Here is the patch that impliments Bank Checks, I find it rather "out" of era (though it may be technically IN era), it is certainly not the greatest time during the second age in my opinion, and I am sure many will agree. Your statement justifying checks on the grounds that they were "In" some era of T2A is quite moot, the majority of the T2A era was spent without checks. Using this patch as a referance (laughably), the following should be implimented... (I went through and pick-n-chose what I felt)
1 Second Delay on Enticement and Detect Hidden.
(I would personally love to see this)
With skill gain being increased in general, we have made changes to make macroing no longer yield better skill gain results than normal game play.
Oh yes, the Anti-Macro code, everyone wants that too right?
Passive Eval/Med/Music/Hide/Lumberjack/Lore/Detect skill gains. Thats right, passive Lumberjacking, the next step is to include the LJ bonus for swords combat!
Fishermen will fish up serpants regardless of success/failure.
Tinker traps become completely usless.
Okay, not too bad right? Ruin some tinkerers fun, kill a few fishermen, no big deal. Well if that patch is accurate, then each one before it must be too right? Lets check those out too...
Moonstones will be found on various monsters
Yup, No more nightmares for non-tamers.Pet transfers will perform the loyalty checks before the transfer window appears.
BlasphemySingle clicking the left mouse button on a moongate will give you a description of what lies through the gate. This will allow you to know where the gate is currently going without having to jump through them over and over again until you reach your destination. This will help improve server performance as less players will need to “jump” through moongates.
* The higher a character’s dexterity, the less time it will take to complete a heal.
* The amount of healing a character loses due to a finger slip will be reduced with a higher dexterity.
Oh yes, this one means Tank-Mages become obsolete.
Untamed monsters and animals in houses will “die” after a certain amount of time. These monsters and animals will be eligible for “death”, within a given amount of time, under the following circumstances:
* If the monster/animal is not targeted.
* If the monster/animal does not receive or deliver damage.
Say goodbye the your castle-roof sheep pens.
You may only have one escort at a time.
You will have to wait approximately 15 minutes between each escort.
Pack horses and pack llamas will have their carrying capacity increased from 400 to 1,600 stones
Land Surveying Tool (enough said)
You will no longer be able to use the stealing skill to determine if someone is "perma-gray".
Players who are not in the Thieves Guild will not be able to steal from other players at all.
The bug involving the ability to “pre-cast” spells and then use or take items will be fixed. After casting a spell, the targeting cursor will disappear if the player does any of the following:
* Equips or unequips an item.
* Takes an item.
* Drags an item from their backpack.
Everyone likes this one too... Make a poll and find out.
Clean Up Britannia (Phase III)
The final phase in the Clean Up Britannia program will be the implementation of item decay in houses. The decay rate will be the same as with items outside.
Once in effect, house item decay will affect all items that are not:
* Placed in a secure container.
* Locked down.
* A house add-on (such as an anvil or a loom).
* Placed by an IGM or GM.
Item Decay on Boats
We will be activating decay for items left on the deck of a boat. These items will decay at the same rate as items left on the ground outside.
Only items left on the deck of a boat will decay, items in the hold of a boat will not be subject to decay.
* All Small Houses have 3 and 425 lock downs for a total of 425 items.
* Brick Houses have 8 secure and 1100 lock downs for a total of 1100 items.
* Large Patio Houses have 8 secures and 1100 lock downs for a total of 1100 items.
* Both Two Story Houses have 10 secures and 1370 lock downs for a total of 1370 items.
* Towers have 15 secures and 2119 lock downs for a total of 2119 items.
* Small Stone Keeps have 18 secures and 2625 lock downs for a total of 2625 items.
* Castles have 28 secures and 4076 lock downs for a total of 4076 items.
Great! Totally secure trammel houses!
Note: This was not changed back until UO:RTemporary Change to Gates Sep 9 1999 9:13AM CST
* After going through a gate cast by a player, there will be a random delay of 3 to 10 seconds before you can go though that gate again, or through any other gate.
Note that this change is temporary. We will update you again once it is changed back.
Yes, "Young" player status# "Young" players will not be able to loot player corpses at all.
# "Young" players will not be able to poison another player with a poisoned weapon.
This was mentioned as out of era in the forums before.NPC shopkeepers will now buy the following items:
* Warforks
and so on...
I really feel that a great deal of these are, or are setting the core foundation for UO:R. Tank mages will love the inability to precast, and the new dexer ability to heal in 6 seconds. Gaining skills becomes a frustrating mess of attempting to evade the anti macro code, and worst of all, with multi-clienting, I will be the first person to create a "Young" character to stash my gold while I farm. PKing will become a dead artform.