A list of POTENTIAL inaccuracies

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Fwerp
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A list of POTENTIAL inaccuracies

Post by Fwerp »

Well, I've been working on a list of potential inaccuracies, and I figured now is as good a time as any to post it. I emphasize these are "potential" inaccuracies, because I know my recollections of ten years ago are inherently suspect, though some things I am more certain of than others. The order of the list has no relation to my certainty.

1) On Live UOSA, if you have zero stamina, and you continue trying to move, you eventually regenerate 1 stamina and are able to move. As I remember it, you were unable to regenerate stamnia at all if you were attempting to move at zero, so you were forced to wait until you had a minimum of 1 stamnia or else you'd stand there stuck.
2) Here, if you try to move certain items (e.g., a robe you're wearing), it interrupts your spell casting. I do not believe this change was added until UOR.
3) Murderers were not allowed in Order/Chaos guilds.
4) Recalling or gating would take mana if "The location is blocked." Gating twice to a blocked rune was a buzzkill.
5) I am pretty sure that released dragons would attack blues and greys as well as murderers. I recall people releasing dragons and drakes at the Deceit entrance and witnessing the aftermath.
6) I do not believe that house ad ons became deeds when a house decayed during T2A. I think this is a later or RunUO addition.
7) I think debuffs lasted at least slightly longer than they do here with low magery. A weaken with 50 magery seems to last about 10 seconds.
8) Ghosts during t2a were unable to open their spellbooks. I don't know what else they can open, but I've noticed this.
9) I believe that emtpy bottles were 3gp a pop, not 5gp, during t2a and sold for 1gp.
10) I believe taking a murder count made you perma-grey during most of t2a, and that whether a character was perma grey or not could be checked by attempting to steal from them as a character not in the thieves guild.
11) I think that "All release" may have worked as a command, and I've heard that "All guard" did. They don't seem to work here.

So, there's my little list. Let me know what your folks' thoughts are, and maybe we can reach a consensus on some of them.

Finesse
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Re: A list of POTENTIAL inaccuracies

Post by Finesse »

1. true
2. false
3. true but i beleive to make chaos allow reds and order to not would be better.
4. true
5. true
6. true they didnt they stuck on the map i beleive and made house placeing impossible untill server up.
7. dont know but at gm its correct.
8. does it matter?
9. seems like a good gold drain to make them more exspencive.
10. false.
11. all of the all commands worked when a patch came in half way through t2a i beleive although wernt as effective in some way .

good post.

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Hemperor
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Re: A list of POTENTIAL inaccuracies

Post by Hemperor »

Number 3 has been mentioned many times before, as for 11, all pet commands just received a major revamp...this was well researched, I thought it was only targetable "all commands" that were "nerfed" (which would include all guard)...however Derrick or Kaivan may have some explanation as to why all release was changed.
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Fwerp
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Re: A list of POTENTIAL inaccuracies

Post by Fwerp »

Heh, 8) Shouldn't matter, but it's worth mentioning because it could have other implications (ghosts being able to use objects is baaaaad).

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Re: A list of POTENTIAL inaccuracies

Post by RAAAAAAAAAAAAAAAR »

Fwerp wrote:Well, I've been working on a list of potential inaccuracies, and I figured now is as good a time as any to post it. I emphasize these are "potential" inaccuracies, because I know my recollections of ten years ago are inherently suspect, though some things I am more certain of than others. The order of the list has no relation to my certainty.

1) On Live UOSA, if you have zero stamina, and you continue trying to move, you eventually regenerate 1 stamina and are able to move. As I remember it, you were unable to regenerate stamnia at all if you were attempting to move at zero, so you were forced to wait until you had a minimum of 1 stamnia or else you'd stand there stuck.
2) Here, if you try to move certain items (e.g., a robe you're wearing), it interrupts your spell casting. I do not believe this change was added until UOR.
3) Murderers were not allowed in Order/Chaos guilds.
4) Recalling or gating would take mana if "The location is blocked." Gating twice to a blocked rune was a buzzkill.
5) I am pretty sure that released dragons would attack blues and greys as well as murderers. I recall people releasing dragons and drakes at the Deceit entrance and witnessing the aftermath.
6) I do not believe that house ad ons became deeds when a house decayed during T2A. I think this is a later or RunUO addition.
7) I think debuffs lasted at least slightly longer than they do here with low magery. A weaken with 50 magery seems to last about 10 seconds.
8) Ghosts during t2a were unable to open their spellbooks. I don't know what else they can open, but I've noticed this.
9) I believe that emtpy bottles were 3gp a pop, not 5gp, during t2a and sold for 1gp.
10) I believe taking a murder count made you perma-grey during most of t2a, and that whether a character was perma grey or not could be checked by attempting to steal from them as a character not in the thieves guild.
11) I think that "All release" may have worked as a command, and I've heard that "All guard" did. They don't seem to work here.

So, there's my little list. Let me know what your folks' thoughts are, and maybe we can reach a consensus on some of them.

1. If theres no patch note you can test this out on the demo its in the T2A client download here http://www.uosecondage.com/downloads.aspx
2. Heres the thread where this was discussed.http://forum.uosecondage.com/viewtopic.php?f=8&t=5414
3. Yeah there working on this one.


thats all i got;/

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Re: A list of POTENTIAL inaccuracies

Post by Derrick »

Fwerp wrote: 4) Recalling or gating would take mana if "The location is blocked." Gating twice to a blocked rune was a buzzkill.
6) I do not believe that house ad ons became deeds when a house decayed during T2A. I think this is a later or RunUO addition.
7) I think debuffs lasted at least slightly longer than they do here with low magery. A weaken with 50 magery seems to last about 10 seconds.
8) Ghosts during t2a were unable to open their spellbooks. I don't know what else they can open, but I've noticed this.
Fixing 4, 6 & 8 right away.
7, The debuffs duration (for harmful debuffs) is based on the magic resist of the victim as well as the magery of the caster
On the stamina, yeah, it does still need some work.
Thanks for this, I hope to address more of it soon.

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Re: A list of POTENTIAL inaccuracies

Post by Faust »

If the stamina issue is resolved for "freezing" you in place the auto walk feature for < 2 stamina needs to be fixed too. Automatically being forced to walk at low stamina wasn't added until sometime after UOR.

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Re: A list of POTENTIAL inaccuracies

Post by Fwerp »

One more thing:

If you clicked on an item that was in a house using transparency, it would tell you whether or not it was locked down. You didn't need to be in the house or on the steps to get this information.

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Re: A list of POTENTIAL inaccuracies

Post by RoadKill »

You can use books & runebooks through walls.
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