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View Poll Results: Would you like to see an Australian based Ultima Online server?
Yes, I would! 86 77.48%
No, I wouldn't. 25 22.52%
Voters: 111. You may not vote on this poll

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Old 12th January 2009, 6:02 PM   #121
Mazdalin
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I hope inscription gives spell dam bonus.. 10% inc i think it is..
Also hope alchy gives pot usage bonus too

Is there a need for both factions & order/chaos? kinda do the same thing ultimately.. id suggest a tmie out/immunity of a few min regarding faction farming not account banning etc as its easier & less work for you/staff too monitor..

one thought.. with regs, scrolls etc from vendors.. can we have it set to a large amount.. nothing more frustrating then having to build the numbers of items up from 20.. then 40.. then 80 etc

i think the red system needs to keep them playing & not removing them to jail. stat loss/skill loss of say 15% is good.. jail can be too big of a deterant, you need reds but you need it to hurt/limit their fight back when the lose..

vet rewards - awesome.. please just make em so they arnt needed to compete.. non item based game is this appeal to me.. diff colours dyes/robes/spell books, ethys, house deco.. oo maybe even soulstones ( allow storage of GMed skills to swap out template variations..)

insta hit will be good and bad.. dont like the whole exp, ebolt, hally ya dead but im sure we will all adjust.. more a fan of slighly slower combat to try & out fool your opponent with different combos.. not overly fussed but

cant wait, so bored right now..

Last edited by Mazdalin; 12th January 2009 at 6:07 PM.
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Old 12th January 2009, 6:40 PM   #122
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Usually you won't be able to kill someone with explosion, ebolt & hally. Any good player would just pre-cast heal etc. Pre-cast and insta-hit doesn't mean all PvP is over with in a few seconds, you can have some really great fights that last for ages.

I'm happy for inscribe/alchemy to provide those bonuses as long as it doesn't make a tank-mage redundant.

Anything that promotes PvP among the playerbase I will support 100%. In terms of reds, there needs to be some form of penalty for either being a red or dying as a red and generally i'm a fan of jail time as there's nothing worse than having to macro up skills all the time. As long as the jail time isn't too long then it should be manageable.

In regards to factions, I personally think you're better off just having order and chaos. You can also get the best of both worlds by scripting in a 3rd faction therefore you don't need to introduce the 3 new factions. 3 factions would be more feasible when the server has matured a bit and the playerbase is larger. For those reasons, i'd stick with order/chaos.
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Old 12th January 2009, 6:45 PM   #123
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With reds, i mean a timer say 20 min on stat/skill loss like how factions work.. makes em fight with lower skills during that time.

Im sure insta hit will be fine & adjust easily enough just hate the one hit wonders that WoW made with some classes..

just a 10% inc on inscription & say a 10-20% inc on alchy with a 10 sec cooldown timer? that should keep tank mages going well

order chaos is prolly best for early development of the server but if/when the pop gets up 3 works better then 2
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Old 12th January 2009, 6:55 PM   #124
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Quote:
Originally Posted by Orion... View Post
Usually you won't be able to kill someone with explosion, ebolt & hally. Any good player would just pre-cast heal etc. Pre-cast and insta-hit doesn't mean all PvP is over with in a few seconds, you can have some really great fights that last for ages.

I'm happy for inscribe/alchemy to provide those bonuses as long as it doesn't make a tank-mage redundant.

Anything that promotes PvP among the playerbase I will support 100%. In terms of reds, there needs to be some form of penalty for either being a red or dying as a red and generally i'm a fan of jail time as there's nothing worse than having to macro up skills all the time. As long as the jail time isn't too long then it should be manageable.

In regards to factions, I personally think you're better off just having order and chaos. You can also get the best of both worlds by scripting in a 3rd faction therefore you don't need to introduce the 3 new factions. 3 factions would be more feasible when the server has matured a bit and the playerbase is larger. For those reasons, i'd stick with order/chaos.
Also with GM weapon skill theres a 50% chance they will miss with the hally.

You can also chug a g-heal in addition to precasting heal etc...
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Old 12th January 2009, 8:56 PM   #125
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Taken from the Divinity forums just for ideas




The biggest problem with UO is that the economy is not set up correctly. Money spawning out of dragon's asses will always cause for uber inflation in the long run . The fact items don't really decay is another problem (yes they can be broken/trash barrelled/ decay on a corpse or something else) but EVERYONE here has a halberd or 50 that are a couple years old in their bank or house.

