Re: Recall is supposed to have a delay
Posted: Tue Mar 02, 2010 4:09 pm
not in 99.. there weren't many at all. The few you did see you thought were hacking flyin across your screen.
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If you actually read Derricks post correctly, you'll also note that he said "is believed to be", he never said he was sure of anything.This delay was still in effect in 2003, when I was pinging 40 on ADSL. Felucca servers had practically no server load on them, and I played exclusively in Felucca - the majority of server areas (ie; within a set of server lines) had 0 people in them a lot of the time.Flash Hardstar wrote:You should opt for the max speed cap on horses to be much lower, in an effort to allocate for the lag 56k users experienced... that is accurate... but probobly not favorable.nightshark wrote:The shard is supposed to be accurate, so if it was the case on OSI then it should be the case here.
Just in the same, Derrick mentioned why the delay is as is.. server load.
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All in all, it does affect the game. When you're disturbing the crap out of someone attempting to recall, you can get them pretty low before they finally get the spell up. If you can kill them in the delay even 5% of the time, that's 5% of recall-escape situations where the mechanic is making a difference. It's even more likely to make a big difference in the event of a gank.Hemperor wrote:One thing to take into consideration, is the demo... I'm almost positive theres more of a delay there than here, and the demo is all local.
I was bored last night, and was looking into some well known pvp guilds while I played on osi Pacific during t2a (brought back some good memories), and some still have websites intact with ongoing blogs during t2a, and most of the stuff is about frustrations of exploits, hacks, lag, and how lag was going to directly cause exploit during the upcoming uo:r patch for pvp.Flash Hardstar wrote:not in 99.. there weren't many at all. The few you did see you thought were hacking flyin across your screen.
Pacific was one of the heaviest traffic shards.. along with Great Lakes and Napa (which I believe were the original 3 servers). Personally I played Oceania and lag was never a problemMarcus_ wrote:I was bored last night, and was looking into some well known pvp guilds while I played on osi Pacific during t2a (brought back some good memories), and some still have websites intact with ongoing blogs during t2a, and most of the stuff is about frustrations of exploits, hacks, lag, and how lag was going to directly cause exploit during the upcoming uo:r patch for pvp.Flash Hardstar wrote:not in 99.. there weren't many at all. The few you did see you thought were hacking flyin across your screen.
Where is this at?Stranger wrote:Ah I love it. Its just like divinity all over again. First we nerf recall into uselessness, then we offer a gate from bucs den directly into the most popular spawns for the pks.
This server is nothing like Divinity and never will be.Stranger wrote:Ah I love it. Its just like divinity all over again. First we nerf recall into uselessness, then we offer a gate from bucs den directly into the most popular spawns for the pks.
well i'm sure glad you were here to clear that up.Faust wrote:Something like this doesn't just solely apply to PKs. There are several different situations that could effect it besides player killing. For example, a fight between two or more guild or virtue war people could be affected by this immensely. The same could be said for fighting monsters even though this is more unlikely in most situations. This is an era accuracy issue that must be resolved much like numerous others in the past and still in the future.