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 Post subject: Re: Patch 117 - Oct 3, 2009: Fatigue, Taste ID, Treasure maps...
PostPosted: Sat Oct 03, 2009 2:45 pm 
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Awesome patch. There was a lot of changes I wanted to see put in, such as the purple pot change. I never used them because I felt it was too cheap of a move in a fight. The only disappointing thing is the remove thyself/stuck menu being disabled in houses. Oh well.


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 Post subject: Re: Patch 117 - Oct 3, 2009: Fatigue, Taste ID, Treasure maps...
PostPosted: Sat Oct 03, 2009 4:41 pm 
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Hopefully this will bring about some treasure hunters for hire like there used to be :D
anything that makes skills harder im all for :P
cause we all know it was always harder on osi than on runuos
just one step closer :D

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 Post subject: Re: Patch 117 - Oct 3, 2009: Fatigue, Taste ID, Treasure maps...
PostPosted: Sat Oct 03, 2009 4:54 pm 
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BlackFoot wrote:
Hopefully this will bring about some treasure hunters for hire like there used to be :D
anything that makes skills harder im all for :P
cause we all know it was always harder on osi than on runuos
just one step closer :D


Aww, i'm so glad you already have a grandmaster cartographer! I will require your aid on several adventures!

Thanks for this wonderful and noble patch! I was getting really POd every time saw "a cleverly drawn" map! Now I can rest easy knowing the server is one step closer to becoming truly era accurate.




...

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 Post subject: Re: Patch 117 - Oct 3, 2009: Fatigue, Taste ID, Treasure maps...
PostPosted: Sat Oct 03, 2009 4:59 pm 
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BlackFoot wrote:
Hopefully this will bring about some treasure hunters for hire like there used to be :D
anything that makes skills harder im all for :P
cause we all know it was always harder on osi than on runuos
just one step closer :D


Hard is one thing. Impossible is another.

Of course you're for harder skills. Every vet player is, and it's honestly pretty lame to take advantage of easy rules and then act like you have some righteousness when it's changed to be harder for others.

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 Post subject: Re: Patch 117 - Oct 3, 2009: Fatigue, Taste ID, Treasure maps...
PostPosted: Sat Oct 03, 2009 5:04 pm 
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UO has always had a history of these instances Mikel. That is a fact involving this game since the very first day. There were many people that abused bugs and "easier" time periods that allowed them to get an advantage at that point in time. That is the way Ultima Online is and has alwasy been. I didn't complain about the people that played before me that was able to macro resist and magery at the same time in town before resist was fixed where you couldn't gain from it when the spell was casted in a guarded zone.

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 Post subject: Re: Patch 117 - Oct 3, 2009: Fatigue, Taste ID, Treasure maps...
PostPosted: Sat Oct 03, 2009 6:00 pm 
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Faust wrote:
I didn't complain...


I'm sure you did, you seem to be the resident whiny brat about inaccuracies.

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 Post subject: Re: Patch 117 - Oct 3, 2009: Fatigue, Taste ID, Treasure maps...
PostPosted: Sat Oct 03, 2009 7:07 pm 
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I complained about changing something that was fixed almost a year before my arrival... :roll:

This shard is replicating the t2a era. If you don't like "inaccuracies" getting fixed than you probably should be somewhere else.

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 Post subject: Re: Patch 117 - Oct 3, 2009: Fatigue, Taste ID, Treasure maps...
PostPosted: Sat Oct 03, 2009 8:25 pm 
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WHAT IF, instead of a theif using stuck command to get out he just logs out instead

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 Post subject: Re: Patch 117 - Oct 3, 2009: Fatigue, Taste ID, Treasure maps...
PostPosted: Sat Oct 03, 2009 8:57 pm 
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Ever since the patch, I have gone 5/5 with MIBs being Level 1 chests (friend at 2/2), are there rates for levels now different too? I have 6 more to go and a friend is running some of theirs and I'll update/remove this if it changes. (just got a level 2 on the 6th one)


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 Post subject: Re: Patch 117 - Oct 3, 2009: Fatigue, Taste ID, Treasure maps...
PostPosted: Sat Oct 03, 2009 10:23 pm 
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Unknown Unknown wrote:
Ever since the patch, I have gone 5/5 with MIBs being Level 1 chests (friend at 2/2), are there rates for levels now different too? I have 6 more to go and a friend is running some of theirs and I'll update/remove this if it changes. (just got a level 2 on the 6th one)
There's been no change on this, just Bad luck.

