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Anything regarding UO or Age of Valor
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Tom
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Post by Tom »

I moved it. Felt this one has gone long enough. Lets start a new topic.

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Finlander
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Post by Finlander »

I think that people should write here what they like to to do on valor, and what they seek to do when they log in.

could maybe help red when he knows what people want and like to do on his shard

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Post by Death »

Finally back from work. I wanted to add to Doc's post a bit earlier. He made some really good points and I'd like to outline them:

Fel - no point being there for long. get your AoA then get out.

AoA drop chance can probably be increased a tad, but you are still pretty much guaranteed one a day. If you continuously kill stuff in fel, you can rack up 7 a week (Which is really good considering there are some AOA's that are just awesome (Death shroud for example)). Also, resources are doubled, including masterpiece resources. I always bring my crafter and warrior to fel to collect resources. If you can suggest something else to bring to fel to attract people, I'm all ears.

Baracoon - I used to do coons for fun, so people could come down and raid. Now with the insane rat mage AI and the frustrating rat archer AI (they run just outside of wither range now), its too much work to do the spawn and watch for raids. On top of that, no matter what, I know I am turning into a fucking rat somehow when I get to coon. Its not worth it now. If I do coon, its in T2A somewhere. And since you guys "fixed" it where I can't valor the idol and get the same spawn, I don't do many champs.

AI, (Especially Mage AI) is being reduced. Red has been working on fixing the overall intensity of the AI for smaller creatures such as pixies and orc mages. We are working on making things a bit easier, dealing with the ai. There are easy ways to avoid being turned into a rat. Polymorph, incognito and savage kin paint will protect you. Also, considering that the overall polymorph has been reduced to 30 seconds from 3 minutes (Originally, before coon was ever modified), I'd say it really isn't all that bad. The valor thing was bugged. It's always been bugged, in fact, it's bugged on demise even as we speak. There's always a place to do coon, in despise. If you want to do a coon in t2a, you gotta get the luck of the draw on it. T2A was meant to be random spawns.

Gauntlet - gauntlet was marginal fun at best, now its a frustrating game of chase the monster at 20% health while it spams heal. thats really fun with the Dark Father.

The AI intensity for healing is being reduced. I know, I hate when the buggers start running and healing like mad too. Also, keep in mind that bosses are supposed to be hard, and looking on the bright side of things, we added the guaranteed gain system which racks up points depending on your kills. Think if we left it the way it was before (Or to be more specific, the demise way), you'd be waiting a really long time for that taskmaster.
Also, we got extra gauntlet artifacts, reducing your chance of getting that shitty taskmaster.

Getting a gold skull - Recall into doom, screen turns black and white. Skele dragons were "fixed" so they wont animate... great, there goes the easiest and fastest way to get daemon bones.

Skeletal Dragons being raised into skeletal dragons makes as much sense as sea serpents dropping hides while deep sea serpents don't (Also fixed on AOV btw). It was not logical so it was changed. However, if you're a necromancer, I'm going to assume you're either: A necromage or necrowarrior. We have slayers, in fact, double slayers (Talisman + Weapons). It takes very little time to take down a skeletal dragon with slayers. You can also raise a bunch of other creatures to help distract the skeletal dragon as well. Also, did I mention that talismans affect mage damage spells when normally, they only apply to melee weapons? Food for thought. There's also that nice little "Stock up indefinately" hut in the gauntlet so you won't need to collect those skulls as often.

Sanders spawn - people used to do that champ a lot in britian, now its been "fixed" so its impossible without a group of players. What makes it impossible is on 4th tier you used to be able to kill enough of the other monsters to get to the champ, now its just a mass spawn of vorpal chickens and they have been given the "run like hell and spam heal" AI.

100% agree with those damn chickens. Too much HP and run so damn much. I'd be in favor of making those stick behind and fight instead of running around with their heads cut off. A reduction in hp is also wise.

Bod/crafting - pointless

I personally like the system (And no, I did not code it). It gives you something to do besides kill stuff, and you do get a higher chance at rewards (Not to mention NEW rewards you could not get originally). In fact, while doing that quest to get that runic saw, I gathered several other ingredients I needed, so I killed 2 birds with one stone. There are a few things that can be fixed with the system, but it's been tested for maybe 2 weeks max, so there's always room for improvement.

