"Should Spell-Damage-Delays be reverted ? (Pre-Patch)
Re: "Should Spell-Damage-Delays be reverted ? (Pre-Patch)
I don't have a problem with spell damage delays, I think this topic should be renamed almost, as I know Guerilla has a major problem with pvp in general, as do all of us.
The largest role in the pvp here is everyone having 95+ resist. This was far more rare on OSI, harms disrupted nearly all the time, which works with everyone's memory.
Currently you have 54% chance to resist a 6th circle at GM resist, this was a far more rare occassion on OSI. This leads to absolutely random damages, random interrupts etc... it just simply isn't fun having to always HOPE you get lucky, which really, no matter what BS Faust will try to feed you, is what it is.
If the staff here refuse to compensate to have this shard have a much more T2A-era feel to it, even if it means adjusting mechanics slightly, then why are resist skill gains so easy, why can we multi client etc...I can go on for so long.
The largest role in the pvp here is everyone having 95+ resist. This was far more rare on OSI, harms disrupted nearly all the time, which works with everyone's memory.
Currently you have 54% chance to resist a 6th circle at GM resist, this was a far more rare occassion on OSI. This leads to absolutely random damages, random interrupts etc... it just simply isn't fun having to always HOPE you get lucky, which really, no matter what BS Faust will try to feed you, is what it is.
If the staff here refuse to compensate to have this shard have a much more T2A-era feel to it, even if it means adjusting mechanics slightly, then why are resist skill gains so easy, why can we multi client etc...I can go on for so long.
Last edited by Hemperor on Tue Feb 03, 2009 8:31 pm, edited 1 time in total.

[22:26] <ian> why am i making 3750 empty kegs
[22:27] <ian> 1125000 for 3750 empty kegs
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[10:44] <ian> a good cat is a dead cat
Re: "Should Spell-Damage-Delays be reverted ? (Pre-Patch)
I agree that the shard should be Era Accurate ... which is something I know Derrick and the rest of the staff are striving for. Looking at numbers and actual coding, much of this shard is mechanically correct from a "numbers" standpoint. I have tested many things with Faust, Derrick, Wintersleep, and other players which have been deemed as accuracy tests. Many changes have been for the better, but I feel that PvP is a touchy subject.
This shard is not a PvP server, but PvP is a major part of it. It is a major part of UO in general, no matter what shard you go to [unless it is a no pvp shard]. Era Accuracy has 2 ways to be looked at.
1. looking at the numbers to make sure they align exactly with how they should.
2. looking at the actual gameplay to make it look as close to how it was.
While these 2 may seem to be the same, they are not. The feel of T2A can still be there even if the numbers aren't exact. It will be there because the actual gameplay will make it look as if it did back in the day.
Another post talks about exp/eb hitting almost at the same exact time. It is possible to do it on the live server at the moment, but very unlikely. Sure it was patched in Feb of 99 to look a certain way, but it was still part of the t2a era prior to 00. Tweaking numbers a little to bring back the FEEL of T2A imo, is what will liven the shard, vs just having the correct numbers and coefficients etc ...
thoughts?
This shard is not a PvP server, but PvP is a major part of it. It is a major part of UO in general, no matter what shard you go to [unless it is a no pvp shard]. Era Accuracy has 2 ways to be looked at.
1. looking at the numbers to make sure they align exactly with how they should.
2. looking at the actual gameplay to make it look as close to how it was.
While these 2 may seem to be the same, they are not. The feel of T2A can still be there even if the numbers aren't exact. It will be there because the actual gameplay will make it look as if it did back in the day.
Another post talks about exp/eb hitting almost at the same exact time. It is possible to do it on the live server at the moment, but very unlikely. Sure it was patched in Feb of 99 to look a certain way, but it was still part of the t2a era prior to 00. Tweaking numbers a little to bring back the FEEL of T2A imo, is what will liven the shard, vs just having the correct numbers and coefficients etc ...
thoughts?

Re: "Should Spell-Damage-Delays be reverted ? (Pre-Patch)
I am glad someone has the same view as me, Faust thinks simply punching in code that he ripped from stratics is all that is needed. Let's all go make our own "era-accurate" shards now. No, there is far more to it then that.While these 2 may seem to be the same, they are not. The feel of T2A can still be there even if the numbers aren't exact. It will be there because the actual gameplay will make it look as if it did back in the day.

