Being Worked On Guild Raid - The Savage Empire (Eodon)

Dan

Staff Member
Administrator
Game Master
Worlds_of_Ultima_cover.jpg
Guild Raid Information (early design)
  • Only one guild can activate the raid at a time.
  • Once inside no one else can enter.
    • Anyone who leaves can not re-enter.
  • Once activated a guild will have 5 hours to complete the raid.
    • When a raid is activated all players who will partake must have a raid ticket, be within 10 tiles of the raid activator, and be in the same guild OR alliance of the person activating.
  • When activated all valid players will be teleported to the Valley of Eodon starting location.
  • The raid is "open world" with 5 specific bosses that must be defeated.
    • Once completed a raid reward item will be shown to all players. Players can then choose to roll or pass on the item.
    • A successfully completed raid will always reward an item.
  • Knowing raid mechanics and boss fights will be critical to successful completion.

Boss Fights
  • When a boss is engaged the boss area is closed off and all raid participants will be summoned inside.
    • Bosses will be difficult and use mechanics that target all players.
  • Once inside it will not be possible to leave until the encounter is over.
  • Once inside it will not be possible to resurrect if killed by any means until the encounter is over.
  • If everyone inside the encounter dies the raid is considered over and all players will be resurrected and moved out of the raid.

Earning Raid Tickets
  • Players can earn raid tickets by completing various systems that already exist in the world.
    • Example:
      • One way to earn a raid ticket might be a quest:
        • Complete one champion on any facet, a peerless, and a Renowned in 24 hours.
  • Raid tickets are bound to the specific player that earned in. They cannot be traded between other players or other characters.

Raid Open World
Screenshot 2023-11-29 114133.png

  • In the open world portion of the raid players can be resurrect per normal. However, if at any time all players are dead, the raid is considered over, and everyone will be ejected.
  • Make sure to spend some time exploring the generated raid world because:
    • Special quest givers will be spread throughout the open world raid. They will offer special quests that reward Raid Points.
      • These quests can only be obtained and completed while in the raid zone.
      • Some quests may take multiple raids to complete.
      • Raid quest progress will save and transfer between raids.
      • Raid points can be used to purchased special items from the Raid Merchant located in Luna.
    • Unique colored tameables will have a rare chance to spawn throughout the world on raid creation.
    • Unique "lesser bosses" will have a very rare chance to spawn on raid creation.
      • When the raid is generated, there will be a very rare chance for a unique "lesser boss" to spawn.
        • This boss can be killed in the open world and will offer unique decorations and mounts.
    • Unique stealable items will have a rare chance to spawn throughout the world on raid creation.


This outline will serve as a basic guide for designing and implementing a raid / raid system on Heritage.

This document will be changed and updated based on feedback, coding outcomes, and in-game test cycles.

This post is unlocked to allow for player feedback.

Have a good idea or a comment on the current proposed outline? Please post it below.
 

FireFly

Journeyman II
Supporter
First thing i can come up after reading that= every Boss should scale their status and damage based on people entering this encounter.
Otherwise it create gap between bigger guild and small ones (i think some here actually have 2ppl that active Play )
 
OP
Dan

Dan

Staff Member
Administrator
Game Master
First thing i can come up after reading that= every Boss should scale their status and damage based on people entering this encounter.
Otherwise it create gap between bigger guild and small ones (i think some here actually have 2ppl that active Play )
So guild allies also count. I noted it in a few spots above. Smaller guilds might want to seek out and take advantage of alliances with bigger ones.

I want these raids to be tough. The end game of end games.

A problem with scaling based on size, is eventually you are going to have people purposely going in with the smallest teams possible to get the weakest bosses possible. That is not the intent.

Tough is the intent and going in with multiple people will be key.
 

FireFly

Journeyman II
Supporter
So guild allies also count. I noted it in a few spots above. Smaller guilds might want to seek out and take advantage of alliances with bigger ones.

I want these raids to be tough. The end game of end games.

A problem with scaling based on size, is you are going to have people purposely going in with the smallest teams to get the weakest bosses. That is not the intent.

Tough is the intent and going in with multiple people will be key.
Yeah i want see people create aliances between guilds specially since (im 100%honest in my judgement) i dont think i would ever pick alliance with someone i cant trust due to fact allies can steal from others and stuff like that.
Post automatically merged:

Or like we already experienced among players here someone WHO start killing allies/guildies while they banksitting afk bcs mental break down
 
OP
Dan

Dan

Staff Member
Administrator
Game Master
Yeah i want see people create aliances between guilds specially since (im 100%honest in my judgement) i dont think i would ever pick alliance with someone i cant trust due to fact allies can steal from others and stuff like that.
A topic for another post but one comment on that - I never liked that in UO, how being in a guild made you more vulnerable. I am not against coding in a custom setting where players, by default, can't kill, or steal, or loot from guild mates, unless the player opens the guild menu and selects the "guild and alliance members can steal, snoop, and loot me." (for training purposes?)

Sort of like how the party system works with looting.

Guilds need an overhaul too and more guild/alliance member protections can definitely be on the table.
 

FireFly

Journeyman II
Supporter
That would be VERY GOOD INVENTION if there would be maybe more than 3/4 guilds. Maybe let it be at first for parties not guilds at all
 

Sensay

Novice
That would be VERY GOOD INVENTION if there would be maybe more than 3/4 guilds. Maybe let it be at first for parties not guilds at all
I think it's better for the guild, it will push people not to create their own guilds where only their heroes, but to join a guild where there are more players.
 

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