multiple clients (was split)
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multiple clients (was split)
If I recall correctly, Derrick originally intended for up to 3 players per household be allowed to play by allowing 3 accounts per IP. Inevitably, it turned into "Hey! Three accounts per Household... Let's abuse this privilege by using all 3 accounts per player!"
And as a result, this promotes the following:
-AFK resource gathering
-AFK Tourney Sitting
-AFK Skill macroing while playing on another account
-Ghosting (IDOCs/Risk-Free PvP surveillance)
-AFK waiting off Red Statloss (neutering the statloss system severely by allowing multiclienting to play another character.)
So alot of issues with this server is the result of allowing multiple accounts per player and multiclienting.
So, to answer your question, the original intent, I'm pretty sure, was counting "players online." However, a more accurate description now would be "clients online."
And as a result, this promotes the following:
-AFK resource gathering
-AFK Tourney Sitting
-AFK Skill macroing while playing on another account
-Ghosting (IDOCs/Risk-Free PvP surveillance)
-AFK waiting off Red Statloss (neutering the statloss system severely by allowing multiclienting to play another character.)
So alot of issues with this server is the result of allowing multiple accounts per player and multiclienting.
So, to answer your question, the original intent, I'm pretty sure, was counting "players online." However, a more accurate description now would be "clients online."
"When you remove human error, accuracy, and speed, you remove the human element."
Re: How come this server counts multiple clients in the "Online"
But isn't there a way to just "count" the ips online or something?
Re: How come this server counts multiple clients in the "Online"
Just curious? You would rather someone with a red ghost sit out is account and not get to play the server at all rather than him logging on to another account to play thus adding to the player count? Seems a bit harsh on a low pop server. I wouldnt want to sit and watch a ghost for hours on end. I would rather be playing.Duke Jones wrote:If I recall correctly, Derrick originally intended for up to 3 players per household be allowed to play by allowing 3 accounts per IP. Inevitably, it turned into "Hey! Three accounts per Household... Let's abuse this privilege by using all 3 accounts per player!"
And as a result, this promotes the following:
-AFK waiting off Red Statloss (neutering the statloss system severely by allowing multiclienting to play another character.)

Re: How come this server counts multiple clients in the "Online"
So you are saying stat loss is harsh? That was OSI's resolution to extreme pking, however it is void here because of so many accounts... Nothing will ever come of it, it's far too late now, but Duke Jone's makes a lot of quality posts and I am amazed at how nearly every single time someone is completely dumbfounded.Zorce wrote:Just curious? You would rather someone with a red ghost sit out is account and not get to play the server at all rather than him logging on to another account to play thus adding to the player count? Seems a bit harsh on a low pop server. I wouldnt want to sit and watch a ghost for hours on end. I would rather be playing.Duke Jones wrote:If I recall correctly, Derrick originally intended for up to 3 players per household be allowed to play by allowing 3 accounts per IP. Inevitably, it turned into "Hey! Three accounts per Household... Let's abuse this privilege by using all 3 accounts per player!"
And as a result, this promotes the following:
-AFK waiting off Red Statloss (neutering the statloss system severely by allowing multiclienting to play another character.)
All clients are counted in the online count, this is by default... However if you go into irc and say "!status" it will tell you how many IPs are on


[22:26] <ian> why am i making 3750 empty kegs
[22:27] <ian> 1125000 for 3750 empty kegs
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[10:44] <ian> a good cat is a dead cat
Re: How come this server counts multiple clients in the "Online"
I am not saying statloss is harsh. I am saying it makes no since for someone to sit and watch their ghost. There is nothing wrong with letting that ghost sit while a player logs on another char and enjoys the game on a server like this.
OSI could afford the loss of a player playing on a server of several thousand people but wouldn't work here. There is no logic why a player couldn't multi client in this fashion and why people think its wrong. Would they rather have one less player?
Anyways sorry for going off topic.
OSI could afford the loss of a player playing on a server of several thousand people but wouldn't work here. There is no logic why a player couldn't multi client in this fashion and why people think its wrong. Would they rather have one less player?
Anyways sorry for going off topic.

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Re: How come this server counts multiple clients in the "Online"
The problem with that statement is that you are insinuating that it's impossible to rez during the statloss waiting period. You can rez, with the penalty, right? It's THAT feature that keeps the red population in check.Zorce wrote:You would rather someone with a red ghost sit out is account and not get to play the server at all rather than him logging on to another account to play thus adding to the player count?
If you're going to murder every player you see, then you make darn sure it's worth the loot, otherwise, there will be consequences to those actions. Reds on this server just bully other weaker players with NO CONSEQUENCES. And that is where our statloss system is broken. No consequenses for your actions.
"When you remove human error, accuracy, and speed, you remove the human element."
Re: How come this server counts multiple clients in the "Online"
If they sit as a ghost to work off being red, they cant really play that char for what ever time they have to sit out to not lose stats. You dont think that is a consequence? If they dont rez the char its basicly useless as a ghost. To me that seems like a consequence of their actions. I mean ...they are dead.. 


