Gating monsters

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Ronk
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Re: Gating monsters

Post by Ronk »

Entice + Provoke = tamable wyrm? lol
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archaicsubrosa77
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Re: Gating monsters

Post by archaicsubrosa77 »

Ronk wrote:Entice + Provoke = tamable wyrm? lol
Faster then the average tamer...why not lol
Seriously though...you could entice creatures and tame them in the comfort of your home without worry of PK activity or other disturbances
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Re: Gating monsters

Post by Hemperor »

Respawns were based on individual servers (server lines). Pretty sure if you tamed a white wyrm say, but stayed within that server line with it, it would not respawn until you left. Once you gate that white wyrm out (if it was even possible) and it crosses server lines, another one would be able to respawn.
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archaicsubrosa77
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Re: Gating monsters

Post by archaicsubrosa77 »

Then that should be the case in any luring away of monsters. How about hirelings they respawn right?
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Re: Gating monsters

Post by tekai »

No white wyrm for 5 hours and counting.

I don't care what kind of shard you want archaicsubrosa77, but in UO 1999 the White wyrm was inside ice dungeon, unless it was drug off being tamed (ice isnt very big), or the short time before it respawned.
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Re: Gating monsters

Post by archaicsubrosa77 »

You know and I know that getting that white wyrm out of its place can be done a number of ways. Matron got a silver serpent into her house for crying out loud and I am telling you right now it wasnt enticement that was used. I tried enticing a silver serpent it doesnt work. You could probably lure it with tames you place as bait all the way to your ship maybe and provoke it aboard...and the white wyrm can be done the same way.
You attack a creature and it will follow you. Plain and simple.
Hey I am sorry about what happened. I wasnt responsible. Alot of guys think its a new neat trick it will get old after awhile. Look at it like a new challenge. I see how many dragons you have you don't have many challenges. You should be thankful imo
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

Post by Pristiq »

I actually have an opinion on the matter. The way I see it, you're all hardcore veterans. You have specific playstyles and templates. You do the same shit everyday. It's monotonous. Farm, PK, bitch in IRC about said PK, farm some more, etc. This enticing thing adds a whole new element to the game that noone is used to. You have to go out and explore the world to find monsters, not just recall into the same old spot and use the same tactics. It's good that we have this era-accurate shard, but one little change to gameplay and suddenly everyone's afraid.

/2cents
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Jade
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Re: Gating monsters

Post by Jade »

9/16/98 Patch Note wrote:It will no longer be possible to gate monsters. Only escorts, hirelings, pets, and summoned creatures.
Derrick wrote:The only monsters that are gatable are those under player direction, either tamed, or via the enticement skill.
esteban wrote: So, how is a "pet" defined? Based on the characteristics of "escorts, hirelings, pets, and summoned creatures," it seems as though they are NPC beings that are directly under a player's control.

My 2 cents on this issue:

Umm...No.

I started playing UO on Atlantic shard in Summer of '99 and quit playing regularly in '03. My recollection of the bug abuse and griefing tactics on that shard is very clear; I used some of them myself. Never once did I see monsters gated into places they weren't supposed to be. Griefers used gates to prey on new and uninformed players at the bank, but these gates always led to dungeon areas, inside private houses, to spots full of PKs, etc. I never saw or heard of, say, a Balron on 12-tile island.

The argument that an enticed monster is somehow a "temporary pet" doesn't pass the giggle test. It simply was not possible under the game mechanics in Spring '99 onward when I played, which I assume is because of this '98 patch, as noted.

Moreover, I think this patch note from the OSI dev team is short and to the point for a reason; they actually meant ONLY the four categories of non-player mobiles they listed. Granted, at the time I among many others ranted constantly about what complete IDIOTS the OSI dev folks were (largely for messing with T2A game mechanics), but it wasn't meant literally. I'm sure they were well aware of the Enticement skill and its implications. If enticed creatures were meant to be gateable, they would have been listed in the patch notes along with the other 4 excepted categories.