Mining - "fixed", now you need to put mining into your PvM template

If you get killed by a 1 in 1000th chance copper elemental, you should not be gathering resources while away from the keyboard. They're easy to avoid seeing as they're all bulky and slow and such. Besides, I personally wouldn't mind killing that ele and getting a nice stash of 25 copper ore to make some more pick axes. One would think the prospect of getting some tasty rare gems such as perfect emeralds and blue diamonds to make some cool new items would outweigh that 1 in 1000th bad thing.

Archery - pvm only, Red isnt budging on that one

Red actually IS budging on that. In fact, he's testing those new changes right now to make sure they're beneficial in pvp. Also, there's some nice new UOML bows and a rather nice, "archer only" property called velocity that will certainly give archer's an edge in pvp (Not to mention the UOML bow special shots like serpent arrow). We're working on bringing back the pvp archer.

Taming - why tame something when its gonna be nerfed next week

Why make monsters more challenging when a tamer can take it out in 1 second? AW's and yellow yoshis were an obvious problem and they were fixed to bring fairness back to the other classes (Seriously, all I ever saw were tamers. Mind you that could also be affected with the ai which is being fixed to become easier anyways :)). People focus on the AW's, but consider cu-sidhes, reptalons and hydras that aren't available on certain other shards. When "nerfing" becomes a necessity to gameplay fairness and development progress, we will do so.

Pvm - challenging for us with godly suits, I hate to think of how it seems to new players. the heal loop thing really needs to be fixed though. Perhaps a monster damage cap on blood oath too, its not fun to get oathed for 180+ damage and instantly die.

Agreed here. The ai is being reduced so creatures do not combo as much and don't heal at insane amounts (Except maybe certain bosses such as peerless). Blood oath can probably be reduced a bit as well, although I find I don't usually get oathed. Also, what most people don't realize is that those ever popular "Remove Curse" talismans, do exactly that. Try double clicking one and targetting yourself. Did I mention talismans are blessed?

Tokuno champ - that champ was 'fixed" so 2nd tier is constant deadly poison and can cause almost instant death from Kappas.

OSI feature that demise doesn't have (Go figure). One would think that would be a nice feature in the game, having mobs with neat abilities. If you're dying to that poison, try using vampire form, drinking cure pots or casting a cure spell (It's not strong, one spell should cure it). If you're dying to acid, try not to wither that many kappas when they are standing next to you. They don't always spill their acid and it's not a large tile radius.

Alchemy - exp pots were "fixed"

Hmmmmm not quite sure what this is referring to. I'm going to assume enhance potions. If you could explain this one a bit more, that would be helpful.

Bushido - evasion was "fixed"

This is a bit annoying, especially with the AI. Maybe we can make this a pvp only thing (As its original intent). It's not as bad as you'd think though. This is an OSI change, and even demise will implement it eventually. I'm just happy it's only 10 seconds here as opposed to the 20 second standard delay.

Yoshis - I think everyone misses 1 slot yoshis

True, but where else you gonna find a mount like that? Having 2 of those can still kick some ass, especially with their uber high physical resist. Bring out the tanks!

Vorpal chicken spawn - "fixed" so its a pain in the ass to camp

Liches, Lich Lords, Ancient Lich and a regular chicken are all other things that can spawn on that spawner. Worst one being an ancient lich. I highly doubt that chicken is going to scare many people. I can probably get rid of the ancient lich as they're best suited for khaldun, but there's also numerous other monsters you can camp. Swoop and Lurg/Grobu tend to be the most recent flavors for the UOML artifact drop (Swoop's incredibly campable if you have a high karma char).

House hiding and brit gate fighting - Fixed right from the start. People whine and cry about that a lot, but its at least SOMETHING to do in fel. Its been replaced by argentinian duel safe zone fighting. For god's sake, don't fix that! its at least mildly amusing.

Very true, it did bring the peeps to fel, although the combat style sucked. There's always bucs den as well. Seeing as the population was small, we were thinking of adding "pvp anywhere" deeds. It would be a contract you could put on a character of your choice, allowing you to pvp in every facet against people who have used the deed (So you can't get ganked by random blues).

Archived topic from AOV, old topic ID:1616, old post ID:10291
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Post by DOCTOR THUNDER »

thank you Death for not flaming me to cinders. I reread my post and I think I must have had some extra stregnth coffee this morning. Most of the stuff I post has already went through 2 or 3 edits to tone it down, and that post needed a few more.

On one hand I really think you guys are doing a great job, but on the other hand I feel some things are getting messed with. The players find something cool then a week later its nerf time.

