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Re: Blessed Items should break from damage [reposted]

Posted: Sat Jan 01, 2011 3:26 pm
by DrFaustus
As I keep saying.

The only way to truly fix the era accuracy argument is to remove the silver system entirely and have everyone hand in all their "unique" silver system created things...

Since this is almost not possible, another solution will need to be used.

Re: Blessed Items should break from damage [reposted]

Posted: Sat Jan 01, 2011 3:35 pm
by BlackFoot
having special items with unique non game altering properties does not go against the shards stated goal.

as fuast says - policy v mechanical accuracy

Re: Blessed Items should break from damage [reposted]

Posted: Sat Jan 01, 2011 4:11 pm
by noxmonk
BlackFoot wrote:that doesnt really make sense I dont think, if im hearing you correctly

so your saying we need to retroactively change the properties of items that were affect by incorrect mechanics in the past.
If I use an in-game mechanic to create an item that has property x, and it is found that the mechanic was incorrect and the item really should have been property y (for example a damage range), does property x remain or do all items effected now have property y?

Re: Blessed Items should break from damage [reposted]

Posted: Sat Jan 01, 2011 4:34 pm
by BlackFoot
so if the mechanics of archery changed, ie it could shoot 10 tiles instead of 11.. we need to retroactively undo the damage done by all arrows that hit in that 11th tile over the last 6 months etc?

im not sure i follow the logic, gime another example

or something like it turned out the mechanics of the mace weapon were wrong, ie it should have reduced the hit points of a shield by 2 instead of 1 when it hit. So we retroactively reduce all hit points of every shield hit by a mace when the mechanic was wrong ?

Re: Blessed Items should break from damage [reposted]

Posted: Sat Jan 01, 2011 6:40 pm
by noxmonk
BlackFoot wrote:so if the mechanics of archery changed, ie it could shoot 10 tiles instead of 11.. we need to retroactively undo the damage done by all arrows that hit in that 11th tile over the last 6 months etc?

im not sure i follow the logic, gime another example

or something like it turned out the mechanics of the mace weapon were wrong, ie it should have reduced the hit points of a shield by 2 instead of 1 when it hit. So we retroactively reduce all hit points of every shield hit by a mace when the mechanic was wrong ?
You fix the items mechanics/properties (depending on what version you're choosing to use), all items created through a mechanic with an incorrect property are all retroactively updated to the new properties and new mechanics.

Re: Blessed Items should break from damage [reposted]

Posted: Sat Jan 01, 2011 7:03 pm
by Brules
In era, seer/GM created items were only created for use in events, not for specific players to adorn them selves with. They were always tied to quests/events/invasions/story lines etc. L33t hued masks, moon boot sandals etc were NEVER made, and if a GM/Seer were ever to do so and get caught, it meant their job.

Instead of arguing in circles Blackfoot, how about you provide proof? Oh wait, it doesn't exist! Doh!

Down with silver system and trammel events!!!!!!!

Re: Blessed Items should break from damage [reposted]

Posted: Sat Jan 01, 2011 7:05 pm
by BlackFoot
proof of what? seer created items?

Re: Blessed Items should break from damage [reposted]

Posted: Sat Jan 01, 2011 7:07 pm
by BlackFoot
noxmonk wrote:
BlackFoot wrote:so if the mechanics of archery changed, ie it could shoot 10 tiles instead of 11.. we need to retroactively undo the damage done by all arrows that hit in that 11th tile over the last 6 months etc?

im not sure i follow the logic, gime another example

or something like it turned out the mechanics of the mace weapon were wrong, ie it should have reduced the hit points of a shield by 2 instead of 1 when it hit. So we retroactively reduce all hit points of every shield hit by a mace when the mechanic was wrong ?
You fix the items mechanics/properties (depending on what version you're choosing to use), all items created through a mechanic with an incorrect property are all retroactively updated to the new properties and new mechanics.
did you mean the item's mechanics? cause items dont have mechanics, they have properties. Mechanics dont have properties items do. This still makes not a lot of sense. I dont understand, what does 'depending on what version' mean?

Re: Blessed Items should break from damage [reposted]

Posted: Sun Jan 02, 2011 5:32 pm
by caveman
all you had to do to keep blessed clothes from being destroyed was wear armor over that spot. not much you could do with hats except to remove them when you fight.

