Questions
- Dead Rabbit
- Posts: 21
- Joined: Tue Jan 18, 2011 6:06 pm
Questions
Ok, so I went on Test Center to test out a template using GM lockpicking, Detect Hidden and Remove Trap.
I hopped into Hyloth and began testing on the first chest there. After I picked the lock I used Detect Hidden on the chest. Not once did this skill reveal a trapped chest. Now I ran a macro on it for about 15 minutes and it never once revealed the chest to be trapped. So I proceeded to Disarm it and Remove Trap worked the first time.
I went down a level and went after the first chest I saw. Again, after lockpicking the chest, Det Hidden did not reveal a trap. I ran the Detect Hidden macro for another 15 minutes with the same results. I ran a Remove Trap macro for 30 minutes and I never disarmed the chest. Now this is at GM level.
The results were the same in all the chests I crept to and even in Destard.
So I'm puzzled. If test is a reflection of the uo we're playing - is DetHidden and Disarm going to be the same? If so, isn't that a waste of skill points when telekinesis is so much faster and reliable?
I'm just wondering because I'd prefer to stealth around unlocking chests than to be visible every time I use telekinesis.
Thanks
I hopped into Hyloth and began testing on the first chest there. After I picked the lock I used Detect Hidden on the chest. Not once did this skill reveal a trapped chest. Now I ran a macro on it for about 15 minutes and it never once revealed the chest to be trapped. So I proceeded to Disarm it and Remove Trap worked the first time.
I went down a level and went after the first chest I saw. Again, after lockpicking the chest, Det Hidden did not reveal a trap. I ran the Detect Hidden macro for another 15 minutes with the same results. I ran a Remove Trap macro for 30 minutes and I never disarmed the chest. Now this is at GM level.
The results were the same in all the chests I crept to and even in Destard.
So I'm puzzled. If test is a reflection of the uo we're playing - is DetHidden and Disarm going to be the same? If so, isn't that a waste of skill points when telekinesis is so much faster and reliable?
I'm just wondering because I'd prefer to stealth around unlocking chests than to be visible every time I use telekinesis.
Thanks
Celebrate Rabbits!! http://www.ferryhalim.com/orisinal/g3/carrot.htmDerrick wrote:
And thanks also to Poppy Thornapple for providing some critical insight into this.
[00:55:46] <MrLotto> I love dolls
Re: Questions
I don't have much experience here but I did re-read most of the wiki skill entries on this site while I was building up my stats through camping/lumberjacking/cooking the 1st few days.
I did remember this : http://wiki.uosecondage.com/Remove_Trap
Where it said
Player Guide by Deja Vu
I recently got 100 remove trap skill and I would like to share with you all the way I got it. I make no claims that my way is the best or fastest.
First of all I want to clarify some thing. For most builds the remove trap skill is a redundant skill and most of what it can do can all so be done with the telekinesis spell.
What remove trap skill does that is not possible with the telekinesis spell is that it allows you to stay in stealth while popping open a chest. It is good on a character with stealth and lock picking skills.
Sounds like this may be some confirmation to what you are asking
I did remember this : http://wiki.uosecondage.com/Remove_Trap
Where it said
Player Guide by Deja Vu
I recently got 100 remove trap skill and I would like to share with you all the way I got it. I make no claims that my way is the best or fastest.
First of all I want to clarify some thing. For most builds the remove trap skill is a redundant skill and most of what it can do can all so be done with the telekinesis spell.
What remove trap skill does that is not possible with the telekinesis spell is that it allows you to stay in stealth while popping open a chest. It is good on a character with stealth and lock picking skills.
Sounds like this may be some confirmation to what you are asking
I often quote myself; it adds credibility to my argument.
Re: Questions
Since you can just pop the trap by leaving a tile in between you and the chest without getting hurt, I'd say disarm is pretty much a waste of skill points.
Re: Questions
thisxevec wrote:Since you can just pop the trap by leaving a tile in between you and the chest without getting hurt, I'd say disarm is pretty much a waste of skill points.
however, this isn't the case for chests dug up from treasure maps. those ones must be disarmed using telekinesis (at 3+ tiles away I believe), or I suppose trap disarm if you are so inclined. Or just take the damage if it is a low level tmap
- archaicsubrosa77
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Re: Questions
If you are running around hitting every chest in search of rares or extra gold remove trap is boss. Don't need to waste regs at all. Or if you happen upon someone's house and want to get inside their tinker trapped keepsakes it's good as well. Some areas you cannot tele-k safely...
People usually downplay the skills they themselves don't normally play...that's the hard truth around here.
Like the "forensics is a waste you can tell a perma just from using stealing on them" crowd. They can't seem to get in their heads you may just want to kill without taking a count outside of town, or maybe you have a vendetta against thieves and dont see them being perma as the only time you can let loose on them...or putting it on your tracker so you can see who picked and removed the traps on all your chests and stole all your stuff and give chase if they are still lingering outside nearby. Or whom to track that has been killing the majority of the monsters in an area. Even if they are gone...it is almost surely a place they frequently haunt and you can gather much information about them beforehand in the case of their likely return.
But besides that...yeah dungeon chests should render a trapped message with all due reasoning and how that topic got lost in all this is beyond me.
People usually downplay the skills they themselves don't normally play...that's the hard truth around here.
Like the "forensics is a waste you can tell a perma just from using stealing on them" crowd. They can't seem to get in their heads you may just want to kill without taking a count outside of town, or maybe you have a vendetta against thieves and dont see them being perma as the only time you can let loose on them...or putting it on your tracker so you can see who picked and removed the traps on all your chests and stole all your stuff and give chase if they are still lingering outside nearby. Or whom to track that has been killing the majority of the monsters in an area. Even if they are gone...it is almost surely a place they frequently haunt and you can gather much information about them beforehand in the case of their likely return.
But besides that...yeah dungeon chests should render a trapped message with all due reasoning and how that topic got lost in all this is beyond me.
Derrick wrote:I wish it were possible that a mount could be whacked while you are riding it, but to the best of my knowedge it is not.
Re: Questions
I'm not sure if the templates used in dungeons on test are anything like the ones on live. The dungeons were populated on test simply for testing, and i don't recall what config file was used. I'd be curious to hear similar antecodes from the live shard; it's not out of the realm of possibility that this needs looked at, but test center may not be a good source of testing for this.

