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vet history question

  • Thread starter Beastmaster
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Beastmaster

Guest
When was time changed in Sosaria such that it is now always the same time of day no matter where you are?

In the days of moongate travel without menus, it was always a different time of day in different parts of the world. Did the change come about with the advent of the moongate menu system?
 
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Trebr Drab

Guest
I'm not sure exactly when it happened, but it didn't happen with the Moongate change. I noticed it about a year ago, give or take months because I lose track of time in UO on this sort of thing.

I used to do some research in UO on things like time and the phases of the moon, weather, and various odd things like that just to see if there was anything related to things like the 3-4-1-5 puzzle and the disappearing Pillars in southern Britannia, etc. But I did these things when I was in the mood, and separated by months at times. So I noticed it, but wasn't sure even then exactly when it happened. In this particular case, I had done some research on day/night cycles and turning in the quest for the special seeds (black, white, fire) to see if there was any way to get an advantage on black seeds. I thought I had something too, but wasn't real sure. Then while going back to it another time, I noticed that the time cycle had been changed to the same at each Naturalist. And a quick check elsewhere showed the change.

I posted something about it back then, but as usual no one seemed to care. (And of course with good reason, much to my own continued disappointment.)

Edit to add, it could have been 3 years ago, heck, I don't know. Like I said, I lose track on the time of things.
 

TullyMars

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Can't be sure when it did change (in fact didn't realize it did) but the last time I noted there was still a difference was during the vanguard invasions. Wow how long ago was that? 2008?
 

PlayerSkillFTW

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Yeah, i noticed it too while messing around with a Bloody Sash on my Gargoyle Warrior. Before, i could be in Malas, and it'd be day, and i could then recall to another world, like Tram/Fel/Ilsh or Tokuno, and it'd be night. Now, the time zones of all the worlds coordinate. No idea when it happened though, must've been in the past 3 years or so.
 

MalagAste

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Sadly I haven't noticed as much since 90% or more of my characters either have night sight or they are elves.

But now that you mention it... that's kinda sad that the effect is no longer there.
 
B

Beastmaster

Guest
Thanks for the replies.

I think Tully is correct, sometime after the Vanguard. I remember tracking times then too.
 

Basara

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I think it might have been part of a stealth "fix" for one of the Halloween events.

During one of them, on some shards all the special stuff was getting gotten by 1 or 2 guilds, because they were metagaming the fact that the different locations had different times, and would recall (starting at the earliest location) from spot to spot, dominating the fight and virtually eliminating other players ability to do enough damage to get a drop.

We didn't have that trouble on Lake Austin, but I seem to remember that suddenly those of us fighting the spawns (few in number) were recalling into already-active areas that, a few days before, we would have had to wait a few minutes for the spawn to start.

By having all sites on "standard time", so to speak, it would have had all graveyards start at once, and made it impossible for one group to dominate all the fights at once (well, except maybe in fel, where some of the largest zerg guilds probably could have done it).
 
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Trebr Drab

Guest
I think it might have been part of a stealth "fix" for one of the Halloween events.

During one of them, on some shards all the special stuff was getting gotten by 1 or 2 guilds, because they were metagaming the fact that the different locations had different times, and would recall (starting at the earliest location) from spot to spot, dominating the fight and virtually eliminating other players ability to do enough damage to get a drop.

We didn't have that trouble on Lake Austin, but I seem to remember that suddenly those of us fighting the spawns (few in number) were recalling into already-active areas that, a few days before, we would have had to wait a few minutes for the spawn to start.

By having all sites on "standard time", so to speak, it would have had all graveyards start at once, and made it impossible for one group to dominate all the fights at once (well, except maybe in fel, where some of the largest zerg guilds probably could have done it).
Got to love AoS. :pie:
 
B

Beastmaster

Guest
I posed the question because the result of the change is a real pain in the butt if you're doing the hag quest and she asks for a star chart at 6:00 AM.
 
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Trebr Drab

Guest
Got to love AoS. :pie:
WTF???

I'm talking about the Halloween events of the ML era.
Basara mentioned why she thought they changed it, what caused it. And that's a result of AoS items and power scrolls. Which is something that's caused a lot of harm to UO as a Sandbox and Worldly game. The same problem is at the Events with huge hit point MOBs in the hopes of some reward item. It's pretty much killed PvP and continues to drive out Player Vendors.

It's killing UO and will leave it with the only alternative, to turn it into another WoW/EQ Clone.
 

