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Moongates

Posted: Wed Feb 04, 2009 2:34 pm
by Dreadnaught
I dont know if this is on purpose but the moongates arent near accurate. During the era the moongate didnt tell you where it was going if you cilcked on it and it didnt go to a new place each time you went in. It was time based, for x amount of time it went here, then x amount of time it went here. The only way you could predict it was to know the moon phases via spyglasses.

Re: Moongates

Posted: Wed Feb 04, 2009 2:37 pm
by Faust
The old moongates definitely need to be here.

Re: Moongates

Posted: Wed Feb 04, 2009 2:48 pm
by Hemperor
You are completely right about, moongates telling you where they go was UO:R or even further possibly.

Re: Moongates

Posted: Wed Feb 04, 2009 3:04 pm
by Faust
A little before UOR by a few months. If I remember correctly it was around the same patch that removed pre casting in early '00. I don't feel like looking, but I'm positive it was in early '00 around the removal of pre casting patch.

Re: Moongates

Posted: Wed Feb 04, 2009 5:03 pm
by Derrick
it was Feb 23 2000

Re: Moongates

Posted: Wed Feb 04, 2009 5:22 pm
by Faust
I knew it was early '00. :wink:

Re: Moongates

Posted: Wed Feb 04, 2009 5:26 pm
by Derrick
I should have expanded earlier on the rest of this topic, was just browsing through and short on time.

We has the moon-cycle moongates in when this shard opened, there was a small bug in it that was causing the timing to be off so to alleviate player frustration until we could get it fixed we switched to the system we currently have pending a bug fix. That was over a year ago and that bug fix is still pending.

I'll get on it.

Re: Moongates

Posted: Wed Feb 04, 2009 5:28 pm
by Faust
Would this happen to be the bug invovled with the cycle for Trinsic? I have seen this bug on just about every t2a shard that has tried using the old moongates. I thought that I remembered it being something on those lines of a bug being involved with it.

Re: Moongates

Posted: Wed Feb 04, 2009 5:45 pm
by Derrick
No, I wrote the code from scratch, it was my bug

Re: Moongates

Posted: Wed Feb 04, 2009 7:29 pm
by Dreadnaught
Better fix the spyglass too derrick if you c hange the gates, right now the spyglass still looks at trammel and felucca.

Re: Moongates

Posted: Wed Feb 04, 2009 7:42 pm
by Derrick
Dreadnaught wrote:Better fix the spyglass too derrick if you c hange the gates, right now the spyglass still looks at trammel and felucca.
Sosaria has always had two moons, and both of their positions determine the mechanics of the moongates.

Re: Moongates

Posted: Wed Feb 04, 2009 11:33 pm
by Dreadnaught
Derrick wrote:
Dreadnaught wrote:Better fix the spyglass too derrick if you c hange the gates, right now the spyglass still looks at trammel and felucca.
Sosaria has always had two moons, and both of their positions determine the mechanics of the moongates.
the spyglass says...

Trammel: New moon
Felucca: New Moon

thats not how it used to be is it? {could be wrong cant remember this real well}

Re: Moongates

Posted: Thu Feb 05, 2009 10:51 am
by Derrick
The spyglass always gave the phases of both moons, and the interplay between them is what determined the moongate locations.
http://martin.brenner.de/ultima/uo/moongates.html
Moongate Travel, as the name suggests, depends on the phases of Britannia's two moons, Trammel and Felucca. There are eight known moongates in Britannia, each near a town. It is possible to travel from any moongate to any other moongate - where you go depends on the phases of the moons at the moment you step through the gate.

Re: Moongates

Posted: Thu Feb 05, 2009 8:07 pm
by Tarvok
Yeah, "Trammel" and "Felucca" being the name of the moons of Britannia goes not only further back than the introduction of the Trammel and Felucca "facets", it goes all the way back to Ultima 4... and maybe even 3! :o

So wait... you mean there actually WAS a time when the moongates were based upon moon phases? I got my start in Lord Backthorn's Revenge (or whatever it was called), so I never saw it, and always wondered why. I always thought it would be MUCH cooler if the moongates operated in a manner similar to the moongates from the original series.

But... does that mean that back in T2A, the moongates weren't always there? As in, you had to wait for the right moon to be in the right phase for it to even appear? That would freaking RULE! Not only would it be true to the material the game is based upon, it would also create a bit of travel friction, encouraging more "localism" in gameplay, since you'd have to either wait for the gate to appear when you wanted to travel (and couldn't gate, yourself), or else go by horse or ship (in the case of Magincia and Moonglow). It would also create more clustering at the gates during the times when they were present.

So FIX IT FIX IT!!! :D

Re: Moongates

Posted: Thu Feb 05, 2009 10:45 pm
by Derrick
Tarvok wrote:So FIX IT FIX IT!!! :D
Nothing re-prioritizes my priority list than player demand, I'll try and get his in soon.