Our Vision, The Lost Patch Notes, and Upcoming changes.

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Derrick
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Our Vision, The Lost Patch Notes, and Upcoming changes.

Post by Derrick »

Since inception, the goal, vision and rationale of even creating this shard has been very simple but unique:
  • We aim to replicate the T2A era as best we can and within technical limitations as a whole.
  • We do not intend to ever change any aspect of normal gameplay to particularly favor any playstyle or to protect or further expose any players to to the in-game risk that was a large part of this era.
  • We will especially not pull aspects of other eras into this one even with an overwhelming demand of players.
We believe that "proper" gameplay can only be achieved by taking the era as a whole and accept it for what it was. Tampering with the era in hope of achieving balance is not something that we will do, nor do we believe is achievable across all playstyles. Diversity of players and playstyles is a necessity of a healthy shard. Every type of play depends on another, and this is why UO is absolutely the greatest MMORPG ever crafted.

Here's the exceptions, both intentional and unintentional:
  • It's within our technical means to create unique events and quests within the game which are "in the spirit" of that which was done by OSI during the era, but was beyond the technical ability of that time. Most of the events run off map and as such do not effect "normal gameplay", they help bring the players together as is essential for shard with a population much smaller (to say the least) than the production shards of the era.
  • Our quests, while there are fewer than there were during OSI, ours are more complex. We've done this in a way that makes them fun (vs. killing every orc in the forest to find the one that has the sword the NPC told you about), and does also not effect core gameplay. (As a semi-related side note, we do intend to reintroduce the old style quests as well)
  • Many things on Second Age are not accurate because we haven't had a chance to fix them yet, there are many "little" things that aren't quite right yet.
  • This one is the real problem, and the cause of the failure of Second Age as of now to live up to it original vision: Some (few) systems have not been correct because we have not had an accurate/reliable/provable source of information.
That last item, the missing information is the purpose of this post. As many are aware we know that spell timings are not correct. As such, we tried to change them to what we believed to be accurate some time ago and quickly found that there was something severely wrong with what we had done. At that point we reverted those changes until such time as we could find accurate and documented information on spell timings. However it was also theorized at that time that spell timings were not the only thing wrong with our combat system. Most veterans agree that something it not quite right, but are unable to put their finger on it. Our current combat system (both magery and melee), although not 100% accurate due to lack of complete and verifiable information, is very close to the era system. We will therefore not make any major changes to to it in pieces again, but will only implement verifiably correct changes in a more sweeping fashion so as not to create an unnatural imbalance between the classes.

Recently, we found the complete set of T2A era patch notes, and this information has filled in a lot of holes in our knowledge. Previous to this, the OSI patch notes from 10/28/98 to 5/25/99 were completely unknown to us as they had disappeared off the web during the ownership transition from OSI to EA Games. The entire T2A era patch notes are available on our wiki at: http://wiki.uosecondage.com/index.php?t ... atch_Notes

