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PATCH Guild and PvP Patch v1.2

Luthius

Developer
Staff member
#1
This patch is an addendum to our Guild and PvP Patch, which details can be found here
http://forums.uooutlands.com/index.php?threads/guild-and-pvp-patch.2279/


A number of these new updates arent technically "guild" or "PvP" related, but we wanted to get some player testing on them, so here they are!


Murderers

Aggression Restrictions
  • When a Murderer is killed at a location, rather than having a global Aggression Restriction put in place, they will now have an Account Aggression Restriction specific to that particular region added to their account for a limited duration
  • While a player has an Aggression Restriction in place for a Region, any characters on their account cannot perform any harmful actions to Innocent players inside that region
  • Each Dungeon is treated as its own individual region, and all non-dungeon areas are considered to be part of the "Wilderness Region" (making for a total of 10 regions)
  • Aggression Restriction duration for a region is 1 Hour + 1 Additional Hour for every 10 Long Term Murder Counts the player has


  • Players can view which Regions they currently have Aggression Restrictions in place and for how long by typing [ConsiderSins or saying "I must consider my sins"
  • If a Murderer dies in a region they already have an active Aggression Restriction in place for, a random region they currently do not have one for will be selected and added (i.e. dying a second time in Cavernam might add a Pulma restriction)



Repenting
  • Players may Repent at any time, which puts into place a 72 Hour Aggression Restriction on the account for all characters preventing them from commiting harmful actions to Innocent players at any location in the game world
  • Players will now receive a text warning before Repenting informing them if they currently are players that they have recently murdered (less than 24 hours ago) who have not yet chosen to Report them for murder (since this means they could potentially receive 1 or more Long Term counts even after repenting)



Tamed / Summoned Creature PvP
  • Player pets (i.e Tamed or Summoned creatures) can now be pushed through freely for movement by all players
  • Player pets move at full speed at all times (both in PvM and PvP)
  • All player pets now have a PvP Damage Scalar of 33% (individual creatures no longer have an specific overrides)
  • All player pets now have a 33% delay to Melee/Swing speeds and 33% longer cooldown for abilities while flagged in PvP
  • All player pets will no longer use abilities that require random chance to trigger in PvP (but will still use "cooldown" abilities such as breath attacks in PvP)
  • Fixed several potential issues that were causing player's pets to potentially keep attacking other players with abilities while even in Stop mode


Shrine Corruptions
  • Ankh Tokens will now be distributed after every wave into player backpacks if a player has earned a cumulative amount above 1 and is within 60 tiles of the Shrine
  • For example, if a player has earned 1.25 Ankh Tokens after a wave, they will receive 1 Ankh Token in their backpack and will begin the next wave with 0.25 Ankh Tokens "banked"


Castle Sieges
  • Murderers may now participate in Castle Sieges
  • Murderers may enter towns that have an in-progress Castle Siege and will flag as blue to other players (unless they are Criminal) until they trigger Castle Siege Participation (by attacking Castle Walls, Entering Castle Courtyard, etc) upon which they will flag similarly to normal Castle Siege participants
  • Murderers who have become Castle Siege participants have a 15 minutes grace period after a Castle Siege ends to leave the area before flagging as normal and becoming a Guard Zone candidate


Town Struggles
  • Murderers who have become Town Struggle participants have a 15 minutes grace period after a Town Struggle ends to leave the area before flagging as normal and becoming a Guard Zone candidate
  • Removed the mechanic that caused players to "lose" participation status if reported for a murderer while in the middle a Town Struggle; this was causing a number of players to be guardwhacked mid-event and causing confusion


Poison
  • Players with Poisoning skill will now use fractional amounts of Poison Charges when inflicting poison with a weapon onto a creature
  • Players will now only lose (1 - (0.50 * (Effective Poisoning Skill / 100)) Poison Charges when inflicting poison from a weapon onto a creature
  • A minimum of 0.20 Poison Charges are used on each poisoning attempt (if players have bonuses to Effective Poisoning Skill such as through Mastery Chain Links)




Poker
  • Poker is now available at the Prevalia Casino
  • Players can double-click Carlo the Dealer or say "Dealer" "Casino" "Poker" or "Card" out loud near him to launch the Casino Games gump
  • Currently Prevalia No-Limit Hold-Em Poker is the only game available but Liars Dice will be added soon