Imagine if you COULDN'T stock up on halberds, regs, or anything else. Items only had a one month shelf life max. You'd see people back in the dungeons trying to collect magic items, trying to get money for regs (because hell, even money decays in this theory crafted system, at albeit slower rate of course).

Couple an item decay system with slow skill gain, and you've done something no one has ever been able to do with UO, give it longevity.




Its about how do we draw in the crafters/bards(PvM people) etc into this server as well as the usual pvpers..
Id stick with med-quick skill gains for easier new commers though but .. Discuss..

Last edited by Mazdalin; 12th January 2009 at 9:01 PM.
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Old 12th January 2009, 9:00 PM   #126
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Quote:
Originally Posted by Mazdalin View Post
Taken from the Divinity forums just for ideas




The biggest problem with UO is that the economy is not set up correctly. Money spawning out of dragon's asses will always cause for uber inflation in the long run . The fact items don't really decay is another problem (yes they can be broken/trash barrelled/ decay on a corpse or something else) but EVERYONE here has a halberd or 50 that are a couple years old in their bank or house.

Imagine if you COULDN'T stock up on halberds, regs, or anything else. Items only had a one month shelf life max. You'd see people back in the dungeons trying to collect magic items, trying to get money for regs (because hell, even money decays in this theory crafted system, at albeit slower rate of course).

Couple an item decay system with slow skill gain, and you've done something no one has ever been able to do with UO, give it longevity.




Id stick with med-quick skill gains for easier new commers though but .. Discuss..
I always thought that gold in UO only for house pimping
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Old 12th January 2009, 9:04 PM   #127
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Also from Divinity forums on ideas




I believe the right mentality is being set for for Rebirth 2 talks. Siege Perilous type rules, 3x the cost of everything, 1/3 the drop rate of gold. 1/3 the map size. That makes me get hard. 1 char/2 accts basically stops the 10 7x tank mage problem, but allows powergamers to get a character moving quickly as well as giving people a choice of playstyle. Crafter, PvP, Monster Basher... etc you can get 2 of the many different types.

I'm all for a huge land reduction. A huge truncation of the money in game. A huge change in the way people are able to move about (I.e. only by gate or have a 5 min cooldown timer on recall)




I like the idea of 1 account with only 2 character slots or 1 slot with 2 accounts.. Get an economy happening & draw in those others if we can get the name oout on this server..
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Old 12th January 2009, 9:06 PM   #128
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are you sure you have played pre AOS UO, everything your talking about there is a AOS issue.
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Old 12th January 2009, 9:11 PM   #129
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Yer i play about a year & a half pre AOS but ive played that, AOS & now the recent OSI stuff for so long i get confused & really just want to make a good server last & be popular..

I guess i get a little over excited sometimes :P
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Old 13th January 2009, 3:19 AM   #130
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Ill probably just make a crafter again. Don't have the time or the motivation anymore to PvP regularly and do the whole guild interaction thing.

Buy myself a house in a good vendor spot and stock it once every few days... SHOTGUN GLOW HOUSE!

PS: I can't remember if you mentioned it before but is there a house limitation? Maybe limit it to 1 per IP address for the meantime so everyone gets a fair chance at prime location houses.
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Old 13th January 2009, 9:57 AM   #131
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Quote:
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Housing
-the server will support custom housing
-house doors and gates will require keys to lock/unlock them
-1 house per account
-15 day life cycle from 'like new' to 'in danger of collapsing'
But hey if you dont moonglow there is always yew .
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Old 13th January 2009, 11:08 AM   #132
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Primaeux, do you know where the server will be physically located?

Will the server have high end bandwith and other specs?
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Old 13th January 2009, 12:23 PM   #133
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Originally Posted by Orion... View Post
Primaeux, do you know where the server will be physically located?

Will the server have high end bandwith and other specs?
There are three options. Sydney, Melbourne or Brisbane/Sunshine Coast. It's looking to be in QLD at the moment considering TechBench computers will be sponsoring the hardware aspects

Not that it really matters anyway, QLD to melbourne ping on an average-good connection is roughly about 30-50 and thats no problem for UO.
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Old 13th January 2009, 12:32 PM   #134
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Awesome, that's where I live Hopefully the ping is good.
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Old 13th January 2009, 12:58 PM   #135
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Yay Brisbane server

I like the idea of smaller world/less money aspect. Might make things a little more challenging, but hell, I'm just happy that this server seems to be starting off in the right direction.
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