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Re: multiple clients (was split)
Thanks for the Split, Derrick. I guess it's easy to get distracted in a topic. My appologies.
-They can wait out statloss on that ONE red with no problem, because they have 2 others to choose from
*OR*
-They can just Rez, and afk macro back up while they're are running around doing the same thing on their 2 other accounts with a PK character.
See how multiclienting/multiple accounts pretty much circumvents the whole stat loss system? That's what I'm talking about.
Here's the intent of statloss.
-If they wait out statloss: They can no longer relentlessly bully the other players for X amount of time.
-If they take the penalty and rez: That character is weakened, meaning they have to go work their way up again, or go into PvP in a weaker state.
This, combined with bounties, ultimately makes a balancing system that allows weaker or newer players to still be at risk, but at the same time, curb ridiculous griefing or gank squads.
Multiclienting BREAKS this In-game system/mechanic. Please fix!
True, but they now have 2 other options:Zorce wrote:If they sit as a ghost to work off being red, they cant really play that char for what ever time they have to sit out to not lose stats. You dont think that is a consequence? If they dont rez the char its basicly useless as a ghost. To me that seems like a consequence of their actions. I mean ...they are dead..
-They can wait out statloss on that ONE red with no problem, because they have 2 others to choose from
*OR*
-They can just Rez, and afk macro back up while they're are running around doing the same thing on their 2 other accounts with a PK character.
See how multiclienting/multiple accounts pretty much circumvents the whole stat loss system? That's what I'm talking about.
Here's the intent of statloss.
-If they wait out statloss: They can no longer relentlessly bully the other players for X amount of time.
-If they take the penalty and rez: That character is weakened, meaning they have to go work their way up again, or go into PvP in a weaker state.
This, combined with bounties, ultimately makes a balancing system that allows weaker or newer players to still be at risk, but at the same time, curb ridiculous griefing or gank squads.
Multiclienting BREAKS this In-game system/mechanic. Please fix!
"When you remove human error, accuracy, and speed, you remove the human element."
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Re: multiple clients (was split)
Obviously something that existed ten years ago can never be brought back or recreated but it can be very similar but will never be the same, obviously because of razor and it would just really not be as fun. Having multi clients and being able to macro with razor is just so awesome and if that changed I would quit uo and go try a differant game. You have to remember that these are different times and there are so many bigger mmo's out there with better graphics and ten times the player base. I would imagine that the very reason a lot of people stay in uo is because of all these cool features. There is nothing cooler than macroing three characters at once, or having a character aid another character in macroing. I would have never gotten GM resist if I didn't have two mages I made casting on one person while my third person heals. Also. Skill gain is so much harder here I don't see what the big deal is. Having three accounts online at once? Fun times, nothing better in my opinion then just being able to leave your computer macroing skills while you have to attend to other things.

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Re: multiple clients (was split)
Also I would like to add I only started playing Ultima like a year ago and only played for four months on Hybrid. So all I really know is multiclienting and macroing, as well as everyone that has played the game these days. I would imagine that a lot of people that played ultima maybe played it at some point back in the day, or just never played it all until sometime now where they were just looking for a free game to try out.

Against all odds.WAR US
TDC Chronicles:
http://forum.uosecondage.com/viewtopic.php?f=38&t=12057
TDC Theme: Joshua Lee's Revenge
http://vimeo.com/7530389
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Re: multiple clients (was split)
ummm... yeah.
That pretty much proves my point. Thanks?
That pretty much proves my point. Thanks?
"When you remove human error, accuracy, and speed, you remove the human element."
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Re: multiple clients (was split)
Not at all really, I would imagine that half of the people here have never played UO before a few years ago. I have met several that have never even played this game before. So if you are suggesting multiclienting to be removed then you are just trying to destroy a player base due to your little charades of single client justice.Duke Jones wrote:ummm... yeah.
That pretty much proves my point. Thanks?

Against all odds.WAR US
TDC Chronicles:
http://forum.uosecondage.com/viewtopic.php?f=38&t=12057
TDC Theme: Joshua Lee's Revenge
http://vimeo.com/7530389
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Re: multiple clients (was split)
The simple fact is multiclienting and having multiple accounts (regardless how "awesome" it is or how "cool" it is to run/macro 3 clients while leaving the computer), it BREAKS aspects of gameplay.
If you think it cant be brought back, or you don't think the way the game was 10 years ago is fun, then you're playing on the wrong server.
This shard that is trying to re-create the game as it was 10 years ago. There's alot of dedication needed to do this.princesspeach wrote:Obviously something that existed ten years ago can never be brought back or recreated but it can be very similar but will never be the same, obviously because of razor and it would just really not be as fun.
If you think it cant be brought back, or you don't think the way the game was 10 years ago is fun, then you're playing on the wrong server.
"When you remove human error, accuracy, and speed, you remove the human element."