Truths about this Era - The Way it Was

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Gilgamesh
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Re: Truths about this Era - The Way it Was

Post by Gilgamesh »

I really don't remember anymore but was there something to do with the timing of when you disrupted someone? Like...would there be a difference if you interrupted their spell at the beginning rather than in the middle of their casting?

After playing a bunch servers with non-accurate spell and weapons timers my memory is all muddled.

alatar
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Re: Truths about this Era - The Way it Was

Post by alatar »

Gilgamesh wrote:
alatar wrote:if you are disrupted you can instantly cast another spell
And this is accurate to the era?

I'm wondering because it seemed like back in the day when dueling you could use superior timing to really mess the other person up.
This has always been the case.. If you're disrupted then there is no recovery timer because you did not cast a spell..
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alatar
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Re: Truths about this Era - The Way it Was

Post by alatar »

Gilgamesh wrote:Like...would there be a difference if you interrupted their spell at the beginning rather than in the middle of their casting?
no, a disruption is a disruption no matter when it occurs
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ironfistmax wrote:Alatar is one of the best PvPers I have known. I have played UO since 1998 and every free shard known to man. It's not questionable whether he is good or not.
Hemperor wrote:Alatar is a douche bag but at least he and cr3w would fight everyone.

Gilgamesh
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Re: Truths about this Era - The Way it Was

Post by Gilgamesh »

Ok thanks. I'm really looking forward to playing on a server with accurate spell and weapon timers and damages.

keuse
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Re: Truths about this Era - The Way it Was

Post by keuse »

you could not cast magery in town.

hence how 'townies' existed.
townie was a o/c dexxer with no magery and no resist that would not leave town as he would be owned brutally by any mage.

Gilgamesh
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Re: Truths about this Era - The Way it Was

Post by Gilgamesh »

There were definitely "townies" in t2a but I believe that at the early part of t2a spells still worked in town. I believe this because when I first started training resist I would cast lightning on myself in Minoc with a primitive macro program, and then after a while I noticed it stopped giving me resist and stopped doing damage as well, so I had to move the operation out of town. The macro program I used wasn't even a UO macro program it just did repetitive tasks, and sometimes someone would say something that would get in the way of my target cursor and I'd lightning them and get guard whacked.

In other words, it is both t2a accurate to have spells do damage in town and not do damage in town. Just like it's t2a accurate to have rune books and also to not have rune books.

I for one think spells doing damage in town makes more sense. Why did OSI change it in the first place?

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Derrick
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Re: Truths about this Era - The Way it Was

Post by Derrick »

Gilgamesh wrote:There were definitely "townies" in t2a but I believe that at the early part of t2a spells still worked in town. I believe this because when I first started training resist I would cast lightning on myself in Minoc with a primitive macro program, and then after a while I noticed it stopped giving me resist and stopped doing damage as well, so I had to move the operation out of town. The macro program I used wasn't even a UO macro program it just did repetitive tasks, and sometimes someone would say something that would get in the way of my target cursor and I'd lightning them and get guard whacked.

In other words, it is both t2a accurate to have spells do damage in town and not do damage in town. Just like it's t2a accurate to have rune books and also to not have rune books.

I for one think spells doing damage in town makes more sense. Why did OSI change it in the first place?
The T2A playguide which was published before the release of the expansion states that spells do no damage to innocents in town. Maybe you were able to damage yourself only?

keuse
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Re: Truths about this Era - The Way it Was

Post by keuse »

yeah thats how it was.
there are some disadvantages pvp wise to that.

Gilgamesh
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Re: Truths about this Era - The Way it Was

Post by Gilgamesh »

Derrick wrote:
Gilgamesh wrote:There were definitely "townies" in t2a but I believe that at the early part of t2a spells still worked in town. I believe this because when I first started training resist I would cast lightning on myself in Minoc with a primitive macro program, and then after a while I noticed it stopped giving me resist and stopped doing damage as well, so I had to move the operation out of town. The macro program I used wasn't even a UO macro program it just did repetitive tasks, and sometimes someone would say something that would get in the way of my target cursor and I'd lightning them and get guard whacked.

In other words, it is both t2a accurate to have spells do damage in town and not do damage in town. Just like it's t2a accurate to have rune books and also to not have rune books.

I for one think spells doing damage in town makes more sense. Why did OSI change it in the first place?
The T2A playguide which was published before the release of the expansion states that spells do no damage to innocents in town. Maybe you were able to damage yourself only?
Is someone an innocent if you are grey in town and they attack you? That's how I remember it happening, but maybe I would just fight people without spell damages or try and get them out of town. I used to be a decent town fighter with my tank, I would just time my hally hits by casting eb and trying to run away in between and keep them poisoned. Of course a good dexxer would win but not everyone was 7x then.

mynameis
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Re: Truths about this Era - The Way it Was

Post by mynameis »

in t2a and on this server does inscription provide a damage bonus
and does lumberjacking?

benny-
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Re: Truths about this Era - The Way it Was

Post by benny- »

no, those bonuses were implemented with the release of renaissance
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Some Dude
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Re: Truths about this Era - The Way it Was

Post by Some Dude »

Actually, to clarify, the damage bonuses for inscription were added with the introduction of Age of Shadows. The defensive bonuses for Inscription (including the protection bonus and the Reactive Armor bonus) were added at the beginning of UOR.

Verak
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Re: Truths about this Era - The Way it Was

Post by Verak »

Two things that were t2a accurate (not sure if they are here or not but these are somethings i doubt many would remember)


1: npc's give murder counts (exception being nobles, healers, and order guards)
I remember killing NPC's in bucs den for sandals and taking murder counts.
2: Closing the client while holding a box makes the box drop at your feet
When logging back in, since the box is there, it bumps you up to the next level/roof of building.

