Ghost wrestling.Sandro wrote:I think it's time to start ghosting.
Winner stays, loser gets booted from the dungeon!
Ghost wrestling.Sandro wrote:I think it's time to start ghosting.
But thats not because the skills themselves are easier here (is it?). Its because theres less competition for mad lewts, and no effort whatsoever needs to go into hiding macroing. I can't remember off-hand what anti-macro code was in place during T2A, but we don't have that either. You *could* make a 7x tank in around a week then aswell, but very few people had the cash on-hand, enough alts, and the willingness to risk getting busted afk to do it. Just getting regs on Atlantic was half the battle for a mage -- a complete non-issue here.nightshark wrote:Skill gain here is not even remotely similar. I may have become a lot more knowledgable about the game in 2010, but at no point in T2A could I start up on a new shard and make a 6x, 9x.x resist tank mage in the matter of a week.
Most people in T2A had like 50-60 resist even if they had managed to 6xGM their other skills (which was really rare)
The fact that you can GM swords in 4 hours from hitting a llama should say something about the skill gain system here... In '99 I spent many many hours fighting mobs on a sliding scale before I could proudly say I had my first GM. If it was as easy as standing outside moonglow killing timber wolves for 4-5 hours, there'd be no point in sitting at the bone wall night after night, getting griefed to kingdom come.Rammar wrote:But thats not because the skills themselves are easier here (is it?). Its because theres less competition for mad lewts, and no effort whatsoever needs to go into hiding macroing. I can't remember off-hand what anti-macro code was in place during T2A, but we don't have that either. You *could* make a 7x tank in around a week then aswell, but very few people had the cash on-hand, enough alts, and the willingness to risk getting busted afk to do it. Just getting regs on Atlantic was half the battle for a mage -- a complete non-issue here.nightshark wrote:Skill gain here is not even remotely similar. I may have become a lot more knowledgable about the game in 2010, but at no point in T2A could I start up on a new shard and make a 6x, 9x.x resist tank mage in the matter of a week.
Most people in T2A had like 50-60 resist even if they had managed to 6xGM their other skills (which was really rare)
I like this idea the best. That's why I usually only play one character 99% of the time and that's why people only know me as Sir Rellik.MatronDeWinter wrote:Give people a warning the next time they log in, that they have X days to decide which characters from all 3 accounts to keep. Script a consolidator to bring them all to one account, delete the rest. Enact a 1 account per IP policy, which also applies to the number of clients connecting at once to prevent the old "oh uh, this is my friends account" jive.
I literally have 13-14 fully built characters, and personally, I would trash-can them all if the server would switch to a 1 account model. I liked ultima when there was communication amongst players, people had reputations, not 1000 alt characters and an army of invincible scouts. Allowing so many players takes the "identity" out of the game.
(personally I would like 1 char per IP)
MatronDeWinter wrote:Give people a warning the next time they log in, that they have X days to decide which characters from all 3 accounts to keep. Script a consolidator to bring them all to one account, delete the rest. Enact a 1 account per IP policy, which also applies to the number of clients connecting at once to prevent the old "oh uh, this is my friends account" jive.
I literally have 13-14 fully built characters, and personally, I would trash-can them all if the server would switch to a 1 account model. I liked ultima when there was communication amongst players, people had reputations, not 1000 alt characters and an army of invincible scouts. Allowing so many players takes the "identity" out of the game.
(personally I would like 1 char per IP)
Kabup wrote:lol, I want to see people whinning about the houses they'll will lose, and how much time they spend making his alt/pk/tank/dex/ghost/thief/tamer/crafter/... and how hard it will be to macroing without the second and third account...
Hmmm... dunno, but I don't think this will work... whiny babies usually gain their milk......
You may want to re-check your patch notes.Stranger wrote:Kabup wrote:lol, I want to see people whinning about the houses they'll will lose, and how much time they spend making his alt/pk/tank/dex/ghost/thief/tamer/crafter/... and how hard it will be to macroing without the second and third account...
Hmmm... dunno, but I don't think this will work... whiny babies usually gain their milk......
Make unlimited houses per character, the way it REALLY was. Or, 15 houses per account.
