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[Feedback] [UO Herald] Publish 75 comes to TC1

Storm

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Greetings,
Here are the publish notes to accompany publish 75 coming to TC1. Read and enjoy!

Publish 75.0.0

Global Arc

Acts 3 and 4 for the awakening have been completed. Please keep an eye on your Town Criers for upcoming news. Continue on with this quest and you too can have your own heirlooms. As always watch the herald for future fiction.

Clean up Britannia – 4 new dyes

  • Glossy Fuchsia
  • Deep Blue
  • Vibrant Seagreen
  • Murky Amber
Faction Score System

All faction scores will be reset to 0
All Faction members will return to Rank 1
Faction score now decays at a rate of 1% (rounded down) of score per day. Scores of 199 or below will decay 1 point per day. Scores of 200 to 299 lose 2 points per day, etc..
Players with 0 Faction score will always be assigned Rank 1 and are no longer counted in Faction membership totals when determining the size of ranking brackets
Faction Pet Combat Fixes

  • Faction players may now order their pets to attack member of the same faction
  • Pets will now correctly guard against attacks from same-faction players
  • If a faction player attacks the summoned creature of a member of the same faction, the summoned creature will retaliate
  • Summoned creatures will attack aggressors who are in the same faction as the summoner
Commodity Broker Fixes

  • Commodity Brokers can now deal in brilliant amber, parrot wafers, taint, putrefaction, scourge, and all Spellweaving scrolls
  • Commodity Brokers now identify and can trade in exceptionally crafted commodities. Any exceptional items that are "hidden" in Commodity Broker inventory will become accessible by the owner, allowing retrieval or price setting.
  • The Commodity Broker window has been widened to better accomodate the longer commodity item names
  • Enhanced Bandages are now named "Enhanced Bandage" instead of "Clean Bandage"
  • Commodity Brokers now deal in Enhanced Bandages
Poison Cure Changes – Increased chance to Cure

Greater Cure Potion:
25% chance to cure lethal poison
45% chance to cure deadly poison
75% chance to cure greater poison
100% chance to cure standard and lesser poison
Cure Potion:
15% chance to cure lethal poison
30% chance to cure deadly poison
50% chance to cure greater poison
100% chance to cure standard and lesser poison
Lesser Cure Potion:
5% chance to cure lethal poison
10% chance to cure deadly poison
15% chance to cure greater poison
40% chance to cure standard poison
100% chance to cure lesser poison

Bug Fixes

  • It is no longer possible to obtain extra empty bottles by drinking Invisibility Potions
  • The Damage Eater property now counts as a property for Imbuing and Unraveling purposes. The property weight is 90%; the normal cap is 6% (this is 100% intensity), and the "overcap" maximum is 9% (150% intensity). A 9% Damage Eater counts as 135% weighted intensity.
  • Items turned in for Clean Up Britannia now only go to the Cavern of the Discarded at the intended 1% rate.
  • NPCs can no longer become Angry Rioters or Angry Protesters if they are in the Yew Prison
  • Players can no longer attack prisoners in Wrong. Monsters, however, still can attack the prisoners as they are being escorted.
  • The Britannian Ship now travels at maximum ship speed, whether it was initially placed from drydock or from a new deed.
  • Players mounts will no longer randomly become auto-stabled on login
  • Archery no longer allows players to trigger special moves on weapons with Use Best Weapon Skill
  • Potion Kegs now update their weight when used on a gardening plant
  • Brokers will no longer open the gates to their animal pens
  • Shame and Wrong loot generation now produces better quality item from tougher creatures
  • City Banner deeds can be purchased from the City Guards by those with sufficient City Loyalty
  • There are two new foundation sets in House Customization: Gothic and Board and Batten (require account entitlements)
  • Scroll of Alacrity effect will now pause when the character logs out and the timer resumes on next login
  • The Focusing Gem of Virtue Bane can no longer be used on runic hammers
  • Shame monsters now have Fame and Karma ratings more in line with their toughness
  • The Hungry Ogre no longer drops an empty bag as part of its loot
  • Snow has been removed from Britannia
  • Reduced duration of the slow walk effect for splintering weapons to correct time of 4 seconds
  • Mobs are no longer able to bleed attack players who are in bleed attack immune forms.
  • Soul Charge properly works on the cool down period for 40 seconds.
  • Bestial Suit (Berserk Effect) Update: Players can no longer remain in stealth while in rage. Berserk timeout duration lowered to 5 seconds from 15
  • Increased natural poison resistance to 20% of the player’s poisoning skill.
  • If you are wearing Morph Earrings your elven items will not be sent to your bank upon death
  • The Dryad bow will no longer spawn with a throwing skill
  • Players have to be within 2 tiles to dress a Mannequin or vendor
  • Night Terrors will no longer teleport players to a stuck location
  • The Binding rope is blessed now
  • The Pilots wheel will retain being blessed in deed form
  • Norton the Fisher should no longer be missing from the New Haven Docks
  • You will no longer to make exceptional Enchanted Apple.
  • If a runebook hue is 0, it will no longer be changed to default hue automatically.
  • Black dye tub will have a localized name.
  • You will be able to add “blessed” status to various hooded robes.


