What happened to the guards?
Posted: Tue Dec 30, 2014 9:18 pm
I noticed that some of the guard posts no longer have guards, and some of them have town guards. Is this permanent?
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What is the reasoning behind that? In the demo the guards at these outposts are aggressive (and kill, with no rewards), anything they see committing a criminal action. Though I'm not too sure how accurate the spawn is on the demo I've played.Kaivan wrote:From a technical standpoint, the guards at the outpost were never supposed to be order guards, nor were they supposed to be combative with aggressive mobs. This, in part, is a correction to that which is permanent.
I PMed you the version I played, it's a somewhat fully spawned version of the demo. Dungeons are not really spawned, they only have basic things like rats. How it was spawned, I don't know.Kaivan wrote:I don't see how that's possible, given that the code for guards explicitly requires the criminal action to take place within a justice region for them to react, and outposts aren't guarded. What specific version of the demo did you play?
This is the type of behavior that seems to be at odds with some reports of guard activity from newsgroup archives, which explicitly talk about players who are attacked by other players or mobs, with no reaction from the guards. Two such anecdotes can be found within the original thread on the subject on our forums. On the flip side, there are reports, typically from early 98, of the guard towers being virtual "death traps" for players as noted by these three newsgroup posts, which details the reactions of outpost guards sometimes reacting like town guards and killing players.A and B are now about a screen away from any guard zone. B attacks A (criminal action). Normally, this would not be a guard callable act. However, the idle guard witnessed the act and immediately attacked character B. This didn't work like a normal guard call (calling guards would not work in this situation), it was more the AI of the guard itself deciding to attack.