Kaivan wrote:UO Guide acts as a good source for general information. However, it is rarely a good source for precise information regarding actual dates. For example, UOR was not released on May 4, 2000. It was released as a phased release starting on April 17th 2000, a fact that I detail in this post. Another example is the skill gain system, which is claimed as a UOR feature. This is not the case, as the skill management system was introduced on November 23, 1999, nearly 5 months before the release of UOR. Also, UO Guide's comments on learning by watching are completely off base, given the patch notes from OSI themselves, that disabled learning by watching near the beginning of T2A (November 23, 1998 to be specific).Soulbreak wrote:Is the following correct?Kaivan wrote:Skill locks are accurate to the era, and our cutoff date. All kill did not work during the era, plain and simple. Direct damage spells would produce zero damage in town, regardless of who was targeted (I am aware that ours does 1 damage, and it should be corrected).Soulbreak wrote:Therefore we should remove stat locks, skills locks, All Kill commands to be re-instituted and spell damage in town when cast on self does full damage.
Because if it is then I would like some clarification because I specifically remember it exactly how this website describes it. Any 5x - 6x GM Dexxer can tell you this because if they ever disarmed and used a scroll to recall and accidentally punched something, or if they used healing and gained a point of int it took time to rework everything.RawToxic wrote: When you hear someone talk about something being UOSA or T2A ERA accurate, they are talking about how something worked within the ultima online game mechanics during a certain period of time now almost 8 years ago. This ERA or time window existed between the releases of Ultima Online: The Second Age, which was released on October 1st, 1998 and Ultima Online: Renaissance which was released on April 3rd, 2000.
Ultima Online: Renaissance, also known as UO:R, is Ultima Online's second expansion. Released on May 4, 2000, it had an estimated retail price of $19.95 US. However, current subscribers were not required to purchase a CD as the updated features were automatically downloaded to existing accounts.
Skills Design Feature -- Perhaps the most popular introduction was the new skill management system, which allowed for more control over a character’s development. Prior to UO:R, not only could you not lock a skill, your skills could be altered simply by standing too close to another character who happened to be training. You could learn by watching, literally! UO:R introduced the Skill lock and the Stat lock.
Source: http://www.uoguide.com/Ultima_Online:_Renaissance
Here is where I need the clarification, I know the learning skills thing was scrapped and they did publish UO:R stuff early for testing, but you yourself posted links that are referring to UO:R updates!Derrick wrote:Please refrain from bringing up unrelated stuff that's been beaten to death elsewhere. That's what the other forums are for.
So you are telling me that you are taking pre launch testing patchs from OSI and implementing them and calling it T2A? If that is the case, then take the vendor patch and apply it here too. I say all or nothing. (for the record I like stat/skill locks).
I played pacific, the 3rd of the test shards and I know for a fact that we could not skill/stat lock in T2A.
If Sonoma's test is your backing for allowing stat/skill locks then how come it can't be backing for the vendor change?
Source: http://web.archive.org/web/200005101041 ... ticle=1940
Source: http://web.archive.org/web/200403122338 ... ticle=1894