Just a mad idea.....

SoulFly

Can't get enough of FH
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No one. I repeat. NO ONE tells me where\what to go\do. So you can just shurrap.:twak:
 

Zede

Part of the furniture
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SoulFly said:
No one. I repeat. NO ONE tells me where\what to go\do. So you can just shurrap.:twak:


blood ell soulfly dont tell me the thought of having to fight peeps around the same rr as u scares u a bit :p
 

Heheyougotboned

Fledgling Freddie
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Feb 3, 2004
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Zede

I liked what you wrote. I had a similar posting on old barryworld.

My ideas about leet gilds/zergs killing most casual players is a valid problem that need to be adressed.

Cause all of us, leet, powergamer, casual players and all in between wants to get as much enjoyment as possible out of our limited time we can afford to play daoc. But as rvr stands today it does very little to accomplish this.
Mostly what happens is that pickupgroups that consists of casual players get ganked by powergamers elite-gild-rvr-groups.

Sure, once in a while, due to luck, even a casual player can have some fun and even fights in rvr. Maybe New Frontiers will help the casual player and all else to have more enjoyable moments in rvr. Time will tell.

But some of the ideas I have to help casual players to have more fun would be to include a rvr area that only for example rr1-rr3 players could port to.
And there would also be areas for other rr-leves and also a rvr area open to all rr-levels.

Another idea would be to have some rvr areas where the system had a check on how many albs, mids and hibs were in that zone and set limits on ppl joining the areas, so that roughly even numbers of albs, mids, and hibs would be present at the samt time. For example if 20 albs are in the zone, more albs would not be allowed in the zone until, for example 15 mids and/or 15 hibs are present.
 

Frust

Fledgling Freddie
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Feb 25, 2004
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185
Heheyougotboned said:
Another idea would be to have some rvr areas where the system had a check on how many albs, mids and hibs were in that zone and set limits on ppl joining the areas, so that roughly even numbers of albs, mids, and hibs would be present at the samt time. For example if 20 albs are in the zone, more albs would not be allowed in the zone until, for example 15 mids and/or 15 hibs are present.

Albs would just get extra accounts and make mids and port 14 ppl there so they could gank the poor lonesome mid there... *JOKE*
:twak:
 

Azurat

Fledgling Freddie
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Jan 18, 2004
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Seems like a decent idea, although it wouldn´t work since there would be greedy high rrs that likes to gank low rr people. And some like to zerg i guess, and some wouldn´t know about it etc.

If they had a decent game engine with not as much fluff zerg fights could be fun, but as they are now they are just laggy.
 

Morchaoron

Fledgling Freddie
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Dec 22, 2003
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Azurat said:
Seems like a decent idea, although it wouldn´t work since there would be greedy high rrs that likes to gank low rr people.

similiar to the first-person shooter above-average skill player "Play-on-n00bservers-for-stats" syndrome
 

dimerian

Fledgling Freddie
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Dec 24, 2003
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432
Sounds good,and how about all britons walks nude,saracens with robes and highlanders with only leatherpants now on?
 

Zede

Part of the furniture
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RvR/PvP in Ultima X

Take note mythic :

How it will work in the new ultima mmorpg :

The first step to guild war is creating a Battle Challenge, which sets the rules for the encounter. As a guild leader, you can either create all Battle Challenges yourself, or by using UXO's flexible guild ranking and permissions systems, you can create a war council to handle those for you. You won't have to go to a specific NPC or location to initiate Battle Challenges, either — it all works through your guild interface!

When creating a challenge, you'll have several options to choose from, including map, number and level of participants, time limit, battle type, wagers, and whether or not the battle is rated. All guild wars will take place on private maps created specifically for that battle, preventing interference from other players or monsters and ensuring a fair fight on both sides.


To engage in a guild battle, each side will need at least ten players, which means that only guilds with ten or more members can create or accept a Battle Challenge. To ensure an even fight, the player who creates the challenge can set the maximum number of participants from each guild, as well as the minimum and maximum levels of characters who can join the fight.

Once the rules are in place, the last two options for the challenge are “wagered” and “rated.” Like our one-on-one dueling system, a wagered battle means that both sides can wager gold or items on the outcome of the fight, and all spoils go to the winning team (in the event of a tie, items are returned to their original owners). And also like our one-on-one system, rated battles will affect the PvP ranking of both teams, while unrated battles are just for fun, with no effect on either guild's rating. And lastly, you'll need to select the time limit and the battle type, which will determine the requirements for victory.

Explaining the Battle Types
Spice up your guild battles — change the battle type from time to time to provide a different experience for your guild!

