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Re: Dragon's Gone Wild uhm? what?

Posted: Mon Jan 10, 2011 7:13 pm
by Roser
MatronDeWinter wrote:All you have to do, is not attack him.

Actually if he attacks you, and you "auto defend" by throwing a punch or hitting him with whatever is in your hand, you will die. Its very cheap.

Re: Dragon's Gone Wild uhm? what?

Posted: Mon Jan 10, 2011 7:22 pm
by Roser
Mikel123 wrote:- using the Minoc stables as a murderer (currently, murderers, dread lords and criminals can use stable commands; none should be possible at stables in towns)
Say whaaaa?

sry dbble post.

Re: Dragon's Gone Wild uhm? what?

Posted: Mon Jan 10, 2011 8:16 pm
by nightshark
Tyl0r wrote:1. How do you stable THAT many dragons? I thought you could only stable 5 dragons?
2. How do you keep them fed/happy? They are all well fed/happy I animal lore'd them wtf (see point a)
3. How do you you get them all to stand on ONE TILE and actually listen to you 100% of the time?
4. How do you invis the entire horde of dragons within seconds? I saw him down at gazers one time he had the entire stack standing on a single tile (not boxed in or anything), they would never move or wander, attack everything and it's impossible to feed that many and keep them happy that long/standing still I don't get it. He was there for like over an hour.
Did not read any of the posts so I don't know what's been answered, but as someone who uses drags/wws like this for hunting...

1. No individual player stable limits, easy to make a macro to stable all of them. Minoc stable is one of the less used stables in the game, so you can stable a lot there.
2. Every time you re-stable, they go back to wonderfully happy. I don't know if this is accurate.
3. Hidden characters are blocking movement of the dragons.
4. Good question. Regarding keeping them happy for that long - you basically don't issue them commands. In the rare instance that you need to issue a bunch of commands, gate them back to the stable asap, hit your "stable everything" macro, and claim.
Mikel123 wrote:It's a high risk, low-reward strategy, since 30 dragons don't kill gazers much faster than 3 dragons walking around would. And a 2-3 players could easily kill all of the dragons if they put a little thought into it.
You'd be surprised how low risk and high reward this is really. With a ton of dragons guarding you like that, anything that attacks you WILL insta die. Claim 30 white wyrms, gate them onto a single tile in LLs (boxed in by 2 hidden characters). Every time a LL spawns, you attack it and it will die in the first wave of spells (which takes about 1 second). The gold per hour is crazy. I've only had a couple of people who were foolish enough to charge in and attack - and of course they were dead before I even noticed they were there. Guarding also puts the pets into follow mode (NEA IMO), which allows you to easily gate the whole pack out if you feel threatened at all.

People who are aware of the guard rules can keep their distance and avoid death, and of course with enough players you could formulate a plan to take the tamer down. The amount of time and planning this takes, however, is foiled in 2 seconds by the tamer feeling threatened and gating out.

Re: Dragon's Gone Wild uhm? what?

Posted: Mon Jan 10, 2011 8:58 pm
by Mikel123
Rose wrote:
Mikel123 wrote:- using the Minoc stables as a murderer (currently, murderers, dread lords and criminals can use stable commands; none should be possible at stables in towns)
Say whaaaa?

sry dbble post.
As far as I know, employees of guarded towns are not supposed to serve murderers, criminals or level -5 karma players. In the case of murderers, I believe their response is supposed to be to call the guards.

However, in the case of stablemasters, they seem hard-coded to reply to any player... murderers, criminals, and dread lords can all stable animals at this present time on UOSA.

Re: Dragon's Gone Wild uhm? what?

Posted: Mon Jan 10, 2011 9:11 pm
by Eastwood
I've seen him in LL room once or twice in the past day also. He actually didn't mess with me, he revealed me but then healed me when an LL attacked me, I quickly recalled tho cause I didn't want to find out if he would murder me or not.

What I did notice was that he had one or two naked characters next to the dragons named healerbot or something like that.

Seems like he knows how to use razor well and plays kinda cheap.

Re: Dragon's Gone Wild uhm? what?

Posted: Mon Jan 10, 2011 9:57 pm
by Panthor the Hated
I was able to use any npcs (for example the yew banker) on a red throughout my time on OSI as long as I could get near them without dying.

Re: Dragon's Gone Wild uhm? what?

Posted: Tue Jan 11, 2011 2:21 am
by Pacifico
mother of god

Re: Dragon's Gone Wild uhm? what?

