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Okay, this is a long document, so please read the whole thing before commenting. I've borrowed a lot of the ideas from other peoples posts on both UO Vault and the UO Chat Zone.

As most people realize, the notoriety system has done nothing to curb player killing and other anti-social behavior. The reason is simple, a completely automated system cannot deal with the complexities of human behavior. If we ever perfect AI to the point where the Turing Test can be run for weeks at a time, maybe. In fact, the notoriety system has done a lot to cause MORE player killing. How many of you accidentally clicked on a friend in combat and then were hunted down by every noble and great lord in the game?

I believe the reason the notoriety system fails is that it tries to prevent people from being "bad" without giving them any real incentives to be "good". The very slight discount and NPC's bowing down to you don't cut it. Especially not when slaughtering your fellow Sosarian can net you more gold, reagents, and equipment than any other creature in the land. Then add in the use of dummy characters, loopholes, and people like me who openly exploit the system to our advantage, and you have a situation where no one can trust anyone.

The way to prevent player killing and other anti-social behavior is not to restrict player behavior or force some rigid set of values down their throat. Instead, there need to be some very good reasons to be "good". My plan is admittedly, a bit complicated, but it provides incentives to being a "good" character and incorporates a lot of the virtues that have played a significant role in every Ultima since U4.

First off, character titles need to be heavily changed. Right now, they take away from the role-playing aspect of UO. Why should a complete stranger walk up to Xavori and now his best skill is tactics, it's at least 70 (or 100 depending on which war fork I'm using), and that he is honorable (he's definitely not honorable)? I don't mind the idea of titles, especially since it gives powergamers a goal to shoot for. However, I think players should have to do something, no matter how basic, to earn their title. In addition, the idea of calling someone noble, honorable, or evil lord based on a automatic tracking system of player actions is pointless. Xavori is walking proof of that. He cons, steals, mugs, and kills people more often than he does anything else. Yet, he is never below neutral notoriety. My ideas for titles are based on a very simple layout:

*Virtue Title* *Player Name* *Professional Title*

The Virtue Title is obtained by completing quests for each virtue, and your title is the last virtue quest you complete. Player Name is obviously the name you chose for your character, and your Professional Title is one that you picked up by joining a professional guild. In addition, the Professional Title has at least one higher rank that a player reaches by either completing guild tasks or virtue quests.

For example, a player named Joe decides he wants to be a blacksmith. He is allowed to join the blacksmith guild once his skill reaches 55 in smithing and he pays 500 gold guild dues. At that point he is known as Joe the Blacksmith (yes, just like the NPC smiths). The next rank in the Blacksmith guild is Master Smith. To reach that Joe has to pay 1000 gold, reach 80 in his smithing skill, and manufacturer a full suit of plate armor. Once he meets those goals, he become Joe the Master Blacksmith. Joe also wants people to trust him so he wanders out to Moonglow to perform the quest of Honesty. After he completes that quest, he will be known as Honest Joe the Master Blacksmith.

Here is a breakdown on the possible titles and requirements to reach them:

Title Requires Title Requires Title Requires
Blacksmith
Tailor
Bowyer
Fisherman
Carpenter
skill 55, 500 gold Master Smith
Master Tailor
Master Bowyer
Master Fisherman
Master Carpenter
skill 80,1000 gp,make full plate
skill 80,2000 gp,make all clothing
skill 80,1500 gp,make all bows
skill 80,750 gp,donate 100 fish
skill 80, 1250 gold, make 15 different items
- -
Warrior fighting skill 55, tactics 40 Knight kill 10 different creatures, complete Honor quest Paladin Complete Valor and Spirituality quests
Archer archery 55, tactics 40 Ranger Tame 1 creature, complete Spirituality quest Druid Complete Humility and Justice
Mage Magery 60, 1000 gold Sage Cast every spell in first four circles, complete Honesty Archmage Cast every spell, complete Honor and Justice
Alchemist Alchemy 60, 1000 gold Sage Create every non-greater potion, complete Honesty Master Alchemist Create every potion, complete Honor and Justice
Healer Healing 50, magery 20 Doctor Bandage 25 players, healing 75, complete Compassion Cleric Complete Sacrafice and Spirituality
Rogue* Stealing 40, 1000 gold Master Rogue* Stealing 60, Hiding 30,2500 - -
*Title only visible to other rogues, to others it appears as Fisherman or Warrior (depending on tactics skill)

The Professional Titles are purely for recognition. They don't provide any real advantages to the player other than respect and admiration of other players. On the other hand, the Virtue Titles provide serious benifits, along with some serious restrictions to maintain that title. Each title is earned by completing the quest of that virtue and your title reflects the last completed quest. The reward items are similiar to mage spellbooks in that they are unstealable and resurrect with the player. It is also possible to earn all eight items by completing all eight quests. However, if you break the restrictions for a virtue, you lose that item and its benifits and cannot redo that quest for one month of game time. Finally, for every virtue quest completed, the player should be given a 5% discount in the NPC shops up to 40% for completing all of them. (see, lots of benifits of being a good guy *grin*)

The quests for the virtues should be related to the virtue itself. The Valor quest should require killing extrememly powerful enemies. The Sacrafice quest should require giving up all possessions and perhaps even the players life to aid another.