[22:26] <ian> why am i making 3750 empty kegs
[22:27] <ian> 1125000 for 3750 empty kegs
----------------------------------------
[10:44] <ian> a good cat is a dead cat
Re: "Should Spell-Damage-Delays be reverted ? (Pre-Patch)
Hemp ... its not about he said what, or found what. Faust found facts, which is correct. Nothing wrong with that. It just comes down to choice.
Does this shard want to be Mechanically T2A Accurate even if it doesn't have a T2A feel?
or
Does this shard want to FEEL T2A Accurate and be very mechanically sound, even if the numbers are off slightly to provide players with a more natural feel?
Does this shard want to be Mechanically T2A Accurate even if it doesn't have a T2A feel?
or
Does this shard want to FEEL T2A Accurate and be very mechanically sound, even if the numbers are off slightly to provide players with a more natural feel?

Re: "Should Spell-Damage-Delays be reverted ? (Pre-Patch)
I sure as hell would be pissed off if resist was tweaked. I had GM resist during the era on two characters, and it would be pretty stupid if I was resisting at the same levels of a person standing at 70 or 80. This wouldn't bring "t2a" back to anyone that had a 100 resist. I can say the same for a lot of suggested minor tweaking. If you tweaked stuff here and there it simply wouldn't be accurate, because those that experience the top tier features it would not be the same here for them. This leads into the same ol' arguement that it always does. Where exactly does it stop? Which is a very valid arguement.
Re: "Should Spell-Damage-Delays be reverted ? (Pre-Patch)
It seems to me that Derrick is on quite the personal mission to have recreated T2A servers as much as possible, code-wise that is.
Yet no matter how hard he tries, things like multi-clienting, many accounts and especially Razor (macroing, added pvp help that wasnt available then) will always set this shard apart.
I love how this shard has a goal, yet it seems to have lost focus, or never really had it for that matter to see how things match up, or rather play out in comparison to T2A.
Your players have spoken, many times now, we are ALL T2A players. We are here because we love it, majority of us have said what needs/can be changed, or what just isn't right.
Tossing these ideas aside because they don't plug into your formula perfectly is ignorant imo, I know it doesn't fit your goal per se, but your goal should be to really emulate T2A GAMEPLAY as much as possible.
Yet no matter how hard he tries, things like multi-clienting, many accounts and especially Razor (macroing, added pvp help that wasnt available then) will always set this shard apart.
I love how this shard has a goal, yet it seems to have lost focus, or never really had it for that matter to see how things match up, or rather play out in comparison to T2A.
Your players have spoken, many times now, we are ALL T2A players. We are here because we love it, majority of us have said what needs/can be changed, or what just isn't right.
Tossing these ideas aside because they don't plug into your formula perfectly is ignorant imo, I know it doesn't fit your goal per se, but your goal should be to really emulate T2A GAMEPLAY as much as possible.

[22:26] <ian> why am i making 3750 empty kegs
[22:27] <ian> 1125000 for 3750 empty kegs
----------------------------------------
[10:44] <ian> a good cat is a dead cat
Re: "Should Spell-Damage-Delays be reverted ? (Pre-Patch)
That is a valid arguement Faust. I understand that people had GM resist back in the day, but probably on a 1:10 ratio compared to here. Hell, probably even less than that. And some of the people that come in here saying they had GM resist, I don't always believe them, a lot of people have some pretty "heroic" stories from back then.Faust wrote:I sure as hell would be pissed off if resist was tweaked. I had GM resist during the era on two characters, and it would be pretty stupid if I was resisting at the same levels of a person standing at 70 or 80. This wouldn't bring "t2a" back to anyone that had a 100 resist. I can say the same for a lot of suggested minor tweaking. If you tweaked stuff here and there it simply wouldn't be accurate, because those that experience the top tier features it would not be the same here for them. This leads into the same ol' arguement that it always does. Where exactly does it stop? Which is a very valid arguement.
I am glad we are having this discussion, I'm sure nothing will come of it... but this is definitely necessary.

