Gating monsters
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Posts in this forum are expected to be constructive, realistic and civil. Inflamatory or off topic posts will be removed.
- archaicsubrosa77
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Re: Gating monsters
Bump^edit
Derrick wrote:I wish it were possible that a mount could be whacked while you are riding it, but to the best of my knowedge it is not.
Re: Gating monsters
I don't feel we can trust the date of the post.Here is an original post not a reply to an older post that tells us gating monsters was possible still in Nov 99
http://groups.google.be/group/rec.games ... 0b7f38c12d
Why?
http://groups.google.be/group/rec.games ... ode=source
It's been archived by the same "NewsGate v1.0" program that modified the headers of the 1999 posts.
Also the original email-adress of "jeremy.kasd" has been replaced with "wayfarerbbs.net".
The X-trace reveals he's using the "home.net" provider.
Now, I know you can post a mail using any e-mail address from whatever place, but look at this:
Janus made a post and he quotes Jeremy like this:
There the original news provider of Jeremy has been maintained -> home.com.JEREMY KASDORF wrote in message <35A2D9E9.25C6E...@home.com>...
>I have to say that OSI has deffinately done it this time. They have
>eliminated PKs, and I don't mind terribly (I'm a little resentfull that
>a newbie can gain Master status in 4 days, without any fear of dieing,
>except if he makes a misstake)
Also note, the NewsGate program did add a line suggesting the originin of the post:
Janus however seems to be using the Wayfaers Internet Gateway:--- NewsGate v1.0 gamma 2
* Origin: @Home Network Member (1:129/150.99)
And final proof this is July 1998 and not november 1999.--- NewsGate v1.0 gamma 2
* Origin: Wayfarer's Inn Internet Gateway (1:129/150.99)
Look at the posting of Damocles which can also be found on the link you gave me.
http://groups.google.be/group/rec.games ... ode=source
He's quoting the original post again including the original timestamp of the message. Looks like NewsGate v1.0 forgot the "modify" that one, what a buggy program...On Wed, 08 Jul 1998 02:34:31 GMT, JEREMY KASDORF <ganda...@home.com>
wrote:
+ORC: If you give a man a crack he'll be hungry again tomorrow, but if you teach him how to crack, he'll never be hungry again.
chumbucket: I don't collect pixels.
Never trust the client. It's in the hands of the enemy : UO Demo internals @ JoinUO
chumbucket: I don't collect pixels.
Never trust the client. It's in the hands of the enemy : UO Demo internals @ JoinUO
- archaicsubrosa77
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Re: Gating monsters
The patch in question was a patch to change AI not nerf skills, Before anyone could attack a monster and cast gate and stand behind it. The patch made it so monsters would see this gate as an obstacle stopping just before or stepping around it. But that didnt stop players from gating even into the dusk of the era using skills that put creatures under their control. If you fail to see that let everyone look for themselves in all our links.
Derrick wrote:I wish it were possible that a mount could be whacked while you are riding it, but to the best of my knowedge it is not.
Re: Gating monsters
Here is the original thread posting for the thread that archia provided:
http://groups.google.be/group/rec.games ... 342977145a
Note that the date is from the expected time frame of July, 1998.
Beyond the fact that on a particular archive group's website, there is a good amount of information that is from a traditionally expected time frame for discussion of an upcoming patch (a couple of months before the patch itself when first drafts of the patch would be available), we can also get a good idea of how difficult it would be for OSI to have made this change by looking at the known information from the demo. Inside the demo, tamed creatures, escorts, and hirelings all have specific tags associated with them. All that OSI would need to do is merely add a check to the physical teleportation process that would check to see if any of those tags were present on the creature itself. If not, then the gate would simply not work, and the creature would walk on to and over the gate as if it were not even there. This would prevent monster gating as a whole, and would also avoid any updates to the AI as well.
http://groups.google.be/group/rec.games ... 342977145a
Note that the date is from the expected time frame of July, 1998.
Beyond the fact that on a particular archive group's website, there is a good amount of information that is from a traditionally expected time frame for discussion of an upcoming patch (a couple of months before the patch itself when first drafts of the patch would be available), we can also get a good idea of how difficult it would be for OSI to have made this change by looking at the known information from the demo. Inside the demo, tamed creatures, escorts, and hirelings all have specific tags associated with them. All that OSI would need to do is merely add a check to the physical teleportation process that would check to see if any of those tags were present on the creature itself. If not, then the gate would simply not work, and the creature would walk on to and over the gate as if it were not even there. This would prevent monster gating as a whole, and would also avoid any updates to the AI as well.
Useful links for researching T2A Mechanics
Stratics - UO Latest Updates - Newsgroup 1 - Noctalis - UO98.org
- archaicsubrosa77
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Re: Gating monsters
But that included tameable creatures you understand. You can still gate tameable or tamed creatures. And that post was speaking of gating in general not just creatures but dropping gates for people to walk into then dispelling them at first then someone mentions about monster gating on how he feels it should be gotten rid of. Which means it was happening. Changes were made and gating still continued but not everyone had been aware of how you could do it.Kaivan wrote:Here is the original thread posting for the thread that archia provided:
http://groups.google.be/group/rec.games ... 342977145a
Note that the date is from the expected time frame of July, 1998.
