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Faster Decay in Dungeons
Posted: Tue Aug 04, 2009 7:24 pm
by Kraarug
I remember that Murder Counts, Spawns, body decay all happened faster in dungeons.
If I understand this correctly, this was the patch note that brought this condtion to the game.
http://wiki.uosecondage.com/index.php?t ... 10/10/1997
Creatures and Ecology:
* Dungeon spawn rate has been increased.
Re: Faster Decay in Dungeons
Posted: Tue Aug 04, 2009 7:27 pm
by Kraarug
I think what they did was 'speed up the clock' on the dungeon servers... as they were on different servers.. and thus the intended faster spawn and possibly unintended faster decay was possible.
Sound right?
Re: Faster Decay in Dungeons
Posted: Tue Aug 04, 2009 10:46 pm
by Derrick
Sounds feasible, but you'd think there would be specific and more easy to find reference to this.
Re: Faster Decay in Dungeons
Posted: Wed Aug 05, 2009 6:01 am
by Caps Lock
And this would mean that kills could be macro'd off faster if your ghost was in a dungeon?
Re: Faster Decay in Dungeons
Posted: Wed Aug 05, 2009 6:08 am
by archaicsubrosa77
Am I missing the line where it says this in the link you provided here?
Can you copy paste that please?
Re: Faster Decay in Dungeons
Posted: Wed Aug 05, 2009 6:21 am
by Caps Lock
Creatures and Ecology:
* Dungeon spawn rate has been increased.
Re: Faster Decay in Dungeons
Posted: Wed Aug 05, 2009 6:23 am
by archaicsubrosa77
Yeah thats spawn rate not notoriety and counts....wth
Re: Faster Decay in Dungeons
Posted: Wed Aug 05, 2009 6:27 am
by Caps Lock
Didn't say it did, I just asked that if the timer was 'sped up' in dungeons, in theory would it inadvertently speed up the timer for macroing off kills?
Re: Faster Decay in Dungeons
Posted: Wed Aug 05, 2009 7:04 am
by archaicsubrosa77
Does it speed up spell effects?
Re: Faster Decay in Dungeons
Posted: Wed Aug 05, 2009 7:24 am
by MatronDeWinter
I don't know the details on the matter, but on pacific during "real" t2a, murderers always macroed off counts in dungeons, and every once in a while you would see them all sitting outside the dungeon where (I assume) a gm moved them.
Re: Faster Decay in Dungeons
Posted: Wed Aug 05, 2009 8:21 am
by Faust
Could this possibly just be another UO myth quite similar to how eating food supposedly helped with skill gains?
Re: Faster Decay in Dungeons
Posted: Wed Aug 05, 2009 9:36 am
by Ronk
Faust wrote:Could this possibly just be another UO myth quite similar to how eating food supposedly helped with skill gains?
Sounds likely, it could also be that those murderers were ghosting. This would explain why they would be at the entrance, if GM's did indeed move them.
Re: Faster Decay in Dungeons
Posted: Wed Aug 05, 2009 9:43 am
by Mikel123
Wouldn't this mean that spells like Protection would wear off faster in dungeons too then?
I don't follow how increased spawn rate can lead to everything else moving faster...
Re: Faster Decay in Dungeons
Posted: Wed Aug 05, 2009 9:44 am
by Mikel123
And if "time" is sped up in dungeons... can I use time-based skills like Anatomy or EvalInt more frequently than every 10 seconds? Can I use Greater Heal potions more often? Do Explosion potions take less than 3 seconds to go Boom? Can my character run faster?
Re: Faster Decay in Dungeons
Posted: Wed Aug 05, 2009 7:51 pm
by Hemperor
Everything is based on the same rate of time in UO, no?
Ticks, 0.25 seconds in length.
If they were to speed up spawn rate in dungeons by essentially speeding up the server which affected burning counts etc... shouldn't this also affect skill delays, spell delays etc? It would have been extremely obvious, highly doubt this was the case at all.