Artemis
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Re: Truths about this Era - The Way it Was

Post by Artemis »

Ok, Ive been thru 3 other shards all trying to do this same Era over the last 6-7 years. Allow me to enlighten you all.
The title should read "The sad truth . ." LOL

-When trying to cast with a weapon in your hand you would simply not be allowed to cast your, weapon NEVER unequipped automatically. I blame razor and other programs for this massive inconsistency.

-Yes you actually could equip your weapon while casting BUT EVERYTIME YOU DID IT it caused a bug that prevent you from casting until you logged off and logged back on. Sometimes the weapon would actually get stuck in your hands an you would not be able to unequip it, and when you logged off and logged back on the weapon would automatically be un-equipped in your backpack. Even if you managed to unequip your weapon after equipping it during casting you would keep getting the message your hands are full you cannot cast, ect. until you logged off and logged back on. The only way to effectively interrupt your own casting and not screw yourself was to use a trapped pouch.) Which I came up with that idea while macroing 8th level summons and having a Pk recall in next to me.

-No Spells did damage(not even field spells) in town during this era, but you could gain resist from casting on yourself an yet take no damage, but the resist gains were much, MUCH slower in town than outside town as a result.

-Dexxers owned tankmages for breakfast lunch and dinner, it was just so few ever tried dexxers because since the begginning of the game everyone used magery. They knew you could move around the world with it, heal, and damage
with magery so everyone used it. For many gaining magery an resist was a mystery, no one new jack for the longest time. No one knew effective ways to gain resist, cause back in the day gaining it was near impossible other than exploits. It was all about learning the game, so few people even knew there was a stat cap, a skill cap, what every skill even did until more than a year after the game was released an even then few got good enough to find out 1st hand. Resist An magery was such a bitch to raise the skill and to raise cash for, that most ONLY had melee weapon skills so they could make money without cost(reagents, arrows) so they could use all profits to use to gain magery. An you only had need for 5 skills, Magery, Resist, Melee skill, Tactics, and Hidding. There was no stealth, no meditation, no Eval bonus, no Anatomy bonus, healing skill sucked much ass and Dex fighting didnt exist. When those skills an dex fighting got patched in so few wanted to risk losing that magery that took your left nut to raise. Hidding was uber powerful BEFORE stealth. Stealth fucking suck donkey dick compared to old hidding skill ability.
Everyone had magery, resist, Archery, melee skill, tactics, hidding, and wrestling because there were no skill locks, people didnt choose to take wrestling to keep from getting hit during casting, lol. They couldnt prevent wrestling from gaining when getting hit while casting because of no skill locks so they were forced to take wrestling to keep their other skills from atrophy from default wrestling gains. Wresling and resist were the sole purpose of skill locks being implemented,
those 2 skills could not be effectively "turned off" an caused constant unwanted skill atrophy.

-Dexxers used plate as the introduction of GM made items, GM plate was VERY popular.

-Townies had no magery or resist since spells did no damage in town, hence the name townies cause they were only effective in town, meaning 2 more skill slots freed up

-no one used stealth, it was only useful in color wars on Abyss/Test servers

-Meditation almost single handedly changed the game into skillful play, before this skill there were no duels as anyone today knows them. Spell interrupts arrived with this skill as before everyone would conserve ALL mana for strickly big damage and/or healing in fights an never even considered interrupting casting other than with lucky melee swings. An honestly few even knew casting could be interrupted with well timed spells for even a while AFTER this skill was implemented. Before this skill any fight would last less than 2 min guarenteed.
Of course the hidding change was also a huge factor in fighting survivability as well.

-Pure mages had never existed until much later expansions where introduced. Magery was so weak on low skill levels an so expensive to raise that magery alone was never even an option for this era. Not to mention insanely hard and a mystery to raise. There were so few effective skills(but those few where overpoweringly effective) for this era that most characters eventually used the same skills and stats. The only skills for magery in this era was magery and resist, no other skills augmented magery ability.

-This era was full of bugs and rampant, blatant cheating of a scale like nothing Ive seen in all the games Ive played since. Within 5 mins of my 1st time playing this game I was macroing even before macro programs existed. I abused numerous bugs to GM magery, archery, resist, gain strength stats on multiple characters, was jailed numerous times and had one account banned only to start a new account simply because I knew of great bugs that would allow new characters to be made almost effortlessly. All the while seeing other players struggle just to survive.

-You could never cast a spell with an item in your hand unless it was a wand you were using or your spellbook. Only around UO:R I believe the glacial staff was the only item I know that allowed you cast with it equiped.

-Exp,Ebolt,Hally hit- the myth the legend. Truth be told if your resist was 70 or lower(as what most people had at the time) and you had less than 90 hps you were dead meat on the spot. Few people had that high a hps too, which was a major factor in making people think it was more powerful than it actually was. High resist before Eval bonus was godly, after eval bonus high resist took a beatin', so again a give an take. Spells did a bit more, but by that time more poeple had higher hps and higher resist. And a halberd being a 40 point wrecking machine? LOL, try 15-80 dmg stompage from GM made halberds with GM anatomy, 100 str , GM tactics, if your target was naked, but the damage was always so erratic you couldn't rely on it.

-Having tutorials on how to gain skills? Bad idea, learning that shit is half of what this era was about. An while you were stumbling around figuring it out you got into fights an learned who was figuring it out faster.)

Did I miss anything?
Last edited by Artemis on Tue Sep 02, 2008 2:13 am, edited 4 times in total.

Mr.T
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Re: Truths about this Era - The Way it Was

Post by Mr.T »

wo long post

so resist should be able to be gained in town? But just slower...
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