Siege Perilous Ruleset?

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GuardianKnight
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Re: Siege Perilous Ruleset?

Post by GuardianKnight »

Siege is more non trammel than T2A. Siege is where you went to test yourself in UO because even before trammel, normal production shards were just too damned easy. Everything costed 3x what it does here from npcs and you couldn't sell anything to them.

When you placed a small house on siege, you were proud and lucky to have it. If you sold it, it was because someone offered you big money for it and you planned to use it to buy a bigger house, though bigger houses were insanely expensive even to place, much less buy from another player.

The fact that pks couldn't go stat meant that the town gates were always being camped by reds or anti pks and fun of the day could always be had at yew gate . We called it the Yew wars. I helped keep it going along with a few other people that had houses right on the gate.
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Re: Siege Perilous Ruleset?

Post by Pacifico »

I don't think there is really anyway to implement SP into our current shard. There will just be way too many issues.


I am all for a second shard with SP rules (1 char per account) even limit it to 1-2 accounts per IP

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Re: Siege Perilous Ruleset?

Post by mrbojangles »

When I compared implementing a siege rule-set to implementing trammel, I was referring to what a complete game-changer it would be for the shard. It goes against everything this shard has been working for over the years. Siege was cool, but that's not what this shard aims to be.
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Re: Siege Perilous Ruleset?

Post by Proteus »

I loved the role-play in 2nd age, some of the best I ever saw in a MMo. But when I think of all the fun and antics I've had in UO, when I think back to some of my fondest memories of killing and plundering and on the edge of my seat gaming, I think of siege perilous.

Don't get me wrong this shard rules. But sp will always hold a special place for me.

I loved my stealthing necro with a blessed pitchfork. :)

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Re: Siege Perilous Ruleset?

Post by MatronDeWinter »

Siege during T2A was just like the other shards T2A only they had a sort of different order/chaos system, vendors did not buy things, npcs sold items for 3x cost, reds were "attackable" and allowed in town, no statloss, and the RoT gain system. Probably some other things I forgot to mention. But there were definitely no trammel features. These simple little changes made the server drastically different as far as player interaction goes.

Oh and no recall is fantastic.

People selling things they purchased from the npcs? Didn't happen. We collected our own regs. We mined ingots or purchased them from miners. We lumberjacked the forests and used GM armor because everyone died alot. Everyone knew everyone else, because people only had 1 or 2 different characters (Sure some had more probably, but not many because of the obvious reason and that well, RoT skill-gain takes time). There was a sense of community or player interaction that was just not there on the production shards with as high of a magnitude, and which is definitely not present on UOSA.

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Re: Siege Perilous Ruleset?

Post by Mikel123 »

How did you collect your own regs?

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Re: Siege Perilous Ruleset?

Post by Ronk »

MatronDeWinter wrote:Siege during T2A was just like the other shards T2A only they had a sort of different order/chaos system, vendors did not buy things, npcs sold items for 3x cost, reds were "attackable" and allowed in town, no statloss, and the RoT gain system. Probably some other things I forgot to mention. But there were definitely no trammel features. These simple little changes made the server drastically different as far as player interaction goes.

Oh and no recall is fantastic.

People selling things they purchased from the npcs? Didn't happen. We collected our own regs. We mined ingots or purchased them from miners. We lumberjacked the forests and used GM armor because everyone died alot. Everyone knew everyone else, because people only had 1 or 2 different characters (Sure some had more probably, but not many because of the obvious reason and that well, RoT skill-gain takes time). There was a sense of community or player interaction that was just not there on the production shards with as high of a magnitude, and which is definitely not present on UOSA.
And thats why id love to see UOSA become siege perilous ruled. Sadly, we'd never be able to solve the character number issue :-/
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Re: Siege Perilous Ruleset?

Post by MatronDeWinter »

Mikel123 wrote:How did you collect your own regs?
They spawned en masse at the server lines. People were out there daily picking them all up by the thousands. There were just so many PK's that getting started was difficult for a mage class. 100 ea reg from the NPC's would set you back about 8k. Luckily the serverline harvesters and spider killers sold them for less. Nothing was super expensive, it's just that the server relied on people for supply. If you absolutely could not find something, then you could get it from the NPC. It made skills like tinkering and so on have meaning, because you could actually make a profit doing them. On UOSA, I don't know why anyone other than an illegal bot would have lumberjacking. It's so much more efficient to just buy the boards.

If nobody was mining, you didn't get ingots. Since there were limited characters, almost nobody had their own personal 7x gm in a week crafter.

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Re: Siege Perilous Ruleset?

