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Re: Housing: an accurate problem

Posted: Tue Nov 02, 2010 5:12 pm
by Ripplinger
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).
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).

Re: Housing: an accurate problem

Posted: Tue Nov 02, 2010 5:54 pm
by Mikel123
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

Posted: Wed Nov 03, 2010 4:06 pm
by Biohazard
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.
better do some research there buddy..

Re: Housing: an accurate problem

Posted: Wed Nov 03, 2010 5:16 pm
by Derrick
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).
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.

Re: Housing: an accurate problem

Posted: Sat Nov 06, 2010 5:43 pm
by Corbin
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.
You mean you're not going to bring in custom housing?! Awwww! :(
TeeHee

Re: Housing: an accurate problem

Posted: Sat Nov 06, 2010 6:19 pm
by Ripplinger
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?

Re: Housing: an accurate problem

Posted: Sat Nov 06, 2010 7:06 pm
by Sissypants
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.

Re: Housing: an accurate problem

Posted: Sat Nov 06, 2010 7:11 pm
by tekai
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.

Re: Housing: an accurate problem

Posted: Sat Nov 06, 2010 7:35 pm
by Ripplinger
tekai wrote:That means if you didn't lock it down it disappeared.
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.

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

Posted: Sun Nov 07, 2010 6:12 am
by Rammar
tekai wrote:It also brought in house decay noobs.
That's Phase III.

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)

Re: Housing: an accurate problem

Posted: Sun Nov 07, 2010 9:51 am
by Ripplinger
Here's the official update on what Phase II covered:

http://update.uo.com/design_37.html