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| Ultima Online General Discussion Forum for general chat on UO. |
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#1 |
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Join Date: Oct 2007
Posts: 134
Thanks: 1
Thanked 12 Times in 7 Posts
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Sorry to be negative, but this event is ridiculously slow
If D. or anybody is reading.
*shrugs* -Galen's player |
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#2 |
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Join Date: Jul 2007
Shard: Great Lakes
Posts: 201
Thanks: 5
Thanked 25 Times in 19 Posts
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Re: Sorry to be negative, but this event is ridiculously slow
Your not alone..... Seems to me I am always extremely unfortunate when it comes to UO .... This weekend I have 3 full days off..... Sat, Sun, and Monday... Event was set to start this weekend (imagine my excitement)... I sat in Cove most the day.... I left for a few min to go to the store... I guess I missed the whole event... So... Now next weekend I'll be at work..... I won't have hardly any time to play at all... I'm willing to put money on it that next weekend things will be in full tilt and I'll miss the whole thing.... But that's just my luck. Being bitter about it won't change a thing.
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#3 |
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The old man
Join Date: Oct 2007
Shard: Sonoma
Posts: 144
Thanks: 0
Thanked 4 Times in 2 Posts
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Re: Sorry to be negative, but this event is ridiculously slow
I managed to catch one attack at Cove yesterday morning, but as far as we know there were no other attacks and we were checking Cove and other cities, most of the day, till 10pm, when we went to bed.
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#4 |
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Ronin
Join Date: Jan 2006
Shard: Black Water Raiders, Azeroth
Posts: 8,911
Thanks: 91
Thanked 54 Times in 45 Posts
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Re: Sorry to be negative, but this event is ridiculously slow
Sorry to hear of the frustrations. Indeed, it's sad. Unfortunately this has become the norm.
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#5 |
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Join Date: Apr 2007
Shard: Lake Superior
Posts: 424
Thanks: 78
Thanked 36 Times in 19 Posts
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Re: Sorry to be negative, but this event is ridiculously slow
Maybe it is just me, but I don't understand the whole "ramping up" the invasion thing. Or rather, I don't understand the method used. A timer between invasions seems rather silly, imo. Why not just have a continual spawn, albeit in lower numbers in the beginning? Since the Devs seem to like algorithms and such so much, why not build in some crazy algorithm to determine how strong the player response is to the invasion, and step-up the difficulty accordingly. If the players decimate the first "wave" of attackers, then the next spawn would be larger.
Nobody likes sitting all day waiting for an invasion, and afterward finding it lasted 10 minutes and they have to wait again for the same thing. I, myself, am not complaining, as I didn't even get to see any of it yesterday, but I can well imagine my angst if I had sat all day, fingers twitching to destroy vanguard controllers and their ilk, only to watch one or two pet dragons wipe the whole thing out in five or ten minutes. Just my 2 coppers...
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| The Following User Says Thank You to Arioch For This Useful Post: | Adri (11th May 2008) |
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#6 |
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I may not be the queen of everything, but I'm the duchess of quite a lot
Join Date: Jan 2006
Shard: Landroval--LOTRO
Posts: 1,426
Thanks: 6
Thanked 10 Times in 7 Posts
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Re: Sorry to be negative, but this event is ridiculously slow
Oh my, ANOTHER invasion....how....exciting.
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#7 |
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Join Date: Aug 2005
Shard: Lake Superior
Posts: 106
Thanks: 8
Thanked 1 Time in 1 Post
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Re: Sorry to be negative, but this event is ridiculously slow
I'm giving Draconi, et al a chance to get back from the UO meet up, enjoy Mother's Day and get back to "work" on Monday. Of course I won't be here but I hope it is an adventure for you all! *grins*
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#8 |
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Join Date: Jan 2008
Posts: 78
Thanks: 0
Thanked 2 Times in 2 Posts
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Re: Sorry to be negative, but this event is ridiculously slow
Maybe they program another spawner for this ?
Would that be the third or fourth system? |
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#9 |
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Join Date: May 2008
Shard: Catskills
Posts: 194
Thanks: 20
Thanked 33 Times in 20 Posts
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Re: Sorry to be negative, but this event is ridiculously slow
I have been a pretty big supporter of the slow play through the Magincia invasion until the end, when the whole thing ended while 6 people (I saw a screenshot of the end of Cats, I counted 6, there may or may not have been others) finished it off in a couple of minutes.
I really didn't like the Valentine event, which was literally over in seconds. Moonglow started well in some places, but others had no start to speak of. And now, I'm being rather disappointed in the fact that the events seem to be geared toward a very few people and are over far too quickly. I don't know what I'd do to improve things except to have an ongoing spawn. But as they are right now, I feel like I'm just missing out on the latest and greatest thing. |
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#10 |
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Join Date: Sep 2007
Shard: Oceania
Posts: 25
Thanks: 1
Thanked 0 Times in 0 Posts
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Re: Sorry to be negative, but this event is ridiculously slow
uhh so for those of us on Oceania that have no idea whats goin on and where its goin on someone care to fill us in please?
The commanding Lord of TB (me) demands to know where these evil shadow "lords" be! |
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#11 |
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Join Date: Oct 2007
Posts: 134
Thanks: 1
Thanked 12 Times in 7 Posts
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Re: Sorry to be negative, but this event is ridiculously slow
We just defeated a wave on LS.
One interesting thing a friend helped me to realize.... Though the slow pace is annoying from a gameplay perspective, it kind of makes sense from an RP perspective. The bad guys are sending scouts, feeling us out. And in fact when I look up the dictionary definition of vanguard, it makes yet more sense. The slow pace is still annoying though. ;) But oh well. -Galen's player Last edited by Galen; 11th May 2008 at 11:21 AM. |
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#12 |
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Join Date: May 2005
Shard: Atlantic
Posts: 449
Thanks: 0
Thanked 27 Times in 14 Posts
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Re: Sorry to be negative, but this event is ridiculously slow
If the event moves too fast then you would be upset if you couldn't play this weekend and missed everything. It seems slow now compared to events in the past. But if they start getting it consistent so every week there is something new, I would be happy with that. That way people will have a chance all week to do the event.
It would be better to have a slow attack the first week and a heavy attack the next week, then heavy attacking for 2 weeks and players just stop fighting in the middle of week 2.
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