VIRTUE CITY TITLE ITEM BENIFITS RESTRICTIONS
Compassion Britain Kind Mytic Lute Peacemaking and Musicianship set to 100% must always give to NPC beggars
Honesty Moonglow Honest Mystic Helm Item ID, Arms Lore, Anatomy, and Evaluate Intell set to 100% Cannot snoop or steal
Honor Trinsic Noble Mystic Shield Parrying +25%
AR 30/ Weight 3 stone
cannot attack humans except branded criminals
Humility Magincia - Mystic Armor Doubles magic resistance
AR 30/ Weight 8 stones
STR +3 / DEX +3
cannot attack humans except branded criminals
cannot have more than 1K gold
Justice Yew Judge Mystic Brand brand criminals - 1/hr.
unlimited cure poison
cannot attack anyone
cannot snoop or steal
Sacrafice Minoc Giving Mystic Gauntlets transfer your hp to others
AR 30 / Weight 1
STR +3
cannot have more than 1K gold
Spirituality Skara Brae Blessed Mystic Necklace unlimited bless
unlimited night sight
AR 30 / Weight 1
must visit a shrine at least one a week game time
Valor Jhelom Brave Mystic Weapon Tactics set to 100%
STR +5 / DEX +5
if attacked, must fight until target cancels combat or dies

Some quick notes on these:

First and foremost, a player who is branded a criminal LOSES ALL VIRTUE TITLES AND ITEMS. The idea of a branded thief and avatar, while humorous, doesn't really fit into the proper mold.

Valor requires you to fight to the death or your opponent cancels combat. If your opponent enters a guarded area, that counts as cancelling combat.

Spirituality requries visiting shrines weekly. The necklace would need to warn the players if five game days have passed and they haven't been to a shrine to reset the clock.

Justice allows people to brand criminals at a rate of one criminal every hour. This time restriction is to prevent a single judge who is a member of a PK guild from branding all the members of an opposing guild. The Judge must see the crime being committed to brand someone using the current crime flag. Rogues would be very ill-advised to commit a crime that a Judge could see. If multiple Judges see a crime, only one of them can brand the criminal, but a branded crimnal can be branded multiple times, and the penalties are cumulative. Judges also are restricted from attacking anyone ever. After all, they hand out the judgement of virtue. Being both judge and executioner is too much power that could corrupt the virtuous too easily.

Humiltiy and Sacrifice limit a player to 1000 gold. That includes both on them and in the bank. A player can have 1500 gold, but would get warnings that they are becoming to wealthy and need to give gold away.

Honor and Humiltiy require a player not to attack other unbranded players. There are no restrictions from attacking creatures or killing players who attack you.

The overall goal of completing virtue quests is to reach the title of the Avatar. It would require completeting all eight quests as well as a final incredibly difficult quest. The Avatar would have +10% to all skills and +5 to all stats as well as a 50% discount in shops. Like each individual virtue, if a Avatar breaks the restrictions for ANY virtue, they lose their status as Avatar.

The flip side of the benifits for being good are the punishments for being bad. This is done by "branding" criminals.

If a player or NPC Judge sees a crime committed, they can "brand" the criminal. To do this, they simply double click their Mystic Brand and then target the criminal. Crimes are snooping, stealing, and attacking unbranded characters. Both players and NPC's should be able to get branded.

If a character is branded, that brand appears as their only title overriding any other titles. They also suffer a penalty to the skill that relates to their crime:

Branded for snooping: -3 to snooping and title of *Player Name* *branded Snoop*
Branded for stealing: -3 to stealing and title of *Player Name* *branded Theif*
Branded for attacking: -3 to tactics and title of *Player Name* *branded Thug*
If the player you were branded for attacking dies within five minutes of your being branded you suffer an additional -2 to tactics and the title of *Player Name* *branded murderer*

The penalty is permanent, but a player can earn the skill back normally. Branded Murderers are killed on site by guards.

The branding system incorporates the reality of witnesses to crimes as well as providing real penalties for anti-social behavior. It also warns other players about potential criminals by giving them an obvious bad title. Finally, because a player is in control of branding criminals (except for NPC Judges in the cities), accidentally clicking on a friend in combat is no longer guaranteed to affect a player. A Judge does not have to brand someone if they feel the crime was committed accidentally or the two people are voluntarily sparring (I doubt too many judges will let rogues practice stealing on each other).

To remove a brand, a player must wear the brand for five game days and then complete a redemption quest for each brand they have. The quest is related to their crime and tests their desire to return to the straight and narrow.

 
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