The first battle type is “Most Kills.” In this battle, any unconscious players can be stabilized with full health and power, and any who actually die will immediately reappear at their starting point on the map with half health and power, ready to continue the fight (there's no temporary stat loss in a guild war). To keep everyone up to speed on their progress, a timer and kill count will be shown on all guild members' screens, and the guild with the most kills at the end of the specified time period wins. Kills are counted as any characters who die or leave the map during the time period (including lost connections).

The second battle type is “Last Group Standing,” which means that if you go unconscious, you can be stabilized, but if you die, that's it! You can't be resurrected during an LGS battle (although you can still watch as a ghost), and the first guild to eliminate the other will stand victorious. If neither guild has been wiped out at the end of the time period, the one with the most players left standing wins.

Once a Battle Challenge is created, your next step is to choose your opponent! You can find opponents in one of two ways: you can search through a list of all eligible guilds, which means those guilds that are listed as open for PvP, that have a guild officer online with the permission to accept challenges, and that have at least the minimum number of guild members online to meet the requirements set in your Battle Challenge.

If you don't want to search, you can also post in the PvP channel to see who's interested in taking you on. Only players set as open for PvP can post in this channel, and to limit spam, players can only make one post per minute. While posting in the PvP channel, your guild abbreviation and PvP rating will be displayed next to your name, making it easy for players to decide whether or not to accept your challenge.

Just like our individual PvP ladder, UXO features a guild PvP ladder that displays not just simple win/loss ratios, but that actually reflects skill in the area of PvP. This means you'll get a much greater boost on your PvP ranking from beating a high-ranked guild than you will from beating one with a low ranking. In other words, if you're trying to make it up the ladder, it's a good idea to challenge the guilds above you!

Once you've selected the guild and sent your Battle Challenge, it's up to the officer of that guild to review the rules and accept or reject your challenge. They'll need to review it quickly — any challenge that doesn't receive a response within three minutes will be automatically declined. If that guild's officer accepts, the battle's on. If they reject it, you can send your Battle Challenge to another guild leader without having to recreate it. You can't challenge more than one guild at a time, since challenging a new guild will cancel any pending challenges you've already sent.

Once a Battle Challenge is accepted, all eligible guild members on both sides (those who meet the level requirements, have their PvP setting turned on, and are not currently involved in another duel) will be alerted that their guild is to be part of a duel to the death. The alert will also contain the challenging guild's name, PvP rating, and the specific rules for the upcoming battle. If they choose to join in the carnage, they'll be teleported to the private map immediately. If they're not interested in fighting at that time, they can simply click “reject” and go on about their business without affecting the guild war (provided enough other guild members accept to meet the minimum participant requirement).

If the participant requirements are not met within five minutes, the challenge is automatically cancelled. Participation in guild battles is first-come, first-serve, which means that once enough participants from each side have accepted, the remaining invitations are canceled, and any players who have not yet responded will be notified that the battle requirements have been met.

If there is a wager involved, the prize must be determined before the battle can start. As soon as both guilds' officers (the creator and acceptor of the challenge) arrive on the private map, a trade window will open. Once all the items and gold have been placed in the trade window and you've agreed on the stakes, the countdown begins! If there is no wager involved, this step is skipped.

By this time, all guild members involved should be on the map and ready to go. Each map will have two start locations — one for each guild. Players can cast spells, but won't be actually move from their starting points until the battle begins (after any wagers have been set, and everyone's in place).

Any players who accept but don't arrive on the map (through logging off or lost connections) are dropped from the list, and if enough players are dropped to force the number below the minimum requirement of ten players per side, the battle will be canceled.

Victory and Defeat
Depending on the battle type, the battle is over when one guild stands victorious, or when the time runs out. If the battle was rated, both guilds' PvP ladder ratings will be updated. If there was a wager, a loot chest containing all wagered items will appear at the feet of the winning guild's officer, and all guild members will have looting rights. After three minutes, everyone will be teleported right back to where they were before they received the challenge to battle, allowing them to go back immediately to what they'd been doing before!

Ultimately, guild vs. guild combat in UXO allows you to flex your muscle on a grand scale, adding a new level of excitement to PvP combat. And through the use of private maps, we can finally guarantee a fair fight, free of surprise ambushes and interference from people or creatures not involved in the fight. Try it out and experience guild war the way it's meant to be!
 

Xyliana

One of Freddy's beloved
Joined
Mar 19, 2004
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490
Soothsayer said:
Afternoon

In my honest opinion, there is nothing wrong with the state of Emain people running around with large "armies" is exactlly what warfare is all about. All this full group versus full group nonsence is obsurd. There is no way of stopping the zerg short of cutting the servers population in half. This is the way it is and will always be (until frontiers, who knows?) so get used to it.

