No need for a custom client if the buttons are disabled for accuracy.Ulor wrote:Hey, look at that, a simple workaround to achieve era accuracy. I like the system message idea as a solution to any button-induced confusion. Sounds pretty intuitive and easy to implement.Eastwood wrote:The skill and stat lock buttons were still on the gumps but the actual function was disabled. We could do whatever we wanted with the arrows, but stats and skills were not locked on that server and a custom system message would remind of us that every time we used the locks.
I was using the UOSA client on this server as well.
Are Skill/Stat Toggles/Locks T2A Accurate?
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Re: Are Skill/Stat Toggles/Locks T2A Accurate?
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Re: Are Skill/Stat Toggles/Locks T2A Accurate?
Ulor's not paying attention. Just give up, he'll never read what you write.
Re: Are Skill/Stat Toggles/Locks T2A Accurate?
I read everything you wrote Panthor. Happy?Panthor the Hated wrote:Ulor's not paying attention. Just give up, he'll never read what you write.
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Re: Are Skill/Stat Toggles/Locks T2A Accurate?
If you read any of the replies to you, you would know this was previously brought up. At that time the option you were proposing was already on the table. If you're going to continue arguing for this change, come up with a good reason instead of saying the exact same thing over and over.
Disabling the locks while they remain on the client side was already dismissed by Derrick, you aren't offering some novel solution - just the same old crap. Also, as I previously explained we do not have faction silver here. Silver is for a UOSA unique reward system. Listing silver as a UO:R addition and suggesting ethereal mounts should be added as a result makes it hard to take you seriously.
Disabling the locks while they remain on the client side was already dismissed by Derrick, you aren't offering some novel solution - just the same old crap. Also, as I previously explained we do not have faction silver here. Silver is for a UOSA unique reward system. Listing silver as a UO:R addition and suggesting ethereal mounts should be added as a result makes it hard to take you seriously.
Re: Are Skill/Stat Toggles/Locks T2A Accurate?
This forum is titled "Suggestions and Era Accuracy"Panthor the Hated wrote:If you read any of the replies to you, you would know this was previously brought up. At that time the option you were proposing was already on the table. If you're going to continue arguing for this change, come up with a good reason instead of saying the exact same thing over and over.
Disabling the locks while they remain on the client side was already dismissed by Derrick, you aren't offering some novel solution - just the same old crap. Also, as I previously explained we do not have faction silver here. Silver is for a UOSA unique reward system. Listing silver as a UO:R addition and suggesting ethereal mounts should be added as a result makes it hard to take you seriously.
Era Accuracy: Good reason: Stat locks are not era-accurate.
Suggestion:
Is there another thread where someone suggested what Eastwood mentioned (disabling stat lock function and provide a custom system message in case someone was confused as to why they would not work)?Eastwood wrote:The skill and stat lock buttons were still on the gumps but the actual function was disabled. We could do whatever we wanted with the arrows, but stats and skills were not locked on that server and a custom system message would remind of us that every time we used the locks.
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Re: Are Skill/Stat Toggles/Locks T2A Accurate?
Learning by watching is outside the target time-frame.
Stat locks are, and personally I think we should have non functioning locks. A pre-t2a shard I played many years ago simply made the in-game client graphic locked by default, and would give you a message if you tried to unlock it - "skill locks are not functional on this shard".
Stat locks are, and personally I think we should have non functioning locks. A pre-t2a shard I played many years ago simply made the in-game client graphic locked by default, and would give you a message if you tried to unlock it - "skill locks are not functional on this shard".
<green> grats pink and co. .... the 3 of you f---ing scrubs together can blow up a bard. IMPRESSIVE
Re: Are Skill/Stat Toggles/Locks T2A Accurate?
It wasn't the shard, then, it was the client. I.E. the file on your computer's hard drive.nightshark wrote:Learning by watching is outside the target time-frame.
Stat locks are, and personally I think we should have non functioning locks. A pre-t2a shard I played many years ago simply made the in-game client graphic locked by default, and would give you a message if you tried to unlock it - "skill locks are not functional on this shard".
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Re: Are Skill/Stat Toggles/Locks T2A Accurate?
No, actually, you're wrong.Mikel123 wrote:It wasn't the shard, then, it was the client. I.E. the file on your computer's hard drive.nightshark wrote:Learning by watching is outside the target time-frame.
Stat locks are, and personally I think we should have non functioning locks. A pre-t2a shard I played many years ago simply made the in-game client graphic locked by default, and would give you a message if you tried to unlock it - "skill locks are not functional on this shard".
<green> grats pink and co. .... the 3 of you f---ing scrubs together can blow up a bard. IMPRESSIVE
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Re: Are Skill/Stat Toggles/Locks T2A Accurate?
it keeps going and going and going....
