Magic In Town- Just Bringing It Up For Discussion

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DemonArkanis
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Magic In Town- Just Bringing It Up For Discussion

Post by DemonArkanis »

As many of you know I have not been here in a while so I do not know the details surrounding how much this topic has been addressed. I just want to bring to the shards attention that although this was a t2a feature, it was implemented 7 patches in http://wiki.uosecondage.com/index.php?t ... 10/29/1997, making magic in towns still able to be considered t2a accurate (since no specific patch is labeled as our era of accuracy).
This post is in no means whining as I love the server regardless but rather feel it would bring towns to life and make guild wars a much bigger factor. Order/Chaos and Guild Wars would bring what this server is missing, large scale battles, to easily accessed zones. As of now it seems PK groups run things with little or no life in towns. It would also do away with this set up pvping such as league duels, an activity which dumbs down pvp to a non realistic 1 on 1, ruled, situation.

Just kidding, it wasen't T2A accurate. Fooled ya!
Last edited by DemonArkanis on Wed May 20, 2009 8:02 pm, edited 1 time in total.

Solbelum
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Re: Magic In Town- Just Bringing It Up For Discussion

Post by Solbelum »

I'm not sure what exact date they are trying to replicate, but I think the "T2A" expansion came out in 98. There wasn't magic in town at that time.

DemonArkanis
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Re: Magic In Town- Just Bringing It Up For Discussion

Post by DemonArkanis »

whoops i was looking at wrong patch list. I totally tarded that one up. U are correct sir. I lose at the internet.

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Loathed
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Re: Magic In Town- Just Bringing It Up For Discussion

Post by Loathed »

still wish it would be "magic dmg in town"- i always thought of t2a as the dark ages, and for some reason i always recall to dying in town to some fokers that would explosion and recall away, but it must of been at a later time, either way, you have to come out of town sometime ;p

UnknownLord
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Re: Magic In Town- Just Bringing It Up For Discussion

Post by UnknownLord »

The thing is, Although it will will boost PvP, It will also boost playerbase.

Main problem in pvp, finding a fight. Im sure if there were direct towns aka Brit Bank, pvp would be easy to find. Then you could also PK Hunt at destard, instead of having to go to destard reguardless looking for OJ's or reds and 90% of the time, not finding one.

Also, playerbase. How annoying is it to log in, only to find two-thirds of this server is hidden away from us?
If a newbie logs in to see ammounts of people in towns and fighting "pvp aspects ofthis game" they are more likly to stay. Instead of seeing 2-3 thieves and a afker. This would of made me not play, had it not been i started with a guild and didnt pay much attention to towns except to bank gold.

So again, all this can do is

+ PvP
+ Playerbase

Why not add it?
-D- Dreadlord XII

Finesse
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Re: Magic In Town- Just Bringing It Up For Discussion

Post by Finesse »

i agree this should be added.

both are t2a accurate magic in towns was both in and out.

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Re: Magic In Town- Just Bringing It Up For Discussion

Post by MatronDeWinter »

I think fwerp suggested turning on magic in Brittan, (the most commonly logged in spot). I like that idea.

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Faust
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Re: Magic In Town- Just Bringing It Up For Discussion

Post by Faust »

Finesse wrote:i agree this should be added.

both are t2a accurate magic in towns was both in and out.
This has already been confirmed to not be true several times over.

Read Kaivan's post on the last thread about magic damage in town that shows that the end days of the step child t2a era that proves that it did in fact have no magic damage in town. I have already put forth articles discussing townie fighting templates in late '98 when t2a was released. The resist bug that was fixed in February '99 removed magic resist gains in town because of the exploit casting from outside to inside and receiving no damage but a possible resist gain.

There was no magic damage in town during the t2a era ever.

Finesse
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Re: Magic In Town- Just Bringing It Up For Discussion

Post by Finesse »

i dont care what someones posted.

i deffently had guild fights during t2a in town with magic spells doing dmg

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Re: Magic In Town- Just Bringing It Up For Discussion

Post by Hicha »

Era accurate or not, magic in town is definitely a debatable topic. Magic should be allowed in towns, but to an extent (no earthquake, vortexs, blade spirits, etc.) It would definitely open up PVP, might even help clear out the mass amount of thieves hiding behind the blanket protection of no casting.

The only drawback I can see if that people would be able macro resist in town. Is it a big issue? Prob not.

How about a user poll and let the server decide?
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Faust
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Re: Magic In Town- Just Bringing It Up For Discussion

Post by Faust »

- Those on the opposite side of the arguement states that this would actually do the complete opposite by opening up more locations that would simply disperse pvp further than it already is.

- People that wants supreme accuracy such as myself can simply ask one question. Where does it stop after this is made inaccurate? That is a typical scenario that all shards eventually lead off to going in the wrong direction. Please spare me the "well we have a great staff here this would never happen" comments that I have heard in this situation everytime in the last 10 years on every pre:uor shard that existed.

- The only way something like this could be implemented without altering accuracy is to include it in a pvm event. I have finally started to code the massive PVM event that was proposed to Derrick many months ago that he gave me a green light on. It is an event that is based around each weekend and one of them requires no magic damage in town to run correctly. We will see how well something like this works out during this particular sub-event and if it changes anything at all for pvp.

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Re: Magic In Town- Just Bringing It Up For Discussion

Post by TaZ »

As much as I hate to veer into any "dangerous" areas as far as accuracy.

Because of the smaller player base, this is one of those rare occasions (there are others that noone talks about) where changing something would make the game a lot more fun to play in.

I know I'm not the only one tired of using 10-15 recalls to find a fight. Town fighting at least let you have centralized locations to look for hostiles.

As much as UO:R sucked in some ways, faction implementation, and suddenly turning Brit into a pvp hotspot was fantastic for the pvp experience (not that we need factions).

Magic +1

DemonArkanis
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Re: Magic In Town- Just Bringing It Up For Discussion

Post by DemonArkanis »

bump myself in saying that although it was proven inaccurate I think its a pretty realistic change. Like I always say, somethings were "accurate" but not working as intended. If u want accuracy then every bug that was available at that time should also be in place.

Guilds and chaos/order are pointless atm, which to me makes something broken.

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Faust
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Re: Magic In Town- Just Bringing It Up For Discussion

Post by Faust »

Guild and virtue wars took place mainly inside of dungeons in this era not towns. At least in most circumstances outside of the townie warfare system. This is a key piece in the puzzle to reproduce this effect of era accuracy. The goal of this shard is to reproduce the t2a era as a whole not to enhance or make pvp better for any group of individuals. That goal is not to modify or alter the era in any shape or form removing or improving the actual accurate mechanics of the era. I honestly don't see this being changed without some sort of pvm event taking place to validate it. We all know that many unique PVM events took place on all OSI shards that differed from one to the next. This type of process is the only loop hole that could be an exception to the strict rules of this shard in my opinion. This is probably why Derrick said that it would be okay to include this feature into the large scale pvm event that will probably be added in the near future. At least we will know by then if making something inaccurate would have been worth it without the addition of the inaccuracy.

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Re: Magic In Town- Just Bringing It Up For Discussion

Post by Kraarug »

Along with the Tank Mage, T2A was the age of the Townie.

No magic in towns gave rise to the no-resist 7xgm townie and many many many battles were fought with these character types.

The main reason why we don't see more warriors is the fact that things were tilted so far in favor of magery only the massicistic and those who wanted to 're-create' their 1999 OSI character actually developed 1999 warriors.

This suggestion, to turn magery on in town, not accurate and a further instance of trying to tilt things towards a template that is entirely over played.

You want to fight in town? Make a townie.
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