Re: Ideas to improve factions...
Q u a n t u m - Catskills said:
It neeeeeeeeds to be lengthened. Everyone says they want the defending team to have an advantage?
Then make it so the attackers can't just keep coming back time after time after time after time. The defenders CANNOT GIVE UP THEIR POST, or they lose. The attackers just have to get in there for 15 seconds to steal the sigils, and the defense just wasted 10 hours guarding. Longer statloss would give an advantage to the defense.
Actually, i would say that longer statloss gives an advantage to the offensive team. I have 3 accounts as im allowed to. If i die during a raid i come back on another char in the same faction that is already stocked. Statloss = 15 seconds.
If im guarding, im inside the base. I die, go into stat. I have to wait the full time and get my loot back. If i was stupid and died too far out, my loot isnt retrieveable and im fucked.
The defenders has to rez inside the base from a friend (50 mana), sometimes the attackers can rez in town or at a nearby wandering healer. The defender also has to retrieve his loot, which can be tricky if the defender was stupid and died too far out (or if the attackers has pushed even further in).
The defenders has their lovely territorial advantage, however, which is huge if used properly. Take my word for it, ive done ALOT of guarding/raiding.
You said it yourself tho, "the defenders cant give up their location or they will lose in 15 seconds", the attackers can with no hassle. So why exactley would longer statloss ease up for the defenders?
And i also belive (i might be wrong tho) that statloss from dying in a faction base is longer than dying in the field.
Q u a n t u m - Catskills said:
Also, I think murderer statloss should be implemented. Like OSI used to have, but less hours per count. PKing gives you the greatest rewards for the least risk, and we all know this game is about Risk vs Reward.
Well, the PK statloss is a related, but different discussion and should not be taken here as to save reading from the tired eyes of everyone following/participating in this discussion.
Q u a n t u m - Catskills said:
You don't want all the PvP on the shard to be Red vs Blue? Make it so the reds dont wanna fight the blues, and they'll make faction characters. DUH. There should be penalties for being an indiscriminate killer.
Making it harder for reds to stick around does not equal higher faction population. Might be a side effect of it, but honestly, not everyone that resigns as a red because of ruleset changes would jump into factions.
Q u a n t u m - Catskills said:
Every single person here continued playing UO after statloss was implemented on OSI
I quit OSI because of statloss / murdercounts so im pretty sure that youre wrong there.
Q u a n t u m - Catskills said:
so I'm pretty sure they'll keep playing if it's implemented here.
Quite probably, but lets try fixing factions by changing it for the better, rather than "fixing" it by giving it a momentary boost in population by fucking over the newbie reds.