UO the way it was - fun - Is it here?

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potamus
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Re: UO the way it was - fun - Is it here?

Post by potamus »

Izual wrote:Good thoughts, but also cant rule out the fact that a lot of the people here are either enemies from past shards or just enemies now and have that uber immature mindset and would never a). even need to team up to defeat a larger guild b). get involved for a greater cause because of of bad blood c). wouldn't join them anyway, period

Yeah! I thought Rose would have actually been a cool dude until I found out that he is actually very judgmental. However this does make him one of the funner enemies of UO to fight... so keep it up, I need more enemies because I am to scared to go red, true story.

Faust really I like the points you are making here. I share the exact same sentiment. I have said previously, that even myself joined this shard thinking I would be hopping to the next. Hopefully we get the type of player base that eventually enjoys the learning curve of pvp, practices, and has fun with the system in place here.

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Grom
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Re: UO the way it was - fun - Is it here?

Post by Grom »

potamus wrote: Hopefully we get the type of player base that eventually enjoys the learning curve of pvp, practices, and has fun with the system in place here.
And that's the point of this thread discussion, what makes UO fun. IMO, even if you find people who like the pvp mechanics here, what about the other aspects directly linked to pvp. Is it fun to have to hop on and off your horse to instantly fully refresh its stamina, negating the point of mount stamina all together. Is it fun to join a faction system, that is so broken that no one other than murderers lookin to shave off murder counts and thieves participate instead of those actually looking for faction pvp. Is it fun to have to cut bandages one by one, forcing you to either duel account to do it or just go afk while you cut thousands of bandages. Is it fun to be in the middle of an intensely close duel, only to randomly be swung on twice, dropping your health to absolutely nothing.

There's plenty of inconveniences and bugs/exploits, and other problems that were solved later, that obviously would have been fixed should this era lasted longer without an expansion being released. This server caters to a population that strangely enough want specific things broken and inconvenient, because that's how they remember it, and they enjoy it for the fact that it is filled with exploits, bugs, and other problems that hurt the system for most players.

It's hard to debate against people who like it this way, and I doubt they're going anywhere because you will not find another server that happily implements bugs and exploits for the sake of them being "era accurate". However what you do end up with is a lot of apathetic players who are new to the server, being driven off because they're not interested in devoting lots of time to a server that takes steps in the direction of creating bugs/exploits rather than fixing them.

If this was a OSI server, they would fix these bugs in time, not implement/defend them, but instead people hide behind the excuse of "other servers tried and failed", while they run around full speed on their mounts, infinitely refreshing them, while practicing their timer exploits for double swings as they go out and murder noobs who are trying to farm up to get their characters pvp ready, only to find any sort of organized pvp community entirely lacking.

You can tell the playerbase to "do it themselves" all you want, but the reason why certain tools are available in a sandbox like this, such as order vs chaos, is to mainstream the activity to the entire playerbase instead of just some random niche guilds sparring against each other. Doing so brings a constant influx of new players into the fold with a meaningful system, and keeps them there, or at least it would if Order vs Chaos wasn't broken on this server due to "accuracy" and players could actually fight in town but magic damage is disabled and archery is easily outrunnable (obviously I also could go on about swing on the run, but it seems a vast majority of the pages are dedicated to that anyway, and was not the point of the thread as a whole anyway).

Anyway, that's all I have left to contribute to this discussion, I made my points and expressed the concerns of my guildmates and myself, we're still here playing, just no where near as active as we had planned on playing and mostly waiting for something else to come around to catch our interest. Hopefully our experience has given some insight to those wondering why most new players or guilds don't stay, which I contribute to the fun factor being minimal for anything other than a very few specific playstyles along with bug/exploit implementation.

At the very least the thread seems to be inspiring people to get players voting for the server, although I would personally like to see a server with lots of players who stay and become vets rather than a server with a few vets who never leave and lots of new players who join/leave once they're bored to tears or fed up with the system. When you do a search this is one of the most highly respected/legit servers, with NO cash shop, a HUGE draw for a lot of players I know, but even great staff and no incentives doesn't cut it if the product itself isn't keeping the interest of new players.