And to be honest, I am still sore about all the retarted archery nerfs. Hector and I had godly suits, probably the best archer/dexxer suits on the server. In a few more weeks we would have been over the 200hp mark. We pieced these suits together with hard work and a LOT of pvm and trading. We spent whole afternoons testing templates and equipment. We had battles that sometimes took over 45 minutes just to test stuff. No one saw all the work we put into our little polar bear riding avatars. We both knew what the other one would do, we worked as 1 on the field. No one saw all that work. People cried and we got the nerfstick with no vaseline.

[size=18pt]Eby could kill us with his plain jane wrestle mage, but that was overlooked. It was FAIR that way, sometimes he won, sometimes he lost[/size].

But people cried because they couldn't kill Hector and I when we were working as a team. Thats like 1 person killing a 400hp monster that shoots lethal poison AND mortal strike at max swing speed while bandie healing with 120 anat/120 healing and pot chugging at max speed. No shit they took dirt naps. Even brunus at his greatest feat of hacking could not stop us when we were a team. Then he insta killed us, so he won in the end. But his forum pvp beat us, because the whole archery skill was nerfed into pvm only duty.

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Post by E.Machine »

DOCTOR THUNDER wrote: [size=18pt]Eby could kill us with his plain jane wrestle mage, but that was overlooked. It was FAIR that way, sometimes he won, sometimes he lost[/size].
He doesn't lie. I have rpv's of me destroying Hector on my wrestle necro mage when both of our suits were at their most optimal points. But I didn't get nerfed until about 3 months in.

Honestly Squirrel, you do do a good job.

My problem for playing here much less is this:

Your slogan on the forums "Built by Players for Players."

It should be "Built By Players who Complain a lot For Players Who Complain A lot."

Honestly, every single time someone complained about me killing them in fel, something new would get nerfed. I would then come out with some even more interesting way of killing people, and that would get nerfed.

Whether it be Enhance Potions bonus, Mana Regeneration rate, evasion only being used once every 10 seconds, blah blah blah, you took the fun out of the hands of the serious vets of the shard, and gave it to the new players just so they'd be happy.

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Post by Death »

What players need to realize is that some things just aren't feasible and have to be fixed or the problems escalate down the road (AW power forced us to create harder, more challenging monsters which increase the overall AI difficulty and hurt other classes. The bod gathering thing was getting abused hardcore so in order not to flood the market with crafting rewards and hurting the people who actually DID work for their deeds, that got fixed up too).

Many of our fixes or "nerfs" to the player have a different meaning between player and developper. That being said, we try our best to bring the players what they want, within reason. You must understand that things will get nerfed, it's inevitable. Some thingss we may forget to consider or we may have overlooked. Nerfs happen on every shard from demise to OSI to even smaller shards such as AOV, we just happen to have more of them because our updated content is so frequent (OSI has beta shards where they can test their material before it's released. We do not have this luxury).

Over the next few weeks we'll consider the points that were mentioned and see what we can do about them. We've already started fixing some of them.

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Post by Shadow »

Ah, my first official post as counselor LOL

First off, let me thank the vets for coming out and stating what's on their mind. Doc, it was slightly harsh but more passionate than anything cause reading it, someone could really tell that you care about playing here and want to state these things fully because you want to better the shard. My hat goes off to you.

Second, Death had an awesome post that explains a lot and agrees on a lot of items brought up in this shard. The staff shall be working hard to even all this out (I'm even learning the language so I can help out in the balance of the shard)

Now, here's the evil part:

Balance is something that is hard to obtain. It's really hard. Something can be really powerful here then weak the next week, all by a simple re-arranging of the calculation. Why are these changes made? So a certain "balance' can be obtain and nothing gets too out of control. EXAMPLE TIME :-D Let's say that nothing was ever lowered. Let's take AWs. So, nothing can beat an AW, we can realize that. Or nothing can beat a Chiv/Necro/Archer build and it owns everything. Being staff, we are here to add challenges and build excitement with new areas. So, the next area, we'll add something that can BEAT that build or that AW. We have to push the difficulty way up there just to counter that overpowerment in the game. And, the funny thing is, just cause you know the build, you may be the only thing that can beat that dungeon. Now, where's the fun in that? It would eliminate an area that was worked on so hard because other players can't even get in cause they don't have the build or AW. So, a sacrifice must be made. Do we delete this dungeon that was spent sooo much time on just because it's for one guy or do we add a small nerf that will makes things a little harder and more challenging but still provide fun if you work at it?

Do you like having things just handed to you? It will take work to even get to the areas that Doc and Hector have become, why? Because they have dedicated time and effort into getting the best and will be rewarded.

