open the run in start and type cmdPied Piper wrote:I dunno. How do I check it?Ulfrigg wrote:servers you go to untill you get to the host
then you write tracert uosecondage.com
open the run in start and type cmdPied Piper wrote:I dunno. How do I check it?Ulfrigg wrote:servers you go to untill you get to the host
17 in total (counting uosecondage as the last one)Ulfrigg wrote:open the run in start and type cmdPied Piper wrote:I dunno. How do I check it?Ulfrigg wrote:servers you go to untill you get to the host
then you write tracert uosecondage.com
That is basically what this is.MatronDeWinter wrote:I sure don't remember playing hallytag in t2a. I would certainly be interested in seeing where you came up with this idea.
What what is? Swing on the run is not the same as the halberd cycling that "must exist because it's the only way you could sync an explode-eb-hally combo". I have no doubt that something is incorrect with this mechanic.Fede wrote:That is basically what this is.MatronDeWinter wrote:I sure don't remember playing hallytag in t2a. I would certainly be interested in seeing where you came up with this idea.
Blaise wrote:Man, you guys are really stepping up your game now that you're not living in the shadow of cr3w
Psilo's Psurge !!!Sandro wrote:648 online
I wasn't referring to it being SOTR. I should have explained better. I meant to say as of now, I feel like I am playing "hally tag."MatronDeWinter wrote:What what is? Swing on the run is not the same as the halberd cycling that "must exist because it's the only way you could sync an explode-eb-hally combo". I have no doubt that something is incorrect with this mechanic.
part of this problem is the trotting issue. i can walk away and not be swung onFede wrote:I wasn't referring to it being SOTR. I should have explained better. I meant to say as of now, I feel like I am playing "hally tag."MatronDeWinter wrote:What what is? Swing on the run is not the same as the halberd cycling that "must exist because it's the only way you could sync an explode-eb-hally combo". I have no doubt that something is incorrect with this mechanic.
By "hally tag" do you mean that people try to hally hit you and then run away immedietly(in an attempt to avoid being hit incase you don't cycle perfect)Fede wrote:I wasn't referring to it being SOTR. I should have explained better. I meant to say as of now, I feel like I am playing "hally tag."MatronDeWinter wrote:What what is? Swing on the run is not the same as the halberd cycling that "must exist because it's the only way you could sync an explode-eb-hally combo". I have no doubt that something is incorrect with this mechanic.
I agree it's totally inaccurate and really needs to be changed. Right now it's impossible to meditate for more than 1.5 seconds because every mage abuses the 35 dex hally swing bug. And I think you're right that having higher dex should not increase how fast you can hit(cycling). I do believe cycling existed in some form in 1999, but not like here like you said. Players haveMore specifically, I am referring to the time delay between swings with varying degrees of stamina. When you were required to remain stationary in order to advance your swing, the duration was still to small.
Psilo wrote:I agree it's totally inaccurate and really needs to be changed. Right now it's impossible to meditate for more than 1.5 seconds because every mage abuses the 35 dex hally swing bug. And I think you're right that having higher dex should not increase how fast you can hit.More specifically, I am referring to the time delay between swings with varying degrees of stamina. When you were required to remain stationary in order to advance your swing, the duration was still to small.
With 35 dex+agility potion = 55. It's simply ridiculous how fast one can hit.
And another thing to think about regarding this faulty mechanic. It's incredibly imbalanced that a mage with higher dex(35) can always swing at mages with lower dex, while they can never hit back assuming the 35 dex mage cycles and hits perfectly. This is incredibly flawed, UO mage pvp never worked like that. If someone had 35 dex in 1999 it didn't limit what someone could do with 25 dex.
Mage pvp has more luck than it should due to faulty inaccurate mechanics. Hopefully we can get this fixed with some research and understanding.
I was saying that dex shouldn't affect cycling, are you saying it should? I could be wrong because in 1999 I never tried having higher than 25 dex.Oh no, I most certainly believe that dex should influence your attack frequency. I just think that it has been VASTLY accelerated across the board here on UOSA to facilitate some sort of free-shard style of pvp that never existed.