Here's some of what we have learned so far:
  • Jan 20 98:
    "There will be a chance of the casting aborting if the mage is struck during his casting process. The chance is based on how much damage you took, and your ability at magery."
  • Feb 24 1999:
    "It will not be possible to learn magic resistance in towns."
  • Apr 28 2000: (Note, this is a UO:R change that documents a change to combat that was within T2A)
    "Players using melee weapons in combat will now hold their swing until their target is in range. Additionally, the timer that determines melee weapon swing times (combat timer) will now advance as the player is moving. Thus, melee weapon users will no longer be required to stop moving before swinging."
  • Dec 16, 1997
    "Arrows now inflict the damage one second after the arrow is launched, instead of when the attack is launched."
  • Nov 10 1998
    "When a thief dies in town, items he stole within the last two minutes will be automatically placed in their owner's backpack. If the owner is not around to receive them, they will fall to the ground."
  • Aug 5, 2002: (Again, this is the future, but there are no documented changes to cast times prior to this)
    Explosion: Single Use (2 second delay)
    http://web.archive.org/web/200208051559 ... gic_5.html
  • Nov 30, 2001 (future again)
    "Spell damage will now disturb your meditation"
  • We also are aware that some spell damages are incorrect, leaning more on the high end of the damage range. Spell damage should also be a dice roll rather that a straight random damage.
Some of this is immediately implementable and some is not. Here are the changes we are considering making soon, after testing and feedback from players:
  • Interrupts will be determined by magery skill and amount of damage done. This is not a major change as resisted magic arrows already do not interrupt (but this was an inaccurate fix to a known inaccuracy). For GM magery this change may only effect some resisted harms and possible some extremely low end weapon damage such as from daggers and clubs. This does not effect debuffs or para interrupt.
  • Magic will do one hp damage in an actively guarded town across the board. Non-Direct damage spells such as Para and Poison are not effected.
  • You will not be able to gain resist in a guarded town if both the caster and target are within the town line.
  • When a thief dies in town, items he stole within the last two minutes will be automatically placed in their owner's backpack. If the owner is not around to receive them, they will fall to the ground.
We do not at this time plan to correct spell timings, spell damage, melee combat timers or archery delay as we feel these item are very very interrelated and we do not at this time have all the information necessary and provable to implement these changes together.

The purpose of this thread is to inform you of why we would do such a thing as make these changes, and to of course get your feedback on this, as well as potentially probe you for any information that you may have regarding these items, especially information that we may have missed.

We will be putting these changes up on a test shard soon so that you may log on and test them before they may be become effective.

Constructive feedback in this thread is appreciated. Everyone is going to have an opinion on this and we consider every constructive opinion from the players to be valid. This thread will be monitored closely so it doesn't get out of control. Please post thoughts, not flames. And remember, this isn't being implemented without much feedback and testing. I also want to re-emphasize that any changes we make are in the belief that this is an implementation of the way the system in the era worked. If we find otherwise we will certainly act on it immediately. We hope to discover problems with these proposed changes before we make them live so we really encourage everyone to participate in the testing process.

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Re: Our Vision, The Lost Patch Notes, and Upcoming changes.

Post by chumbucket »

I'm constantly amazed at the quality of this shard. It's this kind of attention and care that makes this shard so great. Thanks guys!

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Re: Our Vision, The Lost Patch Notes, and Upcoming changes.

Post by Lofa »

Exactly, Its fun to play UO again due to Staff dedication, knowledge, insight and helpfulness. Good job. Also To the players who bring up good points about game play (ie ore to ground) in which all changes can make it even closer to the way it was. Keep it up fellows. I logged on this moring and already 187. I joined in early june and 85 was a peek.

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Re: Our Vision, The Lost Patch Notes, and Upcoming changes.

Post by Thor »

How does Thor log onto the test shard?

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Derrick
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Re: Our Vision, The Lost Patch Notes, and Upcoming changes.

Post by Derrick »

Thor wrote:How does Thor log onto the test shard?
I was hoping to get it up sooner than this, but I'm attempting to get as many inaccuracies as I can into this patch, save the ones exempted specifically above.

As soon as it's available I'll make an announcement here with preliminary patch notes and the info for logging in.

Thanks!

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Re: Our Vision, The Lost Patch Notes, and Upcoming changes.

Post by Derrick »

Thor wrote:How does Thor log onto the test shard?
Test server is up:
Server: derrick.homeip.net
Port: 2593

I'll have proposed patch notes up in the morning.

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Derrick
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Re: Our Vision, The Lost Patch Notes, and Upcoming changes.