RaDian FlGith

Babbling Loonie
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Basara mentioned why she thought they changed it, what caused it. And that's a result of AoS items and power scrolls. Which is something that's caused a lot of harm to UO as a Sandbox and Worldly game. The same problem is at the Events with huge hit point MOBs in the hopes of some reward item. It's pretty much killed PvP and continues to drive out Player Vendors.

It's killing UO and will leave it with the only alternative, to turn it into another WoW/EQ Clone.
AoS has nothing to do with it.

I'm not sure why people seem to remember pre-AoS as a pre-item based game...

I can assure you, if you were on the receiving end of a blow from an eminently accurate kryss or katana of vanquishing during the "non-item-based" era of UO, you knew it. And vanquishing weapons, no matter how much the revisionist historians will try to change history, were always significantly more powerful than a GM made weapon -- and that, of course, is after making a GM made weapon meant something.

AoS added a great deal of possibility and potential to the game, and as several others have correctly pointed out, at this point in UO's history, the game has existed for FAR LONGER under the AoS "itemization" than it has without it. Itemization didn't kill UO. Poor production values did.
 
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Trebr Drab

Guest
Basara mentioned why she thought they changed it, what caused it. And that's a result of AoS items and power scrolls. Which is something that's caused a lot of harm to UO as a Sandbox and Worldly game. The same problem is at the Events with huge hit point MOBs in the hopes of some reward item. It's pretty much killed PvP and continues to drive out Player Vendors.

It's killing UO and will leave it with the only alternative, to turn it into another WoW/EQ Clone.
AoS has nothing to do with it.

I'm not sure why people seem to remember pre-AoS as a pre-item based game...

I can assure you, if you were on the receiving end of a blow from an eminently accurate kryss or katana of vanquishing during the "non-item-based" era of UO, you knew it. And vanquishing weapons, no matter how much the revisionist historians will try to change history, were always significantly more powerful than a GM made weapon -- and that, of course, is after making a GM made weapon meant something.

AoS added a great deal of possibility and potential to the game, and as several others have correctly pointed out, at this point in UO's history, the game has existed for FAR LONGER under the AoS "itemization" than it has without it. Itemization didn't kill UO. Poor production values did.
While you're right in the fact that UO was always item/skill based, you are wrong in the scope of things.

You're wrong from three aspects.

One, I was on the wrong end of Vanquishing weapons. While they were nasty, a player who was GMed and wore GM armor wasn't done in with 2 or 3 hits (edit here, I should say "swings"). And GM to GM is a world of difference than, say, 120 to 110. Especially when you start adding HCI and DCI with gear.

Two, time and costs of advancement. It takes a LOT more effort to be competitive now.

Three, now they've had to reduce the effects of damage in PvP, while leaving more of it for PvM. In cases such as MOB fighting, there's a much wider gap between the gear maxed character with specific skills and those who aren't.

And really, how can you argue this with me when Basara just posted how it does in fact affect the game play between players? How can you argue when the affects on trade is so obvious, with so few vendors left in the world?

And let me say this too, because it's an easy thing to misinterpret from my comments. It's not the items and gear, it's the power increases and gaps between items and as a result the players. It's just gone way too far.
 

Basara

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Trebr, you're still wrong - not only on your beliefs about AoS, but my gender as the pic of me and EM Pallando elsewhere on stratics can show.


I might have foot-long hair in RL (grown to donate), but I'm very much male.
 
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Trebr Drab

Guest
Trebr, you're still wrong - not only on your beliefs about AoS, but my gender as the pic of me and EM Pallando elsewhere on stratics can show.


I might have foot-long hair in RL (grown to donate), but I'm very much male.
Ack, sorry about the gender thing. I'm afraid I have you associated with someone with a very similar name from elsewhere who has an avatar that's their RL pic and is a girl. As posters, you are similar personalities too, reasonable and polite while holding a fairly strong and consistent personality. I'm afraid that I have this association indelibly marked in my mind. When I remember to, I can break that link, but I just didn't remember to this time.
Very sorry, man.
Dude!
You'll get over it, sir.
Man, Basara, I'm sorry.
^ That's me trying to build a new association for you.

But I am still right. :D
 
S

Sevin0oo0

Guest
is now always the same time of day no matter where you are?
Not sure what, but 'something' is currently changing for me because it turns night (goes dark), and this is even w/ a nightsite item on.
 