[22:26] <ian> why am i making 3750 empty kegs
[22:27] <ian> 1125000 for 3750 empty kegs
----------------------------------------
[10:44] <ian> a good cat is a dead cat
Re: "Should Spell-Damage-Delays be reverted ? (Pre-Patch)
You've been warned multiple times privately about putting this garbage in the regular forums, this is a public warning keep it contructive.Hemperor wrote:The largest role in the BS pvp here is everyone having 95+ resist.
no doubt....I can go on for so long.
Re: "Should Spell-Damage-Delays be reverted ? (Pre-Patch)
It physically isn't possible to bring back an environmental accurate t2a shard. It will never be possible... Social and personal experiences for this era simply cannot be recreated even through minor tweaks here and there. No matter how hard you try and what you do it will not happen... There has been plenty of shards that has tried this and it never has worked. You will never bring back the nostalgic feelings that you once had. That is why you cannot code your way through environmental views.
Re: "Should Spell-Damage-Delays be reverted ? (Pre-Patch)
You can try and replicate it as close as possible, rather than being completely ignorant to it.Faust wrote:It isn't physically possible to bring bac an environmental accurate t2a shard. It will never be possible... Social and personal experiences for this era simply cannot be recreated even through minor tweaks here and there. No matter how hard you try and what you do it will not happen... There has been plenty of shards that has tried this and it never has worked. You will never bring back the nostalgic feelings that you once had. That is why you cannot code your way through environmental views.

[22:26] <ian> why am i making 3750 empty kegs
[22:27] <ian> 1125000 for 3750 empty kegs
----------------------------------------
[10:44] <ian> a good cat is a dead cat
Re: "Should Spell-Damage-Delays be reverted ? (Pre-Patch)
Resist wouldn't really be an issue if players would actual go out and fight. We have all of these people training resist for no reason at all other than to show up in a CTF or an arena. And that reason comes down to the "FEEL" of t2a pvp. Many players who have proven to be top notch players or even mediocre or poor skilled pvpers that just want to have fun have left due to the inactivity of pvp on this server. That comes from the fun factor of the pvp. It is very hard, if not impossible to kill certain people in the field and in 1v1 situations.
We were talking about EXP EB combos the last 2 days on test or on the live server, which is a trademark of T2A. You don't see that here because of the difficulty of casting the 2 so close together, which in fact was part of t2a prior to Feb of 99. What many of the players are asking for is not to forget the numbers behind the mechanics ... but to modify them so that while we are playing we go ... "damn, this reminds me of t2a" ... not "damn, this still doesn't seem right" [even if the coding/numbers behind it are]
We were talking about EXP EB combos the last 2 days on test or on the live server, which is a trademark of T2A. You don't see that here because of the difficulty of casting the 2 so close together, which in fact was part of t2a prior to Feb of 99. What many of the players are asking for is not to forget the numbers behind the mechanics ... but to modify them so that while we are playing we go ... "damn, this reminds me of t2a" ... not "damn, this still doesn't seem right" [even if the coding/numbers behind it are]

Re: "Should Spell-Damage-Delays be reverted ? (Pre-Patch)
A decade of this and it hasn't happened. It won't happen, sorry. We will not be making the same mistake everyone else has done up to this point.Faust wrote:There has been plenty of shards that has tried this and it never has worked.
Re: "Should Spell-Damage-Delays be reverted ? (Pre-Patch)
The mistake you are making is having all your players say "This isn't fun, this does not feel right" and being completely ignorant to it.Faust wrote:A decade of this and it hasn't happened. It won't happen, sorry. We will not be making the same mistake everyone else has done up to this point.Faust wrote:There has been plenty of shards that has tried this and it never has worked.
That is a far greater mistake in my opinion.

[22:26] <ian> why am i making 3750 empty kegs
[22:27] <ian> 1125000 for 3750 empty kegs
----------------------------------------
[10:44] <ian> a good cat is a dead cat
Re: "Should Spell-Damage-Delays be reverted ? (Pre-Patch)
I agree 100% Jaster.. thats why I stated even if the numbers are correct, the PVP we have here isn't like it was on OSI.. from methods and styles to many templates are off as well..
ANYTHING to bring back the feeling of PVPing in old days would be great.
I don't suggest lowering the effect of resist, but maybe just increasing the base damages on spells for the "feel" sake of t2a pvp? I can't think of anything else which might help.
A 6 point 20 mana ebolt seems somewhat unfair with GM mage and eval if you ask me... But I don't think I EVER did such a low dmg ebolt on OSI.. I guess that's where MY frustrations come from..
ANYTHING to bring back the feeling of PVPing in old days would be great.
I don't suggest lowering the effect of resist, but maybe just increasing the base damages on spells for the "feel" sake of t2a pvp? I can't think of anything else which might help.
A 6 point 20 mana ebolt seems somewhat unfair with GM mage and eval if you ask me... But I don't think I EVER did such a low dmg ebolt on OSI.. I guess that's where MY frustrations come from..
http://my.uosecondage.com/Status/Guild/21[/color][/center]
Re: "Should Spell-Damage-Delays be reverted ? (Pre-Patch)
how they being ignorant to it? i think the staff does a great job, we would almost have to get into a time machine to get any more closer to the era