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Re: EZ UO, Cavewight's Idoc, and Enforcement
Posted: Sun Nov 24, 2013 11:55 pm
by inkognito
I hate to even use razor except for macroing certain skills and selling to npc's. Peeps must loooove themselves some free shard pixels to actually use something more powerful than razor. Razor already sucks the fun out of most situations in the game.
Re: EZ UO, Cavewight's Idoc, and Enforcement
Posted: Mon Nov 25, 2013 12:12 am
by GuardianKnight
Maybe a decision needs to be made about whether or not EUO should be legalized for everyone instead of being allowed as a consistently undetectable threat against us.
THe question I have to ask is: How did OSI detect it?
Re: EZ UO, Cavewight's Idoc, and Enforcement
Posted: Mon Nov 25, 2013 12:29 am
by Soma
If you're using scavenger at an idoc you are failing miserably.
Double fail if your scavenger list is 5+ items long.
Re: EZ UO, Cavewight's Idoc, and Enforcement
Posted: Mon Nov 25, 2013 3:45 am
by Li Meiyang
Pirul wrote:(1) I cannot make any statement about IDOCing with EUO simply because I don't do IDOCs as much, and although the suspicion is HIGH, it is virtually impossible to detect because it is not a repetitive action. Although the times I have IDOCed, I have seen people place houses after decay in a way that would be virtually impossible to do manually. And no, Razor cannot place houses.
I use a last object hotkey for the deed and then move one space from my last placement attempt until (hopefully) the house places. I suppose someone *could* write a razor script to the same effect that keeps attempting to place at relative locations. So what's the advantage of EUO? Does it somehow decrease the delay between attempts? I thought that was server-side.

Re: EZ UO, Cavewight's Idoc, and Enforcement
Posted: Mon Nov 25, 2013 4:08 am
by Supra-
Soma wrote:If you're using scavenger at an idoc you are failing miserably.
Double fail if your scavenger list is 5+ items long.
QFT.
Re: EZ UO, Cavewight's Idoc, and Enforcement
Posted: Mon Nov 25, 2013 4:18 am
by GtH
GuardianKnight wrote:Maybe a decision needs to be made about whether or not EUO should be legalized for everyone instead of being allowed as a consistently undetectable threat against us.
THe question I have to ask is: How did OSI detect it?
Yes, that is what I was originally suggesting.
Re: EZ UO, Cavewight's Idoc, and Enforcement
Posted: Mon Nov 25, 2013 4:50 am
by Rat Tail John
funny how numerous people have told me they were using it and it wasn't illegal at brit gy, just sucks when you send a message to the gms to look into it, nothing happens at all. Not saying I have but others have with no response.
Re: EZ UO, Cavewight's Idoc, and Enforcement
Posted: Mon Nov 25, 2013 4:55 am
by Li Meiyang
The GMs don't look into it because there's nothing to look into. They can't detect it.
Sure, if a player *admits* to using it, they could ban him for that I suppose. Maybe take a SS next time and give that to the GMs. IMO that should count as sufficient enough evidence to warrant a ban.
Otherwise, as long as EUO remains undetectable and the cheaters aren't dumb enough to brag about using it, it seems there is nothing that can be done.
Re: EZ UO, Cavewight's Idoc, and Enforcement
Posted: Mon Nov 25, 2013 6:43 am
by Ohm
Edit: UHH IS DA L33TE5T
Re: EZ UO, Cavewight's Idoc, and Enforcement
Posted: Mon Nov 25, 2013 11:00 am
by Vhyx
Oh look, another drama thread originated by pixels.

Re: EZ UO, Cavewight's Idoc, and Enforcement
Posted: Mon Nov 25, 2013 11:00 am
by Wil
Kaivan wrote:Capitalist wrote:P.S. Is it possible to have a macro that plays music when a mare spawns on UOSA?
It depends on what type of music you're talking about. For example, is it possible to, as a living player, play an instrument when a mare is seen on your screen via system messages, target by type, and a call to a macro to play the instrument. It is not, however, possible to play a sound such as a song from a windows media player playlist, but there is zero way to verify that is occurring in the first place.
Could one have razor trigger a screenshot on that or similar criteria and then have an external program play a song based on the the screenshot file showing up in the directory?
What about tailing the client log? The UO client writes the journal to a file if you tell it to.
Re: EZ UO, Cavewight's Idoc, and Enforcement
Posted: Mon Nov 25, 2013 11:05 am
by HardCore
I think the point of this entire post is that the cannon belongs to ME!!!!!
I was dumb and had 3 chars there, with 8ish items on scavenger all ready to go. The second the tower dropped, all 3 clients locked up and I lost connection. Poor PC for sure and I'm dumb. Was still fun, congrats to everyone who got good stuff.
Play the game the way you want to play it....deal with the consequences. Cave did.
Re: EZ UO, Cavewight's Idoc, and Enforcement
Posted: Mon Nov 25, 2013 11:37 am
by Elk Eater
For those wondering about a non-scavenger method, the fastest lift macro method using Razor that I can discern is the following:
1) Record a macro like this (you will need a hotkey for Add Friend and Last Target)
Exec: Add Friend
Exec: Last Target
If (SysMessage "range")
Lift 1 - youritemid
Drop to yourbackpack
Exec: another non loop macro (to exit looping)
End if
(Loop this macro)
2) Turn on LastTarget range check and set it to like 30 tiles.
3) Set your LastTarget to the house sign.
4) Run the macro.
The result is that Razor will try to add the house sign to the friends list over and over again until the house sign disappears. As soon as it does Razor will say that it wont LastTarget because the house sign is out of range. The word "range" in the system message will trigger the lift of the object of your desire.
This is the fastest lift macro I can come up with (others trigger the global 1 second action cooldown). As far as I can tell this can be faster than Scavenger (sometimes) but both Scavenger and this lift macro are slower than EUO.
Re: EZ UO, Cavewight's Idoc, and Enforcement
Posted: Mon Nov 25, 2013 11:42 am
by Malaikat
Wil wrote:Kaivan wrote:Capitalist wrote:P.S. Is it possible to have a macro that plays music when a mare spawns on UOSA?
It depends on what type of music you're talking about. For example, is it possible to, as a living player, play an instrument when a mare is seen on your screen via system messages, target by type, and a call to a macro to play the instrument. It is not, however, possible to play a sound such as a song from a windows media player playlist, but there is zero way to verify that is occurring in the first place.
Could one have razor trigger a screenshot on that or similar criteria and then have an external program play a song based on the the screenshot file showing up in the directory?
What about tailing the client log? The UO client writes the journal to a file if you tell it to.
Build a macro that execs a use once agent to pop trapped pouches when a nightmare shows on screen. Have to be alive rather than ghosting, and the instrument idea is the same concept.
Re: EZ UO, Cavewight's Idoc, and Enforcement
Posted: Mon Nov 25, 2013 11:50 am
by Pirul
Li Meiyang wrote:Pirul wrote:(1) I cannot make any statement about IDOCing with EUO simply because I don't do IDOCs as much, and although the suspicion is HIGH, it is virtually impossible to detect because it is not a repetitive action. Although the times I have IDOCed, I have seen people place houses after decay in a way that would be virtually impossible to do manually. And no, Razor cannot place houses.
I use a last object hotkey for the deed and then move one space from my last placement attempt until (hopefully) the house places. I suppose someone *could* write a razor script to the same effect that keeps attempting to place at relative locations. So what's the advantage of EUO? Does it somehow decrease the delay between attempts? I thought that was server-side.

Except you can't using razor.