Now, the vets may feel that the nerfs are just being thrown in towards them and trying to make it easier for the newer players. This may be true in a few, very very small cases but, in most cases, it's to even out what we can have control on and what can be controlled. Past members have taken past actions that should've not been done and now the current staff must work hard to try to even out the mistakes. Nerfs are necessary and balance will be achieved as close as it can be.

Now, a major issue that I feel every player should take into account and should follow. (There may be a few bad words in here so be prepared) PAY RESPECT to Red and Death. They're dedicating their time to YOU and their money to YOU. People they don't even know or have never met in real life. They have dedicated soooo much time and will dedicate more time just for you all to enjoy yourselves. I am starting to dedicate my time and will be dedicating a lot more towards every aspect of the server but those two have given so much to AoV. And I'm sick of hearing people insult them and demanding stuff. Hell, Red took time out of HIS WORK to battle what happened when the server fell the other day. He worried his whole day about it and tried to fix it. The fact that some people do not appriciate who these two are is sickening and up-most rude. Take a different tone to them when you need something and maybe it may be looked into more. Take a tone that demands and shows no respect and you'll be waiting some time. And, to those who do show respect to the staff, thank you very much. We do appriciate your respect and love that you show so much time to AoV.

Shadow

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Post by Nexus Graveheart »

Well said Shadow. I agree with you in that the main problem here is balance. Balance in a game like UO will always be something that is hard to obtain. There will always be a template that will be able to dominate more than others.

In PvP, balance is harder to manage. At least on terms of the coders. In many cases, players can do what they can to tip the balance to their advantage by combining different skills and items. In some cases, it is out of their control. I play a dexxer in PvP, and it seems to work well for me. But I can only say that because I've only fought a select few people on this shard. (Not because I don't want to, just that I've never encountered them in-game). I can't speak for archers, because I've never used archery (or magery for that matter) in PvP. In fact, the last time I fought an archer in PvP was before the nerf. (Public harrower event a while back, Hector whomped me so many times I had to leave to save my insurance money). Regardless, all I'm saying is that PvP balance is probably 40/60. 40% of balance can be managed by a player and his/her choice of template and items and 60% is determined by an admin who is seeing someone having an extreme advantage.

In regards to PvM, balance here is much easier for an admin to control. Things such as cast speed are not controlled by a player character. (Although I think there might be a spellweaving spell that lowers cast speed) I didn't mind so much the fast casting of magic arrow, fireball, etc from a mob, but I HATED the mass heal that made finishing off a mob take 10 times longer than it should. But steps have been made to make it a balanced system, especially in regards to bosses. For instance, when Submersia was introduced, special care was made in the coding of the named beasts so that not one single template could wipe through the place on it's own. Each monster would be a challenge for at least one person. Tamers have a tough adversary, as well as archer, dexxers, and mages. That makes it more balanced. But many of these high-end monsters were never intended to be solo'd.

And therein lies many of the problems. (At least in PvM). Many people don't like to fight with other people. I guess they don't like the idea of splitting loot. Although loot isn't, in my opinion, the essence of the game. So many people complain when they are having trouble soloing a dungeon or a mob. The key is to find someone else, make some friends, and try and kill the monster as a team. I know this is hard when this is not a large shard and it is tough to find someone willing to help kill something hard, but that makes those rare drops even more valuble.

When the shard begins to grow much larger, the difficulty of the mobs should be increased. So that the monsters are on par with the damage that many players can bring. This keeps the rare drops just as rare, but allows players to have more fun in obtaining said items by fighting with friends as well.

In essence, balance is the key. And I think that Red and Death are doing a hell of a job keeping things balanced. The main problem I see is that the shard is still too small to be perfectly balanced. New players need to see that there is a way for them to have an advantage and get a foothold here. But the crux of the matter is that we don't want new players to think this is some shard where you can become an uber character in a week, but that there is some work involved. This is when trying to figure out how much balance is allowable to both bring in new players and to also keep them here when certain things are changed.

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Post by Nosferatu »

I agreed with doc's very long post.

Almost everything he mentioned would have came from me also.

His itellegenec is on a level i cannot comprehend.

:twisted:

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Post by Finlander »

Nexus Graveheart wrote:
And therein lies many of the problems. (At least in PvM). Many people don't like to fight with other people. I guess they don't like the idea of splitting loot. Although loot isn't, in my opinion, the essence of the game. So many people complain when they are having trouble soloing a dungeon or a mob. The key is to find someone else, make some friends, and try and kill the monster as a team. I know this is hard when this is not a large shard and it is tough to find someone willing to help kill something hard, but that makes those rare drops even more valuble.