Post by Derrick »

Magery and Combat changes:
  • Interruption of spell casting will be determined by magery skill of the interrupted and amount of damage done.
  • Magic will do one hp damage in an actively guarded town. Non-Direct damage spells such as Para and Poison are not effected.
  • You will not be able to gain resist in a guarded town if both the caster and target are within the town line.
  • MA now 50% damage on resisted (was 0)
  • Can't re-curse, weaken, clumsy, or feeblemind unless it's of a greater potency.
  • Added fizz effect for these failures
  • Field spells are castable outside of town and targetable inside town http://update.uo.com/design_402.html
  • Tele/Hide implemented. This was a common era technique to hide in plain sight.
  • No damage on paralyze
  • Poison spell: Poison Level increases based on Magery skill
Stealing changes:
  • Can steal with items in hands
  • Thieves will no longer be perma grey if guardwhacked while stealing
  • When a thief dies in town, items he stole within the last two minutes will be automatically placed in their owner's backpack. If the owner is not around to receive them, they will fall to the ground.
Other:
  • Era accurate tracking system implemented. No more Tracking Arrow.
  • Docked Boats are blessed
  • Awards for 3rd and 4th place CTF
  • Changed body types on as many creatures as possible to show old era graphics instead of ML gfx.

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Re: Our Vision, The Lost Patch Notes, and Upcoming changes.

Post by alatar »

Derrick wrote:[*]MA now 50% damage on resisted (was 0)
[*]Can't re-curse, weaken, clumsy, or feeblemind unless it's of a greater potency. [*]Tele/Hide implemented. This was a common era technique to hide in plain sight.
nice.. ;)
Derrick wrote:[*]Poison spell: Poison Level increases based on Magery skill[/list]
By how much? Just from lesser to normal?
Derrick wrote:[*]Docked Boats are blessed


time to take the pkin to the seas..

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Re: Our Vision, The Lost Patch Notes, and Upcoming changes.

Post by Edie Brickell »

Did these changes go in already and if not when will they go?? Looks like all the people macroing magery and resist in town hit the jackpot!

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Derrick
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Re: Our Vision, The Lost Patch Notes, and Upcoming changes.

Post by Derrick »

Edie Brickell wrote:Did these changes go in already and if not when will they go?? Looks like all the people macroing magery and resist in town hit the jackpot!
These changes are currently live on test server, info on connecting is above.

We'll give the opportunity to test for a couple days before making this live.

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Re: Our Vision, The Lost Patch Notes, and Upcoming changes.

Post by ~|~Damaja »

great work Derrick! Can't wait for stamina and correct swing patch to come next. This server will be the only one to actually truely replicate preUOR combat. Only thing is you could definetely not cast greater poison during t2a. that was a uor tihng if you had the poisoning skill on a mage. Must have been normal poison if you were gm magery

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Re: Our Vision, The Lost Patch Notes, and Upcoming changes.

Post by johttenn »

Everything sounds wonderful, except for just one little issue. It will be extremely hard for new players to macro resist up, they won't be able to leave the restock agent and fs casting running over night.

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Re: Our Vision, The Lost Patch Notes, and Upcoming changes.

Post by qtip »

So will wrestling still reduce chance to be interrupted or will it be based solely off magery?

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Re: Our Vision, The Lost Patch Notes, and Upcoming changes.

Post by Kaivan »

johttenn wrote:Everything sounds wonderful, except for just one little issue. It will be extremely hard for new players to macro resist up, they won't be able to leave the restock agent and fs casting running over night.
To a point this is a convienent change in so much that it bumps up the value of resist as a skill to those who join after this patch goes live. During T2A, resist was a very difficult skill to attain and was a coveted prize for those who GMed the skill. To some degree, partially replicating that here helps with our mission of attaining as accurate a server as possible. Unfortunately there is the issue of people who have already GMed resist having a significant advantage over those who start after this patch, but as with several of the loopholes and bugs that were on OSI servers that allowed quick advancement of a skill, the skills of existing players will almost certainly be left alone.
qtip wrote:So will wrestling still reduce chance to be interrupted or will it be based solely off magery?
Wrestling will still reduce the chance to be interrupted in so much that you will still have a chance of being missed with weapon swings. Otherwise, wrestling has no bearing on the chance to be disturbed.

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Re: Our Vision, The Lost Patch Notes, and Upcoming changes.

Post by Clyde- »

time to take the pkin to the seas..
I challenge thee to a boat duel !!

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