B

Beastmaster

Guest
is now always the same time of day no matter where you are?
Not sure what, but 'something' is currently changing for me because it turns night (goes dark), and this is even w/ a nightsite item on.
Sevin time changes just fine, what we are saying is that the time is the same throughout the world. If it's 6:30AM in Brit it's 6:30AM in Ter Mur for instance. Time used to be different in different areas of the world.
 

RaDian FlGith

Babbling Loonie
Stratics Veteran
Stratics Legend
One, I was on the wrong end of Vanquishing weapons. While they were nasty, a player who was GMed and wore GM armor wasn't done in with 2 or 3 hits (edit here, I should say "swings"). And GM to GM is a world of difference than, say, 120 to 110. Especially when you start adding HCI and DCI with gear.
Unless I missed something, it wasn't AoS that introduced power scrolls, but rather, power scrolls were introduced as a silly way of drawing people back to Felucca. Consider that initially, the only place you get your hands on one was from a Champ Spawn and then only in Felucca. You can't exactly blame that on AoS.

As for Vanquishing v. GM, you're looking at it rather simplistically. I mean, honestly, the people on the receiving end of a Vanquishing hit were definitely killed pretty instaneously, it's just that at the same time they were hit with the blade, they were also hit by a precast energy bolt or flamestrike, or god only knows what other spell. I mean, there were a great deal many strange mechanics going on that exacerbated the PvP situation. As far as PvM went, well, that's always been a strange dynamic in the game anyway, because since UO doesn't scale ability based on skill level (even to the point that it remains skill based but adds bonuses to your three stats based on intrinsic level to those skills), the only way monsters become "scarier" is by their ability to instakill you anyway, and at that point, it doesn't matter if you had GM, Vanquishing, or whatever else.

Two, time and costs of advancement. It takes a LOT more effort to be competitive now.
False. Extremely false. So false it's not even funny. First and foremost, way back in the day, you didn't have 89.1 in a skill, you had 89, and you had no clue whether you were gaining or not until that skill hit 90. Regardless, there were several publishes that have made skill gain much easier over the course of time because many skills were taking so long.

As far as the time and effort to get weapons and items and armor to be competetive, that's so completely untrue that it's not even funny. An average player could run out and play a few hours a day for a couple of days a week and have enough money to buy from player vendors what they need, and that's assuming that they had to pay exorbitant prices.

Three, now they've had to reduce the effects of damage in PvP, while leaving more of it for PvM. In cases such as MOB fighting, there's a much wider gap between the gear maxed character with specific skills and those who aren't.
Um... no. You've got nothing to back that up with other than opinion. There are definitely not a ton of people complaining about how difficult it is to fight mobs.

And really, how can you argue this with me when Basara just posted how it does in fact affect the game play between players? How can you argue when the affects on trade is so obvious, with so few vendors left in the world?
Well, let's just start with, "I don't look, no offense to Basara, to Basara as the end-all, be-all source of knowledge and wisdom within UO." Just because someone else has an opinion doesn't mean that I suddenly go, "Oh, I see... they must be right."

As for me arguing about the effect on trade... I don't think I made any such argument. In fact, one might even ask how you got onto AoS at all in this thread since it was about moongate function, and even Basara was wondering what special brand of crack you had loaded your pipe with.

The answer to all of UO's problems, plain and simply, is NOT "AoS."

And let me say this too, because it's an easy thing to misinterpret from my comments. It's not the items and gear, it's the power increases and gaps between items and as a result the players. It's just gone way too far.
Err...

Which has nothing to do with AoS.

In fact, most of the issues have to do with bad balancing when the Devs added new skills into the game. Sure, there was a period when Necros were overpowered (and the sampire itself is an issue, sure), and a period where paladins were way under powered and a period where they were crazy good, and so on and so forth.

Thing is, many of the issues have arisen in the way skills have been combined with each other, and the way that UO handles some things that maybe it should handle better.

But those issues have arisen not just in the Necro/Paladin group of skills, but presently afflicts any mage who isn't weilding spell-weaving, has made a subset of magery known as mysticism a nearly useless complement to magery and rather its own strange crafting backup skill, has afflicted the samurai and the ninja, and so on and so forth.

But the argument you basically make is "things should never change." And my response is this: UO would have died a long time ago had things like T2A, AoS, and so on had not come out.
 
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Trebr Drab

Guest
Have it your way. Nothing I can do about it anyways.

This is for EA, most of it's Devs of the past, and many of it's "leet" players of today.

[YOUTUBE]2dEz2aBAx6I[/YOUTUBE]
 
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