Agreed. It's too much. Goes way beyond the scope of an Ultima server and looks too overpoweredDruid skill is not looking me good idea. I believe it will destroy main feeling of UO. To be honest this server already so different but still it's keeping somehow that feeling. I dunno i'm in doubt.
This could be actually a usable idea. Like, activate a non PVP switch and for 24 hours you cannot revert back, but you can farm/explore the dungeons without being attacked by other players but will get only 1/3 the gold/exp/chance for rare drops (half still seem too much to me).Hey there, I'm new, this is my first time ever playing UO, so this suggestion is coming from a totally fresh player’s perspective.
Instead of adding more Sanctuary Dungeons, what if there were a system where players could toggle their PvP status on or off? That way, new players or folks who just aren’t into PvP, can still go out and explore this beautiful world without constantly looking over their shoulder.
Of course, there could be trade-offs, like reduced XP or loot rates, kind of like how the current Sanctuary Dungeons work, but applied across the entire Outlands.
I get that most players love PKing, but for the small group who doesn’t (especially newbies), maybe this wouldn’t be such a bad idea?
Hey there, I'm new, this is my first time ever playing UO, so this suggestion is coming from a totally fresh player’s perspective.
Instead of adding more Sanctuary Dungeons, what if there were a system where players could toggle their PvP status on or off? That way, new players or folks who just aren’t into PvP, can still go out and explore this beautiful world without constantly looking over their shoulder.
Of course, there could be trade-offs, like reduced XP or loot rates, kind of like how the current Sanctuary Dungeons work, but applied across the entire Outlands.
I get that most players love PKing, but for the small group who doesn’t (especially newbies), maybe this wouldn’t be such a bad idea?
I believe everything you said is true, and I’ve seen a lot of veteran players say the same. I think it’s a common misconception among OGs that focusing on PvM is somehow a bad thing. I’m totally new to UO, but I’ve played other MMORPGs, and a PvP toggle isn’t some wild idea—it works in other games, and it can work here too.Original UO was open world pvp, many of us are here for that experience, although many have come and gone too. It would make it too complex in large mixed numbers or easy to exploit (blocking etc). Test center can be a fun way to test safe builds.
For balance its hard to make challenging content if there is no risk, glass cannons often can make up loot penalties from safety.
Its a nice stepping stone too from shelter island , which at launch was an amazing place to be. So keeping other newer players together in sanctuary dungeons is a neat way to explore together.
My 100dps archer that is ok at pvp and pvm, already loots as slow as sanctuary dungeon anywhere else (mix of alchemy/anatomy/archery/tactics/parry/resist/focus/healing/taste id or arms lore etc)
Some events are like this in special areas, maybe some special event areas or random server stuff would be interesting for a mechanic. Like an anti-demon rift type location evasion event into a safe area.
Well said!I been playing pvm here since 2018 . You can do pvm and take risks. This is the spirit of UO. If wanting a safe server to play on, try a trammel era server or EA server. Its why the game died off for many.
Outlands creates a ton of pvm content for us since 2018, more so than EA has in the last decade.
Its frustrating to die but its what makes UO special. Join a bigger guild, play with others, hunt in safer areas etc.
There is also rating sanctuary dungeons
I already added that!Sage frog naruto wrestler looks so fun to test
My only “wishlist i miss from 1998” is any activity that could make cemeteries a lot of fun
@ErikGray progressive spawns or cemetery quests would be lovely
Hell, tie in the field notes with it.Druids should transform into human like creatures or monsters & bigger 4 legged animals from the overland woods..
Druid Transformation:
1: Werewolf/wolfman (NEW) extra boost with brown or grey wolf mask. (+1 dex)
2. Harpy/owl man (NEW) extra boost with owl mask. (+1 int)
3. Grizzly Bear: extra boost with bear mask. (+1 str)
4. Polar Bear: extra boost with polar bear mask. (+1 int)
5. Dire Wolf: extra boost with wolf masks. (+1 dex)
6. Cougar: extra boost with cougar mask. (+1 dex)
7. Orc: extra boost with orc mask. (+1 str)
8. Deer: extra boost with deer mask. (+1 int)
9. Savage: extra boost with tribal mask. (+1 dex)
10. Skeleton: extra boost with bone helmet. (+1 str)
(2 new designs, & 8 classic designs, a nice round number).
They should be able to blend in and mimic.. why the hell would you want to shape shift to a creature that obviously stands out? Honestly that's dumb as hell!! And now all your masks can have an extra use..
(Just flag all transformation forms, as Grey, Everytime you use or cast Druid shape shift, you turn grey while in form).. Easy as that!! How can a player not distinguish a grey attacker?
Also could if possible, only give the mask bonus at 100 Druid skill.. Just seems like this would satisfy the role players and add the new skill with realistic shape shifts for a human.