You want to have it not abused by players and scripters ?
Just make it so that only those players who maximized their investment of REAL skill points into Hiding, Stealthing, Ninjitsu, the Shadow Mastery (that is a hefty 340 skill points taken only to benefit of a single one ability, that of staying hidden/stealthed.... PLUS, a Mastery taken too !! That does not leave much room for much else, does it ?) can benefit of staying hidden and stealthed no matter what....but please, do not take this ability away from those players who legittimately play such a template just because of scripters...
Thanks.
You think the scripters wouldn't change templates to match? This fixes the problem at a small cost. Put those skills on a stone and build skills that can kill stuff without relying on crutches.
On Siege, when the dungeon is filled with PKs, stealth is what allows some PvMers to still be able to do the content. Take stealth away and it´s guaranteed death down there which equals undoable content.
That is also a very good argument.
I have no interest in playing that Shard (not my cup of tea) but I would imagine that Events like this are a curse for the few PvMers or even starting PvPers on Siege because they attract pkillers to the one place where the Event is being held at, like flies on s***.....
Therefore, by taking away from PvM players and even still weak PvPers because only recently having started to play there, even if they heavily invest into Hiding and Stealthing (which makes them a weaker fighting template, consequentially), the ability to at least "try" to stay hidden from pkillers, they basically make the life of the very few PvMers that I imagine might still be fiercely resisting on Siege or, even for starting, but still weak PvPers, even more impossible.
With the consequential result, that such Shard would then become even more barren of players as what I hear from people's posts that it might be, population wise, as compared to all of the other Shards....
I mean, think about it,
@Mesanna ,
@Kyronix ,
@Bleak , you recently came up with the idea of the New Legacy Shard so as to give to newcomers to Ultima Online a place where they can "grow" without always beeing put down by existing, veteran players who are way wealtheir, way more advanced and geared up as they might be.
And that is both in PvM and in PvP, since in PvM, Veteran players gets of course top looting rights and take drops away from weaker PvMers while in PvP, it goes without saying, a weaker PvPer simply way easily gets killed by a Veteran PvPer with way more and better gear and gold to waste as compared to them.
So, I need to imagine, that a "way" for PvMers or "weak" new PvPers to get by on Siege and be able to participate at these Events and get their drops even when having to compete against existing, Veteran Siege players and pkillers, should be something that the Developers should always make available to these players unless you guys want that Shard to even become more barren of players as what it might be....
Being able to stay hidden and stealthed, regardless of Paragons, if having invested heavily on all related skills and Masteries, could be a good way to give to these PvM and weak PvP players a way to still participate to these Events regardless of the presence of much tougher, developed and geared up (and with lots of more wealth that they can burn) players' killers, also on that one PvP focused Shard.
I can imagine from Prodo Felucca, how the situation might be on Siege... one or 2 zerg Guilds which grew as stronger, keeping everyone else out of these particular and location limited Event sites and being therefore able to farm them to their hearts contents leaving everyone else cut out from those items...
This, in practical terms, results, to my viewing at least, in those already being stronger and wealthier being able to further accumulate more high end items and wealth, pretty much exclusively (since they are able to cut out all other players from that content...).
These stronger Zerg Guilds, being able to farm the limited Event sites pretty much exclusively and cutting out any and all other players from access those items, likewise, can go around wearing all those high end items even if they can only bless 1 since they got able to farm so many of them that they don't care about losing them.... while all others who were cut out from those spawns because not able to compete against those Zerg Guilds, cannot afford losing those high end items or, most likely, do not even possess them in the first place as they were cut out from being able to earn them....
The GAP between stronger, Veteran players and weaker, new ones widens and grows, as a consequence of your Design decisions and choices....
As I said, this particularly on Siege, where there is not insurance and where only 1 item can be blessed, being able to farm high end items, exclusively, and stock them up, gives a hell of an advantage since these Zerg Guilds can then "afford" to loose way more high end items as any other players there who is cut out from those spawns could.
So, to my humble opinion, the Developers should look into ways for "weaker" players to "also" be able to access content and drops from these " Treasures of... " new game content rather then instead, as you did with the Paragons revealing "no matter what", serving these weaks players into the hands of much stronger, well established and wealthier Veteran players their "easy" Targets on a silver platter by having them show up 100% guaranteed....
Don't you guys (the Developers...) realize that by introducing new game content and mechanics that helps the strongest and wealthiest players to become even further stronger and wealthier (because they pretty much can Monopolize the spawn and cut out anyone else from getting stuff from it) you are killing your own game's player base because, when players see the huge GAP that there is in between them and those stronger players against whom the have to compete, many get discouraged by the uphill battle that they face and leave Ultima Online althougether ?
Anyways, of course you guys set the rules for gameplay with your Design choices, it is your game, I am only saying though, do not be surprised when people quit playing the game for good and if the players' base drops, when those Design choices taken, like this one of having the Paragons reveal anything, no matter what their investment into Hiding and Stealthing related skills and Masteries might be, might make game play impossible for those players who are hit by your Design choices.
If I am allowed to give you some advice, a good change which you might put in, for these "Treasures of" Events, so as to help out weaker players to "catch up with" existing, Veteran and more advanced and wealthier players, at least for Felucca facets and Siege/Mugen, could be that of setting up the spawn to have "priorities"...
If at a Spawn there is Reds and Blues alike, the MoBs would have as their FIRST and FOREMOST priority that of aggroing Reds there as first, leaving Blues be, unless they attack a given MoB who would of course respond, and only if there are no Reds in the area which the MoBs could attack as first, then they would go after Blues.
And that would be also, for revealing. If there are 2 hidden characters, 1 red and a blue, the Red would be way more easily and promptly revealed by the MoBs in the area, as compared to the blue.
Pkillers are better and more experienced players, right ?
Then, it would sound logical, balanced and obvious that your Design mechanics were to give them more trouble so as to more challenge their skills (so more interesting and challenging gameplay for them, rather then only giving them easy and unchallenging kills as it is now) and, in doing that, you would also give some "room" for weaker players to get better, get more high end items, build up their wealth, participate to these "Treasures of..." Events even when there is Zerg Red pkillers' Guilds monopolizing these Events, and so, finally allow these weaker players to be able to cover, over time, and by getting them also high end drops, that intimidating GAP in between them and the existing Veteran players who they need to compete against.
That is at least how I see it.