What if?

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Koden
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What if?

Post by Koden »

OK let me start by saying; I'm NOT asking UOSA to change anything, I like it fine the way it is. I'm just asking. . .

What is the one thing you thought "it would be cool if . . "

For me it was, It would be cool if we had Javelins; only magic can slow/stop someone I wanted to replace the small xbow with a Javelin that when thrown by a GM archer had say a 15% chance to impale and in so doing slow movement by 1/3 for maybe 15sec. Yes this was after reading about the Roman soft shaft Javelin, and I was a tram Baby who got the shakes every time I dropped a stone. :lol:

Well that was my "it would be cool if" what was yours

Edit was to fix Javelin (I spelled it Javalin) oh & it was also called a pilum
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LudKrud
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Re: What if?

Post by LudKrud »

Yeah they were made to go in the shields and bend down to hamper movement....Id rather see bolas seeing as how Im an orc.... :mrgreen:

Nergnog
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Re: What if?

Post by Nergnog »

Maybe a little out there, but I think necromancy would be a cool what if. It came after pvp in AoS with Trammel I am pretty sure. However, I really think necromancy was cool and would be cool.

On a more belivable note, bolas would be awesome.

McSchnurke
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Re: What if?

Post by McSchnurke »

I miss my orange petals. . .

Stromverbrauch
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Re: What if?

Post by Stromverbrauch »

I would wish for a new landmass.

The T2A map is cool and all, but it simply lacks that explorer feeling to it, since most of us here seem to have played this game for years and know it inside out.

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chumbucket
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Re: What if?

Post by chumbucket »

1. Purple pots set off other purple pots

2. Snooping while stealthed does not reveal you

3. Houses are too secure though I would keep the ability to reveal with 0 detect for owners

4. No recall; gates limited to using one per thirty minutes

5. Less gold dropped by NPCs

6. Shopkeepers sell nothing that a player can craft and buy nothing at all

7. One house per account, one account per player

8. Archery fire rates: I hate them.

McSchnurke
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Re: What if?

Post by McSchnurke »

I always thought it would be cool to have a horsemanship skill to determine how well you could handle a mount. Give horses a little bit of a mind of their own and let the skill determine how easily they got spooked or how long and hard you could drive them.

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Brymstone666
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Re: What if?

Post by Brymstone666 »

As mentioned by others:

1) SNOOPING WHILE HIDDEN/STEALTHED DOES NOT REVEAL YOU!!!!!!!!!!
2) Bolas!!!!!!!!!!
3) Necromancy!!!!!!!!
4) Orange Petals!!!!!!

This IMO would turn a good game to blow off some time into an awesome one!!

Light Shade
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Re: What if?

Post by Light Shade »

A totally new Custom Map.
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the bazookas
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Re: What if?

Post by the bazookas »

Wish I had joined UOSA in the days when purple pots set off other purple pots!
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chumbucket
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Re: What if?

Post by chumbucket »

the bazookas wrote:Wish I had joined UOSA in the days when purple pots set off other purple pots!
It was glorious.

Stuck
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Re: What if?

Post by Stuck »

chumbucket wrote:1. Purple pots set off other purple pots

2. Snooping while stealthed does not reveal you

3. Houses are too secure though I would keep the ability to reveal with 0 detect for owners. (remove the "can't drop items on mobiles" mechanic).

7. One house per account, three accounts per player, only logged into 1-2 accounts at a time.
Revised chumbucket's list. ;p

edit: To explain #7 more - in T2A, there were definitely people with 2+ accounts, but who had a computer good enough to run 3 clients at a time? I remember I would log into my account and my brother's account on 2 separate computers. So I had two accounts, but it wasn't practical to be logged into even 2 accounts at a time.

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Lucien
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Re: What if?

Post by Lucien »

Hey chum, would you explain better the whole "Shopkeepers won't sell things players can make and won't buy anything at all"? Why would it work at all?

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chumbucket
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Re: What if?

Post by chumbucket »

Lucien wrote:Hey chum, would you explain better the whole "Shopkeepers won't sell things players can make and won't buy anything at all"? Why would it work at all?
Because then there would be incentive for players to make and sell those items. Further, if NPCs didn't buy things, if you wanted to sell something, you would have to sell it to other players. In both cases, players are given incentives to interact where in the T2A world players were given these ways to play without that interaction. This is also why I would favor a one account, one or two characters per account limit. Makes it worthwhile to make a smith, for instance, if most people don't want to make them.

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Re: What if?

Post by BlackFoot »

dyeable underpants.
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