Creating or Joining a Game
  • Players can click the Create Game button at the bottom left of the menu to create a new poker game
  • Players can change settings for the match by clicking the small arrows underneath each setting
  • Listing Mode determines which players are able to view your game in the Available Games list
  • Table Mode determines whether players can join your game in progress if a player leaves or is eliminated (Open allows new players and Closed restricts players)
  • Blind Mode determines whether the Small and Large Blinds increase when players are eliminated or leave the table (Fixed Blinds do not change and Progressive Blinds increase as the table player count decreases)
  • Players must have Closed Table Mode in order to select Progressive Blinds
  • Clicking the Create Game button will create the match and allow players to begin joining



  • Small Blinds for games are 1% of the total Buy In and Large Blinds are 2% of the total Buy In for the game
  • If Progressive Blinds have been selected, Small Blinds will increase by a further 1% and Large Blinds by a further 2% for each player that leaves or is eliminated from the game



  • Players can join matches listed by clicking the Join button next to them



  • Once a player has joined a match, they must click the "Ready" button under Current Game before the match may start
  • Players who have clicked Ready will have their name displayed in Green text (and their statue icon will also appear as green)



  • Once the match has the required number of players present, and all players have clicked "Ready", a timer will check every 15 seconds to make sure a player is a "Valid" poker player
  • Players must be inside the Casino itself to be considered a valid poker player
  • Players must have enough gold in their bank box to pay the Buy In amount to be considered a valid poker player
  • Players must be alive to be considered a valid poker player
  • If all players are considered valid, the match will start and the Buy In amount will be withdrawn from each player's bank box



Starting Play
  • The player who is deemed the Dealer during a round has a small cards icon placed next to their chips, and each player who is the Small or Large Blind will have text added to their displayed name; i.e "Luthius (large blind)"
  • Each round begins with Hole Cards being dealt to players and a Small Blind and Large Blind being automatically paid by players
  • All actions that occur during Poker matches are also sent as system messages to players with the text preface of "[Poker]"



  • When it is your turn to act during a round, a bell will sound and the bottom area of the gameplay window will display up/down arrows with chips, as well as a Check/Call/Raise button and a Fold button


  • Each time it is your turn to act, the game will automatically set your starting bet to be enough to Call the current bet
  • Players may click the Up or Down arrows next to each chip type to change their bet
  • Clicking the Blue button will place the bet (and its text will change whether the bet becomes a Check / Call / Raise)
  • Clicking Fold will immediately forfeit the hand



  • Players may message the entire table by clicking the Message Players button



  • Clicking the Leave Game button will queue the player to leave the game as soon as the current round is completed



Timing Out
  • If it is a players turn to act, they have 60 seconds to place their bet
  • When a player has 10 seconds left to place their bet, they will hear an audio cue and receive a warning message
  • If 60 seconds pass without the player placing their bet, they will automatically fold the hand and be charged "1 Timeout"
  • If a player has 5 Timeouts during a Poker Match, they will automatically be removed from the game (as if they had chosen to Leave Game)
  • If a Server Reboot occurs while a match is underway, for the next 10 minutes after the server comes up players will have unlimited amounts of time to place their bets (i.e. wont automatically fold after 60 seconds)


Round and Match Completion
  • When a round completes, all cards relevant to the current winning hand will be highlighted in Green

  • When a player leaves the game or the match completes, if a player has more gold than their Buy In, 10% of their winnings (amount above the Buy In) will be taken as part of the house's cut, known as the Rake


Administration (to be coded)
  • It is not currently coded yet, but I will be adding features that allow the creator of a Poker game (for matches that have been created but not yet started) the ability to kick or ban players from their games similar to how the Arena Matches system works (by clicking the Blue Orb button next to each player in the Match Listing)
 
Last edited by a moderator:
#4
compiled feedback from people freaking out about looser pk penalties:

a. allow aspect to not be lost from pks (24 hour cool down vs pks 1 hour)

b. or make aspect loss region specific which may be a mess to keep track of

c. improve low end spawns to give us more stuff to hunt (goblins/orcs/ratmen etc make midtier difficult and award)

d. improve level 1 monster dungeon spawns to the worth hunting instead of skipping (midtier loot liken shaman/ogre level).. remove any rumored loot penalties overland

e. possibly bundle regions like dungeons are tied to region of map. (4 quadrants ... so dungeons and land belong to a quadrant region)... with revamped overworld spawn we will explore more too
 
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#6
This patch is an addendum to our Guild and PvP Patch, which details can be found here
http://forums.uooutlands.com/index.php?threads/guild-and-pvp-patch.2279/


A number of these new updates arent technically "guild" or "PvP" related, but we wanted to get some player testing on them, so here they are!


