Ghosting spawns - so...?

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Hoots
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Re: Ghosting spawns - so...?

Post by Hoots »

Caranthir wrote:Doesn't change the fact that implementing some random 'fix' for people using ghosts to scout locations is not era accurate. Whether people did or did not have multiple accounts in that era really isn't relevant.
The question is, did inactive ghosts get logged out by osi? (or any inactive player that is)

If this can be proven i think ghosting is worth address with being tele'd to the front of dungeons or another manner. Razor makes it too easy to get around an inactive timer.

Not sure if anyone has mentioned idocs and house blocking with ghosts in this thread either.

Most ghosting in t2a was active ghosting. Not camping. That i think is the difference.

I know most PC's in 1999 had trouble running one client not to mention 2 or 3. I know when i used mulitUO to gain healing with a healer and a ghost on 2 accounts it nearly made my machine die. I couldnt activly play on my main if i had 2 clients up with multiUO.. and i bought a brand new machine just for UO in 99.

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Re: Ghosting spawns - so...?

Post by Apok »

hoots,

I mentioned the idoc, location blocking, scouting, rare spawn scouting, and people stalking a little earlyer in the thread.

Iam on the fence with this one, i think it is a viable tactic. although lets be honest it really only works if its a red tamer and he waits till your right on his spot then gates in insta death..... I can see this being a problem for new players and have not yet seen this tactic. even if a group of guys recall into where you are, you at least have some chance of escape.

Is this mostly an issue for red tamers?

other then that i say i leave the game era accurate and leave it the way it is.
or alternativly see what OSI did back in the day i have searched with little luck, Maybe someone can find something?

I dont believe that they moved ghosts around after a period of inactivity.
Did they have something where the ghosts would tab into war mode every ten minutes for a brief second??

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Re: Ghosting spawns - so...?

Post by poogoblin »

Not sure if it has been stated but...

"It's not era accurate" doesn't hold a ton of water because the majority of the player base, during this era, had 1 account, and they didn't want to use that one account to sit around and ghost.

Some people did have more than one but most didn't, this era was when P2P online games were new and buying a box + a monthly fee onto there already 30 dollar AOL dial up fee was considered a bit of money. This was also before anyone knew what the value of online pixels was going to bring on ebay so there was no financial benefits of having more than one account.

With 3 accounts, someone can ghost with 2 and play their third, the higher the population goes on this server the bigger this issue becomes...something will have to be done or we'll end up having a very "hybridesque" feel to us minus the neons.

Ghosting in T2A wasn't era accurate, because nobody would use their one account to do such a thing. This is why it was never an issue on OSI

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Re: Ghosting spawns - so...?

Post by Apok »

there where pk guilds that did ghost scouting back in the day. maybe not as common as it is with a new generation of gamers. but non the less it was a tactic that was used.

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Re: Ghosting spawns - so...?

Post by Hoots »

Apok wrote:there where pk guilds that did ghost scouting back in the day. maybe not as common as it is with a new generation of gamers. but non the less it was a tactic that was used.
I dont think anyone is arguing that. (at least im not as my guild did it to). The issue is having to be an active ghost to scout an area as opposed to having 2 ghosts inactive on your screens while you play your "main" waiting to come in. While it isnt a big deal for 1 person when you start thinking of guilds doing this it can get out of hand quick.

On OSI ghosting was an active action. Someone logged or killed themselves and scouted typically guild hot spots and then returned and reported.

As i mentioned earlier... If people claimed they inactive ghosted on 2nd accounts they paid for while running multiUO on their machine and with the bandwidth and processing consumed by these actions in '99 were able to fly around on their main and kill people im going to call BS.

Not unless people were set up at NASA playing on those machine in '99. UO was a resource hog. MultiUO made things 3x worse.

That is where i believe the accuracy question is valid.

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Re: Ghosting spawns - so...?

Post by zzyzx »

This is very disheartening for me as a newcomer to this shard. I did not know that tactics like this were being so rampantly exploited. I absolutely suck at PvP... always have and probably always will, and I can only assume I would be even worse in a 1+v1 situation. I came here for some good ol' fashioned PvM understanding full well the RISK of PvM on a server that also has free reign PvP. My kicks from playing back in the day came from accumulating gold and provoking balrogs/taming dragnos.

Problem is, it appears that I the entire burden of risk will be carried by me and me only doing PvM... The ghost camping PvP squads carry none... just sitting at their house with their 5 dragons watching their ghost in another window... gate in, destroy, loot, gate out. That doesn't really seem fair, does it? Does it really? Yes, I know, recall away.. blah blah blah.

I believe the reason this wasn't as big of a problem back in the day is because there were more people. If a ghost camping gank squad comes into a dungeon or a spawn where there is a lot of people, the people will probably fight back.

It seems the only way to combat this is with the old "safety in numbers" trick. Would be fun would be to stealth in about 10 stealth dexxers and stealth mages and hide them. Send in the solo bait and wait for the gate, then unleash hell. That might be a good time.

