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A site update at the UO Update Center speaks about PvP action in the game and the factions. Here's a bit:
Factions, Factions, Factions...
In this team comments I’d like to focus on Player vs. Player combat, specifically within the context of the UO Faction System.
When I first joined the team in June of 2000, one of my initial big challenges was to get up to speed on the faction system. This system had already been coded and was in QA’s hands when Evocare and I were challenged with getting it released as part of the Renaissance upgrade. After spending about a week researching what was there and writing up documentation, we decided to expand on the system to include a broader audience. We spent about three weeks writing documents and coding additions. I wrote faction traps, redid the gumps, and worked a lot on the craftables. Evocare wrote the enhanced faction guard AI, added faction silver and faction allied monsters. We wanted the system to include more than just hard core PvPers, while making it fun and challenging for all. We wanted to include crafters and PvMers, as well as provide some political context to offices.
After the initial release, Evocare and Vex worked on factions up until February of this year. They fixed several bugs and added trap removal kits, and a few other balance issues were addressed.
In March, the task of addressing some of the remaining bugs in the system began. In publish 14 (which was publish 13 for a while), approximately 30 annoying bugs with the system, as well as some balance issues, were resolved. You can find complete information on the faction fixes that are being implemented in Publish 14 by clicking here.
Moving forward, we plan on addressing some balance issues with the strongholds, and working on removing ways blues can interfere in faction fights. Our goal is to have all bugs and major balance concerns addressed once Publish 15 is live, so that any future work on factions will focus more on enhancements. |
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