|
Teaser
Feb 12, 2011 6:40:01 GMT
Post by Former Developer Sith on Feb 12, 2011 6:40:01 GMT
Hi folks,
One thing that has always bothered me about UO was that there really isn't and has never been an endgame. Generally, and particularly for zulu shards, the cycle goes like this:
Macro -> pve to get gear -> pvp -> acquire big tower -> quit
Or something.
Anyways the point is that I will be introducing a series of new things that will hopefully create more of an endgame scenario (both PVP and PVE) for high-level players to hold peoples' interest.
The first installment is a new dungeon, with a boss. His name is Mr Sunshine, and he's super friendly. He's got a buddy named Mr Meanie, and they'd both like to make your acquaintances. The coding is done and the dungeon is in the process of being spawned. Bring some friends.
Mr Sunshine has a similar loot table as a Balrog, but with a much higher "magic item level" as it's called in POL terms so you're likely to see some pretty good stuff to reward how difficult he's going to be to kill.
Yes, this will appeal to people who like to PvE and not so much to people who like to PvP. I plan to give the PvP'ers some love in my next installment.
|
|
|
Teaser
Feb 12, 2011 15:59:35 GMT
Post by Dutten on Feb 12, 2011 15:59:35 GMT
sounds awsome ! changes like this is what i what to see in uo
|
|
|
Teaser
Feb 12, 2011 21:15:59 GMT
Post by morris on Feb 12, 2011 21:15:59 GMT
First I'd like to say you should consider revising the names to keep a level of immersion.
"Macro -> pve to get gear -> pvp -> acquire big tower -> quit"
I'd say thats more of a Drogman/Snocks history. If you look at any of the shards that maintained a playerbase for a greater length of time. You notice constants such as development without arrogance. Commitment from the staff and the players to work towards balance. Hunting boredom mostly stems from the ease of the AI specifically and dungeons without progression of difficulty.
Shard security also becomes an issue, from DDOS to ingame cheating. I'd have to say honestly injection and speedhack has killed more shards then just boredom. And a fact remains if not properly equipped, the subtle use of both of those can easily go without notice. Ever.
In UO PVE/PVE game play could properly be represented by the yin and yang philosophy, that one requires the other and balance will not always be perfect (represented by the dots). You hunt for gear to either fight with other players, or defend your friends from others, the two go hand in hand. PVE effects PVP and vice versa. Creating a hot spot with a high loot monster and a new place for people to hunt will directly effect PVP. The easiest way to balance a scale is to not look for more weight to add to either side but to shift the existing weight around from one side or the other until balance is reached.
Please understand I submit this with utmost respect, and is but an attempt to try and enlighten you and your efforts so that you can move forward with the shard and its progress.
|
|
|
Teaser
Feb 12, 2011 21:54:11 GMT
Post by Former Developer Sith on Feb 12, 2011 21:54:11 GMT
First I'd like to say you should consider revising the names to keep a level of immersion. I will certainly consider changing the names; these are just placeholders. Are you saying I'm being arrogant? Yeah, a lot of the dungeons are not spawned in a logical fashion. Golden dragons in upstairs Despise for example. What I'd like to do in the future is re-spawn all the dungeons to make the difficulty progression in monsters more linear and more clearly-defined. I'd also like to spread the loot out a bit, so there's not such a drastic line between shit mobs and worthwhile drops. Additionally I'd like to implement a skillgain bonus so skills raise much faster in dungeons, to encourage people to get out of their houses and play the game. I agree, which is why I'm also working to port all the code here to the newest POL core. I'm open to any suggestions you might have in this regard.
|
|
|
Teaser
Feb 13, 2011 11:43:30 GMT
Post by Simon Grey |Legion| on Feb 13, 2011 11:43:30 GMT
about faster skillgain in dungeons sith, u do know that you can macro there as well ? with current playerbase i can go to one particular dungeon to the end and just macro there hiding for example, or even sparring
|
|
|
Teaser
Feb 13, 2011 21:09:21 GMT
Post by Former Developer Sith on Feb 13, 2011 21:09:21 GMT
about faster skillgain in dungeons sith, u do know that you can macro there as well ? with current playerbase i can go to one particular dungeon to the end and just macro there hiding for example, or even sparring Yep, I know this. Might require putting a cap on the total you can gain in one day if you're in a dungeon. Something that a player could achieve but a macroer would leap over.
|
|
|
Teaser
Feb 14, 2011 8:12:11 GMT
Post by Aron Santagar on Feb 14, 2011 8:12:11 GMT
I suggest Ignus and Morte for their names.
|
|
|
Teaser
Feb 15, 2011 19:53:43 GMT
Post by imoldgregg on Feb 15, 2011 19:53:43 GMT
ying and yang
day man and night man
|
|
|
Teaser
Mar 15, 2011 12:34:18 GMT
Post by mastasook on Mar 15, 2011 12:34:18 GMT
i think a way to start to balance this out is that we need not just one new dungeon, but def need to respawn the dungeons, all of em, and incorprate all these new mobs into all these dungs, but not all will have sunshines, but more mobs that are class hunting mobs. and it really needs to get harder each lvl. right now i can go and clear all the dungs on the same bless and still get just a stygian vanq wep and nothing else, maybe a master camper and gm coroners, the variety isnt there. its not fun going in with a spear and a bless and filling 30 bags of loot. then iding nothing. i would like to coordnate a date and time to assist with respawning dungs or outside spawns with other staffs help after siths dung is opperational.
|
|