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Recall is supposed to have a delay
Posted: Tue Mar 02, 2010 1:43 am
by nightshark
Recall on official servers always had a ~1 second delay after targeting a rune, to the time you actually disappeared from your current location. I remember dying many times in this delay.
The only thing that jogged my memory to remind me of this, was looking on "Legacy" forums (a T2A clone made in 2003), where I posted about how the delay didn't exist on that shard.
It should be in the demo, and probably still exists on live servers. Couldn't find anything about it on Google.
Re: Recall is supposed to have a delay
Posted: Tue Mar 02, 2010 8:38 am
by Lazarus
There is a delay here. I was about to get pk but recalled and still got hit.... for 40 damage. ACK!
Re: Recall is supposed to have a delay
Posted: Tue Mar 02, 2010 10:37 am
by Derrick
Part of the delay on OSI shards is believed to be time for the subservers to negotiate. This was something that applied to gate travel too. I'll check the demo, which is the same subserver, so we'll be able to determine if there is a baseline delay.
UOSA does implement a short delay, but on OSI the delay varied substantially depending on server(s) load.
Re: Recall is supposed to have a delay
Posted: Tue Mar 02, 2010 10:41 am
by Lazarus
Bah leave it the way it is. What difference does it make unless you're a pker trying to get the final hit in.
Re: Recall is supposed to have a delay
Posted: Tue Mar 02, 2010 10:46 am
by Faust
Something like this doesn't just solely apply to PKs. There are several different situations that could effect it besides player killing. For example, a fight between two or more guild or virtue war people could be affected by this immensely. The same could be said for fighting monsters even though this is more unlikely in most situations. This is an era accuracy issue that must be resolved much like numerous others in the past and still in the future.
Re: Recall is supposed to have a delay
Posted: Tue Mar 02, 2010 10:52 am
by Lazarus
Faust wrote:Something like this doesn't just solely apply to PKs. There are several different situations that could effect it besides player killing. For example, a fight between two or more guild or virtue war people could be affected by this immensely. The same could be said for fighting monsters even though this is more unlikely in most situations. This is an era accuracy issue that must be resolved much like numerous others in the past and still in the future.
True but player killing is still player killing, no matter if you are in a guild war or not. Besides we don't know if there is an issue with era accuracy or not since Derrick said he would have to test the subserver. I have noticed a delay in recalling on this shard though. I dont remember there being long recall lags though on OSI, been so long since I've played.
Re: Recall is supposed to have a delay
Posted: Tue Mar 02, 2010 11:13 am
by Faust
You are right, we don't know if there is an issue or not with era accuracy. That is the reason people post in this forum. A possible issue is posted and it's looked into. That is the great aspect of this shard. Personal feelings or opinions about something is trumped by era accuracy giving complete consistency. This shard does not favor one play style over the next when it comes to accuracy and this includes player killers just like vice versa for any other style.
Re: Recall is supposed to have a delay
Posted: Tue Mar 02, 2010 11:29 am
by Lazarus
Faust wrote:You are right, we don't know if there is an issue or not with era accuracy. That is the reason people post in this forum. A possible issue is posted and it's looked into. That is the great aspect of this shard. Personal feelings or opinions about something is trumped by era accuracy giving complete consistency. This shard does not favor one play style over the next when it comes to accuracy and this includes player killers just like vice versa for any other style.
This is true. I'm glad I have found this shard and while probably not my favorite era of UO, I prefer UO:R with insurances and tram for PvM (I've been playing since 98 so I've paid my dues

), I have found memories of playing during the T2A era.
Re: Recall is supposed to have a delay
Posted: Tue Mar 02, 2010 11:36 am
by Mikel123
I think the delay is about right. It certainly "felt" a little longer 10 years ago, but 200ms of ping could probably account for the difference.
About once a month or so, I'd kill someone or be killed, at a Recall destination (rather than the origin, where the fight actually was).
Re: Recall is supposed to have a delay
Posted: Tue Mar 02, 2010 12:40 pm
by Hemperor
One thing to take into consideration, is the demo... I'm almost positive theres more of a delay there than here, and the demo is all local.
Re: Recall is supposed to have a delay
Posted: Tue Mar 02, 2010 2:14 pm
by Flash Hardstar
I think the delay is just fine.
Re: Recall is supposed to have a delay
Posted: Tue Mar 02, 2010 3:36 pm
by nightshark
Mikel123 wrote:I think the delay is about right. It certainly "felt" a little longer 10 years ago, but 200ms of ping could probably account for the difference.
About once a month or so, I'd kill someone or be killed, at a Recall destination (rather than the origin, where the fight actually was).
I played on Oceania with 40 ping up until 2003, and I posted on the Legacy forums about the delay shortly after I quit OSI servers. The delay was definitely noticeable. I didn't even notice the delay on UOSA, and I ping like 300 minimum here.
Flash Hardstar wrote:I think the delay is just fine.
Personal opinion is a moot point... The shard is supposed to be accurate, so if it was the case on OSI then it should be the case here.
Re: Recall is supposed to have a delay
Posted: Tue Mar 02, 2010 3:39 pm
by MatronDeWinter
Hemperor wrote:I'm almost positive theres more of a delay there than here, and the demo is all local.
Bingo
Re: Recall is supposed to have a delay
Posted: Tue Mar 02, 2010 4:02 pm
by Flash Hardstar
nightshark wrote:The shard is supposed to be accurate, so if it was the case on OSI then it should be the case here.
You should opt for the max speed cap on horses to be much lower, in an effort to allocate for the lag 56k users experienced... that is accurate... but probobly not favorable.
Just in the same, Derrick mentioned why the delay is as is.. server load.
Start helping promote to gain a larger playerbase

Re: Recall is supposed to have a delay
Posted: Tue Mar 02, 2010 4:06 pm
by Faust
There were people on connections higher than 56k back then... this isn't a pre-t2a server.