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Re: What UOR got Right
Posted: Tue Apr 17, 2012 4:34 pm
by son
LS said what I wanted to say in a nice manner.
I don't understand why these UOR posts keep rising up on a T2A forum. UOR ruined the entire UO franchise. It broke the sandbox.
Re: What UOR got Right
Posted: Tue Apr 17, 2012 6:14 pm
by kabal57
son wrote:LS said what I wanted to say in a nice manner.
I don't understand why these UOR posts keep rising up on a T2A forum. UOR ruined the entire UO franchise. It broke the sandbox.
Yes it did, but there were still some good things about it, new dungeons, new landmasses, custom houses, etc. Trammel was the big screwup imo.
All I'd like to see is different fighting styles be viable, vs the standard cast, hally, heal, cast hally heal. it's quite boring when you get right down to it.
I watch people chase each other around for 15 mins because it's basically a stalemate.
Re: What UOR got Right
Posted: Thu Apr 19, 2012 3:37 am
by Wonko the Sane
New house styles. But not custom ones. People have no sense of style.
Re: What UOR got Right
Posted: Thu Apr 19, 2012 10:44 am
by Light Shade
Wonko the Sane wrote:New house styles. But not custom ones. People have no sense of style.
Custom Housing: Good idea conceptually...horrible eyesores in practice.
kabal57 wrote:
son wrote:LS said what I wanted to say in a nice manner.
I don't understand why these UOR posts keep rising up on a T2A forum. UOR ruined the entire UO franchise. It broke the sandbox.
Yes it did, but there were still some good things about it, new dungeons, new landmasses, custom houses, etc. Trammel was the big screwup imo.
All I'd like to see is different fighting styles be viable, vs the standard cast, hally, heal, cast hally heal. it's quite boring when you get right down to it.
I watch people chase each other around for 15 mins because it's basically a stalemate.
The new landmasses spread out the population entirely too much. The dungeons...i'd say that was an acceptable change. The Trammel Ruleset was definitely the biggest problem. I would be interested to have seen how PvP progressed with the UO:R changes if it had not been tossed in with 2x Land Size and the Trammel Ruleset. PvP under UO:R had a lot of changes that may/may not have been good if the "field" hadn't been so spread out and the "ranks" thinned by Trammel.
Oh well, though, "what if"? Right?
Re: What UOR got Right
Posted: Thu Apr 19, 2012 2:51 pm
by AlexCCCP
Id love to see the UOR houses and the new menus. It would be only an improvement for UOSA, IMO. But no biggie...
Re: What UOR got Right
Posted: Thu Apr 19, 2012 6:26 pm
by kevin-theidocghost
UO:R Housing in UOSA (UO Second Age) hmmm what would that guy fox say
oh yea NEA!
Re: What UOR got Right
Posted: Thu Apr 19, 2012 10:30 pm
by kabal57
Light Shade wrote:Wonko the Sane wrote:New house styles. But not custom ones. People have no sense of style.
Custom Housing: Good idea conceptually...horrible eyesores in practice.
kabal57 wrote:
son wrote:LS said what I wanted to say in a nice manner.
I don't understand why these UOR posts keep rising up on a T2A forum. UOR ruined the entire UO franchise. It broke the sandbox.
Yes it did, but there were still some good things about it, new dungeons, new landmasses, custom houses, etc. Trammel was the big screwup imo.
All I'd like to see is different fighting styles be viable, vs the standard cast, hally, heal, cast hally heal. it's quite boring when you get right down to it.
I watch people chase each other around for 15 mins because it's basically a stalemate.
The new landmasses spread out the population entirely too much. The dungeons...i'd say that was an acceptable change. The Trammel Ruleset was definitely the biggest problem. I would be interested to have seen how PvP progressed with the UO:R changes if it had not been tossed in with 2x Land Size and the Trammel Ruleset. PvP under UO:R had a lot of changes that may/may not have been good if the "field" hadn't been so spread out and the "ranks" thinned by Trammel.
Oh well, though, "what if"? Right?
Wouldn't even necessarily need the new housing landmass, but new dungeons would be cool. You're right about the players being spread out, I hadn't thought of that.. with the community being as small as it is, being more spread out would not necessarily be a good thing.
It would be cool to see some of the uor things implemented at some point, but I understand the resistance to the idea of anything uor, and for good reason.
I think a happy medium could be found somewhere (no trammel tho!)
Re: What UOR got Right
Posted: Fri Apr 20, 2012 10:48 am
by s20dan
Wonko the Sane wrote:People have no sense of style.
Speak for yourself. I always had a shit-hot house designed after the original style. I hate to break it to you but the original houses were indeed designed by people.
EDIT//
What did I like about UO:R? Hmm the Dungeon revamp was a very good thing IMO... THats how I remember the dungeons. And all those cool little secrets that were put into dungeons and
working levers ect.
Was Ilshenar in UO:R? I liked Ilshenar but it was a shame it only used the trammel ruleset.
Some PVP changes *seemed* good, but tbh I always sucked at PVP back then so I can't really comment on that.
I liked the changes to magery/inscription and Swords/lumberjacking oh and poisoner/poison use, giving more varied builds.
Re: What UOR got Right
Posted: Fri Apr 20, 2012 5:57 pm
by the bazookas
s20dan wrote:I always had a shit-hot house
I'm not quite sure what you mean by this; but in my mind it conjures up the image of a steaming pile of poo. Am I on the right track?