stuff that needs fixing

Anything regarding UO or Age of Valor
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Red Squirrel
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stuff that needs fixing

Post by Red Squirrel »

I want to put together a list of things we should fix that would make the shard better. If you can think of something post it here.

I have a list of my own, but unfortunately I think people will just cry over it so this is a super touchy subject. It's things that were not an issue or were not fully considered but now its too late to repair. But I want to get suggestions from users in case by chance these things are touched, then I may feel more comfortable actually considering to fix it.

I won't even mention any of these things. Me and Death where talking about some and its very debatable if we want to touch them because we already have enough trouble keeping a stable playerbase. We've put tons of work into the shard, but a lot of it goes unappreciated and people quit over the silliest things, thinking they'll find a better server, but probably end up quitting uo altogether. But at same time, some of these issues might be what's keeping players from joining, so its a really tricky situation to be in.

I also want to finalize lot of the systems and take a break so I can move on to other projects, possibly some that can earn me money to pay off the server costs.

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d.
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stuff that needs fixing

Post by d. »

not so much specific ideas, but my general feelings on the shard. I love the shard and the constant implementation of new things. However, I really hate how old things keep getting changed (explo pots, ai, loot, pvp dmg/swing, quests, etc). I think making things new and interesting is good, but that comes with new content/events. The thing that drives most people away from the server is the constant changing of things. If someone works hard for something on here, they want to know that it's going to be worth it and not be nerfed or have them get screwed over somehow. There are things on occasion that must be nerfed (remember when my explo pots where doing 65+ dmg?), however, most changes are not like that and only agrivate people. New things should always be subject to change, nothing is fully tested until it hits the real server. However, old things should not keep getting tweaked/changed, it agrivates most people and makes it so a lot of the playerbase has no idea what is going on. If you want to have a stable playerbase, you have to have a stable playing field that isn't changing like crazy.

As for specific things that would help this server grow:
-PvP anywhere/improved faction system that was discussed a while back
-Revision/overlook of ALL pvp cast/swing/dmgs, once revised will remain practically locked forever, so people don't constantly have to adjust to what the staff is doing.
-Event system, or possibly another staff member to help hsot events
-Revamped deffault starting area with gumps etc explaining everything that makes the server great for new accounts.

Ofcourse, this is just how I see it, but maybe others agree with me.

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Death
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stuff that needs fixing

Post by Death »

Reasons items get nerfed is due to the fact that during server birth, items were easy to get and way overpowered, hence why they were fixed. During all the AI improvements and changes, monsters are getting toned down to make things easier. If you were here a while back, the AI was absurd with intensity which made things way more difficult, but that was lowered which makes things a lot more favorable.

However, lowered AI also has an effect on damage which affects items and pets. If players are able to enter level 8 difficulty dungeon and just breeze through it, that's not much of a challenge and it removes the purpose of teamwork with other players which is usually intended.

A lot of things done during server birth were not planned accordingly and we did not realize them until the server grew and more engines and systems were put into place.

For example, peerless bosses were not created back in the day and some items were easy to get (Like Demitel Artifacts). Now that peerless are in the game, Demitel artifacts and even AOA's are actually better than the stuff you can create for peerless, yet some peerless are harder and more involved, so it's not really balanced.

Why do a peerless boss when you can camp an AW and get a death shroud or do a ton of champs and sacrifice those powerscrolls to the roulette gods and get a greater AOA that trumps it?

So people don't do peerless because they are harder and more involved. In an effort to fix that, we "could" make really powerful items that match demitel artifacts, but that again swaps the balance and makes things a little too powerful, so something has to be toned down.

When the level gets too easy, we increase the difficulty. When things get too difficult, we make it easier. As this affects all gameplay elements, tweaks, nudges and nerfs need to be done (Favorable and non-favorable).

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d.
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stuff that needs fixing

Post by d. »

That's understood Death, but the fact is, if you didn't plan a bunch of the stuff at server birth, and are still correcting the things that you decided were wrong now, the people suffering from that is your loyal playerbase.
I understand many nerfs/changed. But you and red seem to wonder why you guys don't have a stable player base; it's because they feel they don't play in a stable environment, and things keep being switched on them. Theres nothing wrong with making nerfs/changes when things are overpowered or don't work correctly, but don't expect most of the current players to stick around when they feel like they are getting jerked around. I'm not saying this is how I feel, I will probably keep playing on here for much longer regardless of what changes are made, but I can deffinatley understand why many of the older players have left this server, and why it's been hard to keep a decent playerbase.

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Finlander
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stuff that needs fixing

Post by Finlander »

d. wrote:bla bla

I agree

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Death
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stuff that needs fixing

Post by Death »

d. wrote:That's understood Death, but the fact is, if you didn't plan a bunch of the stuff at server birth, and are still correcting the things that you decided were wrong now, the people suffering from that is your loyal playerbase.
I understand many nerfs/changed. But you and red seem to wonder why you guys don't have a stable player base; it's because they feel they don't play in a stable environment, and things keep being switched on them. Theres nothing wrong with making nerfs/changes when things are overpowered or don't work correctly, but don't expect most of the current players to stick around when they feel like they are getting jerked around. I'm not saying this is how I feel, I will probably keep playing on here for much longer regardless of what changes are made, but I can deffinatley understand why many of the older players have left this server, and why it's been hard to keep a decent playerbase.
Yes, that fact is unfortunate that the existing playerbase are the ones most affected. AOV doesn't have the stable environment I would like because there's always something I find that needs to be fixed or changed before it gets out of hand (Things like exploits or creatures that give a higher artifact chance than they are supposed to).

The content is there but the foundation of the shard is rocky.

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Dumples
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stuff that needs fixing

Post by Dumples »

Are pets gaining skill correctly yet? I have soem pets that are still at the same skill as when I tamed them.

I'd still like to see the ability to give holy squirrels and dread squirrels to the chiv and necro characters. Holy War Horse would be great on a chiv archer or something.

Non-dungeon chest (treasure map chest, paragon chest, sos) loot to be improved (quality over quantity).

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Death
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stuff that needs fixing

Post by Death »

Dumples wrote:Are pets gaining skill correctly yet? I have soem pets that are still at the same skill as when I tamed them.

I'd still like to see the ability to give holy squirrels and dread squirrels to the chiv and necro characters. Holy War Horse would be great on a chiv archer or something.

Non-dungeon chest (treasure map chest, paragon chest, sos) loot to be improved (quality over quantity).
I could have sworn the holy squirrels could be transfered to people with enough chivalry. Not sure about the dreads mind u.

Holy war horse is still on the "needs work" pile. Due to its rarity, it should have a special power to it but still not be overly powerful.

I completely agree with the non-dungeon chests getting their bump in due time. That's the reason I want to put relics into those chests but that's a big project.

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Red Squirrel
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stuff that needs fixing

Post by Red Squirrel »

the squirrel transfers still don't work? Thats messed. It must of somehow got overwritten when I fixed it, I'll have to check. Got a Union meeting tonight so probably wont be coding.

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Red Squirrel
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stuff that needs fixing

Post by Red Squirrel »

What was the karma and chivalry of the char you could not transfer to? It seems to work fine on TC1.... even at -10 karma it let me.

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Dumples
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Post by Dumples »

Oh I havent tried it in about a month or so. I'll try it today and see.

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Post by Red Squirrel »

Oh yeah that was fixed a few weeks ago maybe.

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Dumples
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stuff that needs fixing

Post by Dumples »

Red Squirrel wrote:Oh yeah that was fixed a few weeks ago maybe.
The holy squirrel transferring does work now.

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