Not changing the pvp system
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Posts in this forum are expected to be constructive, realistic and civil. Inflamatory or off topic posts will be removed.
Posts in this forum are expected to be constructive, realistic and civil. Inflamatory or off topic posts will be removed.
Not changing the pvp system
If you don't implement the new changes to pvp i believe secondage would be a better place kthx
Re: Not changing the pvp system
Unfortunately, Second Age isn't about what people consider "better" or "worse", it's about what's most accurate. These changes, as with any change, are part of our constant efforts to attempt to replicate T2A as closely as possible. While some people may not enjoy them, others will find the changes to be welcome and refreshing changes that bring us one step closer to the goal of UOSA.
Useful links for researching T2A Mechanics
Stratics - UO Latest Updates - Newsgroup 1 - Noctalis - UO98.org
Re: Not changing the pvp system
These changes are cool. Getting closer to T2A pvp imo.
Debuffs fizzing is going to make secondage a worse off place? How so?
Debuffs fizzing is going to make secondage a worse off place? How so?
Re: Not changing the pvp system
It's probably not the changes to debuf fizzling that are the major issue for most people, its the change to disrupt from 100% to damage based.
Useful links for researching T2A Mechanics
Stratics - UO Latest Updates - Newsgroup 1 - Noctalis - UO98.org
Re: Not changing the pvp system
Ahh, yeah that would explain a few things. I was on test for like an hour dueling a few people. Its still pretty similar but I do remember some harms not disrupting. All I see it really doing is making duels last a little longer, and maybe fireballs being using instead of harm. Whats the base dmg required for a disrupt btw?
Re: Not changing the pvp system
The main pvp feature I care about is mount stamina or stamina over all. People should not be able to run across the map while they're redlined, its ridiculous.
I also believe, if spell timers/rule set are going to change by that much as discussed then EVERYTHING should be implemented at once. Stamina, timers, whatever changes to lower circle spells/disrupts. If all implemented at once, it will be more adaptable otherwise we'll have to keep learning how to pvp over and over again
I also believe, if spell timers/rule set are going to change by that much as discussed then EVERYTHING should be implemented at once. Stamina, timers, whatever changes to lower circle spells/disrupts. If all implemented at once, it will be more adaptable otherwise we'll have to keep learning how to pvp over and over again
Re: Not changing the pvp system
I agree, and we're trying to implement as much in a group as we can. Stamina, Cast Timers, and Combat timer will likely all be implemented togetherKylock wrote:The main pvp feature I care about is mount stamina or stamina over all. People should not be able to run across the map while they're redlined, its ridiculous.
I also believe, if spell timers/rule set are going to change by that much as discussed then EVERYTHING should be implemented at once. Stamina, timers, whatever changes to lower circle spells/disrupts. If all implemented at once, it will be more adaptable otherwise we'll have to keep learning how to pvp over and over again
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Re: Not changing the pvp system
Hi, I just found this shard, forum and thread by chance. I've been playing another t2a shard which currently sports insipid deathmatch PVP with fast spell timers and other glaring inaccuracies. Will this server have era accurate spell timers, weapon reset timers (where you can't whiff with a halberd, unequip it and wrestle someone less than two seconds later), etc?
If so I'll gladly play here instead of that other shard, and I'm sure I could get a few of my guildmates from OSI to play here as well.
Now for the real test... if there's a :wave emoticon.
If so I'll gladly play here instead of that other shard, and I'm sure I could get a few of my guildmates from OSI to play here as well.
Now for the real test... if there's a :wave emoticon.
Re: Not changing the pvp system
Here's some info on some of the things we have fixed, some of the things we still need to fix and the in's and out of why:
http://forum.uosecondage.com/viewtopic.php?f=2&t=1638
sorry about the :wave
http://forum.uosecondage.com/viewtopic.php?f=2&t=1638
sorry about the :wave
Re: Not changing the pvp system
Actually spells should interrupt unless they are completely resisted. Lower level spells are easier to resist. Otherwise spells should interrupt 95-99% of the time. The interruption based on damage VS magery should ONLY apply to Melee hit damage interrupting magery. Thats it
Re: Not changing the pvp system
There is no documentation that suggest that magery is excluded from disruptions. As it stands, this mechanic stops the Harm/Magic Arrow spam that we saw here and continue to see on other freeshards. This was not how pvp was conducted during T2A, or UOR for that matter, and this is the documented solution to that particular issue.
Useful links for researching T2A Mechanics
Stratics - UO Latest Updates - Newsgroup 1 - Noctalis - UO98.org
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- Posts: 31
- Joined: Mon Sep 01, 2008 7:59 pm
Re: Not changing the pvp system
I have to say I'm sold on this server now. I was shocked to see how different pvp was on other, supposedly t2a servers. I never did buy the argument that harm spam didn't happen on OSI because people weren't that smart back then. Can't wait to get to 85-90 in all my pvp skills.Kaivan wrote:There is no documentation that suggest that magery is excluded from disruptions. As it stands, this mechanic stops the Harm/Magic Arrow spam that we saw here and continue to see on other freeshards. This was not how pvp was conducted during T2A, or UOR for that matter, and this is the documented solution to that particular issue.