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View Poll Results: What do think about the following suggested changes?
I like it 339 40.12%
I hate it 304 35.98%
I like some of it 152 17.99%
I don't really care 50 5.92%
Voters: 845. You may not vote on this poll

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  (#211 (permalink)) Old
K_X Offline
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Re: RFC: Reds and Towns - 12-26-2007, 03:52 PM

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Originally Posted by Stub View Post
i think it's funny when reds are brave enough to come sit in town, perhaps insta guard wack if they even start casting a hostile spell tho?
How would u determine someone casting a hostile spell, on a aggressive player? Or what if someone hit a wrong button.


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Re: RFC: Reds and Towns - 12-27-2007, 01:44 PM

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Originally Posted by Mark View Post
[*]Reds no longer allowed in guarded towns (killed on sight by guards)
I agree with bringing back the guards to kill reds in town, but reds shouldn't get insta-whacked. They should only get whacked when a player calls guards on them.

This will bring back the "grays", who run through town looking for a 1v1. It will be a good change.

Quote:
Originally Posted by Mark View Post
[*]15 second grace period before guards can be called to instantly kill a
murderer upon entry to the guarded town.
I hate this idea. 15 seconds is wayyyyy too long. Why not make it so there's 0 seconds, but the guards whack reds *only* (and instantly) when a player calls guards. This gives them a couple seconds to step over the line and back, unless they're chasing someone spamming "guards".

There's no reason for any grace period, except to give reds time to run in, dump, and run out, which is what your 15 seconds seems targeted toward. Seriously, if you're thinking of giving reds 15 seconds of "grace" time, then there's no reason to change it from what it is now.

If you make it so reds get whacked instantly only when guards are called, you will bring back the town gate battles...which is a good thing. If you give reds 15 seconds of grace, then there will be no town gate battles. So what are your objectives here?

If you're still focused on letting reds "finish the kill" (aka 15 seconds of grace), then there will be no improvement in pvp from what it is now. If you make towns off-limits to reds, then more folks will attack reds outside because they have a safe haven. I think a safe haven is important for newbs who want to "test the waters". Most everyone who is soloing as a blue has learned by now to ignore reds. The only pvp I see now is WKD ganking reds into the dirt.

Quote:
Originally Posted by Mark View Post
[*]A player must call guards to have a murderer instantly killed, not an NPC
Fully agree. NPCs should never be allowed to call guards on reds.

Quote:
Originally Posted by Mark View Post
[*]Moongates and other miscellaneous guarded areas retain current functionality (guarded, but not kill zones)
Gates are small areas, where reds can get at those hugging the blue toilet bowl. Guards are needed to stop gate-camping thieves. But I think guards should be callable on reds by players, even in gate areas. This stops reds from using the gates.

The other thing you should do to help PVP is boost monster loot. Do it to draw more blues (not tamers) into dungeons. Elementals need to be ~300 gp and Liches ~500 gp as a good start to revive Shame and Deceit.


Mark

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Re: RFC: Reds and Towns - 12-27-2007, 01:47 PM

lol i dont understand why u would want to have reds get guard whacked for such a reason as being in town. if we do enter town were usually trained out by 60 fucking people. stop crying trammys u hide in towns so long we have to come and look for trouble.

you are all fucking stupid. go play on a server with trammel if your going to cry like trammalites u sank uo and now your trying to do it again. jesus fuck stick stop.
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Re: RFC: Reds and Towns - 12-27-2007, 01:52 PM

i dont understand. its not like we can walk into town and attack u fucking jack asses without getting guard whacked. the system works fine as it is. u start screwing up pvp especially pking ur going to loose a lot of players. start passing out the moonstones now everyone run to trammel then you wont even see reds. does that make you happy I swear if this server goes to shit I will never indulge in my addiction ever again.
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Re: RFC: Reds and Towns - 12-27-2007, 02:00 PM

mother fucking H A T E this idea. it doesnt make anyone any safer and just takes a little more fun away from reds. running thru town with 300 people tailing u, untill they all get bored and theres just 2 or 3 on you and you turn around and smoke those delucia sitting nooblets can be a ball on the slow days when everyone just sits at the bank spaming the sale of million dollar items that do absolutely nothing. i hate you fucking trammys lol next your gonna make them fucking guard summoning balls lol dont shit on the pks, we help stimulate the economy
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Re: RFC: Reds and Towns - 12-27-2007, 02:46 PM

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Originally Posted by Skin Weaver View Post
u start screwing up pvp especially pking ur going to loose a lot of players.
I think the reason Mark posted this "test the waters poll" is because he's finally realized pvp ain't what it used to be on UOG. It blows right now. New players (obviously you're an older 1337 haxxor), can't really get started with pvp, because there's no safe haven (e.g. guard's skirts) for them to run to.

I used to join up with a bunch of random folks for the town gate battles. They were fun. Now you attack a red, and him and his 3 healer blocking buddies come into town and nail you. I haven't attack a red in forever, unless I'm with my guild.

If he brings back "OSI UO-R" towns (not seige), then we'll see town gate battles come back, and grays can run through town and draw a fight...maybe 1v1, maybe 5v1...it's the luck of the draw. But it will stimulate some pvp, as long as he doesn't put in that "grace period".

More importantly for pvp, dungeon loot needs to be beefed up to draw solo blues (mages and dexers...not tamers) back into farming. Change one dungeon...increasing the loot...until it rocks. Then move to the next one. The dungeons are so friggin empty now it's pathetic.


Mark

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  (#217 (permalink)) Old
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Re: RFC: Reds and Towns - 12-27-2007, 06:32 PM

why not have it so guards attack reds on sight, but dont instantly kill. run after them and do 1 hit kills if they hit them. i never liked the instant teleport kill crap.

Last edited by Endemic; 12-27-2007 at 09:04 PM.
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  (#218 (permalink)) Old
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Re: RFC: Reds and Towns - 12-28-2007, 01:55 AM

dont start this trammel bullshit again.


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  (#219 (permalink)) Old
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Re: RFC: Reds and Towns - 12-28-2007, 11:09 AM

these rules were in place at the begining of UO, how is it trammy?

sides, most reds ( not all ) just gank miners and beginers over n over. by what godly right do you say you should be saved from having only two towns to do your buiseness? Its mostly you who have chased off our player base by town exo/recall while spamming " HaHaHahA, U SuX. GEt SoME SkillZ NoObLET!"

so yea... no more coming into towns, since that IS the way its been since back in the day. its YOUR choice to go red, why should blues suffer for your choices?


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  (#220 (permalink)) Old
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Re: RFC: Reds and Towns - 12-30-2007, 03:18 AM

ohwell...just camp the mare spawns with a pk gang...find every other monster spawn/champs their is and fuck up teh blues... really ez...and very award winning, untill the entire town comes chasing after you .

it will suck balls if it takes effect, but i guess thats what factions,duel arena, and order/chaos is for *cries*

dont really matter to me...oo i lost 3 seconds of my uo life o nose!....


fuck the blues...suck my pixel 8===D


wtf ever..
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