Loathed wrote:
it wasn't like that in t2a era, overweight on a mount walking forward you'd fatigue, but chug a refresh pot and you could walk again- mount didn't need to be fed or spam'd with all follow me.
There are quite a few fatigue problems, mounts with weighted rider, pack horses, escorts, balrons (i.e. creatures with a lot of loot). All these issues should be fixed in the morning.

vkamicht wrote:
Derrick wrote:
  • Salute and Bow animations slowed. [forum]


Thanks for this, though they're *too* slow now! I don't know what kind of values RunUO accepts for speed (is it in total time? fps?), but a good reference would be swing speed for lower stamina values. At first I thought it was when stamina was below 100%, but it turns out there's a hard coded number value that when above, animations play 'full speed' (which is far too fast) and elsewhere they play the correct speed (at which all animations, incl. bow and salute, should play at)
I used the demo to match up the animation speed, it seemed ridiculously slow to me too, but we've been watching this fast animation for sometime now, possibly just used to it?

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 Post subject: Re: Patch 117 - Oct 3, 2009: Fatigue, Taste ID, Treasure maps...
PostPosted: Sat Oct 03, 2009 10:45 pm 
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Nayee wrote:
BlackFoot wrote:
Hopefully this will bring about some treasure hunters for hire like there used to be :D
anything that makes skills harder im all for :P
cause we all know it was always harder on osi than on runuos
just one step closer :D


Aww, i'm so glad you already have a grandmaster cartographer! I will require your aid on several adventures!

...


I thought the same thing, I love these types of statements...


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 Post subject: Re: Patch 117 - Oct 3, 2009: Fatigue, Taste ID, Treasure maps...
PostPosted: Sat Oct 03, 2009 11:49 pm 
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Patches killed osi.

Just saying.

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 Post subject: Re: Patch 117 - Oct 3, 2009: Fatigue, Taste ID, Treasure maps...
PostPosted: Sun Oct 04, 2009 12:12 am 
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I'm a Veteran player, I don't have a Grandmaster or even Master Cartographer, I support this patch.

Change is good, difficult skill gain is good, no one is twisting your arm to play here, but you should remember that from the time you arrive on this shard, you have a chance to know all the upcoming changes. Patch notes are available to everyone and the Wiki has a decent search feature. The front page specifically outlines the goals and plans of this shard, there is a "blue print" to it. Don't play on a T2A shard if you don't want a T2A ruleset. Hell, our staff is even kind enough to point out the specific time range of T2A they are aiming to replicate. You won't find that anywhere else.

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 Post subject: Re: Patch 117 - Oct 3, 2009: Fatigue, Taste ID, Treasure maps...
PostPosted: Sun Oct 04, 2009 12:35 am 
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RoadKill wrote:
I'm a Veteran player, I don't have a Grandmaster or even Master Cartographer, I support this patch.

Change is good, difficult skill gain is good, no one is twisting your arm to play here, but you should remember that from the time you arrive on this shard, you have a chance to know all the upcoming changes. Patch notes are available to everyone and the Wiki has a decent search feature. The front page specifically outlines the goals and plans of this shard, there is a "blue print" to it. Don't play on a T2A shard if you don't want a T2A ruleset. Hell, our staff is even kind enough to point out the specific time range of T2A they are aiming to replicate. You won't find that anywhere else.


your advise is for people to leave. great community!

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 Post subject: Re: Patch 117 - Oct 3, 2009: Fatigue, Taste ID, Treasure maps...
PostPosted: Sun Oct 04, 2009 12:44 am 
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Nayee wrote:
RoadKill wrote:
I'm a Veteran player, I don't have a Grandmaster or even Master Cartographer, I support this patch.

Change is good, difficult skill gain is good, no one is twisting your arm to play here, but you should remember that from the time you arrive on this shard, you have a chance to know all the upcoming changes. Patch notes are available to everyone and the Wiki has a decent search feature. The front page specifically outlines the goals and plans of this shard, there is a "blue print" to it. Don't play on a T2A shard if you don't want a T2A ruleset. Hell, our staff is even kind enough to point out the specific time range of T2A they are aiming to replicate. You won't find that anywhere else.


your advise is for people to leave. great community!


Is that what you read?

I read this, Derrick gave warning, you coulda macroed to 99.5 np before patch was implemented. I was telling people to do this in irc as well :D

The shard will continue to change until its as accurate as can be. UO was a harsh game and t2a era was no exception.

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