"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."
- Berock Shagando
- Posts: 152
- Joined: Tue Jan 18, 2011 3:23 pm
Re: Questions
Derrick wrote:test center may not be a good source of testing for this.


isn't that what test center is for? I mean not to be rude, but nobody wants to work to raise their skills on the live server to test something. I'm sure someone will step up and do it. But its easier on test. If we are to use the test server to test for the proper usage of skills/mechanics/etc, then it should reflect the same gameplay mechanics as the live shard. With the exceptions, of course, of the skill setting and reg stones and whatnot. Not a jab, just constructive criticism.

Re: Questions
Kind of, but as often as not the mechanics on test center do differ from the live shard; and it's far from fully populated. It's actually more of a place to test code, and the fact that players play there is a bonus because crash bugs etc are often discovered before they make it to live shard.
If the chests are different it's unintentional; but test center is by no means meant to be a replica of the live shard, more of a development resource for testing. Dungeons there were unpopulated until only a few months ago during test of (i think) patch 138 or 139. 99% or so of the mechanics on test center are the same as on live, and a 1% mystery isn't all that bad.
If the chests are different it's unintentional; but test center is by no means meant to be a replica of the live shard, more of a development resource for testing. Dungeons there were unpopulated until only a few months ago during test of (i think) patch 138 or 139. 99% or so of the mechanics on test center are the same as on live, and a 1% mystery isn't all that bad.

"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: Questions
Yeah.Derrick wrote: Dungeons there were unpopulated until only a few months ago during test of (i think) patch 138 or 139. 99% or so of the mechanics on test center are the same as on live, and a 1% mystery isn't all that bad.