MR Charges on items should spawn with a higher count
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- son
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MR Charges on items should spawn with a higher count
I recall having a conversation with Derrick about this.
He changed the count on MR items to what was shown to be accurate on the demo, but he did not change the MR item mechanics. So for a day or so people were running around with 100+ MR items while using the old no decay while wearing tactic.
Well we now have the new mechanics, but the nerfed item MR spawn count.
Return to what it should be?
He changed the count on MR items to what was shown to be accurate on the demo, but he did not change the MR item mechanics. So for a day or so people were running around with 100+ MR items while using the old no decay while wearing tactic.
Well we now have the new mechanics, but the nerfed item MR spawn count.
Return to what it should be?
rdash wrote:BLACKFOOT STAY AWAY FROM MY FRIENDS OR MEET A BLADE OF VANQUISH AND ADDITIONAL TACTICS
Re: MR Charges on items should spawn with a higher count
I dont understand why wearing a MR item continously would drain the charges. Not saying its not EA (era accurate) but it doesn't make sense. That makes sense for things like strength or blessing because those are time based effects and they wear off after X amount of time but MR stays on forever as long as no one cast on you. So whats the reasoning behind having it drain the charges?
Re: MR Charges on items should spawn with a higher count
Era accurate is the reason.
- son
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Re: MR Charges on items should spawn with a higher count
Them wearing down is era accurate, and really not part of this thread :/
rdash wrote:BLACKFOOT STAY AWAY FROM MY FRIENDS OR MEET A BLADE OF VANQUISH AND ADDITIONAL TACTICS
Re: MR Charges on items should spawn with a higher count
Again, I'm not saying its not EA, not questioning why isn't happening here. I'm saying, generally speaking, why did they ever drain.Faust wrote:Era accurate is the reason.
Re: MR Charges on items should spawn with a higher count
Have no idea why OSI coded their scripts they way they did... can only assume that it's a global function that handled all magic items in this manner that would burn a charge when wearing and equipping the items.
Kitty Cat, my understanding is that the count was increased after this patch but reversed for the count that the original code was based on after the decompilation was analyzed.
Derrick can only confirm this though.
Kitty Cat, my understanding is that the count was increased after this patch but reversed for the count that the original code was based on after the decompilation was analyzed.
Derrick can only confirm this though.
Re: MR Charges on items should spawn with a higher count
MR items should be far more rare, then too.
Magic clothes were exceedingly rare, as was magic jewelery.
This does not need to be changed IMO.
Magic clothes were exceedingly rare, as was magic jewelery.
This does not need to be changed IMO.
- MatronDeWinter
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Re: MR Charges on items should spawn with a higher count
Thats sort of a normative statement. What happened to accuracy?Fwerp wrote:MR items should be far more rare, then too.
Magic clothes were exceedingly rare, as was magic jewelery.
This does not need to be changed IMO.
I'm not very fond of snooping revealing you while stealthed, or cutting 1 bandaid at a time, but that got an addition? What makes this situation any different? Severity is just an opinion.
Re: MR Charges on items should spawn with a higher count
Matron does snooping reveal if you arent stealthing? See just hiding? That change is lame.MatronDeWinter wrote:Thats sort of a normative statement. What happened to accuracy?Fwerp wrote:MR items should be far more rare, then too.
Magic clothes were exceedingly rare, as was magic jewelery.
This does not need to be changed IMO.
I'm not very fond of snooping revealing you while stealthed, or cutting 1 bandaid at a time, but that got an addition? What makes this situation any different? Severity is just an opinion.