5 ms·
The PvP system was decoupled from UO when they introduced "Facets" with Trammel being the non-PvP facet. Unfortunately, it completely dis-balanced the game in m
by sologoub 11y ago
The PvP system was decoupled from UO when they introduced "Facets" with Trammel being the non-PvP facet. Unfortunately, it completely dis-balanced the game in my opinion and was the beginning of the end for my 6 years of playing.
Trammel end-up being over-run with players killing everything NPC in sight. For example, Destard (dragon dungeon) had so many players in it that my client crashed from time to time. Dragons only spawn every few minutes, so with 100+ players, as soon as one would spawn it would be killed. That's hardly fun. Same thing happened throughout. With no risk of being killed and losing what you had, the game became too easy.
The last 3 years of playing, I played on shard called Siege Perilous. It was a shard with skill caps, no non-PvP areas and much higher prices for anything you bought from NPCs. It was a lot more challenging than normal shards and had a much smaller following, but the sense of accomplishment was much more for me and those that played the shard seemed to be on average more respectful than players I encountered in the early days of Trammel.