Are Skill/Stat Toggles/Locks T2A Accurate?
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Are Skill/Stat Toggles/Locks T2A Accurate?
Was checking out some old UO stuff and ran across this at http://www.uoguide.com/Renaissance :
"Skills Design Feature -- Perhaps the most popular introduction [in UO:R] was the new skill management system, which allowed for more control over a character’s development. Prior to UO:R, not only could you not lock a skill, your skills could be altered simply by standing too close to another character who happened to be training. You could learn by watching, literally! UO:R introduced the Skill lock and the Stat lock."
Also, from http://update.uo.com/design_428.html :
Post-Pub 16 - Stat Locks Aug 22 2002 8:51PM CST
“Stat Locks” were introduced into Ultima Online as a method by which players can better manage the Stat values of their characters.
The concept of controlling the raising, lowering, and locking of Stats will be identical to the concept of “Skill Locks.”
And from http://www.uoguide.com/Publish_16 :
Update 2
On July 31, 2002, the following was published:
* Stat Locks will be available on all shards! (Use your character’s context menu to toggle your Stats. Go here [links to http://update.uo.com/design_428.html] for more information.)
I forget what the cutoff point for publishes is on this server, but a UO:R feature circa 2002 seems late.
"Skills Design Feature -- Perhaps the most popular introduction [in UO:R] was the new skill management system, which allowed for more control over a character’s development. Prior to UO:R, not only could you not lock a skill, your skills could be altered simply by standing too close to another character who happened to be training. You could learn by watching, literally! UO:R introduced the Skill lock and the Stat lock."
Also, from http://update.uo.com/design_428.html :
Post-Pub 16 - Stat Locks Aug 22 2002 8:51PM CST
“Stat Locks” were introduced into Ultima Online as a method by which players can better manage the Stat values of their characters.
The concept of controlling the raising, lowering, and locking of Stats will be identical to the concept of “Skill Locks.”
And from http://www.uoguide.com/Publish_16 :
Update 2
On July 31, 2002, the following was published:
* Stat Locks will be available on all shards! (Use your character’s context menu to toggle your Stats. Go here [links to http://update.uo.com/design_428.html] for more information.)
I forget what the cutoff point for publishes is on this server, but a UO:R feature circa 2002 seems late.
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Re: Are Skill/Stat Toggles/Locks T2A Accurate?
this...will...change...everything
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Re: Are Skill/Stat Toggles/Locks T2A Accurate?
I can't find anything for stat locks, but skill locks are within our time frame for sure.
Skill Management Nov 23 1999 2:32PM CST (our exact cut off)
Skill Management Nov 23 1999 2:32PM CST (our exact cut off)
Q: "How will this system affect murderers with regards to ‘stat-loss’?"
A: "Murderers will still take stat and skill loss as normal, regardless of their skill locks."
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Re: Are Skill/Stat Toggles/Locks T2A Accurate?
viewtopic.php?f=8&t=5096&view=previous
If this issue was brought up in 2009, I'm assuming the staff is aware and it isn't going to change.
If this issue was brought up in 2009, I'm assuming the staff is aware and it isn't going to change.
Derrick wrote:Skill locks existed for most of the era, however Stat locks are indeed out of era.
We've discussed doing away with them, but I belive those little arrows are going to stay there either way which as said above is kind of confusing.
For a similar reasons we haven't corrected some of the spell reagent requirements which were changed after era, because they would still appear in the spell book as they do now.

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Re: Are Skill/Stat Toggles/Locks T2A Accurate?
The skill locks were from the Nov 23 patch which is the cutoff date. The stat locks did come after, and to stay consistent they probably should be taken out. This would obviously be annoying, but by locking all skills on a finished character, stats would not move, so it wouldn't be a total disaster of a change.
If skill locks were to be removed, as well as the other stuff from the same patch such as kegs and runebooks, it would be a pretty horrible change. See: http://wiki.uosecondage.com/Ultima_Onli ... 11/23/1999 for information about the cutoff date.
If skill locks were to be removed, as well as the other stuff from the same patch such as kegs and runebooks, it would be a pretty horrible change. See: http://wiki.uosecondage.com/Ultima_Onli ... 11/23/1999 for information about the cutoff date.
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Re: Are Skill/Stat Toggles/Locks T2A Accurate?
This has been gone over many times. Derrick said that stat locks are left in because the actual locks themselves are functions of the client. It would be really confusing for people to have these locks and have the stats function independent of them.
Re: Are Skill/Stat Toggles/Locks T2A Accurate?
MatronDeWinter wrote:This has been gone over many times. Derrick said that stat locks are left in because the actual locks themselves are functions of the client. It would be really confusing for people to have these locks and have the stats function independent of them.
You mean like having Spellweaving (an unusable skill) in the Skills menu? That always confused me. Bad. /sarcasm

So, in effect, the era-inaccurate stat lock has been left so the noobs aren't confused by a couple unusable switches in the gumps? mmmkay....
Last edited by Ulor on Sun Dec 19, 2010 6:12 pm, edited 1 time in total.
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Re: Are Skill/Stat Toggles/Locks T2A Accurate?
As was discussed 23,539 times in the past, runebooks as they are will remain because they are accurate.corr] wrote:The skill locks were from the Nov 23 patch which is the cutoff date. The stat locks did come after, and to stay consistent they probably should be taken out. This would obviously be annoying, but by locking all skills on a finished character, stats would not move, so it wouldn't be a total disaster of a change.
If skill locks were to be removed, as well as the other stuff from the same patch such as kegs and runebooks, it would be a pretty horrible change. See: http://wiki.uosecondage.com/Ultima_Onli ... 11/23/1999 for information about the cutoff date.
Re: Are Skill/Stat Toggles/Locks T2A Accurate?
Accurate to the current cutoff date. They wouldn't be if we rolled back even one day before.Panthor the Hated wrote: As was discussed 23,539 times in the past, runebooks as they are will remain because they are accurate.
Re: Are Skill/Stat Toggles/Locks T2A Accurate?
Take it to the runebook thread...hitchhikers.
Topic is era-accuracy of stat locks and how it is an apparent concession to keep the newbie players from being confused by a couple arrows in the stat gump.

Topic is era-accuracy of stat locks and how it is an apparent concession to keep the newbie players from being confused by a couple arrows in the stat gump.
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Re: Are Skill/Stat Toggles/Locks T2A Accurate?
It would be inaccurate to have the stat lock graphic without functionality, either way is a concession.
Re: Are Skill/Stat Toggles/Locks T2A Accurate?
Everybody (the vets anyway) knows that the client is post-T2A and that some functionality has been omitted for the sake of accuracy (i.e. Spellweaving in Skills menu). The client should not dictate era-accurate functionality because the client is post-era.Panthor the Hated wrote:It would be inaccurate to have the stat lock graphic without functionality, either way is a concession.
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Re: Are Skill/Stat Toggles/Locks T2A Accurate?
Okay then consider it a policy issue. Because the staff is obviously aware of it.

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Re: Are Skill/Stat Toggles/Locks T2A Accurate?
Well if this stands as policy, then why not ethereal mounts and UO:R-type housing? Just a 'lil more UO:R for Christmas, staff?BobDobbs wrote:Okay then consider it a policy issue. Because the staff is obviously aware of it.

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Re: Are Skill/Stat Toggles/Locks T2A Accurate?
No, I call that terrible logic.

"Every normal man must be tempted, at times, to spit upon his hands, hoist the black flag, and begin slitting throats." - H.L. Mencken
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