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Messages - Daemona

#1
Archives / Re: Community Input, Have Your Say
November 30, 2012, 11:43:53 PM
NECROMANCY : I dont know if there are more well versed Pvpers who could chime in on this but It seems that awhile back a patch completely changed PvP involving Karma and Necromancy.  That day seems everyone put their Necro book in the bank and quit casting.  I have tried to integrate necro spells but you sure have to whack a lot of Balrons to make up for a sprinkling of dark magic :)  I personally liked PvP and my PvM (animate dead) to include necromancy but I hate farming Karma after indulging myself.  I dont have a suggestion on how to adjust it and keep it in balance, but I would like to see necromancy return to active use. Maybe keep a karma penalty for it but more of a slap on the wrist vs a total spanking :)
#2
Archives / Re: Community Input, Have Your Say
November 23, 2012, 05:00:43 PM
A thought I had was that as things wear out, houses, weapons, armor etc, you should have to expend resources to repair them.  Depending on the level of decay, the higher the amount of resources that should be required to fix it.  If you have 5 homes to maintain, that should require alot of wood and ore gathering or perhaps other resources to maintain.  It would give people something to do or make a market for those commodities.  If you have more gold than time, then perhaps you can pay weekly fee to have "the handyman" or whatever keep your homes repaired. Either way, your resources will dwindle and require action on your part to maintain your stuff.  It is easy to hoard now cuz all you have to do is open your door and poof your house is fixed.

#3
Just a more general question as to fishing on this shard.  Do rare fish spawn according to UOGuide guidelines? or is it random?  I was fishing in felluccia deep water and was catching Ilshnar fish and a dungeon fish.  Hmmm. Please any advice on how i catch the elusive Barracuda :) Dea wanna bake some pies.
#4
Archives / Re: Community Input, Have Your Say
November 22, 2012, 08:38:16 AM
After giving it more thought, I'm going to concede my idea of all guilds having to join a faction.  I accept that that is too scary for many folks.  Everyone should have access to a guild just for easy communication with guildmates.  I think that the rewards I mentioned should only be available to factioned guilds. (being able to claim a territory, increased spell damaged in owned territory, increased beneficial spells to guildmates.) 

Non faction pvm guilds can still exist in their bubble free of all danger but I still think a tiered point reward system for guild pvm would be great and higher payout for feluccia monsters might encourage the weary to get their feet wet once in a while. that is all.
#5
Archives / Re: Community Input, Have Your Say
November 22, 2012, 08:16:15 AM
What interested me about uo back in the day was the camaraderie.  A good bunch of guildmates was crucial to success.  I remember hunting in dungeons and a team of reds come in and start wasting everyone. You call out for help to your guild and they come charging in to the rescue. It was great.
     I think guilds should have more reward and more risk.  Risk so far as you must choose a faction.  Forgive me if I have no idea how hard my ideas are to implement because I really have no idea  :) but for reward, i would love to see different cities or territory be able to be claimed and held by guilds. Maybe statues or something throughout the towns that can be attacked? If you do enough damage to them, you claim them.  Claim all of a cities statues/monuments and your guild lays claim to that city.  Advantages to claiming a city could maybe be discounted goods.  Or maybe more effective spells while fighting in a city or territory you control such as a bump in damage.

Another reward could perhaps be increased power of beneficial spells cast on guildmates.  Maybe if Greater heal does 30 for yourself, it could heal 40 on a guildmate to encourage teamwork in battles and group pvm? 

There are of course those players who want no risk in UO at all and never leave trammel and they could still enjoy thiis lifestyle while unguilded but if they wanted the benefit that guilds offer, they must sign on for some risk. 

One idea I think i read was on adding the [grab command onto the trash system.  Maybe we can reward guilds further with this function so as they gain points for their guild which can have value to the group if certain tiers are reached.  These points should decay over time, but a guild that is going out and collectively ridding the land of all sorts of horrible monsters should have some tier or goal they can collectively reach for some reward while maintaining that tier.  Fellucia monsters should be double points to once again reward risk.  This would give daily purpose to PVM guilds, not just gathering of personal resources and gold.  It would hopefully bring back group hunts with defenders watching for raids and such.

Gosh, just talking about this stuff makes me excited.  Hope you like my ideas.  Happy turkey day all.   :-*
#6
General Discussion / Unholy Terror Spawn is gone?
January 26, 2012, 02:33:07 PM
Since the last patch it seems that the unholy terror spawn that used to be in tokuno and despise is not a sleeping dragon spawn.  Has anyone found a champ location for the unholy terror since the last patch? If so where please.