Are Skill/Stat Toggles/Locks T2A Accurate?

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Ulor
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Re: Are Skill/Stat Toggles/Locks T2A Accurate?

Post by Ulor »

BobDobbs wrote:No, I call that terrible logic.
Are you staff?

If some UO:R is admissible, then why not just a little tiny bit more?

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Re: Are Skill/Stat Toggles/Locks T2A Accurate?

Post by BobDobbs »

Because its an absurd slippery slope fallacy. You don't have to be staff to recognize it. You only need an understanding of basic reasoning skills.

http://www.nizkor.org/features/fallacie ... slope.html

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Re: Are Skill/Stat Toggles/Locks T2A Accurate?

Post by Ulor »

BobDobbs wrote:Because its an absurd slippery slope fallacy. You don't have to be staff to recognize it.

http://www.nizkor.org/features/fallacie ... slope.html

Enjoy.
We have stat lock, silver, and other non-T2A, UO:R aspects, why not just a few more?

You might be able to call fallacy if there was only one UO:R feature in the game, but there are more than one, thus a chain of logical relationships.

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Re: Are Skill/Stat Toggles/Locks T2A Accurate?

Post by BobDobbs »

Okay, then explain to me how stat locks are going to lead to the ridiculous things you mentioned.

Considering the stat locks have existed since 2008, and none of them have happened, I seriously doubt you can. At least not in any way that is remotely reasonable.
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Re: Are Skill/Stat Toggles/Locks T2A Accurate?

Post by Panthor the Hated »

Silver as it exists here is not like silver on OSI. Purposefully missing the point from counter arguments doesn't help your cause anyways.

This shard is old enough that you're "but why not add this feature" arguments have all be made and ignored already.

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Re: Are Skill/Stat Toggles/Locks T2A Accurate?

Post by RoadKill »

Hey guys, back on topic.

During T2A, you could essentially "lock your stats" by locking all your skills. You couldn't gain stats without gaining skill (hence why we all sat around ping-ponging our stats). The only people who would be affected by this are non-finished characters (people who are still actively raising skills would get stat gains from the skills they are using)
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Re: Are Skill/Stat Toggles/Locks T2A Accurate?

Post by Ulor »

BobDobbs wrote:Okay, then explain to me how stat locks are going to lead to the ridiculous things you mentioned.

Considering the stat locks have existed since 2008, and none of them have happened, I seriously doubt you can. At least not in any way that is remotely reasonable.
It's logically sound to assume that if things like stat locks and silver are allowed, ethereal mounts and UO:R-type housing would be open for consideration because of staff "policy".
Last edited by Ulor on Sun Dec 19, 2010 8:07 pm, edited 1 time in total.

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Re: Are Skill/Stat Toggles/Locks T2A Accurate?

Post by BobDobbs »

Ulor wrote:
BobDobbs wrote:Okay, then explain to me how stat locks are going to lead to the ridiculous things you mentioned.

Considering the stat locks have existed since 2008, and none of them have happened, I seriously doubt you can. At least not in any way that is remotely reasonable.
It's logically sound to assume that if things like stat locks and silver are allowed, ethereal mounts and UO:R-type housing would be open for consideration because of staff policy.
LOL

Okay, I'm done.
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Re: Are Skill/Stat Toggles/Locks T2A Accurate?

Post by Panthor the Hated »

I'm assuming ulor stopped reading everything anyone else posts in here.

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Re: Are Skill/Stat Toggles/Locks T2A Accurate?

Post by applejack »

Ulor = Victor Horn?
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Re: Are Skill/Stat Toggles/Locks T2A Accurate?

Post by Eastwood »

MatronDeWinter wrote:This has been gone over many times. Derrick said that stat locks are left in because the actual locks themselves are functions of the client. It would be really confusing for people to have these locks and have the stats function independent of them.
I don't think this is true.

I have played a pre-T2A ruleset shard, called UO Origins which is now defunct. The skill and stat lock buttons were still on the gumps but the actual function was disabled. We could do whatever we wanted with the arrows, but stats and skills were not locked on that server and a custom system message would remind of us that every time we used the locks.

I was using the UOSA client on this server as well.
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Re: Are Skill/Stat Toggles/Locks T2A Accurate?

Post by Ulor »

RoadKill wrote:(Your Avatar)
Spy vs. Spy. Friggin awesome. /offtopic

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Re: Are Skill/Stat Toggles/Locks T2A Accurate?

Post by Panthor the Hated »

Eastwood wrote:
MatronDeWinter wrote:This has been gone over many times. Derrick said that stat locks are left in because the actual locks themselves are functions of the client. It would be really confusing for people to have these locks and have the stats function independent of them.
I don't think this is true.

I have played a pre-T2A ruleset shard, called UO Origins which is now defunct. The skill and stat lock buttons were still on the gumps but the actual function was disabled. We could do whatever we wanted with the arrows, but stats and skills were not locked on that server and a custom system message would remind of us that every time we used the locks.

I was using the UOSA client on this server as well.
You may not agree with the decision, but it is true that was the reason it wasn't changed here.

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Re: Are Skill/Stat Toggles/Locks T2A Accurate?

Post by Ulor »

Eastwood wrote:The skill and stat lock buttons were still on the gumps but the actual function was disabled. We could do whatever we wanted with the arrows, but stats and skills were not locked on that server and a custom system message would remind of us that every time we used the locks.

I was using the UOSA client on this server as well.
Hey, look at that, a simple workaround to achieve era accuracy. I like the system message idea as a solution to any button-induced confusion. Sounds pretty intuitive and easy to implement.

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Re: Are Skill/Stat Toggles/Locks T2A Accurate?

Post by Mikel123 »

To save Derrick the time of repeating himself...

The arrows are a part of the client. Derrick could make them not do anything, but he can't make them disappear from the client.

He could make the client not have them, but then he would need to make that custom client, and persuade people to use it. As it stands, UOSA is fairly usable with other stock versions of UO, 5.0.8.3 and otherwise, which I think is a benefit to population growth.

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