Archived from groups: rec.games.computer.ultima.online (
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"David" <ask@formyaddress.com> wrote in message
news:1095983959.7ZI0VnBWggCYvenl3SUcpA@teranews...
> OKay, so I meant to say that seige was felucca only for britannia,
obviously
> all of the shards have access to all the other islands/facets.
>
> My point about obsolesence was that the stat loss made even felucca on
> normal shards a pointless place for non-con pvp since death for a PK was
> still too painful. Seige solved that problem and provided some other
"bonus'
> features to make it a tougher place to play.
>
> Since there is no more stat loss on regular shards, I dont see why anyone
> would play on Seige anymore? The only reason I could see is if the other
> islands allowed non-con pvp for the normal shards? ie: are PK limited
*only*
> to felucca, or just not in trammel on the normal shards? I think it would
be
> great if trammel was the safe area, and everything else was fair game,
that
> way there would be unique places where you had to risk death. Prohibiting
PK
> pleases newbies, but it gets boring very fast.
>
> I would just stick with seige, but not for the following reasons:
> - All the skill changes make it nearly impossible to have just one
effective
> character (account)
> - It seems empty
>
> --
> Thanks,
> David
> "Magik" <magik87@putercom.org> wrote in message
> news:CJudnWloQft9kM7cRVn-qQ@giganews.com...
> > "David" <ask@formyaddress.com> wrote in message
> > news:1095924078.GvskySjrd3UOUsaQkhrt+w@teranews...
> >> I just came back to UO after a long hiatus and have noticed a few
things
> >> that appear to have changed:
> >>
> >> 1) Normal shards no longer have split facet of felucca/trammel, only
> > trammel
> >> now?
> > The regular shards have Felucca/Trammel/Ilshenar/Malas and Tokuno
Islands
> > (in November)
> >> 2) Seige is only trammel (i think it was always that way?)
> > Siege has every facet except Trammel. All facets on Siege and Mugen are
> > Fel
> > ruleset (Non-con PVP)
> >> 3) No more stat loss for normal shards?
> > That went away a while back apparently.
> >> 4) Pretty ghost town like on Seige? (probably due to #3 if it is true).
> > Depends on if you listen to the Siege advocates on Stratics or not. The
> > abundance of open housing space would indicate a less populated shard.
> >>
> >> So if there is no more stat loss on normal shards, how is Seige
different
> >> anymore? I know its tougher because no vendors buy anything and things
> > cost
> >> a lot more, but other than that, it doesnt seem like it would be that
> >> much
> >> different. PK can now roam normal shards all the same?
> > Reds are still stuck in Fel, and no matter how much they whine the devs
> > don't seem inclined to change that. They did change it to allow reds to
I've recently started playing on Siege, and it's not a ghost shard.
I know why many people think it is - I nearly made the same mistake in my
first week there - most players avoid the standard towns - Luna and Moonglow
are usually exceptions.
There are at least two dozen player-run towns, of varying sizes, and very
few of them are ghost towns - depending on where the players come from, and
when their normal 'playtime' is.
One of the things about it that I thought I'd hate, but now find I like, is
the lack of insurance. Blessed items are extremely rare, too. So, most
people tend to pick their fights more carefully, and there's (almost) none
of the normal shard gangs of brightly coloured idiots covered in artifacts
running around. PvP actually requires some skill, rather than brute force,
or 'whoever has the best toys wins'. It's fun, but I can see that it won't
be everyone's cup of tea.
Oh, and also contrary to popular opinion, it's not crawling with PvP'ers and
PK'ers. They're there, but there are also a TON of crafters, who are doing
very well - because of a lack of the usual BOD runners, very little eBay
support, and the lack of insurance.
The housing situation's not as bad as other shards, sure - but you'll still
struggle to find a plot for a decent sized house. 10X10 seems to be the
current maximum available plot size, unless you're lucky enough to find one
about to collapse.
All facets use the fel rule set - which makes Doom very interesting! The
one-character limitation is something I'm still not quite sure I like or
not, but it does make you think a bit more carefully about what skills you
want, and what you want your character for. This is probably the thing
that's the hardest to get your head around - the 'rules' or popular
standards that would make a good character on another shard don't apply 100%
on Siege. Most characters end up with hiding and magery on their character,
for example, which means a minimum of 120 points are already used up - 60
magery to gate off scrolls, and 60 hiding to be able to hide most of the
time. But, again, it makes you think more, and most of the other characters
you meet are in the same boat. The emphasis on RP'ing helps, too.
I've been there for about a month, and I can't see myself leaving any time
soon. I'm probably going to sell off my house on Europa to build one there
sometime in the next 3 months - it's a lot more fun than Fel or Trammel ever
were on any of the other shards I've played.
But, I can see why not everyone else would want to go there. It's harder,
you have to plan ahead more, and there's no safety net.
On the plus side, I won my first PvP match (ever) this week, and the guy I
killed had a 100% LRC suit in his pack, which will make my training a lot
cheaper!