Murderers

Aggression Restrictions
  • When a Murderer is killed at a location, rather than having a global Aggression Restriction put in place, they will now have an Account Aggression Restriction specific to that particular region added to their account for a limited duration
  • While a player has an Aggression Restriction in place for a Region, any characters on their account cannot perform any harmful actions to Innocent players inside that region
  • Each Dungeon is treated as its own individual region, and all non-dungeon areas are considered to be part of the "Wilderness Region" (making for a total of 10 regions)
  • Aggression Restriction duration for a region is 1 Hour + 1 Additional Hour for every 10 Long Term Murder Counts the player has


  • Players can view which Regions they currently have Aggression Restrictions in place and for how long by typing [ConsiderSins or saying "I must consider my sins"
  • If a Murderer dies in a region they already have an active Aggression Restriction in place for, a random region they currently do not have one for will be selected and added (i.e. dying a second time in Cavernam might add a Pulma restriction)



Repenting
  • Players may Repent at any time, which puts into place a 72 Hour Aggression Restriction on the account for all characters preventing them from commiting harmful actions to Innocent players at any location in the game world
  • Players will now receive a text warning before Repenting informing them if they currently are players that they have recently murdered (less than 24 hours ago) who have not yet chosen to Report them for murder (since this means they could potentially receive 1 or more Long Term counts even after repenting)



Tamed / Summoned Creature PvP
  • Player pets (i.e Tamed or Summoned creatures) can now be pushed through freely for movement by all players
  • Player pets move at full speed at all times (both in PvM and PvP)
  • All player pets now have a PvP Damage Scalar of 33% (individual creatures no longer have an specific overrides)
  • All player pets now have a 33% delay to Melee/Swing speeds and 33% longer cooldown for abilities while flagged in PvP
  • All player pets will no longer use abilities that require random chance to trigger in PvP (but will still use "cooldown" abilities such as breath attacks in PvP)
  • Fixed several potential issues that were causing player's pets to potentially keep attacking other players with abilities while even in Stop mode


Shrine Corruptions
  • Ankh Tokens will now be distributed after every wave into player backpacks if a player has earned a cumulative amount above 1 and is within 60 tiles of the Shrine
  • For example, if a player has earned 1.25 Ankh Tokens after a wave, they will receive 1 Ankh Token in their backpack and will begin the next wave with 0.25 Ankh Tokens "banked"


Castle Sieges
  • Murderers may now participate in Castle Sieges
  • Murderers may enter towns that have an in-progress Castle Siege and will flag as blue to other players (unless they are Criminal) until they trigger Castle Siege Participation (by attacking Castle Walls, Entering Castle Courtyard, etc) upon which they will flag similarly to normal Castle Siege participants
  • Murderers who have become Castle Siege participants have a 15 minutes grace period after a Castle Siege ends to leave the area before flagging as normal and becoming a Guard Zone candidate


Town Struggles
  • Murderers who have become Town Struggle participants have a 15 minutes grace period after a Town Struggle ends to leave the area before flagging as normal and becoming a Guard Zone candidate
  • Removed the mechanic that caused players to "lose" participation status if reported for a murderer while in the middle a Town Struggle; this was causing a number of players to be guardwhacked mid-event and causing confusion


Poison
  • Players with Poisoning skill will now use fractional amounts of Poison Charges when inflicting poison with a weapon onto a creature
  • Players will now only lose (1 - (0.50 * (Effective Poisoning Skill / 100)) Poison Charges when inflicting poison from a weapon onto a creature
  • A minimum of 0.20 Poison Charges are used on each poisoning attempt (if players have bonuses to Effective Poisoning Skill such as through Mastery Chain Links)




Poker
  • Poker is now available at the Prevalia Casino
  • Players can double-click Carlo the Dealer or say "Dealer" "Casino" "Poker" or "Card" out loud near him to launch the Casino Games gump
  • Currently Prevalia No-Limit Hold-Em Poker is the only game available but Liars Dice will be added soon



