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Item Id and Arms Lore
Posted: Mon Mar 29, 2010 11:34 am
by Vortex
I thought I remember these two skills having no delay.
I used to use them to see-saw stats and I'm almost positive there was no delay on them.
Re: Item Id and Arms Lore
Posted: Mon Mar 29, 2010 12:13 pm
by Faust
Delay for those two skills along with several others(anatomy, eval, etc...) were reduced to 1 second in early '00.
This is past our cutoff date of November '99 though.
Re: Item Id and Arms Lore
Posted: Mon Mar 29, 2010 12:29 pm
by Oswald
Shouldn't anything t2a that is pre-UO:R be fair game? Just curious.
Re: Item Id and Arms Lore
Posted: Mon Mar 29, 2010 12:34 pm
by Vortex
Faust wrote:Delay for those two skills along with several others(anatomy, eval, etc...) were reduced to 1 second in early '00.
This is past our cutoff date of November '99 though.
Gotcha, I'm bad on the date/times I just remember doing it. And I'm getting old so the fact that I even remember that much is an accomplishment

Re: Item Id and Arms Lore
Posted: Mon Mar 29, 2010 12:40 pm
by Derrick
Oswald wrote:Shouldn't anything t2a that is pre-UO:R be fair game? Just curious.
Not really, if we pick and choose anything in the T2A era there's bound to be mechanical conflict. We've narrowed down our target timeframe to May-Nov 1999.
Re: Item Id and Arms Lore
Posted: Mon Mar 29, 2010 1:31 pm
by Faust
Oswald wrote:Shouldn't anything t2a that is pre-UO:R be fair game? Just curious.
No, because if you mix and match you're creating an era that never existed in the first place. For example, let's say you throw something in there from February '99 that didn't exist in January '00 while at the same time using something that existed in February '00 that is after that date. This would be conflicting states that creates an era in itself that never existed. This is why a specific cutoff date is selected and simply ends there with no questions asked in most cases. This leaves out personal bias and choosing of what game mechanics should and should not be in effect on the shard(what ultimately kills other shards).
The reason the current date range was chosen was based on the staff believing it's the best time period of the era at it's prime that tends to be more so in the middle ground. Before February '99 there was no insta hit and after January '00 there is no pre-casting. Both of these features are two of the most famous and loved game mechanics of the era that made it so recognizable and well known.
Re: Item Id and Arms Lore
Posted: Mon Mar 29, 2010 6:12 pm
by tekai
At the end of the day, most of the cool T2A Features are several weeks / months before our cuttoff.
UOSA whyle T2A is accually more of a "pre uor" server imo.
Re: Item Id and Arms Lore
Posted: Wed Mar 31, 2010 9:41 am
by Oswald
What about Runebooks?
Re: Item Id and Arms Lore
Posted: Wed Mar 31, 2010 9:41 am
by Faust
What about them?
Re: Item Id and Arms Lore
Posted: Wed Mar 31, 2010 9:43 am
by Oswald
Faust wrote:What about them?
I don't remember them in t2a at all - did they come out after EverQuest came out or something?
Re: Item Id and Arms Lore
Posted: Wed Mar 31, 2010 10:13 am
by Faust
November '99.
Check out the patch notes
here if you ever want to take a look at them.
Re: Item Id and Arms Lore
Posted: Thu Apr 01, 2010 3:26 pm
by Vortex
Faust wrote:November '99.
Check out the patch notes
here if you ever want to take a look at them.
Ok, now you are being very inconsistent, when I asked about secures, you told me they were after the target date, but runebooks were in the patch from the same date...but above you are saying you dont wanna mix/match dates cause you are creating an era that never existed. Is that what you have done by taking runebooks but not housing secures?
I hope I'm not sounding like a jerk, but it is very confusing.
Re: Item Id and Arms Lore
Posted: Thu Apr 01, 2010 4:58 pm
by Faust
I don't make the rules here and I have asked Derrick about this to get a better clarification. My understanding is that the current "guide lines" is stopping at this date(November 23rd, 1999) and picking/choosing from it. I suggested that it would be more wise to add everything up until phase II of the housing changes to be more consistent. Runebooks under this structure would actually be accurate.
Re: Item Id and Arms Lore
Posted: Fri Apr 02, 2010 2:57 am
by Kraarug
Vortex wrote:Faust wrote:November '99.
Check out the patch notes
here if you ever want to take a look at them.
Ok, now you are being very inconsistent, when I asked about secures, you told me they were after the target date, but runebooks were in the patch from the same date...but above you are saying you dont wanna mix/match dates cause you are creating an era that never existed. Is that what you have done by taking runebooks but not housing secures?
I hope I'm not sounding like a jerk, but it is very confusing.
The housing system is a bit of a mix and match but their are some severe problems to be had should this ever be untangled.
Search up "CUB PHASE II" in the search and you will find many posts about this issue.
My opinion is to leave the housing the way it is. It's worked now for longer than T2A existed.
Re: Item Id and Arms Lore
Posted: Fri Apr 02, 2010 11:05 am
by Derrick
Aye, there has been a lot of discussion in forums regarding runebooks, and it could certainly be viewed as an inconsistency. However removing them at this point would be challenging.
We will not be going to the post CuB housing system, nor removing pre-casting on UOSA.