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Re: URK conquer and siege: feedback

Posted: Mon Sep 19, 2011 2:17 pm
by Drunk Monk
GK, we have NPC mojakas that spawned at the fort randomly.

Re: URK conquer and siege: feedback

Posted: Mon Sep 19, 2011 2:19 pm
by Sandro
GuardianKnight wrote:My point is not a buyout. It's the carrot on a stick method of dragging people to do things. That is the only reason WOW is so popular. For anything you do, there is a reward.

The whole reason EA changed UO to be more player friendly was because a sandbox with limited sand doesn't bring in the kids. They'd rather go play on a jungle gym where you might make a friend that might give you some of their cupcake.

I understand your intent and I promise i'm not trying to crap all over it with my earlier post or this one. In a "game", doing things for just the sake of doing them is rarely a sought after option. Risk vs. reward has always been the UO way. Get rid of the reward, then why take the risk?
+1

Re: URK conquer and siege: feedback

Posted: Mon Sep 19, 2011 2:20 pm
by BlackFoot
suicidal hero npcs are the best :O

Re: URK conquer and siege: feedback

Posted: Mon Sep 19, 2011 2:24 pm
by GuardianKnight
Drunk Monk wrote:GK, we have NPC mojakas that spawned at the fort randomly.

I wish i was there to see that.

Re: URK conquer and siege: feedback

Posted: Mon Sep 19, 2011 2:39 pm
by Ronk
GuardianKnight wrote:My point is not a buyout. It's the carrot on a stick method of dragging people to do things. That is the only reason WOW is so popular. For anything you do, there is a reward.

The whole reason EA changed UO to be more player friendly was because a sandbox with limited sand doesn't bring in the kids. They'd rather go play on a jungle gym where you might make a friend that might give you some of their cupcake.

I understand your intent and I promise i'm not trying to crap all over it with my earlier post or this one. In a "game", doing things for just the sake of doing them is rarely a sought after option. Risk vs. reward has always been the UO way. Get rid of the reward, then why take the risk?
Except for the fact that most people left UO well before it became WoW.

At any rate, given the turnout, with no promises of rewards, I don't think any sticks or carrots are necessary.

Re: URK conquer and siege: feedback

Posted: Mon Sep 19, 2011 5:21 pm
by Brymstone
First to Derrick and Yoda, you guys are great when it comes to these events. Thanks for allowing UWL to participate on such short notice, albeit in a limited sense as there was only three of us, but it was awesome of Derrick to give us that allied spawn in the Vesper cemetery, thanks :D

Second, I think overall it was a good event, however, I would have liked to have seen it last a little bit longer. Orcs being limited in numbers vs. the dragon turrets from hell just didn't have the desired impact as the orcs were quickly overtaken and repelled. The Urk stronghold siege was a little more exciting but not so much in that it allowed the Urks an opportunity to really dig in and make it a true battle.

I don't know how future events could be improved other than possibly include more difficult spawn to overcome or possibly allow the Urks something to deal with dragon turrets more effectively.

The cemetery spawn was great and I think it would have lasted a bit longer and been more enjoyable for everyone had there been more UWL in attendance, but then again we got involved on very short notice.

The events shouldn't take place with the lure of trophies or loot. The fact that everyone was able to get together, accomplish a singular goal and have a good time doing it was reward enough IMO.

Once again, thanks Derrick and Yoda, and everyone who turned out for the event, it was a good time, wish it would have lasted longer.

Re: URK conquer and siege: feedback

Posted: Mon Sep 19, 2011 6:01 pm
by Sultan of Swing
I hate to complain because i love events but I'm afraid its really just been a nuisance for me so far,

Everytime i get a chance to get online I log into a tower full of orcs, yes i can ban them but when theres 5/6 in a small area, their incredibly quick and hard hitting! my 'ban thee' aint that quick. quite annoying trying to work a vender with those on your doorstep also
ORCS.jpg
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have yet to be online at a time during an orc event cos im in Scotland. Would be nice if there was something left for us outside the event timezone.

Just happens to be that Skara became my bank of choice after the Cove bank was taken away. but nothing for me there either except for a constant 'guards' call and a waste of GH regs

Feels quite annoying when others can simply log in for a moment get a trophy and instantly gain where as others have to sweep the orc muck out there front door every day for nothing.

sorry but not much in it for me..

always good to see events though and I enjoy the read

Re: URK conquer and siege: feedback

Posted: Mon Sep 19, 2011 6:05 pm
by Lagrath
(edit: hey brym there were 4 of us, don't downgrade our forces by 25% ;) )

Here is how it looked from the UWL perspective:

We arrived at the Vesper graveyard (to allied spawn) a good long time after the server restarted and the event was supposed to have started. After waiting a long time to get there, once we were there we waited...and waited...and waited...I asked a few times when the urks were coming to Vesper so that we could do our event angle of "small side raid on the humans in the confusion", and was told that they were still gathering. A short while later, I asked again and was told the urks had already come and were GONE already. This meant that both before and after the very brief player urk "invasion", we had 4 UWL guys left holding the bag with 10-15 bored DG/DCT/etc. coming by the graveyard because nothing much was really happening in town.

