RPCSS Changes to Lore, Rules and Mechanics
Let me begin by apologizing for the length of this post. There is a lot of information and it may require more than one way of explaining things. Second, let me just say how difficult it is to predict the behavior and opinions of a player base even after nearly three decades of running communities such as this.
If you have no idea what RPCSS is about and choose to go read the wiki about it, please note that I have not updated the wiki yet. I am posting this FIRST and then will begin the process of making changes to the wiki.
So, what's the core problem?
RPCSS is not being utilized in the manner or to the extent that Mith and I had hoped, intended, or experienced the first time around.
What caused the problem?
It could be anything from not having enough players, the way in which guilds are viewed in UO, the requirements for getting involved being too steep, the early discussion involving more PvP on the shard, RPCSS itself, or just a lack of understanding its advantages.
What is the solution?
In the shortest explanation possible: RPCSS will no longer be tied to guilds. Instead, individual players will be able to claim one of the 25 forts, castles, towns, or manor houses on the mainland map AND the surrounding hexacre of land for themselves. This will give them a team in RPCSS where they can control NPC armies, spies, and RPCSS gold bars.
Mechanics: Guilds change from being a single team in RPCSS to being an alliance of many teams (Estates). We assume each guild leader will also have their own estate, but it won't be required. We assume most guilds will aim for the leader to control the capital of a kingdom but that also isn't required.
Lore: The original intention was that the RPCSS guilds would be played more like Game of Throne's Noble Houses. That didn't happen for the most part. Even in the beginning, most of the guilds we approved were much more in the nature of being political or social organizations rather than noble houses.
Practically, not really much is changing here. The three active "guilds" we currently have will remain active using their same lore. (They may choose to make some small changes, but there is nothing significant). However, I will be updating the wiki to reflect how the guilds are actually being used -- as alliances.
Rules: There were some complicated rules and applications necessary for the formation of new guilds (noble houses). The process will be updated to reflect the change in RPCSS mechanics and the lore adjustment. Daisy and I will also see if we can streamline the application and set up process.
The rules for running and keeping a guild will also be reviewed.
Tell me more about Estates
It is our goal to incentivize players into claiming estates.
RPCSS is currently on hold, so Mith has already started making the changes. First, he will decouple RPCSS teams from guilds. Second, he will create the ingame ability to establish your Estates and get a team in RPCSS. Third, he will make changes to how RPCSS works, including many bug fixes and a big change to multi-estate combat we need.
We will make estates available to players at that point, and begin working on upgrades. Maybe 4 to 6 weeks assuming no personal emergencies occur.
If you have questions, go ahead and post them. I will edit your post and respond directly on the post so answers can be kept with questions.
Regards, Lara
Let me begin by apologizing for the length of this post. There is a lot of information and it may require more than one way of explaining things. Second, let me just say how difficult it is to predict the behavior and opinions of a player base even after nearly three decades of running communities such as this.
If you have no idea what RPCSS is about and choose to go read the wiki about it, please note that I have not updated the wiki yet. I am posting this FIRST and then will begin the process of making changes to the wiki.
So, what's the core problem?
RPCSS is not being utilized in the manner or to the extent that Mith and I had hoped, intended, or experienced the first time around.
What caused the problem?
It could be anything from not having enough players, the way in which guilds are viewed in UO, the requirements for getting involved being too steep, the early discussion involving more PvP on the shard, RPCSS itself, or just a lack of understanding its advantages.
What is the solution?
In the shortest explanation possible: RPCSS will no longer be tied to guilds. Instead, individual players will be able to claim one of the 25 forts, castles, towns, or manor houses on the mainland map AND the surrounding hexacre of land for themselves. This will give them a team in RPCSS where they can control NPC armies, spies, and RPCSS gold bars.
If this makes complete sense to you then you get a cookie!
If not, keep reading.
If not, keep reading.
New Terms
Alliance - the new concept for guilds instead of "Noble House"
Estate - the new term for a team in RPCSS and the land and buildings managed by it.
Noble House - a defunct term that will eventually be removed from the wiki.
What happens with Guilds?
Alliance - the new concept for guilds instead of "Noble House"
Estate - the new term for a team in RPCSS and the land and buildings managed by it.
Noble House - a defunct term that will eventually be removed from the wiki.
What happens with Guilds?
Mechanics: Guilds change from being a single team in RPCSS to being an alliance of many teams (Estates). We assume each guild leader will also have their own estate, but it won't be required. We assume most guilds will aim for the leader to control the capital of a kingdom but that also isn't required.
Lore: The original intention was that the RPCSS guilds would be played more like Game of Throne's Noble Houses. That didn't happen for the most part. Even in the beginning, most of the guilds we approved were much more in the nature of being political or social organizations rather than noble houses.
Practically, not really much is changing here. The three active "guilds" we currently have will remain active using their same lore. (They may choose to make some small changes, but there is nothing significant). However, I will be updating the wiki to reflect how the guilds are actually being used -- as alliances.
Rules: There were some complicated rules and applications necessary for the formation of new guilds (noble houses). The process will be updated to reflect the change in RPCSS mechanics and the lore adjustment. Daisy and I will also see if we can streamline the application and set up process.
The rules for running and keeping a guild will also be reviewed.
Tell me more about Estates
- Any individual will be able to claim a hexacre of land on the mainland map. A hexacre of land is approximately 120 tiles across.
- We have 25 of these hexacres with high-end castles, forts, manor houses, or towns in them. We assume these will be the first 25 claimed.
- You may only claim one estate per account.
- You will be registered into RPCSS where you can grow your estate into neighboring hexacres, muster armies, recruit spies, and collect taxes.
- You'll be able to join an alliance (guild) with your estate if you should wish to but it won't be required.
- You will be able to evict other characters from houses in your estate. You'll be offered your pick of houses to own for free, not rent.
- You will have to defend your estate from other RPCSS estates looking to grow into your area or attack your lands.
- All your characters will have access to your estate as if they were your main character.
- You will be able to name two other estate managers.
- You will be able to indicate allied and enemy estates, as well as allied and enemy alliances.
It is our goal to incentivize players into claiming estates.
- Henchmen - Estate owners will get a small force of in-game NPC henchmen that they can use to fight with. These henchmen will be usable while hunting. You'll be able to dress them up and place them around your estates. They will attack enemy characters on your lands.
- Resources - There will be an upgrade to the gathering of one or more resources.
- Status Upgrades - Customize upgrades to builds, deco, and landscapes can be purchased with RPCSS gold (not in-game gold).
- Spawners - Customized spawns can be requested for your lands (within reason, read more here.).
- NPCs - Customize NPCs can be requested for your lands. (This has been changed, read more here.)
- BODs - We are working on implementing BODs for most of the craft skills. Completing BODs will give your estate advantages in combat. (Details pending)
- Much More ...
RPCSS is currently on hold, so Mith has already started making the changes. First, he will decouple RPCSS teams from guilds. Second, he will create the ingame ability to establish your Estates and get a team in RPCSS. Third, he will make changes to how RPCSS works, including many bug fixes and a big change to multi-estate combat we need.
We will make estates available to players at that point, and begin working on upgrades. Maybe 4 to 6 weeks assuming no personal emergencies occur.
If you have questions, go ahead and post them. I will edit your post and respond directly on the post so answers can be kept with questions.
Regards, Lara