When the shard begins to grow much larger, the difficulty of the mobs should be increased. So that the monsters are on par with the damage that many players can bring. This keeps the rare drops just as rare, but allows players to have more fun in obtaining said items by fighting with friends as well.
Myself i really hate soloing, it might be fun to do once or twice but its extremetly boring, i agree with that.

What i dont agree is that monsters should be made harder when the playerbase grows, what i suggest is that you leave old monsters like they are and make new harder ones or something like that.
Cause when you make old monsters harder when playerbase grows it really doesnt matter for the older players as they are cabable of getting team able to do that, but new players might find it tad harder.





but what has now happened on valor is that playerbase went this way:
<-------- and monsters went this way: --------------->

:wink:

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Post by sliptongue69 »

E.Machine wrote:He doesn't lie. I have rpv's of me destroying Hector on my wrestle necro mage when both of our suits were at their most optimal points. But I didn't get nerfed until about 3 months in.

Honestly Squirrel, you do do a good job.

My problem for playing here much less is this:

Your slogan on the forums "Built by Players for Players."

It should be "Built By Players who Complain a lot For Players Who Complain A lot."

Honestly, every single time someone complained about me killing them in fel, something new would get nerfed. I would then come out with some even more interesting way of killing people, and that would get nerfed.

Whether it be Enhance Potions bonus, Mana Regeneration rate, evasion only being used once every 10 seconds, blah blah blah, you took the fun out of the hands of the serious vets of the shard, and gave it to the new players just so they'd be happy.
What...this is OSI...for free?? :O

The fight between this server and demise is why single player games are 4tw.

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Post by DOCTOR THUNDER »

Enkel, your post makes no correlation to what Eby is saying. It would be like me quoting a valid point you made, then saying "I like the Green Bay Packers, so you are WRONG". Then adding some :O and o/ after it so people know I am making a point.

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Post by Nosferatu »

bottom line.

shard.

dead.

i did a coon today in 20mins, got 5 110's not even anything i could give to a new player and a 115 healing.

the shard isnt worth playing anymore, theres not enough player database to make peerless's worth trying, and i dont feel like wasting hours alone doing it.

it used to be good.

so something went wrong?

=[

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Post by Red Squirrel »

I don't understand, I just don't.

I'll be doing a rather big PC upgrade at my end (involves my home server AND pc being upgraded - so lots can go wrong).

During the process I'll be pondering if its even worth keeping the shard up.

It really sucks since me and death have put a ridiculous amount of work into this shard, then suddenly everyone just quits at the same time.

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Post by E.Machine »

Red Squirrel wrote:I don't understand, I just don't.

I'll be doing a rather big PC upgrade at my end (involves my home server AND pc being upgraded - so lots can go wrong).

During the process I'll be pondering if its even worth keeping the shard up.

It really sucks since me and death have put a ridiculous amount of work into this shard, then suddenly everyone just quits at the same time.
Squirrel, its not that people don't appreciate or understand the work you have put into the shard. Trust me, we all do.

BUT, the MAIN reason people leave is this:

Image

People need people to play online games with, and most people can only wait for a certain period of time.

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Post by Red Squirrel »

Bah too depresed to do a PC upgrade. I'll just backup my stuff and make sure I got my ducks lined up and do the upgrade tomorrow.

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Post by Red Squirrel »

E.Machine wrote:
Red Squirrel wrote:I don't understand, I just don't.

I'll be doing a rather big PC upgrade at my end (involves my home server AND pc being upgraded - so lots can go wrong).

During the process I'll be pondering if its even worth keeping the shard up.

It really sucks since me and death have put a ridiculous amount of work into this shard, then suddenly everyone just quits at the same time.
Squirrel, its not that people don't appreciate or understand the work you have put into the shard. Trust me, we all do.

BUT, the MAIN reason people leave is this:

Image

People need people to play online games with, and most people can only wait for a certain period of time.
But if people keep quitting they're not helping things either. :/

We were hitting 30's every friday for a few months. If people would of actually not quit, it could have gone up from there.

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Post by Dumples »

Actually... those argentina folks were a lot of that peak population. And some of that was people with multiple accounts BoD gathering and crafting stuff at the same time as playing.

Really... we just need to find a way to grab some new playerbase from somewhere. If we can get another 10 or 20 new people interested again it would help out a lot.

