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Demise Events Guide (Updated 1/13/2007)

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Seer Mia

Wanderer
Demise Events Guide (Updated 1/13/2007)

One of the experiences that Demise offers its players is a range of tournament style events. These events are vast improvement over the older, mistake prone days of GMs manually placing players into a dueling pit one by one and struggling to enforce a predetermined set of rules. We now enjoy the benefit of an automated dueling tournament script, originally developed by Krrios and updated to meet the OSI era needs of the Demise server by Asayre (both of the RunUO development team). To assist players in becoming familiar with how this particular line of events is conducted, the staff has compiled an extensive guide. After reviewing the guide, players who would like to offer suggestions for improving the guide are requested to email their comments to [email protected] .


Event Announcements

Events may be either announced spur of the moment, or scheduled ahead of time via a post in the Events section of the forums. While we try to schedule events when real life responsibilities permit so that players are given notice, it is not always possible to do so. We also put every effort into making sure that all time zones are given regular opportunities to participate. Whether the event is scheduled in advance or held without notice, an in game broadcast by the hosting Seer will alert players that a tournament is about to begin, and what type of tournament it is. After the initial announcement, what is known as Event Gates will open, and a gump will appear on your client to inform you that a public event is now in progress. Event gates are shadow colored moongates that open up in highly populated areas (typically near the banks of most cities) which players interested in either entering or spectating an event may enter through. Sample locations for finding Event Gates include such places as Luna bank or Umbra's bank in Malas, Britain's west bank in Trammel or Felucca, and next to the bank in Buccaneer's Den in Felucca.





Entering the Event Hall and Registering for a Tournament

The Event Hall is a large area containing the either Tournament Signup Books for each Capture the Flag or Free For All arena or the moongates leading to the dueling arenas. Only the particular arena being used will have its signup area opened, and all others will remain blocked off. Here is a picture of a CTF signup area which has been opened for registration.





This is a picture of a dueling arena which has been opened up for a tournament such as a 1v1 or 2v2. While all other registration areas are still blocked off, the barrier to the white moongate leading to the dueling arena being used has been removed. Upon entering the white moongate, you see the dueling arena itself and the Tournament Signup Books to register with.




Actually signing up is easy. Simply locate a tournament signup book and double click it to open the registration menu. This menu will present information about the current event and ask if you would like to join. Simply check “Yes” and then click the green “Okay” button.




IMPORTANT:

- All players registering for an event should DISMOUNT upon entering the Event Hall. Mounted players are not pulled into the competition areas by the tournament script, so unless you want to be left in the dust, put away that mount!

- No trading or spamming is permitted in event areas.




Understanding Modifications

Before proceeding, we will spend some time discussing Modifications, what they mean, and how to read them. The tournament system has default settings that regulate what spells, skills, equipment and items are allowed. These settings can be modified, however. First, let’s clarify what the default settings are:

Spells: All spells are enabled except for area of effect spells, summons, field spells, paralyze, Magic Reflect, Invisibility, Mark/Recall and Resurrection. This applies to both Necromancy and Magery.

Chivalry: All Chivalry abilities are enabled except for Enemy of One, Noble Sacrifice, and Sacred Journey.

Bushido: All bushido abilities are enabled.

Ninjitsu: Only Death Strike, Focus Attack, and Ki attack are enabled.

Combat Abilities: All combat abilities are enabled except for Paralyzing Blow and Shadow Strike

Skills: Skills which are enabled are: Anatomy, Evaluating Intelligence, Poisoning, Spirit Speak

Weapons: All weapons are enabled except for Poisoned. (This means you will not be able to equip a poisoned weapon during an event with the default settings.)

Armor: All armor is permitted.

Items: Bandages are permitted. Orange Petals, Shurikens, and Fukiya Darts are not.

Potions: Refresh Potions only are enabled.

These default settings were designed to combine both the updated state of combat today and traditional dueling settings for a balanced event. However, sometimes the event’s host may opt to change some of these settings. These changes would be called Modifications, and would be displayed in the registration gump. There can be unlimited Modifications, or none at all. When an event is announced, if there are any Modifications, they will be announced at that time. Otherwise, it’s considered a Standard event with no Modifications and you should reference the above default values to know what to expect.

This picture shows an example of a signup gump where Cure Potions are being allowed. Because Cure Potions would not normally be allowed, a gray box with a checkmark in it has been placed next to “Cure Potions” under the Modifications section.



Here is an example of Refresh Potions being disabled. Because Refresh Potions are normally allowed, you see a grey box with no checkmark in it to signify that they have been removed from the tournament.




