Trees and brambles... zomg
Trees and brambles... zomg
The trees are dead, I'm happy about that.
But brambles making me rubberband makes me unhappy. Especially given that they don't just take up 1 tile, they take up more depending on which way you try to walk around them. You cannot cut past them, as they still rubberband you, you have to walk squarely around them!
Come on... they were fine the way they were...
But brambles making me rubberband makes me unhappy. Especially given that they don't just take up 1 tile, they take up more depending on which way you try to walk around them. You cannot cut past them, as they still rubberband you, you have to walk squarely around them!
Come on... they were fine the way they were...
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Re: Trees and brambles... zomg
Also, I'm not 100% certain of this but the brambles that now cause you to rubberband, also seem to block house placement like trees do. Not sure if this is intended but it cuts down a lot of placement options in the forests.
Re: Trees and brambles... zomg
I know of this rubberband effect..it does suck yes..but as far as I can recall about the house placement...you were not able to place on any of this during this era. Any thoughts?
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Re: Trees and brambles... zomg
i believe brambles are saplings.. they just swap in the fall. You can't place over saplings so you cant place over brambles.
Re: Trees and brambles... zomg
Aye. these changes are entirely visual. The client does not detect the brambles as being impassible but they are. This is accurate behavior.
Re: Trees and brambles... zomg
I think some weight should be given to the fact that the client, in fact, used to treat brambles as impassable, and did not cause rubberbanding.
Rubberbanding over brambles is not era accurate, and it causes major problems with resyncronising the client after bouncing around. Is there no way to make brambles act like, say, a table and block movement completely?
I think it is a toss up between quasi-era accurate behaviour (brambles blocking, but rubberbanding) and practical reality that rubberbanding is not a favourable outcome.
Rubberbanding over brambles is not era accurate, and it causes major problems with resyncronising the client after bouncing around. Is there no way to make brambles act like, say, a table and block movement completely?
I think it is a toss up between quasi-era accurate behaviour (brambles blocking, but rubberbanding) and practical reality that rubberbanding is not a favourable outcome.
Re: Trees and brambles... zomg
Aye. this isn't done intentionally. It was a problem last Winter too. I'll see what I can do about it.
Re: Trees and brambles... zomg
Rubberbanding = real life stress.
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Re: Trees and brambles... zomg
I'd rather just have the brambles be passable rather than impassable. Either way the rubber banding has to stop. If it can't be fixed then just make the brambles passable like they were a week ago...
please!
please!

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Re: Trees and brambles... zomg
GUys there are two different types of brambles.
One type is in place all year long and are passable.
The other type is only when the Fall season is in... they take the place of saplings. Saplings are also impassable, and having played since Beta... I'm fairly sure seasonal brambles have always rubberbanded.
One type is in place all year long and are passable.
The other type is only when the Fall season is in... they take the place of saplings. Saplings are also impassable, and having played since Beta... I'm fairly sure seasonal brambles have always rubberbanded.
Re: Trees and brambles... zomg
Brambles weren't made passable until 2003. An annoyance? yes. Accurate? yes.Client Patch 4.0.0o Jun 30 2003 3:57PM CST
In preparation for our next major publish, Publish 19, we released a client patch on Monday, June 30, which contained the following changes:
2D game client only
* Fixed a profanity filter list box issue that would crash the game client.
* Item quantity values will no longer extend beyond the NPC shopkeeper purchase gump edges.
* The position of the item property icon will now always be saved when it is in single-click mode.
3D game client only
* Fixed an issue to ensure that starting game clothing will be colored the same as colors chosen during creation.
Both the 3D and 2D game client
* Client hardware and software data will again be collected and transmitted properly to OSI.
* Some “blocking objects” (some rocks, brambles, etc.) are being prepared to no longer block player character movement as of Publish 19. Note: Until Publish 19 is implemented, you may experience some “rubber banding” when trying to walk through these objects.
* Some art updates, including art for Publish 19’s BOD books.
* “Heavy” containers will now display item properties.
* Localization files updates.
The current version should now be 4.0.0o for both the 2D and 3D clients.
Re: Trees and brambles... zomg
They always did, but I think I fixed it. Should be better in the morning.
Re: Trees and brambles... zomg
After the trees changed color, I have been unable to chop them. The pine trees are still working, but all the other trees aren't. Is it supposed to be like this?
Re: Trees and brambles... zomg
"Some “blocking objects” (some rocks, brambles, etc.) are being prepared to no longer block player character movement as of Publish 19. Note: Until Publish 19 is implemented, you may experience some “rubber banding” when trying to walk through these objects."
Yes, it's accurate that they block. But, rubberbanding is not accurate.
Yes, it's accurate that they block. But, rubberbanding is not accurate.
Re: Trees and brambles... zomg
Even though you copied and pasted where it said that you may experience rubber banding, I'll just let it go....
Derrick fixed it, though.
Derrick fixed it, though.