I completely disagree with you...Kaivan wrote:Again, my point on the topic is that the technical limitations of player computers were already much faster than was required during 1999. If it were such a pressing issue, it would have been dealt with during that time frame as opposed to being a change that was dealt with at the introduction of UOR. Beyond that, it is very clearly written that melee characters had to stop in order to swing, and because of that, we are bound by our promise of bringing as accurate a server as is possible. The rest of it, which is what you as the players do with this system is entirely player driven, it is a part of the community and culture of UO, and no amount of code will replicate that.
At that time they had a lot of their plate. UO:R was behind schedule and most of the development effort went towards UO:R. I can tell you that OSI/EA seemed very busy and I was surprised they were able to pull off the "Attack of Jafar's undead" in Trinsic during this time. Now, I believe they did it as a distraction

But in any event, the change of swing timing advancement seems clearly a hardware/connection issue rather than a game play nerf associated with UO:R.