Creating or Joining a Game
  • Players can click the Create Game button at the bottom left of the menu to create a new poker game
  • Players can change settings for the match by clicking the small arrows underneath each setting
  • Listing Mode determines which players are able to view your game in the Available Games list
  • Table Mode determines whether players can join your game in progress if a player leaves or is eliminated (Open allows new players and Closed restricts players)
  • Blind Mode determines whether the Small and Large Blinds increase when players are eliminated or leave the table (Fixed Blinds do not change and Progressive Blinds increase as the table player count decreases)
  • Players must have Closed Table Mode in order to select Progressive Blinds
  • Clicking the Create Game button will create the match and allow players to begin joining



  • Small Blinds for games are 1% of the total Buy In and Large Blinds are 2% of the total Buy In for the game
  • If Progressive Blinds have been selected, Small Blinds will increase by a further 1% and Large Blinds by a further 2% for each player that leaves or is eliminated from the game



  • Players can join matches listed by clicking the Join button next to them



  • Once a player has joined a match, they must click the "Ready" button under Current Game before the match may start
  • Players who have clicked Ready will have their name displayed in Green text (and their statue icon will also appear as green)



  • Once the match has the required number of players present, and all players have clicked "Ready", a timer will check every 15 seconds to make sure a player is a "Valid" poker player
  • Players must be inside the Casino itself to be considered a valid poker player
  • Players must have enough gold in their bank box to pay the Buy In amount to be considered a valid poker player
  • Players must be alive to be considered a valid poker player
  • If all players are considered valid, the match will start and the Buy In amount will be withdrawn from each player's bank box



Starting Play
  • The player who is deemed the Dealer during a round has a small cards icon placed next to their chips, and each player who is the Small or Large Blind will have text added to their displayed name; i.e "Luthius (large blind)"
  • Each round begins with Hole Cards being dealt to players and a Small Blind and Large Blind being automatically paid by players
  • All actions that occur during Poker matches are also sent as system messages to players with the text preface of "[Poker]"



  • When it is your turn to act during a round, a bell will sound and the bottom area of the gameplay window will display up/down arrows with chips, as well as a Check/Call/Raise button and a Fold button


  • Each time it is your turn to act, the game will automatically set your starting bet to be enough to Call the current bet
  • Players may click the Up or Down arrows next to each chip type to change their bet
  • Clicking the Blue button will place the bet (and its text will change whether the bet becomes a Check / Call / Raise)
  • Clicking Fold will immediately forfeit the hand



  • Players may message the entire table by clicking the Message Players button



  • Clicking the Leave Game button will queue the player to leave the game as soon as the current round is completed



Timing Out
  • If it is a players turn to act, they have 60 seconds to place their bet
  • When a player has 10 seconds left to place their bet, they will hear an audio cue and receive a warning message
  • If 60 seconds pass without the player placing their bet, they will automatically fold the hand and be charged "1 Timeout"
  • If a player has 5 Timeouts during a Poker Match, they will automatically be removed from the game (as if they had chosen to Leave Game)
  • If a Server Reboot occurs while a match is underway, for the next 10 minutes after the server comes up players will have unlimited amounts of time to place their bets (i.e. wont automatically fold after 60 seconds)


Round and Match Completion
  • When a round completes, all cards relevant to the current winning hand will be highlighted in Green

  • When a player leaves the game or the match completes, if a player has more gold than their Buy In, 10% of their winnings (amount above the Buy In) will be taken as part of the house's cut, known as the Rake


Administration (to be coded)
  • It is not currently coded yet, but I will be adding features that allow the creator of a Poker game (for matches that have been created but not yet started) the ability to kick or ban players from their games similar to how the Arena Matches system works (by clicking the Blue Orb button next to each player in the Match Listing)
I am so ready for some poker. one million buy in lets go
 
#8
I see the reduction on damage need for tamed pets but not summons. Summons are already weak compared to pets and they have no special abilities and can be dispelled. Was this really needed, it seems like they will be 100% useless now to try and fight back. What about the PVM build to fight back instead of full glass cannon, it's making it a very weak "fight back" build with this nerf. Please consider not applying to summons. If not, there is no use to try to have wrestle and resist. @Luthius .
 
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#9
@Tranq
Summons aren't weak. Earth Elementals got over 100 Wrestling, about 40 dmg, 75 armor.
It's not worth dispelling Summons in a PvP situation; it costs 40 or so mana and has a chance to fail.
Summons only cost 100-120 skill points; they're well-worth it.