After we found out that the urk part of Vesper was basically already over, we went gray attacking all the blue humans hanging outside the graveyard...at that point they were just clumping up 10 to 15 at a time and attacking the lich lords and green zombies from beyond the fence and with dragon turrets with zero risk to them. We didn't want to fail to uphold our part of the event and just turn Derrick's special spawn for us into free money for a bunch of people trying to zerg everything, so we attacked into the big crowd and eventually died. (There were issues with the spawn and dragons and the fence but those are of course not urk related). Afterwards we waited for a server message about the orc fort specifically but none of us saw/caught anything in the 30 or 40 minutes we stayed online even after we left the cemetery (so no statues or anything for us, just getting bone armor dry-looted by zerging scrubs from certain guilds! but of course urks also didn't get anything so no sweat :) )

So our criticisms:

-EXTREMELY late scheduled start which got delayed even more of course by the server start. If you have an event on a Sunday when most people are at home, do the event at a time when the maximum amount of people can participate in all time zones and with all Monday work schedules...I was doing this event from 3 to 5 AM in the morning in Europe, on my birthday. We had a person who couldn't come at all because it was so late, and some who had to leave soon after we started in the graveyard because of work Monday morning. If it's going to be on Sunday anyway, do it at 1 Pacific or something...this also gives you a lot of safety-hours in case something goes wrong, so an hour or two delay doesn't risk screwing a multi-stage event (yesterday demonstrated that this is not just a hypothetical worry).

-Poor server-wide notification as to the status of the event and what was happening. Skara Brae was a constant spam of info, and yet at the event where it was actually needed, I at least never see even one notification other than that the urks had been repelled from Vesper.

-Vesper seemed over almost immediately after it finally did start, which to us was disappointing for what we wanted to do + weird considering that Skara Brae was a long, drawn-out event with a lot of pvp and stuff to do over a few hours. Of course, if the humans zerg everything it's tough and the fort was the important thing, but I would look for more ways to make all parts of a staged evening as rich as possible.

-Dragon turrets still a huge issue. Obviously our spawn was last minute and we'll have to figure out with the GMs on our own undead spawn on how to make them move fast enough to worry people just riding circles on horseback, but the dragons were the real issue. Looking at Ronk's comments, I see that this was a problem for the urks as well...my thinking on this is that asking/discouraging people from bringing dragons obviously didn't work, and that for future RP events from BRC and UWL we will have to think of something better with the GMs ("Wrymbane spells cast in the area to block out dragons/cause high damage over time"?)


Overall I think it was a great thing for the BRC to put this on, both as an event for the people on the server and as a rough blueprint for UWL to plan our own stuff in the future when our numbers get a little bigger.

Re: URK conquer and siege: feedback

Posted: Mon Sep 19, 2011 8:46 pm
by AlexCCCP
Much awesomeness, but this may be unpopular but next event no tamers allowed :-)

Re: URK conquer and siege: feedback

Posted: Mon Sep 19, 2011 9:19 pm
by Blaise
AlexCCCP wrote:Much awesomeness, but this may be unpopular but next event no tamers allowed :-)
I would think if one were to bring a tamer, a reasonable allowance of pets should be acceptable.
There's no reason to bar an entire class of character from an event but some limits on an honor system should be discussed much before the next such occurance.
In my opinion, reasonable is fewer than 5, if we're assuming all dragons.
It would be great to see an army of bears or something though. :)

Re: URK conquer and siege: feedback

Posted: Mon Sep 19, 2011 9:30 pm
by Brules
Hats off to URK, UWL, C^V and anyone else who participated. Its nice to see you all working together to do stuff like this! Hope the URKs rebuild! Maybe move permanently to Cove? :D

Re: URK conquer and siege: feedback

Posted: Mon Sep 19, 2011 10:11 pm
by Blaise
Brules wrote:Hats off to URK, UWL, C^V and anyone else who participated. Its nice to see you all working together to do stuff like this! Hope the URKs rebuild! Maybe move permanently to Cove? :D
For the sake of that poor soul above, at least post a guard zone at the gate!
Otherwise....that sounds awesome!

Re: URK conquer and siege: feedback

Posted: Tue Sep 20, 2011 1:46 am
by WiseOne
Mayhem of the most enjoyable kind!
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Re: URK conquer and siege: feedback

Posted: Tue Sep 20, 2011 11:40 am
by random guy
Lagrath I think you guys held out longer than us Urks at Vesper. Once we hit the town we only made it as far as the first bridge before we were wiped out by a wall of tank mages, WWs and a boat full of (i think) Dragons. we only lasted less than 5 minutes there and when we had our fort fight shortly after it seemed the dragons were just being gated in from all over the fort. we lasted at our fort about 9 minutes and any urk that tried to rez was soon rezkilled. I personally think a large amout of dragons will surely kill the fun very quickly for anyone in any event. 1-3 per tamer should be the limit instead of one guy spamming para while his 15+ dragons kill everything. That is what kills the fun.

Re: URK conquer and siege: feedback

Posted: Tue Sep 20, 2011 11:50 am
by Halbu
The red NPC orc run speed desperately needs to be toned down.