Page 2 of 2
Re: Gates overriding event gates
Posted: Tue Aug 16, 2011 7:26 am
by iamreallysquall
i don't gate over ctf gates.............
Re: Gates overriding event gates
Posted: Tue Aug 16, 2011 12:17 pm
by goldendog
MatronDeWinter wrote:There should be no event gates anyway. I say remove them and let the people walk there during even time if they wish to participate.
It's a long road to trammel...
Re: Gates overriding event gates
Posted: Tue Aug 16, 2011 3:18 pm
by MatronDeWinter
goldendog wrote:MatronDeWinter wrote:There should be no event gates anyway. I say remove them and let the people walk there during even time if they wish to participate.
It's a long road to trammel...
Well I hope those neon orange sandals were made for walking.
Re: Gates overriding event gates
Posted: Tue Aug 16, 2011 3:30 pm
by Mens Rea
Matron, you are an accuracy purist.
There's nothing wrong with that - in fact, I think it is good. I agree with you on many levels.
Is your problem with the gates themselves, or automated events in general?
Automated events are an explicit exception to era accuracy - I think you should compile all of your tid-bit one-liner arguments against them and make a thread. At the moment your comments are disjointed and spread throughout the whole forum - it is hard to distinguish a valid argument from what appears to be annoying comments that do little to help your cause.
Colourful masks and sandals were sometimes given out at the discretion of GMs in the T2A era - colourful masks and sandals are given out at the discretion of GMs on UOSA. The only exception to this was an inaccurate bug involving player vendors, which was fixed in the name of accuracy. I think you should be pleased that the shard adheres to the principles of accuracy in this regard.
Re: Gates overriding event gates
Posted: Tue Aug 16, 2011 3:40 pm
by fox_phyre
MatronDeWinter wrote:There should be no event gates anyway. I say remove them and let the people walk there during even time if they wish to participate.
this
Re: Gates overriding event gates
Posted: Tue Aug 16, 2011 3:41 pm
by Pied Piper
iamreallysquall wrote:i don't gate over ctf gates.............
Well...I gotta hand it to you. It was a creative way to grief stupid/curious ppl at least. Alot more creative than killing afk macroers.
Re: Gates overriding event gates
Posted: Tue Aug 16, 2011 3:58 pm
by iamreallysquall
event gates aka trammel gates should not exist anyway its rather lame that people engaged in combat in town can flea right into a event and be totally safe. Event gates for tourneys 2 out of 3 of the locations already have sign up npcs for the event and i vote another be added at the brit location and the option to "spectate" be added and the gates them selfs be removed. Ctf / survival /monster bash gates i vote that all town bank gates for these type events be removed and the town crier or another npc that spawns in the location of the gate be used to sign up. Bag ball event is in the real world and are fine.
Re: Gates overriding event gates
Posted: Wed Aug 24, 2011 3:13 am
by ehafh
all these people crying about gates are rich enough to make a blue character to duel on.
they probably already have at least 1 good one on each of their 3 accounts.
what's the point of having trammel land duels?
you babies are getting free money with no risk, you don't even need the money,
it's just carebear greed.
you died in uo? something made you think in uo?
maybe world of warcraft is for you.
you can pvp in other mmo's with no losses.
it's not going to drive people away putting events in combat zones.
it would in fact give anti pk's a purpose, they could defend the area.
right now we've got guild like BPD who have a guild stone in town,
who don't even need to leave town to fight.
this is the same thing...
it's sad these even exist here at all. all this era accuracy is taken with
such a grain of salt. it's era accurate if the 'veteran' players who
don't lose anything say it's ok.
Re: Gates overriding event gates
Posted: Tue Sep 06, 2011 6:36 am
by Pringles
The event gates who are not red but blue, should be made red too. The 2v2 event gates are blue. A guildie of mine ran twice into a player gate thinking it was the event gate. I don't understand how a server can organise events and allow players to disrupt an event with a not-so-funny-trick-when-it-happens-to-you-overriding-eventgate-gate.
Re: Gates overriding event gates
Posted: Tue Sep 06, 2011 6:51 am
by Populus
Pringles wrote:The event gates who are not red but blue, should be made red too. The 2v2 event gates are blue. A guildie of mine ran twice into a player gate thinking it was the event gate. I don't understand how a server can organise events and allow players to disrupt an event with a not-so-funny-trick-when-it-happens-to-you-overriding-eventgate-gate.
Deal with it.
Re: Gates overriding event gates
Posted: Tue Sep 06, 2011 6:56 am
by Pringles
Populus wrote:Pringles wrote:The event gates who are not red but blue, should be made red too. The 2v2 event gates are blue. A guildie of mine ran twice into a player gate thinking it was the event gate. I don't understand how a server can organise events and allow players to disrupt an event with a not-so-funny-trick-when-it-happens-to-you-overriding-eventgate-gate.
Deal with it.
Will you help me deal with it?
Re: Gates overriding event gates
Posted: Tue Sep 06, 2011 9:55 am
by Ronk
I haven't read most of this thread but food for thought...
Early when the URKS first arrived, a favored tactic would be to wait till events were ending and then go krimp (surround) the event gate exit. As humans came through we slaughtered them. This was fixed by making the event exit point in bucs random.