This for me.MatronDeWinter wrote:Give people a warning the next time they log in, that they have X days to decide which characters from all 3 accounts to keep. Script a consolidator to bring them all to one account, delete the rest. Enact a 1 account per IP policy, which also applies to the number of clients connecting at once to prevent the old "oh uh, this is my friends account" jive.
I literally have 13-14 fully built characters, and personally, I would trash-can them all if the server would switch to a 1 account model. I liked ultima when there was communication amongst players, people had reputations, not 1000 alt characters and an army of invincible scouts. Allowing so many players takes the "identity" out of the game.
BlackFoot wrote:I like Foefoucheaux's attitude/take on uo.
Panthor the Hated wrote:Also, Foe is right.
I agree with you. I would just assume *if* a switch was made from 3 accounts to 1 then Derrick would also take into consideration couples and make exceptions there. My girlfriend plays as well and I wouldn't be ok with such a change if it meant we had to share 1 account.Foefoucheaux wrote:I will be the first whiney noob to QQ regarding the switch from multiple accounts to a single one. Although my wife does not play with me often, she uses one of the three accounts per ip. It would suck to not be able to play with her. Personally, I would be fine with just one account, if she could also have one.
110% agreed with all of this. You're right, some people did have multiple accounts, however, the majority didn't. I think it's safe to say that most of us are in our mid-late 20's now and back then we were mostly all teenagers. I know I did good getting my parents to pay $10/month for me to play a silly game.ClowN wrote:i havnt really played here in a while, but i just thought i would pop in and say that i agree with Matron on this subject.
I of course have 3 accounts here like most do. 11 fully built characters (about 6 of them iv never even played after macroing them up). The biggest thing this shard lacks is player identity, and risk. When i played on OSI during t2a, there were certain names that just stood out from the rest. Here everyone plays with so many different characters, you never really know who your fighting on the field.
Not to mention the obvious extremes the game mechanics can be pushed to with multiple accounts. true this was capable in era, but not many had more than 1 account. when EVERYONE has multiple accounts, it really changes the way people play the game. During t2a, when you died in a dungeon, it meant "SHIT! i need to find a gate back to town, buy new supplies, possibly macro off murder counts, change my house keys (wonder if im already being looted?) etc etc." dieing anywhere on UOSA has no risk at all. I can always log on my other account and gate my ghost home. I can craft ANY OBJECT that i need to replace with one of my 5 alt crafter chars. If you get my house key, ill just log on my other account and change the locks before you can even recall to my house. If you kill me in game, you will see me again in 5 mins or less, fully restocked. It was almost impossible to recover this quickly on OSI. Dieing used to really suck back then. That i believe is the main reason why no matter how close we get to mechanical accuracy on UOSA, it just never 'feels' quite the same as it used to.
I would gladly give up 2 of my 3 accounts in the spirit of true t2a 'play style'.
i havnt really played here in a while, but i just thought i would pop in and say that i agree with Matron on this subject.
I of course have 3 accounts here like most do. 11 fully built characters (about 6 of them iv never even played after macroing them up). The biggest thing this shard lacks is player identity, and risk. When i played on OSI during t2a, there were certain names that just stood out from the rest. Here everyone plays with so many different characters, you never really know who your fighting on the field.
Not to mention the obvious extremes the game mechanics can be pushed to with multiple accounts. true this was capable in era, but not many had more than 1 account. when EVERYONE has multiple accounts, it really changes the way people play the game. During t2a, when you died in a dungeon, it meant "SHIT! i need to find a gate back to town, buy new supplies, possibly macro off murder counts, change my house keys (wonder if im already being looted?) etc etc." dieing anywhere on UOSA has no risk at all. I can always log on my other account and gate my ghost home. I can craft ANY OBJECT that i need to replace with one of my 5 alt crafter chars. If you get my house key, ill just log on my other account and change the locks before you can even recall to my house. If you kill me in game, you will see me again in 5 mins or less, fully restocked. It was almost impossible to recover this quickly on OSI. Dieing used to really suck back then. That i believe is the main reason why no matter how close we get to mechanical accuracy on UOSA, it just never 'feels' quite the same as it used to.
I would gladly give up 2 of my 3 accounts in the spirit of true t2a 'play style'.