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Re: UO the way it was - fun - Is it here?

Post by Sandro »

Another great post. If we had a karma system on the forums you would have +2 so far.
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Re: UO the way it was - fun - Is it here?

Post by nightshark »

Grom wrote:
potamus wrote: Is it fun to be in the middle of an intensely close duel, only to randomly be swung on twice, dropping your health to absolutely nothing.

WALL OF TEXT
I want to point out that double hit is kind've broken at the moment... dexers are currently doing "random" double swings, which shouldn't happen - this didn't happen in T2A

You should be able to *time* a double swing by abusing equip/unequip, but currently if you leave a weapon equipped it is fully possible to do a double swing. This causes completely random double swings and often practically unavoidable insta death.

I use the term random, because the double swing is totally unplanned - it happens when one player has been kiting the other trying to stay out of range and heal. Suddenly when in range, there's the luck factor on where in the swing process the attacker is, and boom - double hally hit for a possible 130+ damage with vanq +25 (and ~120 with GM anat/GM hally!). Totally unavoidable if you have lost track of the hally counter, which is not humanly possible if the timer has already looped a couple of times.

With faster weapons, a double hit happens so often it's not even funny. This is my only gripe with PvP at the moment, and it's totally NEA.
<green> grats pink and co. .... the 3 of you f---ing scrubs together can blow up a bard. IMPRESSIVE

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Re: UO the way it was - fun - Is it here?

Post by Sandro »

nightshark wrote:I want to point out that double hit is kind've broken at the moment... dexers are currently doing "random" double swings, which shouldn't happen - this didn't happen in T2A

You should be able to *time* a double swing by abusing equip/unequip, but currently if you leave a weapon equipped it is fully possible to do a double swing. This causes completely random double swings and often practically unavoidable insta death.

I use the term random, because the double swing is totally unplanned - it happens when one player has been kiting the other trying to stay out of range and heal. Suddenly when in range, there's the luck factor on where in the swing process the attacker is, and boom - double hally hit for a possible 130+ damage with vanq +25 (and ~120 with GM anat/GM hally!). Totally unavoidable if you have lost track of the hally counter, which is not humanly possible if the timer has already looped a couple of times.

With faster weapons, a double hit happens so often it's not even funny. This is my only gripe with PvP at the moment, and it's totally NEA.
I have heard rumors of this from a few players I have spoken with today. I was astonished to find out that you could leave your weapon equipped and randomly execute a double-hit. I was no "master of double-hits" in T2A, but for those knowledgeable to PvP it wasn't possible to do such without manipulating the insta-hit technique.

Leaving your weapon equipped should only yield the normal swing process. I don't ever leave my weapon equipped, so I haven't personally done this myself. But if it is in fact true that this is possible, then it's clearly broken.
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Re: UO the way it was - fun - Is it here?

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malice-tg
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Re: UO the way it was - fun - Is it here?

Post by malice-tg »

actually i did random double hits in era on my townie-dexer but it was from casting spells to my knowledge.. i remember doubling my short spear mostly others are too fast to notice.

it would only happen the first time i attacked after casting in my memory.

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Re: UO the way it was - fun - Is it here?

Post by Octavious »

+1 to the OP

potamus
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Re: UO the way it was - fun - Is it here?

Post by potamus »

nightshark wrote:
Grom wrote:
potamus wrote: Is it fun to be in the middle of an intensely close duel, only to randomly be swung on twice, dropping your health to absolutely nothing.

WALL OF TEXT
i think you are miss quoting?

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Re: UO the way it was - fun - Is it here?

Post by Faust »

Swings now advance during movement.

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Re: UO the way it was - fun - Is it here?

Post by nightshark »

so now dexers can insta kill on the run!
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Re: UO the way it was - fun - Is it here?

Post by HI IM MIKE »

there are plenty of ways to avoid being double hit. simply attack lasting them will prevent them from being able to double hit you.
nightshark wrote:I can't comment on going out looking for fights for the sake of fights in the field because it's never been something I've been interested in.

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