Basic premise for a possible future shard
Posted: Wed Jun 22, 2011 4:44 pm
Will add to this as I think of things.
Structured and planned future, including server costs, player numbers, etc. If considering actually launching something, be certain that staff are in it for the long haul.
Heavily advertised. Ensure a continued wave of new players.
Set out a shard 'story' in Ultima Lore, well presented on website, and evolve this story as the shard develops, involving players in this. Make this central to the shard and hopefully it's something that sets it apart from the others and appeals to more than just the usual PvP crowd.
Modified AOS ruleset.
Felucca old lands and POSSIBLY Felucca lost lands only.
No neon items or horrible item hues. Things like artifacts toned down to 'normal' UO colours.
Attempt a working economy - gold sinks. 'Vanity' items like 4th year+ emounts, special hair dye, etc = mirrrrrions.
Loot. Stick to some Legacy ideas, ie Shame. Spread it around all dungeons and perhaps some other areas as well. Remove some of the items from these drops(including spawns) and make them crafter only(powder of fort, etc). The server birth/daily rares, etc should remain the same.
No rune beetles or other abominations, like Legacy.
No horrible newbie-grind stage. No 'trammel island' idea like on Legacy. Let chars start with 2x skills of choice @ 90, and 225 stats. 1 char per account. It shouldn't be a chore to get started and established.
Consider giving 'naked' chars a base resist level and base casting level, without items. Perhaps 60 in each resist, and 2/5 casting. Items could then obviously add to this, with the same caps as legacy/p25. Resists on items would need to be changed to have something like 0-3 in each resist on them, with 3 being the maximum and rarest. Other items could all remain, except jewelry, which would have to be capped/lowered for most properties, with the fc/fcr being unnecessary now. The point of this is to make AoS much less reliant on items. The part that people enjoyed, ie making suits, improving their setup etc is still there, but would also make it possible for people to compete on an 'unitemed' char. This would appeal to RP type players, 'duelers' etc. Items become a bonus, not a necessity.
PvP mechanics. Legacy was pretty much spot on. Field and area effect spells is the one area that wasn't quite right. Poison field/Para field - upped to 100 mana per cast(affected by LMC ofc) and wither mana cost doubled and changed to a 1 tile radius around the casting char. Should put an end to choke point and field-spam pvp.
Factions. I can't remember exactly how it worked on Legacy. Was control of each town linked to certain dungeons, giving bonuses on loot and champ spawns? Perhaps change this to a %. 8 towns controlled = 100% bonus to loot. 6 controlled, 60%, 4 controlled, 40%. etc. In all dungeons. Consider other rewards as well. I can't think what else was in on Legacy. Allow faction vendors on player housing. Include things such as necro regs. Possibly some of the stuff we discussed in this thread: viewtopic.php?f=3&t=3892 & this thread viewtopic.php?f=3&t=3917
Events. Have an evolving shard 'lore' storyline. No global announcement events like OSI ended up doing, and most freeshards still do. Something more like this: http://www.pusateri.org/blood/events/foa.htm where GM's play NPCs characters and drive a story line that players can have an impact on, becoming part of the 'official' history of the shard as it evolves.
Support for communities.
Stuff for crafters/merchants. No idea at present
Safety for non-PvPers, without over-trammelising the world. No idea again.
Structured and planned future, including server costs, player numbers, etc. If considering actually launching something, be certain that staff are in it for the long haul.
Heavily advertised. Ensure a continued wave of new players.
Set out a shard 'story' in Ultima Lore, well presented on website, and evolve this story as the shard develops, involving players in this. Make this central to the shard and hopefully it's something that sets it apart from the others and appeals to more than just the usual PvP crowd.
Modified AOS ruleset.
Felucca old lands and POSSIBLY Felucca lost lands only.
No neon items or horrible item hues. Things like artifacts toned down to 'normal' UO colours.
Attempt a working economy - gold sinks. 'Vanity' items like 4th year+ emounts, special hair dye, etc = mirrrrrions.
Loot. Stick to some Legacy ideas, ie Shame. Spread it around all dungeons and perhaps some other areas as well. Remove some of the items from these drops(including spawns) and make them crafter only(powder of fort, etc). The server birth/daily rares, etc should remain the same.
No rune beetles or other abominations, like Legacy.
No horrible newbie-grind stage. No 'trammel island' idea like on Legacy. Let chars start with 2x skills of choice @ 90, and 225 stats. 1 char per account. It shouldn't be a chore to get started and established.
Consider giving 'naked' chars a base resist level and base casting level, without items. Perhaps 60 in each resist, and 2/5 casting. Items could then obviously add to this, with the same caps as legacy/p25. Resists on items would need to be changed to have something like 0-3 in each resist on them, with 3 being the maximum and rarest. Other items could all remain, except jewelry, which would have to be capped/lowered for most properties, with the fc/fcr being unnecessary now. The point of this is to make AoS much less reliant on items. The part that people enjoyed, ie making suits, improving their setup etc is still there, but would also make it possible for people to compete on an 'unitemed' char. This would appeal to RP type players, 'duelers' etc. Items become a bonus, not a necessity.
PvP mechanics. Legacy was pretty much spot on. Field and area effect spells is the one area that wasn't quite right. Poison field/Para field - upped to 100 mana per cast(affected by LMC ofc) and wither mana cost doubled and changed to a 1 tile radius around the casting char. Should put an end to choke point and field-spam pvp.
Factions. I can't remember exactly how it worked on Legacy. Was control of each town linked to certain dungeons, giving bonuses on loot and champ spawns? Perhaps change this to a %. 8 towns controlled = 100% bonus to loot. 6 controlled, 60%, 4 controlled, 40%. etc. In all dungeons. Consider other rewards as well. I can't think what else was in on Legacy. Allow faction vendors on player housing. Include things such as necro regs. Possibly some of the stuff we discussed in this thread: viewtopic.php?f=3&t=3892 & this thread viewtopic.php?f=3&t=3917
Events. Have an evolving shard 'lore' storyline. No global announcement events like OSI ended up doing, and most freeshards still do. Something more like this: http://www.pusateri.org/blood/events/foa.htm where GM's play NPCs characters and drive a story line that players can have an impact on, becoming part of the 'official' history of the shard as it evolves.
Support for communities.
Stuff for crafters/merchants. No idea at present
Safety for non-PvPers, without over-trammelising the world. No idea again.