I think jackb has brought up a great point and made a good case.jackb wrote:i wrote this in another topic but it applies here as well:
Hi. Nice shard.
I appreciate you have different crowds to cater to. Im starting back up in UO. I play a melee character and I was reading that you are making it so melee cant effectively hit someone who is running.
The thing though is even though they didnt let the weapon re-timer charge while running until 2000 you have to appreciate that things were different before 2000. In the least technology wise, say in 1998 UOs servers werent running as fast, there were lots more people logged into the game, people were on dial up connections and on much worse computers.
Consquently when someone stopped to cast a spell back in 1998 the person stopped for much longer than they do now, also when people were running around with obstacles away from each they were actually stopping along the way because of slower systems and ping back then. So weapons not refreshing while running wasnt a big issue back then.
Now though with lower populations, much faster serverr/connections, much better pings and computers gameplay simply isnt like that anymore. Players run fluidly through the world and only stop for like split seconds to get a fast cast off then continue on. In this type of game play leaving gameplay mechanics like this is just deabilitating to melee characters. Which is the reason why they changed it back in 2000 because things were already getting faster back then.
This isnt a balancing issue although either way is still T2A legal its just a game mechanics issue dealing with faster speeds
So Id like to just add my 2cents that although you might have a crowd supporting one way, I cant play on this shard with melee being the way it is now as thats the type of character I play. Like I said I dont say this to bitch and moan on a free shard, just to let you know there are also dexxers who would like to play too and as it is now its game stopping for a dexxer. Also I highly doubt any mage players would quit the game because recharge timers were changed but you will lose melee players if they are not.
We can't ignore the technical limitations of 1999 and previously, a similar phenomena was used to explain why players memories of the kryss being as fast or faster than a katana. (By the .25 ticks).
I remember when I moved up from dial-up to cable in late 1999 how the game instantly changed for me. Some fights were almost unfair against slower connections and the game play seem different against other fast connection.
((Much like when I started play Civ on my Mac Classic and switched to a Mac 660 AV. Besides the color my Civ game elapsed in 1/2 the time do to CPU speed! (BTW, I always played for total domination).)
But anyway, I believe that there is a point where the technical accuracy of certain era accurate game mechanics executed on 2009 machines and bandwidth will cause detraction from the feel of the real T2A experienced by players in era.
If this idea becomes accepted as valid phenomena and considered by the developers, then I'd strongly suggest that a convention be established and followed for dealing with this issue of time latency. Like some programming edict which spells out how the developers deal with this time/connection issue.
That way players can't try to use the '"well you made an exception for time/connection issues, I simply can't see why you can't make an exception for <insert pet project here>!!!!" type of argument to get neon pink sandals or some special item that makes pink weapons.
You know though, maybe the answer is in the 'ticks' of time?