Music fixes

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.
Post Reply
bobjohnson
Posts: 5
Joined: Sun Apr 19, 2009 12:47 pm

Music fixes

Post by bobjohnson »

There are a couple problems with music skills, with regards to era accuracy.

1) There is a 10 second delay when playing instruments. This wasnt the case, as you used to be able to GM music on OSI in about 4 hours using UOA and UOALoop (or the penny "trick"). It was the best way to gain dex on a brand new character before you skillcapped and could seesaw.

2) Instruments break. Instruments didnt start to break until they changed the way provoke/enticement/peacemaking worked, which was well after 3rd Dawn (I remember going to ilsh on the 2d client and provoking cyclops, so there was no difficulty based provoke at that point). On my bard, i used the same noobied lute for well over 2 years.

User avatar
Derrick
Posts: 9004
Joined: Thu Dec 13, 2007 7:49 pm
Location: Cove
Contact:

Re: Music fixes

Post by Derrick »

bobjohnson wrote: 2) Instruments break. Instruments didnt start to break until they changed the way provoke/enticement/peacemaking worked, which was well after 3rd Dawn (I remember going to ilsh on the 2d client and provoking cyclops, so there was no difficulty based provoke at that point). On my bard, i used the same noobied lute for well over 2 years.
This fix has been promised for a long time. It will be in the next update.
bobjohnson wrote: 1) There is a 10 second delay when playing instruments. This wasnt the case, as you used to be able to GM music on OSI in about 4 hours using UOA and UOALoop (or the penny "trick"). It was the best way to gain dex on a brand new character before you skillcapped and could seesaw.
The songs would play right over top of eachother?

bobjohnson
Posts: 5
Joined: Sun Apr 19, 2009 12:47 pm

Re: Music fixes

Post by bobjohnson »

It would only play one sample at a time if i remember right, but the delay on actually using an instrument was insanely short, in the realm of 100-500 miliseconds.

*edit* i just remembered, if you failed and got the failure song, that would play overtop of the successful song, but if you got 2 success (or more in a row) they wouldnt sound overtop of each other, same for 2 or more failures. But a failure and a success noise could trigger ontop of each other.

ecetres
UOSA Donor!!
UOSA Donor!!
Posts: 213
Joined: Wed Feb 20, 2008 12:45 am
Location: Windemere woods

Re: Music fixes

Post by ecetres »

bobjohnson wrote:It would only play one sample at a time if i remember right, but the delay on actually using an instrument was insanely short, in the realm of 100-500 miliseconds.

*edit* i just remembered, if you failed and got the failure song, that would play overtop of the successful song, but if you got 2 success (or more in a row) they wouldnt sound overtop of each other, same for 2 or more failures. But a failure and a success noise could trigger ontop of each other.

I remember doing this
Guerrilla wrote:
i know i cry alot.... its only because i suck, and I'm going to uninstall UO as you read this

Post Reply