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| Ultima Online General Discussion Forum for general chat on UO. |
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#1 | |
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Lead Administrator
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TC1 Has Been Updated (Monday 8/6/07)
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#2 |
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Lead Administrator
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Re: TC1 Has Been Updated (Monday 8/6/07)
"- Players can no longer remain hidden while mining or lumberjacking"
I'm not a miner or a lumberjack so I'm not sure how that would be beneficial for miners/lumberjacks, especially if they do their craft in Fel. Anyone have an idea as to why they would want to make a change with hiding for miners and lumberjacks? I know it will help in stopping some scripting (boo hiss .. bad players) but that doesn't make logical sense in the overall scheme of things for most players (who are not scripters). |
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#3 |
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Forum Legend
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Re: TC1 Has Been Updated (Monday 8/6/07)
Think it is just for the scripters. As often happens, we all suffer for what a minority do
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#4 |
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Re: TC1 Has Been Updated (Monday 8/6/07)
Yeah but people have always snickered, when a miner swinging a pickaxe away, remains hidden but whispering/casting/etc, will unvis you.
I recall mine and RUN if I need to so it would not be to big of a hardship for me, any other miners wanna weigh in? |
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#5 |
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AKA Thom O'Bedlam. Got a Question? I got a link for ya!
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Re: TC1 Has Been Updated (Monday 8/6/07)
It dun do crud to stop scripters. Instead of stand and chop, or mine and chop, they will just use a script with auto bank and recall, that detects players entering screen area. This will then recall them to safety. Meanwhile the REAL mineer and jacker are up the creek.
As always, another poorly thought out answer. How about a time limit on hiding, like 4 minutes, then you have to re-hide?. This helps because 1) Not big enough to mobilize the REAL scripters to write new code 2) most "scripters" are users, not writers. 3) It ALSO adresses key loopers 4) fell miners/ jackers who are attended are afforded some safety.
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Useful links [UO:F Common FAQ] [UO Stratics] [UO Guide] [Official UO Play Guide] [Search UO] [FindUO.com] [UO Feedback] [More Links, gathered by the Forum] [b][size="3"]Got a Question, or a great answer? PM me with it and I will post in the FAQ. |
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#6 |
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byebye sandland! less than 24hrs to go!
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Re: TC1 Has Been Updated (Monday 8/6/07)
I still DO not like this:
Nervestrike para chance now scales with bushido skill from a 50% chance at 50 skill to a 90% chance at 120 skill. Damage is also randomized from the current damage amount down to damage - 10. Someone with access to the suggestion area at stratics or somewhere should ask the team to SERIOUSLY reconsider this. It is a HORRIBLE idea.
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#7 |
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Re: TC1 Has Been Updated (Monday 8/6/07)
sounds scary..
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#8 |
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Re: TC1 Has Been Updated (Monday 8/6/07)
personally i think anything that paralyzes you should be removed
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#9 | |
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AKA Thom O'Bedlam. Got a Question? I got a link for ya!
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Re: TC1 Has Been Updated (Monday 8/6/07)
Quote:
__________________
Useful links [UO:F Common FAQ] [UO Stratics] [UO Guide] [Official UO Play Guide] [Search UO] [FindUO.com] [UO Feedback] [More Links, gathered by the Forum] [b][size="3"]Got a Question, or a great answer? PM me with it and I will post in the FAQ. |
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#10 |
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byebye sandland! less than 24hrs to go!
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Re: TC1 Has Been Updated (Monday 8/6/07)
Me and Dip kinda worked a solution out in the initial "pvp changes" thread, but it went something along these lines.
A nerve strike is a WEAPON skill, although you do need bushido to cast it, at 90 weapon skill, and minimum bush skill (50? I think) you should not have ANY chance to fail. You earned the points in your weapon skill to be able to pull these specials off. Now maybe the duration could be affected by your bush skill, but not the chance. It is total BS! They should not be tying weapon specials into % chance to the skill associated with them.
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#11 | |
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Ronin
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Re: TC1 Has Been Updated (Monday 8/6/07)
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