thanks for replys
🙂hi
Kyronix On Seige I do move around, I go into the dungeon stealthed with pet behind, once my pet attacks something, I go out of hiding(as long as I know there is no pkers around) and stay out of hiding till my pet is done killing the mob, then I stealth more into the dungeon and I do the same thing over and over again till I am at the door where the grave yard it. Its a slow respawn in the dungeon entrance and path before the door where the grave yard is, and usually there is paras just on the other side of the door( or at the front when you first get into the dungeon). So I stealth back to the front of the dungeon till I see spawn again or a pk thats going to kill me, which happens 98% of the time cause on seige theres always pkers around.
See I move around and I kill different things. I was just wondering about diminishing returns. This process I have to get a drop is very very slow, which is why I was wondering about diminishing returns.
thank you
Kyronix and all the helped me understand this
🙂 This is not a complaint in any way shape or form, but trying to understand diminishing returns cause 1 drop an hour is slow, and now i know why
🙂I know on Atlantic doing the dungeon in tram is a lot different cause I go there and do it at times. I don't hide there ever lots of people lots of spawn ( no pkers). On seige is very challenging, I don't mind it at times, I do not pvp can't so I am as they say a lamb. But I like seige don't want to quit it, but it can stress me at times. So off to Atlantic I go for a moment then I try seige again.
Thank you all, sorry for long post
🙂
@Kyronix ;
As
@Goldie has indicated, he/she plays on Siege which, as we know, has a PvP ruleset.
Therefore, as Goldie has indicated, staying hidden and stealthing while playing PvM, there, even more then in Felucca on Production Shards, might pretty much be, not just a necessity, but an indispensable aspect of gameplay....
And why would that be ?
Because, over the Years, the Developers have decided to "separate" PvP gameplay and gear from PvM gameplay and gear.
That is, "what works" for PvM, does not do for PvP.....
Which it results in the outcome that a player geared up and fit for PvM, like for trying to get drops at these Dynamic Tokuno Event types, is then not necessarily fit for PvP.
And, I need to imagine, on a PvP ruleset facet, and even moreso on Siege, I would think, for a PvM geared up character, being able to repeteadly Hide and NOT run all over the place to find kills, that is being able to find an off the way corner and find Monsters to kill, repeteadly, would be the only way to be able to play a PvM Event on those Shards. Being found by a Pkiller means, for a PvM geared up character, not being able to defend oneself properly and, usually, since Pkillers wait for their Targets to be low on health from Monsters before attacking them, often this means sure death, if having to stay always visible and always changing Monsters' Targets, because of the Diminishing returns code....
So, by reducing the drops when one hides, and when one keeps killing the same monster over and over due to "Diminishing Returns Code", as Goldie mentioned, basically the UO Designers have made this "PvM" Treasures of.... Events, hardly playable and enjoyable on PvP Siege and Mugen Shards, I would imagine.
No wonder that these PvP rulesets loose players every day some more, if one looks at how the Design of these Events is done in a way that conjures against making it possible for players to play these PvM Treasures Of.... type of Events there....
I can understand that, as Developers, you might want to implement these diminishing Return "code" for Trammel Ruleset to prevent Camping, but, for PvP ruleset facets, certainly for Siege and Mugen Shards, to my opinion, it should absolutely be deactivated, and, at least on these 2 Shards, you should permit players on Siege and Mugen to be able to collect their drops by fighting PvM, on a PvP Shard, while being able to hide, stealth and keep killing the same Monster over and over. NO Diminishing Return Code there.
Or, if you do not want to deactivate this Code on those Shards, then do not be surprised to see every day more and more players abandon playing on those Shards and Rulesets and them becoming, even moreso, dead Shards.
Players react to your Design decisions, and if your Design decisions, as Goldie experienced, make a player on Siege and Mugen end up only having 1 drop an hour, because they
HAVE TO always hide and stealth and
cannot run to hit different Monsters all over the place, thus being visible all the time on a PvM Template, thus being vulnerable to PvP attackers, then players might start thinking about "why" bothering playing on those Shards at all, when the type of Design that is implemented does not permit them to enjoying those
PvM Events there.....
The bottom line argument is, to my viewing, that it is NOT possible to implement the same type of Design for a PvM Facet like Trammel is, and put it on PvP Servers like Siege and Mugen are.
It cannot work, to my opinion.
Players trying to do PvM content on PvP Shards such as Siege and Mugen
NEED to hide, they
NEED to Stealth, they may
NEED to have to keep killing the same Monster over and over in an out of the way place that perhaps is not much patrolled by PvP attackers.
If your Design force these players to have to be always visible, and to have to run all over the Dungeon to change targets, such a Design is basically forcing players fit for PvM to HAVE TO remain highly vulnerable to PvP attackers, always...
It is a design which makes things even easier for Pkillers and ends up driving even more players AWAY from wanting to play on those Shards, me thinks. If they cannot enjoy these Treasure of... PvM type of Events on those Shards, why bother with them at all ?
Because, a PvM fit and geared character is not as good for PvP just like a PvP fit and geared character is not fit for PvM as it has been so, unfortunately, in Ultima Online, for Years and Years, because of Design decisions made long time ago.
To my viewing, the proper Design decision here would be to entirely deactivate the Diminishing Return code for Siege and Mugen rulesets and, thus, permit to players there, like Goldie, trying to enjoy
PvM content, to be able to do so even if they hide, stealth, and they keep killing the same Monster over and over.
After all, on those Rulesets, players can be killed and looted as they have no insurance, I seem to understand, so, the "farming concerns" that you may have for the Trammel ruleset for which this "Diminishing Returns Code" was originally conceived, are a no-issue there, I need to imagine. Players found farming on those Shards, can be killed and looted.
So, WHY do you keep the same Trammel code for Diminishing Returns remain as active, also for Siege and Mugen ?
Don't you realize that, in doing so, this might eventually get more and more players leave those Shards and no longer play on them because they simply are prevented by this Design to be able to enjoy
PvM content on those Shards ?
I mean, as Goldie mentioned, having 1 drop an hour there, because of the Diminishing Returns code, to my opinion,
is not acceptable.And when players face non acceptable Design, they just quit playing the game, it is an understandable consequence, I would guess.
You guys are the Designers, and of course the choices and the decisions are fully yours.
Just do not be surprised then, when you see players abandoning and quitting the game.
Of course, this is just the way I see it.