. I'm constantly spamming general chat and creating forum posts for buying tangles, glacial/blaze hair dyes, crimsons, LT sashes... yet NO ONE speaks up. Yes, you all have them.  You've been farming them for years with your guild. That's amazing. But no one in GIL will sell their stuff. Not luck armor, not jewels, and not even crafting ingredients. You sit on your items and have them locked down in your house.

Why do you do this? Because they're extremely hard to come by! You made my point in my original post. People don't run them/sell them because they're super exclusive on Siege... which is awesome, but sucky at the same time. Like I said, don't tweak the drop rates (that's a completely separate issue) but institute the old bless system.

Again, as I said in previous posts... this user is part of that old establishment mentality on Siege that shuts down all ideas outside their own perception of the shard... "this is the way it is, no change!" It's super unfortunate.
#44
Tweak the drop rates, some of us don't have the luxury of being able to play 19 hrs/day.
#45
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.
Actually for a long time the despicable quiver was blessed. And when shamino's crossbow, the ancient samurai helm and the leggins of ember and some other heritage token items were introduced they were blessed for years until their bless was removed along with the ability to CBD items with mods on them.

Good point on lrc armor and blessed invasion spellbooks! I personally wouldn't mind having the first aid kit as a blessed version on Siege. Would really help healing dexxers and tamers with vet. If it doesn't come blessed, then oh well...another item that noone will use.
#46
Someone complained and they removed the bless from Dawns music box...smh, that right there should tell you that Siege will never be fixed. They won't allow the teleporting to player vendors because that removes the risk vs reward, but hey, it's ok to get a free gate to your ship, whether it's scuttled or not, with 0 magery, because, well, risk vs reward right @Kyronix ?

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