People will play how they want to play, and evidently this means zerging about Emain mopping up the enemies.

Good day

Soothsayer

I agree with Soothsayer, I am not to fussed with whats happening with Emain. I sort of like watching everyone yell about the camped milegate Celts whooping our bum and then it forces some organization out of us. And those who can't organize die.. < Muahhahahaa >.
 

Garok

Can't get enough of FH
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Jan 23, 2004
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777
Ive said this before but m8s !!!1111 !!!

Turn BG 0 into a lvl 40-50 Battle Ground with RR4 cap ..

Its just gathering dust @ the mo with /lvl anyhow.
 

Vireb

Fledgling Freddie
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Dec 23, 2003
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148
Zede said:
mini window could easily take 18 peeps :D
yep but could you imagine 18 people being spread healed just a little overpowered
 

Morchaoron

Fledgling Freddie
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Dec 22, 2003
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Vireb said:
yep but could you imagine 18 people being spread healed just a little overpowered

all smite spec clerics and assist smite/groupheal spam 4 teh win :rolleyes:

18 x BOF!!!!
 

Ormorof

FH is my second home
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it would work if the rvr guilds were after a challenge rather than farming rps :p
 

Balbor

Fledgling Freddie
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Feb 9, 2004
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people don't go to emain and think '.. hay lets start a zerg..', First they try to get into a group, then they try to ballence the group out a bit, mainly getting speed and some kind of CC. Everyone is forced to head to the same bottleneck and even if there is only one group there its enough to start 2 groups joining up to break through.

Its simple, the bottleneck caused by Mild Gates causes zergs.
 

Borvo

Fledgling Freddie
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Jan 31, 2004
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176
i say let high rr's go to alb rvr zone and rvr there and let hibs+ low rr's have emain for our self :flame:

guess what! it will never happen..why? because emain is the best rvr zone and the rp horny farmers wount leave it...so why should the casual players leave it? but bring on more zerg imo maybe the rvr grps get tired then after getting owned each battle and then we can get back random fg vs random fg where all classes can join and not just the fotm...
 

Corran

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Borvo said:
i say let high rr's go to alb rvr zone and rvr there and let hibs+ low rr's have emain for our self :flame:

guess what! it will never happen..why? because emain is the best rvr zone and the rp horny farmers wount leave it...so why should the casual players leave it? but bring on more zerg imo maybe the rvr grps get tired then after getting owned each battle and then we can get back random fg vs random fg where all classes can join and not just the fotm...

you forgotten what happened in the past. You go zerging, Alb/Mid RvR guilds will form 2 maybe 3fg and wipe any zerg out 6+fg easy enough.
 

SoulFly

Can't get enough of FH
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Zede said:
blood ell soulfly dont tell me the thought of having to fight peeps around the same rr as u scares u a bit :p
I've been fighting people way higher than me for all the time in the past, before you probably even had started playing, so shut up.
 

Vladamir

FH is my second home
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SoulFly said:
I've been fighting people way higher than me for all the time in the past, before you probably even had started playing, so shut up.

One on one, Paladin > Most if not all, except maybe savages oO
 

Balbor

Fledgling Freddie
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GimpStrole said:
Why dont mythic make a lvl 50 BG's? How kool would that be :cheers:

they are its called NF

if you mean like the training BGS it would keep crashing as all the L50s try to port there, everyone would just camp the bridges and PKs
 

SoulFly

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Vladamir said:
One on one, Paladin > Most if not all, except maybe savages oO
Wasn't talking about solo, but oh well, Pala's night vs stuff alone.. without end chant, dead meat ;o
 

Zede

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SoulFly said:
I've been fighting people way higher than me for all the time in the past, before you probably even had started playing, so shut up.


Most definitely before I started playing..... congratulations would you like a gold star ? ( come to U.O. and I will own u)

soulfly..such strong discussion skillz :m00: but I guess u are a busy chap.
 

DaggerElivager

Fledgling Freddie
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Jan 20, 2004
Messages
822
Zede said:
Most definitely before I started playing..... congratulations would you like a gold star ? ( come to U.O. and I will own u)

soulfly..such strong discussion skillz :m00: but I guess u are a busy chap.

oh yeah, cos going: 'come to U.O and i will own u'...is such strong discussion skills aswell lol :twak:
 

Zede

Part of the furniture
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DaggerElivager said:
oh yeah, cos going: 'come to U.O and i will own u'...is such strong discussion skills aswell lol :twak:


who started this thread m8 ? show us your strong duscussion skills with with more than a one line reply plze.
 

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