The bottom line is that this patch was a good idea because it solved a serious problem (or two, if you include the monster spawn problem). It ended the use of monster gating by griefers for elaborate and virtually enescapable player-created death traps to prey on new, uniformed, or unsuspecting players. Dev probably reasoned that allowing griefers to exploit this game mechanic (which at first description, sounds like it was designed for, if not written by, griefers) probably did not help OSI's subscriptions to grow much. It's probably not helping the T2A player base to grow much, either.

Enough with Balrons on 12 tile island.

Enough with enabling griefing.

And to second the opinions of others,
Fwerp wrote:I remember...when gating monsters was all the rage...I simply do not recall it happening after the patch.
Tron wrote: i had an enticer. i use to...entice npcs to there and kill them. but you could not entice them thro gates.
malice-tg wrote: the only people that want this are the people doing it obviously...
this isnt debate club or philosophy class. this is a common sense issue. it needs to be fixed
tekai wrote: Alcon we posted proof, now were just verifiying it.

Your loosing your battle, enjoy your last couple nights of hiding the great monsters on the server.
Like Tekai said, we posted the proof. Its in our majority recollections of the mechanics not allowing
this post-patch, and its in plain English in the patch notes! The enticement exception is clearly bogus,
and it only creates grief and problems for legitimate players.

In short, UOSA will be a better shard when this mechanic is fixed.

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Re: Gating monsters

Post by archaicsubrosa77 »

You recollected people gating monsters into town from dungeon areas...straight out of your mouth...sorry.
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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archaicsubrosa77
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Re: Gating monsters

Post by archaicsubrosa77 »

You said:

My 2 cents on this issue:

Umm...No.

"I started playing UO on Atlantic shard in Summer of '99 and quit playing regularly in '03. My recollection of the bug abuse and griefing tactics on that shard is very clear; I used some of them myself. Never once did I see monsters gated into places they weren't supposed to be. Griefers used gates to prey on new and uninformed players at the bank, but these gates always led to dungeon areas, inside private houses, to spots full of PKs, etc. I never saw or heard of, say, a Balron on 12-tile island."

And chances are the enticement skill was not used to get these monsters to gate. The AI was changed so a monster acting on its own accord wont haphazardly walk mindless into a gate unless it is under player direction. In other words they changed the pathfinding but when directed it will go where it is told.
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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Pristiq
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Re: Gating monsters

Post by Pristiq »

Wrong, Archaic. She meant that people used to gate the noobs to these places, not the monsters.
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Re: Gating monsters

Post by archaicsubrosa77 »

Okay here try this out...throw a gate in front of an ossy under control of a tamer. The ossy side steps it. Its AI tells it that its an obstacle...but when its you not the tamer telling it to come to you as you entice it then its pathfinding is changed and it will go to you in the most straightforward fashion. Same as with herding.
The patch was only so you couldnt throw a gate in front of a monster just to get it out of the way or whatever. It improved creature AI.
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Re: Gating monsters

Post by Jade »

archaicsubrosa77 wrote: The patch was only so you couldnt throw a gate in front of a monster just to get it out of the way or whatever. It improved creature AI.
I don't think the main driver behind this patch change was that mages
were using the gate spell to escape random monster pursuits.
I think it was pretty much the death traps. Sort of like
the same reason we're all here discussing this issue.
Maybe? =] Just a thought.

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archaicsubrosa77
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Re: Gating monsters

Post by archaicsubrosa77 »

Well here is another thought they cant find the patch for it so it never existed.
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

Post by Caswallon »

If this was possible for an extended ammount of time, how come none of the evil cartoons like Galad etc, never featured a monster gating episode? Well? Seems like pretty much one of the ultimate griefs you could pull, Galads famous 3 tile island would have been perma stocked with balrons, and the wyvern isle gate thing would not have featured so heavily.

This never happened on OSI, it would have been abused so much, but it wasnt, so it could not have been possible, because had it been everybody would have been all over it. Player towns would have been overrun with ancient wyrms, silver serpents and poison eles.

Were this possible, it would have been ripped hard by the playerbase at the time. Archaic, do you really think every avenue was not explored at the time? Have PvP combos changed in 12 years? Has anything this major ever been "discovered" 12 years after era before? No? Well theres your anwser, something this big would not have laid undiscovered for 12 years, no way.
?

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