I'm not sure what I'll do. Maybe I'll just become a townie lumberjack or something. Just throwing my views out there as a newcomer to this shard. Era accurate mechanics is one thing... completely exploited mechanics that should be fixed when a huge issue arises that really wasn't an issue in the era you're replicating is another.

QQ more nub lrn 2 pvp go back to trammel lol.
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Re: Ghosting spawns - so...?

Post by IdleBlade »

What do you say about this Derrick? Very early in this discussion you weren't sure how ghosting could be affecting a server of 400+ users and didn't seem like you believed a fix was necessary.

Has your opinion changed at all?

I guess I'm hoping somebody will put this issue to rest one way or another, and who better than the UOSA server god? :)

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Re: Ghosting spawns - so...?

Post by archaicsubrosa77 »

I think I might have a solution...

Make it so ghosts can't instalog even in a house...

Think about the ramifications on that.

That would cut down on ghosting 2 accounts if when you die you have to wait a full five minutes to relog.
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Re: Ghosting spawns - so...?

Post by Hemperor »

archaicsubrosa77 wrote:I think I might have a solution...

Make it so ghosts can't instalog even in a house...

Think about the ramifications on that.

That would cut down on ghosting 2 accounts if when you die you have to wait a full five minutes to relog.
The people that do these things have plenty of accounts.
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Re: Ghosting spawns - so...?

Post by zzyzx »

archaicsubrosa77 wrote:I think I might have a solution...

Make it so ghosts can't instalog even in a house...

Think about the ramifications on that.

That would cut down on ghosting 2 accounts if when you die you have to wait a full five minutes to relog.
Doesn't really fix much as a gank guild with many members online can each have a ghost at different hotspots.
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Re: Ghosting spawns - so...?

Post by Eulogy »

The first time I ever saw ghosting on OSI was at champion spawns, where the PKs would wait until you've almost summoned the champion and jack your spawn. That's freakin' big time right there. There goes 12 power scrolls averaging a sale price of at least 30k each.

The only ghosting I've seen here is at LLs and blood eles.

If you think about how efficient the money making is at these locations, it isn't that big of a deal even if you do get jacked with 10k on you. It took what, 30 minutes to get? Just come back when you know they aren't there.

This was a much bigger issue when WWs were on crack..
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Re: Ghosting spawns - so...?

Post by Caranthir »

To address some of the claims here:
"It's not era accurate" doesn't hold a ton of water because the majority of the player base, during this era, had 1 account, and they didn't want to use that one account to sit around and ghost.
So you are suggesting creating a game mechanic that didn't exist in the era to combat a perception of gameplay style that you had for the era? Doesn't hold a ton of water either in my humble opinion.

Problem is, it appears that I the entire burden of risk will be carried by me and me only doing PvM.
So statsloss is not a burden of risk? I think it's a much bigger burden than someone with 40 each and 1k gold in their pack carries.


Don't want to offend people here, but the solutions suggested in this thread, namely kicking ghosts out of dungeons and what not, sound like one thing to me: nanny trammel. UO is a sandbox game that gives you infinite opportunities to outsmart someone, get stealth archers/mages, have a counter-gank squad stand by, fight back, whatever.

Flame away.

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Re: Ghosting spawns - so...?

Post by Ronk »

Caranthir wrote: Don't want to offend people here, but the solutions suggested in this thread, namely kicking ghosts out of dungeons and what not, sound like one thing to me: nanny trammel. UO is a sandbox game that gives you infinite opportunities to outsmart someone, get stealth archers/mages, have a counter-gank squad stand by, fight back, whatever.

Flame away.

Cara
I agree in that there is no reason to come up with weird solutions of kicking ghosts and such. UO is about being a sandbox. If there is a ghoster, set up a trap and take em out. Have people stealth in as one guy said. Lure the PK, kill him. Statloss will ensure he'll not be bothering you for a while.

Although, again, as has been said quite a few times, multiple free accounts is not era accurate. In essence, where he was saying that most people had one account and didnt' use it for ghosting, he is right. Most people did not 'buy' extra accounts for ghosting. Some did. Either way, the three free accounts we have here are not era accurate and do not really mesh well with the T2A feel.
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Re: Ghosting spawns - so...?

Post by Biohazard »

Caranthir wrote:
Problem is, it appears that I the entire burden of risk will be carried by me and me only doing PvM.
So statsloss is not a burden of risk? I think it's a much bigger burden than someone with 40 each and 1k gold in their pack carries.
Statloss is very easily managed though. 1) you dont have to res until your 8 hours are up. 2) half the pk's aren't in statloss 3) half of that half of pk's are blue.

its not like they come in to pk you when you have 1k either. they let you sit and stew and build up that loot so when they hit you its for a large sum.

just throwing some points out there. I will play here either way.

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Re: Ghosting spawns - so...?

Post by Medwin Lucrii »

This:
Caranthir wrote:Doesn't change the fact that implementing some random 'fix' for people using ghosts to scout locations is not era accurate. Whether people did or did not have multiple accounts in that era really isn't relevant.
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