Really, could just make it impossible for players to dispel them--at least those whose the "energy" is spent on. In a real PvP situation it's already not worth to, anyway... Since they cost a PvM resource (the "energy"), it becomes imbalanced for them to be dispellable by players.
 
#10
@Tranq
Summons aren't weak. Earth Elementals got over 100 Wrestling, about 40 dmg, 75 armor.
It's not worth dispelling Summons in a PvP situation; it costs 40 or so mana and has a chance to fail.
Summons only cost 100-120 skill points; they're well-worth it.


Really, could just make it impossible for players to dispel them--at least those whose the "energy" is spent on. In a real PvP situation it's already not worth to, anyway... Since they cost a PvM resource (the "energy"), it becomes imbalanced for them to be dispellable by players.
In pvp they hit for about 15-20 depending on armor, take that down to 10-15 and it isn't worth trying to fight with a summoner. I didn't think it was much of a problem, they don't have special hits like tamed pets do. Give summoners a chance, if the pvp damage is nerfed there isn't much of a defensive build option to fight back, it's only a prolong and flee scenario. If it is nerfed I'll have to go full glass cannon, and that sucks.
 
#12
Would be nice if you could take spirit essence from human bodies, to fill your summoning stones, otherwise you have to PvM, to fill stones, to get 7.5 min summons, which at that point, you aren't doing to go out and PvP with... Because you'd have to fill a ton of stones to do so.. And 2 min summons, are a silly waste of mana.
 
#13
  • All player pets will no longer use abilities that require random chance to trigger in PvP (but will still use "cooldown" abilities such as breath attacks in PvP)

Is poison a "random chance"? Can't imagine that being removed from pvp pets so I assume that's some other mechanic?
 
#16
i dont pvm at all and i think this is only fair. seems like aspect CD is a BIG hassle for PVMers. nobody gains when ppl log off because their aspect is on CD.

Aspect cooldown can be seen as a good economic control.

On the other hand, if you allow reds AND pvmers to play more that's really the sweet spot. It may even mean pvmers are more willing to fight back instead of run to the gate.

Either done in isolation would upset the balance, so I agree with less penalties all round.
 
#17
good point id say new players flee for survival and high end players flee to not lose aspect. it basically puts them on a 24 hour cool down and makes some builds useless except against goblins (archer)

phyls could be repurposed to "act as one level higher for 1 hour" or "increase xp 10(1)-20%(2) for one hour"
 
#18
Poker is looking good! A suggested change to conform to standard rules and keep games moving along:

Every bet/raise must be greater than or equal to the smaller of:
- The big blind bet (from the pre-flop betting round) OR
- The latest bet/raise amount this betting round (i.e. pre-flop, flop, turn, river)

This means no bet/raise can ever be smaller than the big blind. And on any given betting round, no bet/raise can ever be smaller than any previous bet/raise that betting round.

One way to facilitate this functionality would be to have a "Min Bet" button, which becomes "Min Raise" after a bet, that automatically uses the minimum calculated value based on the above.
 
#19
In pvp they hit for about 15-20 depending on armor, take that down to 10-15 and it isn't worth trying to fight with a summoner. I didn't think it was much of a problem, they don't have special hits like tamed pets do. Give summoners a chance, if the pvp damage is nerfed there isn't much of a defensive build option to fight back, it's only a prolong and flee scenario. If it is nerfed I'll have to go full glass cannon, and that sucks.
Guy, they cost 100 skill points. Their damage is plenty. Compare their damage with what you get with 100 Swords.
Get that 15 damage and divide by half, then by 3. You'll get 2.5 DPS, and this is from only one Summon. They're practically a dexxer. (You're probably not a PvPer.)

What about a PvM dexxer? If you think you can't fight back, imagine them.

I don't even play a Summoner, yet it's obvious that the issue is that they're dispellable, like I said.
Looking further into this (like casting-time needed), is for the Devs.
 
#20
Guy, they cost 100 skill points. Their damage is plenty. Compare their damage with what you get with 100 Swords.
Get that 15 damage and divide by half, then by 3. You'll get 2.5 DPS, and this is from only one Summon. They're practically a dexxer. (You're probably not a PvPer.)

What about a PvM dexxer? If you think you can't fight back, imagine them.

I don't even play a Summoner, yet it's obvious that the issue is that they're dispellable, like I said.
Looking further into this (like casting-time needed), is for the Devs.
You probably aren't a PvPer........ you wouldn't understand.