Not to derail this thread, but what is the reasoning behind not having Phase II Housing even though it is within the cutoff date? And I agree, we shouldn't be picking and choosing which game mechanics we want after the cutoff date, but it should include everything up to the cutoff date (unless it's something horribly game-breaking).Rammar wrote: That single day of patches is likely the only gray area you'll find on this shard with regards to mechanical accuracy (namely the exception of phase II housing).
Housing: an accurate problem
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Re: Housing: an accurate problem
Re: Housing: an accurate problem
My belief is that because those changes were a big departure from what housing was like for most of T2A. I mean, when you put Bobby Orr in the hall of fame, he goes in with a Bruins jersey, not a Blackhawks jersey, because that's how most people remember him.
Re: Housing: an accurate problem
better do some research there buddy..God Himself wrote:Just a little fact: Runebooks were added in early 2000. They didn't exist in late 1999. That stood out immediately to me. But, I didn't say anything because it's a practical inaccuracy. Just like how a broader house selection is practical.
Re: Housing: an accurate problem
The phase two housing is pretty bad, this is only my opinion, but it is the biggest reason for the Nov 23 cutoff. Runebooks and potion kegs would likely not be on UOSA had it not been such a blatant oversight long ago; however for many reasons discussed in many other threads we plan to not remove runebooks, nor move to phase II housing, leaving Nov 23 in a state of irreconcilable non-compliance.Ripplinger wrote:Not to derail this thread, but what is the reasoning behind not having Phase II Housing even though it is within the cutoff date? And I agree, we shouldn't be picking and choosing which game mechanics we want after the cutoff date, but it should include everything up to the cutoff date (unless it's something horribly game-breaking).
There are of course other more glaring omissions which sit apart from this fuzzy date which we will continue to work towards rectifying, but they are very minor compared to how far we have come.

"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: Housing: an accurate problem
You mean you're not going to bring in custom housing?! Awwww!Derrick wrote:The phase two housing is pretty bad, this is only my opinion, but it is the biggest reason for the Nov 23 cutoff. Runebooks and potion kegs would likely not be on UOSA had it not been such a blatant oversight long ago; however for many reasons discussed in many other threads we plan to not remove runebooks, nor move to phase II housing, leaving Nov 23 in a state of irreconcilable non-compliance.
There are of course other more glaring omissions which sit apart from this fuzzy date which we will continue to work towards rectifying, but they are very minor compared to how far we have come.

TeeHee

Pacific (98-02) - Mystic of FL
Catskills (03-08) - Roo Avery of VIT, T^B
UOSA - Amos Trask/Roo Avery of WTC
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Re: Housing: an accurate problem
I thought Phase II just had to do with adding a few more secures per house (like smalls went from 1 to 3 secures, etc), and the removal of the weight limit on the secure chests, just minor things to get ready for the next step. I didn't think the horrid looking custom or additional housing (like the log cabin for instance) didn't come in until Phase III or later?
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Re: Housing: an accurate problem
I think that's correct. Upped the number of secure containers in each house type, plus increased total lockdowns. Didn't have the new housing types added in. I remember this patch pretty well because it happened about a week after my first house got looted (made uber rookie noob mistake and paid for it mehheh).
It pretty much made house looting impossible unless the the owner was a real dink. I was miffed because my house being looted inspired me to start training a stealth thief, but my plans were smashed by the Dread Lord OSI.
It pretty much made house looting impossible unless the the owner was a real dink. I was miffed because my house being looted inspired me to start training a stealth thief, but my plans were smashed by the Dread Lord OSI.
Re: Housing: an accurate problem
It also brought in house decay noobs.
That means if you didn't lock it down it disappeared.
We are all closet hoarders, and everyone agrees it was the worst thing they could do.
That means if you didn't lock it down it disappeared.
We are all closet hoarders, and everyone agrees it was the worst thing they could do.
[broken image]
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Re: Housing: an accurate problem
I actually thought that was always the case, I never left anything in my house not locked down. I would imagine Phase II of just increasing the number of secures plus the weight limit on secures (but not item count of 125), plus decaying anything not locked down, would help alleviate server load where houses can be stuffed with 298356791 items laying around but not locked down.tekai wrote:That means if you didn't lock it down it disappeared.
I don't see the big drawback of Phase II in all honesty. I'll admit I didn't care for the new styles of most houses that came in with Phase III, and custom made houses... well without limits on the construction, let's just say a lot of them looked like crap and would never want to see that done here.
Re: Housing: an accurate problem
That's Phase III.tekai wrote:It also brought in house decay noobs.
Phase II:
- increased the number of secures + lockdowns (mostly for smaller houses)
- allowed unused secures to be used as 125 lockdowns instead
- allowed secures/bank to hold unlimited weight (we have it for bankboxes)
- ability to lockdown stackables (we also have this, for now)
- ability to lockdown items inside a lockdown container
- locked down stacks could be used by owners/coowners/friends without unlocking
- coowners (strongboxes, etc. -- we have a couple features of this)
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