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Give me Chilvary during PVP.

ADoorKnob

Neophyte
Is there a logical reason why Chivalry is turned off during PvP?

I'm a melee and I do dungeons. However, with all these mage pks, it makes me want to quit the game. I'm literally no different than a Mongbat at this point. Mindblast hits extra hard, Magic resistance does absolutely nothing. I cant block a spell and I have no access to my chivalry. I might as well just sit in town. I have zero ways to escaape other than using a rope and pray I escape alive. However, it doesn't matter, PKS typically have rope + teleport and paralyze. It's quite remarkable, we're I to mage, I could go invisible, maybe I could paralyze field and teleport+rope away, I'd have all sort of ways that I could atleast attempt to escape. But as a melee? Just die.

Instead, what do we get? 10% increase damage. Really? In your ultimate wisdom, in the name of balancing the the game, a flat 10% dmg boost is what replaces our spells? Really, our spells are only worth a 10% dmg? Who came up with this idea exactly and who decided it was a job well done?

How about, no more mage spells during pvp and instead we just give them 25% wrestling dmg increase for maxxing magery. I think thats fair. It's an arbitrary number, but these things look arbitrary any ways.

Give me my Chivalry I have a book, it has spells, I should have access to it, just like a mage have access to theirs. Not to metion the entire point of Chivalry is to eliminate EVIL; PKS are EVIL, If somebody wanted to roleplay this, you've stopped them because of some arbirtary rule. I would even go further and BOOST chilvary in pvp IF the character is RED.

It's also worth noting that Pks also need to be balanced. Unchecked pking makes the game unpleasant for everyone, especially newer players. Give people a reason to hunt for pks.
 
Chivalry has massive instant heals that would break the dynamic of PvP in UO, and make dexxers an impossibility to kill, when you add that together with heal potions, and bandages, you have about 400 effective HP, which would take three mages to actually kill you.

PK's are checked, and are hunted, they are given penalties, and for the most part don't run rampant, but you'll always find times when everything clicks just right that more PK's are on than Anti-PK's - and yet, they are still 90% of the time outnumbered in dungeons, just people won't band together, they run instead.
 
Yea i will never understand why 5 blues will run away from 1 red.... Its quiet dumb ... To many (insert flower name ) and not enough big burly men who beat there chest facing a challange! ( I.E a red )
Chivalry has massive instant heals that would break the dynamic of PvP in UO, and make dexxers an impossibility to kill, when you add that together with heal potions, and bandages, you have about 400 effective HP, which would take three mages to actually kill you.

PK's are checked, and are hunted, they are given penalties, and for the most part don't run rampant, but you'll always find times when everything clicks just right that more PK's are on than Anti-PK's - and yet, they are still 90% of the time outnumbered in dungeons, just people won't band together, they run instead.
 
Yea i will never understand why 5 blues will run away from 1 red.... Its quiet dumb ... To many (insert flower name ) and not enough big burly men who beat there chest facing a challange! ( I.E a red )
This server has a structure where, outside of mages, most classes are at a significant disadvantage in PvP. Most players who focus on PvM tend to favor melee dexer builds—such as taming or sword bleed—rather than mage templates, because they offer a simpler, more comfortable way to make money quickly and safely.


What the original author is suggesting essentially means restricting chivalry skills for those warriors, which is like asking someone to fight an armed opponent with their bare hands. That’s why most players end up just trying to run away instead.

I think this isn’t just about balance—rather, the server was designed from the ground up with diverse build templates and an ecosystem in place, specifically to clearly distinguish between PvM and PvP builds.
 
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This server has a structure where, outside of mages, most classes are at a significant disadvantage in PvP. Most players who focus on PvM tend to favor melee dexer builds—such as taming or sword bleed—rather than mage templates, because they offer a simpler, more comfortable way to make money quickly and safely.


What the original author is suggesting essentially means restricting chivalry skills for those warriors, which is like asking someone to fight an armed opponent with their bare hands. That’s why most players end up just trying to run away instead.

I think this isn’t just about balance—rather, the server was designed from the ground up with diverse build templates and an ecosystem in place, specifically to clearly distinguish between PvM and PvP builds.
Dexxers are very strong in PvP. Start running 100 resist and practice a bit, make a dress hotkey to swap parts of your plate armor for leather while you run/reposition and u will rarely get killed. If you go full glas cannon build and don't know how to move around, sure you'll be a candy for any pk.
 
Dexxers are very strong in PvP. Start running 100 resist and practice a bit, make a dress hotkey to swap parts of your plate armor for leather while you run/reposition and u will rarely get killed. If you go full glas cannon build and don't know how to move around, sure you'll be a candy for any pk.
I think dexxars are terrible at PvP. Terrible in the sense that you will spend a long period of time in a PvP encounter and no amount of skill will speed up the process.

When you have a game like UO where there are no reliable gap closers you can use while moving (you have to stand still for a moment to use adventure rope or teleport) you always get the same thing: Benny Hill PvP.

You are going to spend so much time running around in circles chasing each other but not make any progress as you don't have any ranged abilities to use while on the move and you and your opponent can both heal on the move with bandages/potions. So it's a prolonged dance of running, healing, engage for a few hits, run some more, heal some more, repeat.

No amount of practice is going to change that. You just better hope your opponent runs out of road to run with so you can catch up to them and finish the encounter.

Have the Benny Hill song playing on repeat in the background while you are doing some PvP as a dexxer. It's a perfect fit.

No matter how many times I come back to the forums to see if the PvP situation has changed at all here, I am always disappointed that they are staying with this unfun, time consuming, tedious PvP system. UO PvP was never good in any version of the game, it has always been like I have described. It's time to change it.