Re: RFC: Reds and Towns
I don't see what this fixes. Because of the grace-period it doesn't fix town killing. The only place id see fit for this sort of action is for blues to get out of a fight with a red whether they're flagged to that red or not the red remains guardwackable. Plus reds occasionally need to cut through towns to get to places they need to go. For instance i run the savage rp guild [VcS] and if there is no mages on to gate us to the rp islands we have to walk through the city of cove to the rp portal and this walk especially on foot will take longer than 15 seconds. But as far as moon-gates go i believe those should be unguarded. It guard zone that surrounds the gates is kind of anti-pvp and this rule along with guard zones in general only favors one group of people. UO was meant to be a world with infinite possibilities one of the biggest parts about was the PK aspect, if you take out reds and basically make one bit Trammel server then it take A-LOT of fun out of the game. This is my opinion thank you for your time
Oh! Something i left out:
Red factioners, you would just be rendered completely useless if you were a red factioner. If COM or True Brits were holding the Sigils you would have no way of really helping in the return of them. Also you couldn't do faction fights in town. Plus you can just forget about using factioner vendors i know id call guards on you if i saw you buying from faction vendors, you'd drop some pretty FAT loot.
I don't see what this fixes. Because of the grace-period it doesn't fix town killing. The only place id see fit for this sort of action is for blues to get out of a fight with a red whether they're flagged to that red or not the red remains guardwackable. Plus reds occasionally need to cut through towns to get to places they need to go. For instance i run the savage rp guild [VcS] and if there is no mages on to gate us to the rp islands we have to walk through the city of cove to the rp portal and this walk especially on foot will take longer than 15 seconds. But as far as moon-gates go i believe those should be unguarded. It guard zone that surrounds the gates is kind of anti-pvp and this rule along with guard zones in general only favors one group of people. UO was meant to be a world with infinite possibilities one of the biggest parts about was the PK aspect, if you take out reds and basically make one bit Trammel server then it take A-LOT of fun out of the game. This is my opinion thank you for your time
Oh! Something i left out:
Red factioners, you would just be rendered completely useless if you were a red factioner. If COM or True Brits were holding the Sigils you would have no way of really helping in the return of them. Also you couldn't do faction fights in town. Plus you can just forget about using factioner vendors i know id call guards on you if i saw you buying from faction vendors, you'd drop some pretty FAT loot.