Paralyze, Flaging and Murder Counts

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MatronDeWinter
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Re: Paralyze, Flaging and Murder Counts

Post by MatronDeWinter »

Derrick wrote:
malice-tg wrote:BUT the current system gives a murder if you double click someone and do not do any damage but they die. it should be 1 damage or more gives count.
I plan to fix this soon
Would this also hold true with the above mentioned paralyse/mana-drain/vampire issue mentioned above?

Thanks

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Re: Paralyze, Flaging and Murder Counts

Post by Kraarug »

cletus wrote:....
We should have this flagging system where attacking doesn't give a count unless you do damage but change paralyze to do 1 damage. To me that would be the best of both worlds, I dunno.
I agree. Both are era accurate and logical.

Allowing others to be a blue para caster and healer will do noting to help grow the shard.
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tekai
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Re: Paralyze, Flaging and Murder Counts

Post by tekai »

But fix it to what derrik? The right before uor and into UOR that had the "full life" system.

or the most of t2a 1hp system that allows for para ganking.

this is really important to me, and you also said you wanted 1 at a time bandages, which went out the same patch as para ganking.
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Re: Paralyze, Flaging and Murder Counts

Post by Daolin »

IMO, if it is era accurate it should be so.

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Re: Paralyze, Flaging and Murder Counts

Post by Derrick »

Fixing it so that you don't take a count without doing damage is a priority, on the rest, consistency should be made and I haven't had a chance to do that evaluation. I'm out of town on a job related function until Friday so I do apologize for not keeping up on this and many other discussions this week.

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Re: Paralyze, Flaging and Murder Counts

Post by Charles Darwin »

Wait, so May 25, 1999

-0 dmg spells now count as murderer attempts

Right?

If that's the case, this is not era accurate considering the T2A era on UOSA is mid1999 to Late Dec 1999.

But here, here, for no damage = no murder count.

In a way it does make sense that paralyze would count as a murder attempt, along with mana vamp etc. If you are making it difficult for someone to survive a situation by casting on them, even if the spells doesn't cause any damage, it's murder.

Conclusion: Paralyze causes damage because your target might not be able to out run that last dragon fire ball.

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Re: Paralyze, Flaging and Murder Counts

Post by Kaivan »

Starting on May 25, Paralyze was treated in the same manner as debuff spells with respect to murder counts. Essentially a player is required to be at full life in order to be unable to give a player a murder count. Stratics best defines what being at full life means as a part of the Murderers subsection of their reputation section:
Murderers FAQ wrote:"Full health" is defined as having full hit points and not being under the effect of any spells that have adverse effects (paralyzation, weaken, etc.)
Since there is no way to discern the difference between a player who has suffered from mana drain or mana vampire from a person who has merely lost a great deal of mana, those spells will not cause a player to receive a murder count (as a countermeasure the spells were effectively broken with the resist patch to prevent mana draining sting operations on players from being very effective).
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Re: Paralyze, Flaging and Murder Counts

Post by ArchaicSubrosa »

Maybe the bard didn't provoke the monster unto anything just made him mad and then because you attacked him first the monster was sent out against you.
Like when you attack a monster, and lead them for another character to kill...the monster goes aggro on the first aggressor

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Re: Paralyze, Flaging and Murder Counts

Post by tekai »

Comon Kaivan you have to agree that the 1hp murder count system was much better then the pre trammel full life system.

both are era accurate.. whats the problem?
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Re: Paralyze, Flaging and Murder Counts

Post by Kraarug »

tekai wrote:
In order to give a player a murder count, you had to do one point of damage. This allowed for the spell paralyze to be used by a blue mage on a innocent and not take a murder count if the blue innocent died. The mage would go grey, and be a criminal, but no murder charge could be posted.
It seems that you were guaranteed to take a murder count if you casted paralyze on a victim since May 1999.
New tinkering menu, pets, auto-stacking, and more. May 25 1999 9:41AM CST
Magery

* The following beneficial spells will no longer be reflectable, and will not remove magic reflect if the target has it:
o Agility
o Strength
o Cunning
o Protection
o Bless
* Using the paralyze spell on an innocent will now make you eligible to receive a murder count.
Source: http://wiki.uosecondage.com/index.php?t ... atch_Notes
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Re: Paralyze, Flaging and Murder Counts

Post by MatronDeWinter »

Kraarug wrote:
tekai wrote:
In order to give a player a murder count, you had to do one point of damage. This allowed for the spell paralyze to be used by a blue mage on a innocent and not take a murder count if the blue innocent died. The mage would go grey, and be a criminal, but no murder charge could be posted.
It seems that you were guaranteed to take a murder count if you casted paralyze on a victim since May 1999.
New tinkering menu, pets, auto-stacking, and more. May 25 1999 9:41AM CST
Magery

* The following beneficial spells will no longer be reflectable, and will not remove magic reflect if the target has it:
o Agility
o Strength
o Cunning
o Protection
o Bless
* Using the paralyze spell on an innocent will now make you eligible to receive a murder count.
Source: http://wiki.uosecondage.com/index.php?t ... atch_Notes

When paralyse started to give 1 damage (eligable for a count) we used to get around this by mini-healing after the paralyse. During this system I used to paralyse people, heal them to 100% (no longer eligable for a count) tab out and then rob the person blind.

Another cheap tactic I saw used back in the day was to paralyse someone, heal them to 100%, mark a rune, then recall to that rune. Now provided THEY initiated another attack on you, you could kill them without recieving a count because they were attackable from engaging you. You could also catch someone blue on their last breath (they had 10hits or so left), prep explosion, and then fastcast a recall right after to kill them without getting the murder count.

Either way you look at it, your sort of screwed. The reason paralyse did 1 damage was to prevent you from para-spamming someone running from say, a dragon. You could still para-heal them, and let the dragon take some damage, but you could no longer do this to death unless the dragon killed them in 1 shot from fully healed 100% hp. You could para-spam them and recall before they died, but that was risky because you never knew when an unexpected spell or firebreath was going to give you a murdercount.

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Re: Paralyze, Flaging and Murder Counts

Post by Kaivan »

Paralyze did not give 1 damage to the player during this time frame. The only difference is that paralyze was treated in the same manner as spells such as debuff spells with respect to receiving murder counts (logically, a person who is at full life but has a weaken effect on them would not be eligible for a murder count because they were at "full life" unless there was a special category for status effect that later included spells such as paralyze). To give some evidence to support this, here is a patch note from just after the AoS release that contains some information about changes to how resisting spells worked:
3/10/03 Patch Update wrote:The Resisting Spells skill may only defend against non-damaging offensive spells (Blood Oath, Clumsy, Corpse Skin, Curse, Feeblemind, Mana Drain, Mana Vampire, Mind Rot, Pain Spike, Paralyze, Poison, Poison Field, and Weaken).
Note that all offensive spells that did not directly damage the opponent as an effect of the spell (debuff spells and poison spells) were considered spells that could be eligible for a murder count, but were noted as non-damaging spells. This list also includes paralyze under the same category.
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