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Post by Red Squirrel »

Yeah the owner of the internet cafe had to close it which was unfortunate for them and as well for us. Internet is much harder to get there.

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Post by DOCTOR THUNDER »

hey Red, I didn't mean to ruin your day with some of my posts. Everyone really appreciates everything you and the staff have done. The thing is, its easier to cast blame than cope with it. And add to that, most of us have voiced our complaints here and there on the forums about stuff. I was on a roll and put them all in a list. And I went overboard, in typical fashion. I called the crafting system pointless, which it is not. There were some other points I made that were said more to provoke than were based on reason.

To put it into an analogy... we were not getting the squirrel's attention. So I figured the best way to get his attention would be to step on his nuts. I not only stepped on them, I nailed them to the ground and did the forum equivelant of the Mexican Hat Dance on them. Don't let it get you down Ryan, I still really appreciate what you do. And... I do something that maybe other people should start to do(if they don't do it already). I DONATE. Not because I need the stuff, not to rub it in your face and say "fix this for me", but because it is the right thing to do. When I play on the server, you get at least $10 a month from me. And anyone else who loves AoValor should be doing the same.

People play Valor for fun. Not to get a monster down to 20% health, then have to log in an archer to finish the job because the gd monster casts mini heal faster than z0rak hopped up on red bull. They don't play valor to get turned into a freekin rat every time they do coon. They also don't play valor because they need to use a mage to be competitive in pvp(when the chance arises). Bring back the fun days. There is a big difference between challenge and pain in the ass. Throw the players a bone once in awhile.

Don't throw in the towel Red. Remember, its the start of the holiday season in most parts of the world, AND college semesters are wrapping up in 4-6 weeks. Some people are feeling pressure in real life, so gaming takes less priority.

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Post by Finlander »

Its not long from summer vacation, and many people stop playing at summer, come back at winter.
Atleast finnish peeps are playing again.

One other shard i know which used to have always 10-100 players on, has now dropped to 10-5 and its been running for 5years, its always the same thing at this time of year.

The shard isnt dead, not even near that, its just lacking few players.

And we are still rather new shard among uo shards, lets give it some time, and people START INVITING! :wink:

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Post by sliptongue69 »

DOCTOR THUNDER wrote:Enkel, your post makes no correlation to what Eby is saying. It would be like me quoting a valid point you made, then saying "I like the Green Bay Packers, so you are WRONG". Then adding some :O and o/ after it so people know I am making a point.
My point was valid, just misrepresented. AoS, Riceland, ML, all came out due to people whining about pvping, and greatly gimped gameplay to make it easier for slow minded retarded people to play and pvp.

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Post by Nosferatu »

Things just got too hard for me :twisted:

I remember when i used to farm colonel sanders and sit there and get about 15 aoa's per run.

I had more fun than i could shake a stick at, things were easy, i was getting items quick, i could make new suits, new templates, try new things i had the items to do it.

I didnt have to worry about wasting my time because i was always getting something.

Now with the season changing ive had to undergo surgery, work is more demanding of hours, schools kicking in full play, everything is going at full pace right now.

I log on theres just me online, in the old days np.

But now things have gotten to hard for itself.

I can only get maybe 1-2 aoa's per day and normally its something just not near worth keeping so i roulette it for nothing.

Even the tokuno champ has gotten a little harder , so now doing tot's isnt as fun.

Everything has been turned into group fights and requiring groups, the focus on peerless bosses is the main thing right now and well quite frankly even if i could do it alone i dont have the time or patience for the risk of getting nothing.

Everything is so advanced and upgraded its great, but there needs to be a switch for it all and right now theres not enough players to support the on switch, its driving people away seeing how hard it is to do some of this stuff, we need an off once and a while.

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Post by DOCTOR THUNDER »

I totally agree on the Sanders thing. The challenge used to be trying to kill the birds and stuff that were spread out and not being able to use EV because it was in town. The spawn itself wasn't hard, the player had to be creative in how they killed stuff. And man, if you popped a Sanders in T2A... that was a great feeling, it was like a gift. Now when Sanders pops in t2a, its "damn, I remember these used to be a lot of fun."

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Post by Nosferatu »

Yeah i miss the old days when i too could stack my roof within a week with aoa's and have that feeling of accomplishment! haha.

I hate going in dungeons and crawling and its never been my style so its like im missing out on a lot of the new stuff.

But ever sence i got rid of my archers gear pvm = champ spawns only lol.

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