Now let's spend some time reviewing each of the tournament styles we have available.




Tournaments: Capture the Flag

The Game Begins

When the registration period has ended, all players will be randomly assigned to a team. The current arena is built for 2-team CTFs. Each team has it’s own spawn point outside of the actual arena. This spawn point is an enclosed room with a banker and a teleporter into the arena. When you die, you will respawn at this location. This is designed to give players a chance to reequip before going back out into the fray. The teleporter will lead to the upstairs room of your base. Simply drop down to the second floor and proceed.

You have two objectives once in the arena: capture the enemy flag and return it to your base, and kill members of the opposing team. A successful flag capture earns your team 50 points, and successfully killing an enemy team member earns 2 points. The team with the most points at the end of the game wins.


Capturing the Flag

To successfully score a flag capture, you must first make it to the center of the enemy’s base, where their flag rests on a pedestal. To steal the flag, double click it. This both places the flag in your pack and hues your character an ethereal color so that everybody can see you have captured the flag. Then you must make all the way back to your base. To complete the mission, double click the flag in your pack and target your team’s flag on your own pedestal. This means that if you don’t have your own flag on the pedestal, you can’t successfully complete the capture.





If someone carrying a stolen flag is killed, the flag will return to its pedestal at its home base. However, keep in mind that you do not have an unlimited amount of time to complete a capture once the flag is stolen. You must quickly finish the mission, or else you risk running out of time! A warning message will appear when you have 60 seconds left to finish capturing the flag. If you fail to do so, then you will be slain and the flag returned to its resting place, with no points earned for the effort.




Winning the Game

The winner is determined by who has the most points at the end of the event. The winning team will be awarded a cash prize. To keep track of team scores, a scoreboard will appear on your screen after each respawn and upon completion of the event. Scoreboards are also located next to the pedestals in each base. All players will be returned to the registration area when the game has finished.

 

Seer Mia

Wanderer
Re: Demise Events Guide

Free-For-All

Another type of tournament style is the Free-For-All (FFA). In an FFA, all participants spawn at one of several locations within an arena built specifically for this event type. The objective is to be the last player left alive. This means all players can attack all other players. Just like the CTF, there is no penalty for dying and you do not loose your insurance money or your items upon death. When a player does die, they are eliminated from the fight and returned to the Event Hall. While everyone is pitted against everyone else, there is nothing to stop players from ganging up on eachother, so be wary of concerted attacks! One should also note, that should the remaining participants cease to continue fighting at any point during the FFA, the hosting Seer reserves the right to interfere in order to keep the event moving.

An FFA Arena:







Dueling


From the earliest days of Ultima Online's past, dueling has been as much a part of the game's experience as any dungeon, monster, or quest ever was. While anything and everything may happen in the open field, the challenge of a duel has always been the test of skill between two opponents. In the bygone days of Sosaria, the names of champion duelists were forged into legend as mages battled for power and prestige in the humble setting of the Jhelom farms. From shard to shard, this was the path of the pvp Elite.
The face of dueling has altered a great deal in the years past. Our world is forever changing. Like everything else, the mantra of "adapt or die" must also apply itself to this sport. Some of you will remember the older days at the Jhelom Farms. The rules were typically simple and on foot. No magic weapons or armor, no running offscreen, no summons or potions. But today, we have new classes, a completely redesigned system of weapons and armor, different casting times and a whole host of new abilities. This leaves us, the dedicated players of this game, with a challenge. How do we maintain the traditional spirit of the duel, meant to elicit a true test of skill, while embracing a completely redesigned game structure? What you see under the "Understanding Modifications" section is our attempt to do just that.

For those of you who are newer to the PvP side of UO, you might be a little confused by all this yammering so far. To explain, a duel is typically a set fight between two opponents with an honorable set of rules agreed to be adhered to in advance. Though mostly between two players, duels can also be setup as team fights such as 2v2 or 5v5. These group duels are excellent tests of teamwork and coordination between friends or guildmates. When a contest is held amongst many duelists or dueling teams, it becomes a tournament.

Our tournaments are single elimination style. That means that you or your team will be randomly pitted against an opponent. Whoever looses is removed from the tournament, and whoever wins moves on to the next round. This continues until only one player or team is left to be declared the winner. Registering for a tournament is just like any of the other events you've seen so far. When a Seer announces a tournament such as a 1v1 or 2v2 (meaning single player or 2 player teams), you will take an Event Gate to the Hall. One of the white moongates leading to a dueling arena will have been unblocked, and you simply locate the Signup books when you enter the arena. When the tournament begins, players will be automatically placed in a dueling arena when their turn to fight comes.