Post by GuardianKnight »

MatronDeWinter wrote:Siege during T2A was just like the other shards T2A only they had a sort of different order/chaos system, vendors did not buy things, npcs sold items for 3x cost, reds were "attackable" and allowed in town, no statloss, and the RoT gain system. Probably some other things I forgot to mention. But there were definitely no trammel features. These simple little changes made the server drastically different as far as player interaction goes.

Oh and no recall is fantastic.

People selling things they purchased from the npcs? Didn't happen. We collected our own regs. We mined ingots or purchased them from miners. We lumberjacked the forests and used GM armor because everyone died alot. Everyone knew everyone else, because people only had 1 or 2 different characters (Sure some had more probably, but not many because of the obvious reason and that well, RoT skill-gain takes time). There was a sense of community or player interaction that was just not there on the production shards with as high of a magnitude, and which is definitely not present on UOSA.

Nostalgia just kicked me in the rear.
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Re: Siege Perilous Ruleset?

Post by Mikel123 »

Very cool about the server lines. Yeah I figure spider silk, and maybe sulfurous ash, would be attainable from monster-killing. Everything else though, ouch. These are the days before Scavenger Agent, I assume, too.

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Re: Siege Perilous Ruleset?

Post by Dolos »

MatronDeWinter wrote:Siege during T2A was just like the other shards T2A only they had a sort of different order/chaos system, vendors did not buy things, npcs sold items for 3x cost, reds were "attackable" and allowed in town, no statloss, and the RoT gain system. Probably some other things I forgot to mention. But there were definitely no trammel features. These simple little changes made the server drastically different as far as player interaction goes.

Oh and no recall is fantastic.

People selling things they purchased from the npcs? Didn't happen. We collected our own regs. We mined ingots or purchased them from miners. We lumberjacked the forests and used GM armor because everyone died alot. Everyone knew everyone else, because people only had 1 or 2 different characters (Sure some had more probably, but not many because of the obvious reason and that well, RoT skill-gain takes time). There was a sense of community or player interaction that was just not there on the production shards with as high of a magnitude, and which is definitely not present on UOSA.
This, this, and this.

Siege was vastly superior to other production shards. The lack of multiple characters made the community and economy so much greater.

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Re: Siege Perilous Ruleset?

Post by Shane Dog »

If you guys did do it (which would be awesome) make a seperate server for it. Limit one character per account too.

Oh the memories...no recall=no get out of pinch free card. You know...those times you have someone redlined but then they recall out. Had to actually run through a dugeon to get to your "spot" or to pk people and RUN BACK OUT WITH THE LOOT. People still got around using gate but you could not use it in dungeons either (if I remember correctly you could not even mark a rune in a dungeon).
Alot of action "Always" around Yew gate. Player based economy was not a problem either. There were always tons of individuals who did not even like fighting monsters believe it or not *laughs*. They were players akin to those who played "The SIMS." So finding supplies on vendors was never an issue.
Only thing that was a downside in terms of player loot was most would just have a "blessed ornament of the magician" and for the rest of the gear it was usually GM stuff. In terms of the crafters, it kept them busy for sure and it was a good thing be you a blue or red to have a good relationship with a GM crafter because then everything was pretty much free.

There was always alot of action if you were in a Faction and a bank could be peaceful one moment and the next all hell breaks lose, with groups of Faction players going at it.
Anyone without magery was even more useless than this shard and "had" to run with mages to even get around effectively. From what I remember everyone ran with groups (unless a noob) and there were hardly ever any "lone wolfs." Even when it came to monster farming.

Overall I think it made a better community. Krystal of TNT (highest standing murder count in EA's UO history when I was there, and confirmed by staff) was a B*^#% and probably the most ruthless PK I have ever encountered in any UO shard.
I died way more on SP than any UO shard hands down. Mainly due to not being able to use a recall escape when odds were stacked heavily against you (about to die).
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Re: Siege Perilous Ruleset?

Post by MatronDeWinter »

I would prefer t2a siege with no "blessed ornaments of the magician" or "factions" or any of that personally.

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Re: Siege Perilous Ruleset?

Post by GuardianKnight »

I had a pk friend on siege named Krystal.....I don't think she even considered herself a great pk. Maybe It's a different krystal but she was the only one i ever saw running around.
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Re: Siege Perilous Ruleset?

Post by Pringles »

[quote="GuardianKnight"]I had a pk friend on siege named Krystal.....I don't think she even considered herself a great pk. Maybe It's a different krystal but she was the only one i ever saw running around.[/quot]

Krystal was not much of a pk'er untill way in AOS archers got overpowered. She had one of the best bows if not the best bow for a long time. With it she could 1-2 hit kill most other builds. Plus her favorite thing to do was killing ppl who just joined server :)
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