Posted: Fri Jan 14, 2011 2:49 pm
by negroblanco
Does this guy teach classes on how to own this hard?

Re: Dragon's Gone Wild uhm? what?

Posted: Fri Jan 14, 2011 2:55 pm
by Panthor the Hated
maybe remedial classes

Re: Dragon's Gone Wild uhm? what?

Posted: Sat Jan 15, 2011 10:22 pm
by Roser
Mikel123 wrote:
Rose wrote:
Mikel123 wrote:- using the Minoc stables as a murderer (currently, murderers, dread lords and criminals can use stable commands; none should be possible at stables in towns)
Say whaaaa?

sry dbble post.
As far as I know, employees of guarded towns are not supposed to serve murderers, criminals or level -5 karma players. In the case of murderers, I believe their response is supposed to be to call the guards.
Better go digging for that one, although I don't think you will be able to find anything that's supports your case.
nightshark wrote: Guarding also puts the pets into follow mode (NEA IMO), which allows you to easily gate the whole pack out if you feel threatened at all.
This however I am willing to bet evidence can be found for. When you tell a pet to "Guard" an item, it kind of wanders around the item, and sometimes wanders out of range of said item. Why its not like this for player's I am not certain.

Someone who's an expert digger should look this up pls.

Re: Dragon's Gone Wild uhm? what?

Posted: Sun Jan 16, 2011 1:20 am
by archaicsubrosa77
Eastwood wrote:Seems like he knows how to use razor well and plays kinda cheap.
:?
You can't script everything to macro without fumbling for keys like everyone else.
It's only a cheat or unfair advantage if you didn't have access to it...but you do.

8) all I wanted to say

Re: Dragon's Gone Wild uhm? what?

Posted: Sun Jan 16, 2011 7:55 am
by Mikel123
Rose, really?

There's a ridiculous amount of evidence about criminals and dreads not being able to get service from townspeople. It's one of the great perks of being dread.

As for murderers, it's probably difficult to find evidence on that, since you'd need to really take advantage of guard zone boundaries, and I think there was enough uncertainty about them in 1999 to make that a very dangerous and not-worth-it proposition.

Best bet would be for someone who reads code to see which case is addressed first - the script that makes an NPC call for guards, or the one that makes them display their list of goods.

Re: Dragon's Gone Wild uhm? what?

Posted: Sun Jan 16, 2011 8:28 am
by nightshark
Mikel123 wrote:Rose, really?

There's a ridiculous amount of evidence about criminals and dreads not being able to get service from townspeople. It's one of the great perks of being dread.

As for murderers, it's probably difficult to find evidence on that, since you'd need to really take advantage of guard zone boundaries, and I think there was enough uncertainty about them in 1999 to make that a very dangerous and not-worth-it proposition.

Best bet would be for someone who reads code to see which case is addressed first - the script that makes an NPC call for guards, or the one that makes them display their list of goods.
A problem is with this shard's karma system. On OSI the karma system worked completely differently with regards to murdering. Here you can get 1000 murder counts and easily still be ~ -5000 karma. On OSI, if you had 10 murder counts, you would be guaranteed dread (-5 karma row) for every additional murder count received (even if you had worked your way back to +10000 karma). I searched everywhere trying to find evidence of this but it seems noone even understood the karma system with regards to murdering because there is zero information about it.

Bankers allowed any player to interact with them, but I can't even comment on stablemasters since I never attempted to use them with dread level karma.

Re: Dragon's Gone Wild uhm? what?

Posted: Sun Jan 16, 2011 8:29 am
by Panthor the Hated
WE NEEDA CODE READER STAT

Re: Dragon's Gone Wild uhm? what?

Posted: Sun Jan 16, 2011 10:50 am
by Mikel123
Nightshark, Batlin decompiled the reputation system from the demo and found most of what we have on UOSA to be accurate (I think the rep code was written, but not released, by the time of the demo).

According to his findings, which mirror what's written in the "Becoming Dread" essay on Stratics, there's actually two Karmas. One is your actual Karma, and one is a modified karma. Murderers have their effective karma modified such that it can never be above a certain amount. I think this is partly to ensure if you kill a murderer, you always gain karma from it. I think it was that it could never be above 0, but maybe it was the next level lower.

In any case, this is how you could go from Glorious to negative karma just by a few murders - you'd turn red, and your displayed (effective) karma would be either 0 or negative.

The one thing we have on UOSA with regards to fame/karma that is inaccurate relative to the Stratics piece and Batlin's examination of the demo code is the ability to get to Dread by killing Glorious players.