Re: Blessed Items should break from damage [reposted]

Posted: Sun Jan 02, 2011 6:05 pm
by clintbeastwood
tldr. see last line.

Uhm blessed anything broke. Even Blessed hally of vanq. if this server claims to be era accurate and thats why you can have 20 dragons to farm lich lords. then make it correct with the gay cbds and neons. should be clean up britania for the dyes and blessed shit should break. you bank sitting trammelites with your neons should just get over it. I mean is that why u play uo? for pixels? i mean the graphics suck go play wow and kill the lich king if you want cool graphics and cool looking clothes. all this crap is what ruined uo and almost every free server that has been around. It fucks the economy. if any thing non era accurate they should be even more rare. as rewards for tourneys or events only. just saying,


bad bank sitters are bad. bad neons are bad. NEONS AND TRAMMELITES =
Image

Re: Blessed Items should break from damage [reposted]

Posted: Sun Jan 02, 2011 6:07 pm
by clintbeastwood
BlackFoot wrote:
noxmonk wrote:
BlackFoot wrote:so if the mechanics of archery changed, ie it could shoot 10 tiles instead of 11.. we need to retroactively undo the damage done by all arrows that hit in that 11th tile over the last 6 months etc?

im not sure i follow the logic, gime another example

or something like it turned out the mechanics of the mace weapon were wrong, ie it should have reduced the hit points of a shield by 2 instead of 1 when it hit. So we retroactively reduce all hit points of every shield hit by a mace when the mechanic was wrong ?
You fix the items mechanics/properties (depending on what version you're choosing to use), all items created through a mechanic with an incorrect property are all retroactively updated to the new properties and new mechanics.
did you mean the item's mechanics? cause items dont have mechanics, they have properties. Mechanics dont have properties items do. This still makes not a lot of sense. I dont understand, what does 'depending on what version' mean?
Says the guy with a signature witth a bunch of trammelite blessed masks and shit. Quit the QQ and moar pew pew plox.
i mean your arguing semantics with this dude. thats lame bruh no homo

Re: Blessed Items should break from damage [reposted]

Posted: Sun Jan 02, 2011 6:08 pm
by clintbeastwood
Brules wrote:In era, seer/GM created items were only created for use in events, not for specific players to adorn them selves with. They were always tied to quests/events/invasions/story lines etc. L33t hued masks, moon boot sandals etc were NEVER made, and if a GM/Seer were ever to do so and get caught, it meant their job.

Instead of arguing in circles Blackfoot, how about you provide proof? Oh wait, it doesn't exist! Doh!

Down with silver system and trammel events!!!!!!!
^this
+1

Re: Blessed Items should break from damage [reposted]

Posted: Sun Jan 02, 2011 10:02 pm
by DarkWing
any idea when this will be changed?

Re: Blessed Items should break from damage [reposted]

Posted: Sun Jan 02, 2011 10:55 pm
by BlackFoot
clintbeastwood wrote:
Brules wrote:In era, seer/GM created items were only created for use in events, not for specific players to adorn them selves with. They were always tied to quests/events/invasions/story lines etc. L33t hued masks, moon boot sandals etc were NEVER made, and if a GM/Seer were ever to do so and get caught, it meant their job.

Instead of arguing in circles Blackfoot, how about you provide proof? Oh wait, it doesn't exist! Doh!

Down with silver system and trammel events!!!!!!!
^this
+1
triple post high five

either drunk or angry

Re: Blessed Items should break from damage [reposted]

Posted: Sun Jan 02, 2011 11:11 pm
by Nemlet
Why is this such a big deal? Reading this post you guys are pretty much beating each other down fighting for this...WHO!!! CARES!!! In defense of making it breakable- Yes its era accurate! / In defense of keeping it unbreakable- It's a free server, and something small that can keep players here longer I'm all for...It dosn't make them pvp better, and in alot of cases dosn't even make them look cooler (although I guess cool is in the eye of the beholder) so why is it such a big deal? Because some people wanna break blessed items and piss other people off and possibly make the server population drop? I don't wanna play on another low pop. server so let the trammies have the stupid unbreakable clothing. That's my two cents, go ahead and shoot it full of holes trying to justify why you should be so obsessed with breaking the pixels that other people are so obsessed with. You wanting them to break is no better than the others not wanting them to break...your still obsessing over pixels...