speak for yourself, im nuthuggingFaust wrote:I have hated spamming the heal "in mani" spell from day one since it clearly reminds me of the UOR era...
However, my bias on this game feature doesn't neglect the fact that this server is BASED on replicating the t2a era in '99 and nothing more... This has nothing to do with liking, disliking, nut hugging, or anything else for that matter. It's about ERA ACCURACY and you seriously need to realize this fact son.
Do you enjoy the pvp mechanics of uosecondage?
Re: Do you enjoy the pvp mechanics of uosecondage?

[22:26] <ian> why am i making 3750 empty kegs
[22:27] <ian> 1125000 for 3750 empty kegs
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[10:44] <ian> a good cat is a dead cat
Re: Do you enjoy the pvp mechanics of uosecondage?
Horse fatigue is fine, but you can just make a macro to dismount, say all follow me, and mount. You can't kill horses when they use a macro unless you get a lucky exp pot.

Re: Do you enjoy the pvp mechanics of uosecondage?
The power or should I say abuse of Razor strikes again.
I made this macro during the testing phase on test center and it's rather ridiculous. Simply hit one key to dismount/all follow me/remount in a split second. This can be accomplished while running spring at full speed without even having to stop. Unfortunately, Razor will always have an influence such as this in some way or another.
I made this macro during the testing phase on test center and it's rather ridiculous. Simply hit one key to dismount/all follow me/remount in a split second. This can be accomplished while running spring at full speed without even having to stop. Unfortunately, Razor will always have an influence such as this in some way or another.
Re: Do you enjoy the pvp mechanics of uosecondage?
I guess this would balance out dexxers and their chance to whif?marmalade wrote: when spell damage ranges are as massive as they are here it leaves more to luck then it does to player skill, and imo thats worse than item based pvp. at least in an item based system you're rewarded for the time/effort you put in to playing. you could spend a year getting good at pvp here and still die to ridiculously lucky combos from players that haven't got a clue what they're doing.
Most all good games have some element of chance in them, just gotta deal with it.
"F**k that Morpheus, I'm takin' em both!" -KabalDerrick wrote: . . .get real please.
*pm me with questions about lasers*
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Re: Do you enjoy the pvp mechanics of uosecondage?
Not to mention dice rolls were always the lifeblood of RPGs. MMO or otherwise.
"When you remove human error, accuracy, and speed, you remove the human element."
Re: Do you enjoy the pvp mechanics of uosecondage?
the dexxers chance to wiff is a result of a mage investing 100 skillpoints in wrestling, just as a mages chance of getting a low damage spell is a result of the dexxer investing in 100 skillpoints of magic resist. a dexxer may miss and not do any damage whatsoever but you have to remember that a dexxer's damage output is not based on a finite source such as mana.Kabal wrote:I guess this would balance out dexxers and their chance to whif?marmalade wrote: when spell damage ranges are as massive as they are here it leaves more to luck then it does to player skill, and imo thats worse than item based pvp. at least in an item based system you're rewarded for the time/effort you put in to playing. you could spend a year getting good at pvp here and still die to ridiculously lucky combos from players that haven't got a clue what they're doing.
Most all good games have some element of chance in them, just gotta deal with it.
as i clearly stated in the section of my post that you didn't quote, i don't have a problem with the chance element. the problem i have is that it is TOO chance based, which inevitably takes away from the time invested to build up playing skill.
saying that, however, i am aware they have recently tweaked the resistance calculation... or something. hopefully we'll be seeing less extremes in the damage ranges.

Re: Do you enjoy the pvp mechanics of uosecondage?
Spell damage dice rolls were changed and the damage output is well beyond perfect now.
Re: Do you enjoy the pvp mechanics of uosecondage?
I've heard this rumor floating around. There have been no changes to resist chance since patch 113marmalade wrote:i am aware they have recently tweaked the resistance calculation... or something.

"The text in this article or section may be incoherent or very hard to understand, and should be reworded if the intended meaning can be determined."
Re: Do you enjoy the pvp mechanics of uosecondage?
i guess i meant this.Faust wrote:Spell damage dice rolls were changed and the damage output is well beyond perfect now.

Re: Do you enjoy the pvp mechanics of uosecondage?
Recent changes to pvp mechanics made a lot of active pvpers quit so no i dont enjoy the new mechanics.
Re: Do you enjoy the pvp mechanics of uosecondage?
The only problem right now is the heal "in mani" spell, nothing else.
Re: Do you enjoy the pvp mechanics of uosecondage?
Keep telling yourself that pops.Faust wrote:The only problem right now is the heal "in mani" spell, nothing else.
Re: Do you enjoy the pvp mechanics of uosecondage?
What other problem is there than?
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Re: Do you enjoy the pvp mechanics of uosecondage?
bump old post
PvP is pretty much the most luck based I've ever played. Hally hits are enormous and 6th circle spells are extremely random in their damage output. I've duelled against some decent people on test and main server, duels really could go either way (with me losing a slight majority) just based off some huge string of damage (nothing other than luck really when you consider it).
From what I hear, hally refresh is too fast, which makes this understandable. PvP in UO is always going to be slightly luck based, it's all about just maximising your odds of the win through efficiency. UOSA seems like the luck factor is unusually high due to the number of variables (% chance to disrupt, % chance to hit for 50+ hally, % chance to resist)
All in all, I do like PvP here at the moment (it's very different compared to the last 11 years), at least until I get better at it and can draw a proper conclusion as to how luck based it really is
PvP is pretty much the most luck based I've ever played. Hally hits are enormous and 6th circle spells are extremely random in their damage output. I've duelled against some decent people on test and main server, duels really could go either way (with me losing a slight majority) just based off some huge string of damage (nothing other than luck really when you consider it).
From what I hear, hally refresh is too fast, which makes this understandable. PvP in UO is always going to be slightly luck based, it's all about just maximising your odds of the win through efficiency. UOSA seems like the luck factor is unusually high due to the number of variables (% chance to disrupt, % chance to hit for 50+ hally, % chance to resist)
All in all, I do like PvP here at the moment (it's very different compared to the last 11 years), at least until I get better at it and can draw a proper conclusion as to how luck based it really is
<green> grats pink and co. .... the 3 of you f---ing scrubs together can blow up a bard. IMPRESSIVE