Tournament Brackets

Before and during the event, you can monitor the progress of a tournament by checking the Tournament Brackets. These show the rules of the engagement under Rules (meaning whether there are any modifications), who has registered so far under Participants, and who is set to be fighting who under Rounds. When looking at the matches under Rounds, click on an arrow next to the names to expand and see the entire matchup. Red names are those who have lost their round. Green names are the winners. Black has not fought yet and blue means their duels are still in progress.






Sudden Death

Because nobody enjoys an entire tournament being held up for one duel that that just won't end, a feature called "Sudden Death" exists. After a predetermined amount of time (usually 9 minutes), if a duel has not ended. Sudden Death goes into effect. When Sudden Death is active, the duelists cannot heal themselves, forcing someone to die and end the match.


Free Advances

Sometimes, there are not an even number of players or teams to pair against eachother for a round. In that event, the lucky oddball gets a "free advance". This means they automatically get bumped to the next round without having to fight. Lucky bastard, eh?
 

Cronus

and his amazing friends
Re: Demise Events Guide

Original Guide by Zippy. Updated a bit for Demise by Seer Cronus.

Bombing Run is an exciting new addition to Demise. This game, like Double Domination, is based on a game type from the popular FPS "Unreal Tournament."

The game is fairly simple to understand, and the following is a detailed explaination of how the game works on Demise.

Players
Currently, the arena is set up with 2 teams, blue and pink.
They look like this:



When a player gets the "ball" they will look like this:


The Ball/Bomb


The Goal


Basic Game Rules
The basic rules of the game are simple. Most spells and items are allowed, but this varries on a per-game basis. The rules of the game are shown when you sign up. The game will prevent you from harming your team mates (who will be "green" to you), and all enemies will show up "orange" to you.

The game is "free comsume." This means that any items you use during the game (such as bandages, arrows, reagents, and potions) will not be depleted. You must bring at least 1 of each of the items with you to the game, but none of them will be "used up" once the game has started. Note that this does not apply to armor/weapon durability or special properties (such as potion or spell effect charges).

When you die during the game you will remain dead for 30 seconds, during which time you may wander around the arena freely to get an idea of how things are layed out or to watch the game. When your 30 seconds is up you will be automatically re-spawned in your teams staging room. All items you bring into the game with you are "blessed" for the entire game, you will not loose them when you die and they will be with you when you are respawned.

Game Specifics
For those of you that never played "Bombing Run" in UT, think of Bombing Run sort of like (American) UO football. If you have played bagball, imagine bagball as something that 8 year old girls play, and Bombing Run as NFL football.

Bombing Run is a live action PvP game. The object is simple: Get the "bomb" through your enemy's goal.

When you take possession of the ball you will be unable to cast spells or use any items. Your only form of defense comes from an equipped weapon. You may not use any other items or potions (except for Refresh potions). It is up to your team to heal/cure and protect you while you make your way to the enemy's goal.

When you pick up or catch the bomb you will see this message:


You may "pass" the ball to any location on the map or any player you can see. The passing range is 10 tiles. When you throw the ball it will travel in a parabolic curve to the target. If it hits any walls it will stop. You can attempt to throw the ball out of your line of sight. With the exception of walls specifically designated by the staff to always stop the ball, the ball may be thrown over walls or doors. If the ball gets too close to ANY players (inculding the opposite team) it will be caught/intercepted by that player. The ball is not "heat seeking"--that means that it will travel exactly where you targeted, even if you target a player and that player moves. As a result of this, you may find that it is nessessary to "lead" a player one or two tiles when you throw to them if they are running.

There is currently no limit (minimum or maximum) number of passes you must achive before scoring. There is no maximum time which a player can hold the ball (unlike holding the flag in a CTF game).

Getting the Ball/Bomb
In order to pick up the ball, simply move over it. The ball cannot be stolen from another player's pack. If the ball becomes stuck in an odd location, you can attempt to double click it. If all else fails, the ball will be automatically returned to its starting position after it has been on the ground for 30 seconds.

Scoring
If the ball is thrown through the goal, the scoring team will receive 3 points. If the ball is carried through the goal by a player, the scoring team will receive 7 points. Players who assist in the score will gain some "personal" points for their help.


We hope you have as much fun playing as we had making this game!

Thank you for your support.

(For an explaination of the UT version of the game and a few pictures of it, see its wikipedia page.)
 
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