Beyond the fact that on a particular archive group's website, there is a good amount of information that is from a traditionally expected time frame for discussion of an upcoming patch (a couple of months before the patch itself when first drafts of the patch would be available), we can also get a good idea of how difficult it would be for OSI to have made this change by looking at the known information from the demo. Inside the demo, tamed creatures, escorts, and hirelings all have specific tags associated with them. All that OSI would need to do is merely add a check to the physical teleportation process that would check to see if any of those tags were present on the creature itself. If not, then the gate would simply not work, and the creature would walk on to and over the gate as if it were not even there. This would prevent monster gating as a whole, and would also avoid any updates to the AI as well.
If you look into it people were talking about getting rid of gating all together for everything.
Derrick wrote:I wish it were possible that a mount could be whacked while you are riding it, but to the best of my knowedge it is not.
- archaicsubrosa77
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Re: Gating monsters
here is what I am talking about...you could before just cast gate and the monsters would walk through...a mentioning of there is no "charm monster" spells.
The AI changed in monsters not the effect entice or herding had on them
http://groups.google.be/group/rec.games ... 109fa3450c
They hadnt even used entice!
So even though you couldnt just lead a monster stand on the other side and have him walk through the gate you could direct it by other means thus UO:R not during T2A rid itself of entice and replaced it with discordance.
They also had a one vendor per house rule which I thought strange as different shards had different rules in place I fathom and didnt allow for absloute freedom for players.
The AI changed in monsters not the effect entice or herding had on them
http://groups.google.be/group/rec.games ... 109fa3450c
They hadnt even used entice!
So even though you couldnt just lead a monster stand on the other side and have him walk through the gate you could direct it by other means thus UO:R not during T2A rid itself of entice and replaced it with discordance.
They also had a one vendor per house rule which I thought strange as different shards had different rules in place I fathom and didnt allow for absloute freedom for players.
Derrick wrote:I wish it were possible that a mount could be whacked while you are riding it, but to the best of my knowedge it is not.
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Re: Gating monsters
Those posts are from July 1998.archaicsubrosa77 wrote:here is what I am talking about...you could before just cast gate and the monsters would walk through...a mentioning of there is no "charm monster" spells.
The AI changed in monsters not the effect entice or herding had on them
http://groups.google.be/group/rec.games ... 109fa3450c
They hadnt even used entice!
So even though you couldnt just lead a monster stand on the other side and have him walk through the gate you could direct it by other means thus UO:R not during T2A rid itself of entice and replaced it with discordance.
They also had a one vendor per house rule which I thought strange as different shards had different rules in place I fathom and didnt allow for absloute freedom for players.
Re: Gating monsters
Again, here is the original thread from June 1998:archaicsubrosa77 wrote:here is what I am talking about...you could before just cast gate and the monsters would walk through...a mentioning of there is no "charm monster" spells.
The AI changed in monsters not the effect entice or herding had on them
http://groups.google.be/group/rec.games ... 109fa3450c
They hadnt even used entice!
So even though you couldnt just lead a monster stand on the other side and have him walk through the gate you could direct it by other means thus UO:R not during T2A rid itself of entice and replaced it with discordance.
They also had a one vendor per house rule which I thought strange as different shards had different rules in place I fathom and didnt allow for absloute freedom for players.
http://groups.google.be/group/rec.games ... d9880c75d7
Simply do a search on the title of the thread and you'll pull up two entirely different listings, the original listing from the appropriate date and the 11/11/99 listing. You'll find that the documented evidence does exist from the correct time frame.
Also, the one vendor per house rule was a new rule that was also introduced with the same patch that barred monster gating, and is also appropriate to the discussion of an upcoming patch as the discussion about monster gating was at the time.
Finally, discordance was not removed with the introduction of UOR, it was removed with Publish 16, the last UOR publish. The patch which details the changes to barding can be found here.
Useful links for researching T2A Mechanics
Stratics - UO Latest Updates - Newsgroup 1 - Noctalis - UO98.org
- ihatemmorpgs
- Posts: 10
- Joined: Tue Feb 21, 2012 4:04 am
Re: Gating monsters
For the record, I definitely remember gating earth elementals to my house during T2A without any control method (aside from aggro).
Re: Gating monsters
I'm glad you added your 2 cents to a 3 year old thread...ihatemmorpgs wrote:For the record, I definitely remember gating earth elementals to my house during T2A without any control method (aside from aggro).
Visit my shop in Yew! First house west of Yew Moongate, always stocked!
viewtopic.php?f=33&t=64975
viewtopic.php?f=33&t=64975
- ihatemmorpgs
- Posts: 10
- Joined: Tue Feb 21, 2012 4:04 am
Re: Gating monsters
Awesome attempt at irony!fox_phyre wrote:I'm glad you added your 2 cents to a 3 year old thread...ihatemmorpgs wrote:For the record, I definitely remember gating earth elementals to my house during T2A without any control method (aside from aggro).
Re: Gating monsters
If you love my "irony," I can't wait for you to learn what sarcasm is.
Visit my shop in Yew! First house west of Yew Moongate, always stocked!
viewtopic.php?f=33&t=64975
viewtopic.php?f=33&t=64975