Dedicated ghosters/trackers

For ideas on how to make Second Age a better shard. Can it get any better? Maybe.
Forum rules
Posts in this forum are expected to be constructive, realistic and civil. Inflamatory or off topic posts will be removed.
Joueur Moyen
Posts: 175
Joined: Sat May 22, 2010 9:16 pm

Re: Dedicated ghosters/trackers

Post by Joueur Moyen »

Sandro wrote:I think it's time to start ghosting.
Ghost wrestling.

Winner stays, loser gets booted from the dungeon!

User avatar
nightshark
UOSA Subscriber!
UOSA Subscriber!
Posts: 4550
Joined: Mon Apr 20, 2009 10:47 pm

Re: Dedicated ghosters/trackers

Post by nightshark »

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)
<green> grats pink and co. .... the 3 of you f---ing scrubs together can blow up a bard. IMPRESSIVE

Rammar
UOSA Donor!!
UOSA Donor!!
Posts: 1513
Joined: Thu Jan 07, 2010 4:36 pm

Re: Dedicated ghosters/trackers

Post by Rammar »

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)
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.

User avatar
BobDobbs
UOSA Donor!!
UOSA Donor!!
Posts: 1466
Joined: Thu Jun 03, 2010 4:37 pm
Location: Isle of the Avatar
Contact:

Re: Dedicated ghosters/trackers

Post by BobDobbs »

Historical context is important.

During T2A it was less important to make a 7x GM character than it was simply playing the game.
Image
"Every normal man must be tempted, at times, to spit upon his hands, hoist the black flag, and begin slitting throats." - H.L. Mencken
UOSA Last.fm group!

User avatar
nightshark
UOSA Subscriber!
UOSA Subscriber!
Posts: 4550
Joined: Mon Apr 20, 2009 10:47 pm

Re: Dedicated ghosters/trackers

Post by nightshark »

Rammar wrote:
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)
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.
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.

AFAIK skill gain here has hardly been altered from RunUO, because skill gain is in the core of the demo. On live shards skill gain was very complex and had to do with the number of players using skills/total skill pool. I can't explain it but if you look you'll find it.
<green> grats pink and co. .... the 3 of you f---ing scrubs together can blow up a bard. IMPRESSIVE

Eaglestaff
Posts: 120
Joined: Fri Feb 13, 2009 4:35 am

Re: Dedicated ghosters/trackers

Post by Eaglestaff »

How about making the 2 extra accounts cost in game gold to maintain? Could be a sink and address the 15 houses thing too. Just an idea. For era accuracy we could calibrate the amount of gold it would cost to the exchange rate of UO gold for US dollars in 1999 then adjust that amount to the OSI monthly subscription price ;)

User avatar
Sir Rellik
Posts: 81
Joined: Wed Feb 11, 2009 3:07 am

Re: Dedicated ghosters/trackers

Post by 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)
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.

However, I do have a friend that comes over to my house and play because he has a shitty internet and I had a brother who played as well but he moved out. All a staff member has to do is see if both accounts are being played at the same time to ensure that it is not one person abusing the IP limit. Something like that :P

User avatar
Kabup
Posts: 139
Joined: Wed Jan 21, 2009 12:10 am

Re: Dedicated ghosters/trackers

Post by Kabup »

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......
Slowly Lord British, ruler of Britannia, rises from his throne. Brushing the dust off of his crown, a concerned realization crosses his face. The rumors are true!

User avatar
Stranger
Posts: 692
Joined: Wed Feb 11, 2009 12:21 am

Re: Dedicated ghosters/trackers

Post by Stranger »

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)

This.
[01:12:32] <Nevermore> Stranger you are the reason I hate christmas
[01:12:36] <Nevermore> You specifically
[01:12:44] <Nevermore> Every year? Christmas sucks. Because of Stranger

User avatar
Stranger
Posts: 692
Joined: Wed Feb 11, 2009 12:21 am

Re: Dedicated ghosters/trackers

Post by Stranger »

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.
[01:12:32] <Nevermore> Stranger you are the reason I hate christmas
[01:12:36] <Nevermore> You specifically
[01:12:44] <Nevermore> Every year? Christmas sucks. Because of Stranger

User avatar
MatronDeWinter
UOSA Donor!!
UOSA Donor!!
Posts: 7249
Joined: Wed Mar 04, 2009 3:35 am
Location: 你的錢包

Re: Dedicated ghosters/trackers

Post by MatronDeWinter »

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.
You may want to re-check your patch notes.

User avatar
Arkon
UOSA Subscriber!
UOSA Subscriber!
Posts: 248
Joined: Fri Jun 05, 2009 6:02 am
Location: In your house stealing your stuff.

Re: Dedicated ghosters/trackers

Post by Arkon »

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.
This for me.

I would gladly consolidate my 3 accounts into 1. I don't think it would just help the whole "ghosting in dungeon" issue but would force people to truly PLAY more. As of now you can just run your 3 accounts, macro all day, and interact very little with others. The almost forced interactivity is what made UO so great.
"If you want an image of the future, imagine a bag of milk being poured on a human face--forever."

User avatar
Foefoucheaux
Posts: 33
Joined: Tue Oct 12, 2010 2:47 pm

Re: Dedicated ghosters/trackers

Post by Foefoucheaux »

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.

Secondly, if you are getting pk ganked every time you try to PvE then maybe you should get out and make some friends to hunt with. Safety in numbers. Honestly, I find it hard to identify with what is so fun about running around solo nuking bards for minor lewts when compared to cooperative play and interaction with other players. But to each there own. This is 2TA. I enjoy this shard because it is hard and unforgiving. Why should we make the staff here, who dont get paid necessarily, recode a bunch of stuff to stop ghosting. I think all the ghosters out there just need friends. My 2 cents.
BlackFoot wrote:I like Foefoucheaux's attitude/take on uo.
Panthor the Hated wrote:Also, Foe is right.

ClowN
Posts: 638
Joined: Mon Oct 13, 2008 4:58 pm

Re: Dedicated ghosters/trackers

Post by ClowN »

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'.

User avatar
Arkon
UOSA Subscriber!
UOSA Subscriber!
Posts: 248
Joined: Fri Jun 05, 2009 6:02 am
Location: In your house stealing your stuff.

Re: Dedicated ghosters/trackers

Post by Arkon »

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.
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.
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'.
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. ;)
"If you want an image of the future, imagine a bag of milk being poured on a human face--forever."

Post Reply