Unique Policy
Posted: Mon May 23, 2022 10:06 am
viewtopic.php?f=3&t=300&p=1041#p1041
In preparation for the re-introduction of a few uniques and to test a new policy to see if it achieves the desire affect we are announcing this change and opening it to questions before the items release.
Namely the policy is this:
If you have a unique then you can only play the character that has the unique. If you want to play alts then you can give it away, but if you have it then you are active on that character.
If you are inactive with a unique then your character will be jailed till a turn-in so that the unique can be reintroduced to the game. Inactivity is defined as not active play over the course of two weeks. Active play will be ultimately discretionary, but as a baseline: spending two hours a day online idling or spending two hours over the course of two weeks would be seen as inactive.
We do not want people to trade the item back and forth in order to avoid the intention of this rule which is: if you have a unique you are actively playing it. There are instances where you may want to give this to a friend to hold so you can attend an RP or clan event. This is reasonable. What is not reasonable is alternating the object at a regular pace with the intention of not actively playing it. (e.g. if you traded it every other day so you could play your alts then over 14 days the unique would only see 7 days of play).
Once you have a unique (not Justice or Malfeasor) show it to either Jeheran in Falme, the Dreadlord in Keep, or Lord Dremond in Fal Dara.
It would be against the spirit of the rules to transfer a unique cross-race and that unique would be removed. However, you can transfer it on the same side if you end up with the item. For this we would consider Light Side, Seanchan Side, Darkfriends, and Dark Side all cross-race transfer.
**These items should be fun, sought-after, encourage risk-taking, and good. Please help us by making sure that you understand the intent of this ruling and when you have a unique abide by it. Have fun with it and enjoy the challenges that come with being targeted!
From the immortal perspective:
We like the uniques. They are items that can provide a lot of power. They are fun to have and they lead to more engagements and more risk taking.
We like loading uniques, it gives us the opportunity to do larger awards for player activities and can lead to spur of the moment questing with good gains.
We like seeing them in play, it often becomes a rallying cry in PK for people who are looking for loot.
And while we do not like policing the policy, we feel that this, along with clearly stated intentions around use will lead to more people having more opportunities to try them.
The largest issue we'd see in the past with uniques was not that players wouldn't play them, it was that they would opt to play their characters without them to lower the risk of losing them. We do not want these to be vanity items, we want them to be active in the game and discretion means that if individuals are playing them in a way to subvert or avoid our intentions and the stated policy then we will put the character in unique jail and reload the item.
Unique jail is simply a room where if you drop your unique you will be returned to the land. These items should therefore be opportunities to rally around or, if you win one in a lotto and you don't want to use it, a collect of 250 turn points.
Are there any questions around this?
In preparation for the re-introduction of a few uniques and to test a new policy to see if it achieves the desire affect we are announcing this change and opening it to questions before the items release.
Namely the policy is this:
If you have a unique then you can only play the character that has the unique. If you want to play alts then you can give it away, but if you have it then you are active on that character.
If you are inactive with a unique then your character will be jailed till a turn-in so that the unique can be reintroduced to the game. Inactivity is defined as not active play over the course of two weeks. Active play will be ultimately discretionary, but as a baseline: spending two hours a day online idling or spending two hours over the course of two weeks would be seen as inactive.
We do not want people to trade the item back and forth in order to avoid the intention of this rule which is: if you have a unique you are actively playing it. There are instances where you may want to give this to a friend to hold so you can attend an RP or clan event. This is reasonable. What is not reasonable is alternating the object at a regular pace with the intention of not actively playing it. (e.g. if you traded it every other day so you could play your alts then over 14 days the unique would only see 7 days of play).
Once you have a unique (not Justice or Malfeasor) show it to either Jeheran in Falme, the Dreadlord in Keep, or Lord Dremond in Fal Dara.
It would be against the spirit of the rules to transfer a unique cross-race and that unique would be removed. However, you can transfer it on the same side if you end up with the item. For this we would consider Light Side, Seanchan Side, Darkfriends, and Dark Side all cross-race transfer.
**These items should be fun, sought-after, encourage risk-taking, and good. Please help us by making sure that you understand the intent of this ruling and when you have a unique abide by it. Have fun with it and enjoy the challenges that come with being targeted!
From the immortal perspective:
We like the uniques. They are items that can provide a lot of power. They are fun to have and they lead to more engagements and more risk taking.
We like loading uniques, it gives us the opportunity to do larger awards for player activities and can lead to spur of the moment questing with good gains.
We like seeing them in play, it often becomes a rallying cry in PK for people who are looking for loot.
And while we do not like policing the policy, we feel that this, along with clearly stated intentions around use will lead to more people having more opportunities to try them.
The largest issue we'd see in the past with uniques was not that players wouldn't play them, it was that they would opt to play their characters without them to lower the risk of losing them. We do not want these to be vanity items, we want them to be active in the game and discretion means that if individuals are playing them in a way to subvert or avoid our intentions and the stated policy then we will put the character in unique jail and reload the item.
Unique jail is simply a room where if you drop your unique you will be returned to the land. These items should therefore be opportunities to rally around or, if you win one in a lotto and you don't want to use it, a collect of 250 turn points.
Are there any questions around this?