Derrick wrote:I wish it were possible that a mount could be whacked while you are riding it, but to the best of my knowedge it is not.
Re: Are Skill/Stat Toggles/Locks T2A Accurate?
Ulor,
Repeating an argument and trying to goad the staff isn't exactly the best way to go about approaching a subject. You'll make some remark about how you're not goading the staff, I'll quote your previous posts proving that you are, you'll say something stupid and maybe make an ad hom remark, I'll point it out then insult you for displaying your lack of reasoning skills and blatant stupidity. Let's just skip all that and go with the short and sweet version.
Argument: Stat Locks are NEA(Not Era Accurate).
Result: Staff says they're staying.
Conclusion: They're staying unless Derrick decides to remove them.
End.
Repeating an argument and trying to goad the staff isn't exactly the best way to go about approaching a subject. You'll make some remark about how you're not goading the staff, I'll quote your previous posts proving that you are, you'll say something stupid and maybe make an ad hom remark, I'll point it out then insult you for displaying your lack of reasoning skills and blatant stupidity. Let's just skip all that and go with the short and sweet version.
Argument: Stat Locks are NEA(Not Era Accurate).
Result: Staff says they're staying.
Conclusion: They're staying unless Derrick decides to remove them.
End.
Re: Are Skill/Stat Toggles/Locks T2A Accurate?
My apologies in advance to the people who fail a PK attempt by 1hp, or die because the person they fought had 1 extra mana, or swung 1 frame faster then they really should have, due to this game breaking trammie garbage feature. </sarcasm>
Anyway, in all seriousness, this wasn't era accurate, but was heavily requested by all players since the game was released. It might even be the most requested feature of the 97-01 era. Shouldn't we be happy that we can take advantage of it while playing the game the way it was originally intended?
Two guesses I will make about the majority of people who want this feature gone:
1) They already took advantage of it, and want to screw everyone else.
2) They aren't whining about the lack of UA macroing bans, house placement tools, power hour, and other things that were "Era Accurate", but don't suit their desired gameplay.
Anyway, in all seriousness, this wasn't era accurate, but was heavily requested by all players since the game was released. It might even be the most requested feature of the 97-01 era. Shouldn't we be happy that we can take advantage of it while playing the game the way it was originally intended?
Two guesses I will make about the majority of people who want this feature gone:
1) They already took advantage of it, and want to screw everyone else.
2) They aren't whining about the lack of UA macroing bans, house placement tools, power hour, and other things that were "Era Accurate", but don't suit their desired gameplay.
Re: Are Skill/Stat Toggles/Locks T2A Accurate?
Whatever guys. I like you anyway. I am just for as accurate a shard as we can get, like this one:
http://www.youtube.com/watch?v=XZ5TajZYW6Y&feature=fvsr
Have a Merry Christmas and Happy New Year everybody!
http://www.youtube.com/watch?v=XZ5TajZYW6Y&feature=fvsr
Have a Merry Christmas and Happy New Year everybody!
Re: Are Skill/Stat Toggles/Locks T2A Accurate?
I'm honestly just going to copy/paste my post from last night, because you boneheads kept arguing past it. If you read it, you probably could have saved yourselves some time and effort
Hey guys, back on topic.
During T2A, you could essentially "lock your stats" by locking all your skills. You couldn't gain stats without gaining skill (hence why we all sat around ping-ponging our stats). The only people who would be affected by this are non-finished characters (people who are still actively raising skills would get stat gains from the skills they are using)
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I no longer use this account, if you need to reach me, message my new account, Boomland Jenkins
I no longer use this account, if you need to reach me, message my new account, Boomland Jenkins
Re: Are Skill/Stat Toggles/Locks T2A Accurate?
Yeah, but if you need to train skills, having them locked doesn't work very well.
No one is arguing your point, or at least I'm not. Anyone who seesawed stats back on OSI knows how it works. Simple fact is that now the client makes it unnecessary to do that once you've reached your goal. Removing the feature might be era accurate, but since it's client side, it would be a PITA for Derrick. Even if he wanted to change it, it's low priority because it has no affect on gameplay, aside from saving people who aren't 7x GM a few minutes here and there they would otherwise use rebalancing their stats. I'd much rather see him devote his time to other issues, like correcting skill use tables, weapon damage ranges, monster stats, etc.
No one is arguing your point, or at least I'm not. Anyone who seesawed stats back on OSI knows how it works. Simple fact is that now the client makes it unnecessary to do that once you've reached your goal. Removing the feature might be era accurate, but since it's client side, it would be a PITA for Derrick. Even if he wanted to change it, it's low priority because it has no affect on gameplay, aside from saving people who aren't 7x GM a few minutes here and there they would otherwise use rebalancing their stats. I'd much rather see him devote his time to other issues, like correcting skill use tables, weapon damage ranges, monster stats, etc.