Classic client 7.0.24
Classic Client Patcher Update

The classic client patcher has now been updated to streamline the patching process for the Classic Client. This change should cut down on patching errors a lot of our players have experienced. A new installer can be found here http://www.uoherald.com/downloads.
  • Cliloc Changes
  • Fixed client crash during the intro movie


Enhanced Client 4.0.24
Item Property Classifier

The character abilities window now features a detailed listing with descriptions of all active item properties that your character has from equipment. It also displays a detailed list of all available properties that can be displayed.
·
Fixed crash when dynamic objects or mobiles are drawn and deleted continually.
  • Cliloc Changes

Continue reading...
 

Symma

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Scroll of Alacrity effect will now pause when the character logs out and the timer resumes on next login

Slightly confused about this one. It has always worked like that on Siege at least. Can make a scroll go far doing that method.
 

Storm

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Scroll of Alacrity effect will now pause when the character logs out and the timer resumes on next login

Slightly confused about this one. It has always worked like that on Siege at least. Can make a scroll go far doing that method.
yes this should be a good change i would think
 

Symma

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yes this should be a good change i would think
I agree. Its been in effect on Siege for ages hehe. Makes leveling some skills really simple on Siege. In my naive mind I thought that it was the same for all shards.
 

Storm

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I think this only applys if you log out in a quick log out location aka a house or in etc other wise i would think the log out timer will still run? may need to test that somehow
 

Storm

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What is going to happen to the existing Damage Eater 12% and 15% items?
thats a good question? maybe if you have one copy that character to TC and log in and see if it stays the same?
 

ShadowTrauma

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Yeah would be curious about that myself, but overall a decent patch. Have quite a few people excited about the pvp changes.
 

Storm

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Yeah would be curious about that myself, but overall a decent patch. Have quite a few people excited about the pvp changes.
get them to test the changes on TC and get some reports here so we can get things changed if needed or at least make them aware !
 

Phoenix_Mythic

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thats a good question? maybe if you have one copy that character to TC and log in and see if it stays the same?
The patch note is incorrect on the cap. The maximum limit for all Damage Eater properties (when generated Shame, Wrong, or Re-Forging) is actually 15% and will remain that way.

The "all" Damage Eater at 6% is 100 intensity, and at 15% it is 250 intensity. It has a weight of 0.9. So, Damage Eater 15% = 225 weighted intensity for Imbuing purposes.

A typed Damage Eater at 10% is 100 intensity, and at 15% it is 150 intensity. It has a weight of 0.6. So, Fire Eater 15% = 90 weighted intensity for Imbuing purposes.
 

Storm

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The patch note is incorrect on the cap. The maximum limit for all Damage Eater properties (when generated Shame, Wrong, or Re-Forging) is actually 15% and will remain that way.

The "all" Damage Eater at 6% is 100 intensity, and at 15% it is 250 intensity. It has a weight of 0.9. So, Damage Eater 15% = 225 weighted intensity for Imbuing purposes.

A typed Damage Eater at 10% is 100 intensity, and at 15% it is 150 intensity. It has a weight of 0.6. So, Fire Eater 15% = 90 weighted intensity for Imbuing purposes.
Thank you for clarifying !
 

ShadowTrauma

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Agreed, quick question if you could in regards to curing posion. How will enhance potions work with the Cure chances? With greater cure would it be along the lines of 25% plus 50 % EP = 37.5% to cure leathal?
 

Bleak

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Agreed, quick question if you could in regards to curing posion. How will enhance potions work with the Cure chances? With greater cure would it be along the lines of 25% plus 50 % EP = 37.5% to cure leathal?
Correct.
 

ShadowTrauma

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Thank you for the quick response and kudo's again this patch has quite a few players relieved atm, I will be testing as much as I can.
 

WootSauce

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Reading posts in other threads indicating that you can no longer run more than one instance of the classic client. Is this true, and if so is this intended?
 

ShadowTrauma

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WootSauce I was able to open classic client shortcut on desktop as a second instance, so if its an issue it could be something else.

Main account was in UO Assist, I closed the patcher when it opened and used the client UO Assist had already opened to login screen, then I clicked non-UO Assist classic icon on desktop and after a min the patcher was ready and opened a second client.
 

Czarina

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can we on siege have our town criers turned on? oh and can we have part 2 of the event before part 3 and 4 are released? oh and can you all turn on sherry the mouse for us?
 

Fridgster

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can we on siege have our town criers turned on? oh and can we have part 2 of the event before part 3 and 4 are released? oh and can you all turn on sherry the mouse for us?
God you siege people just want everything :rolleyes:
 

ShadowTrauma

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Yeah I think they got the numbers pretty close to right imo, poisoning still good but more balanced.
 

Cailleach

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Downloaded and patched, accounts reactivated, can't log in. Says it can't connect to Origin.

*sulks*
 

Podolak

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Does TC1 have quicker decay than what they are putting on production. Under 100 was supposed to be 1% per day. I got up to 5 punkte after the patch hit TC1, I logged off at that point. A couple hours later when I logged back in I was at 0 punkte again.
 

Storm

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quote="UO Herald News, post: 2098724, member: 151898"]

Enhanced Client 4.0.24
Item Property Classifier

The character abilities window now features a detailed listing with descriptions of all active item properties that your character has from equipment. It also displays a detailed list of all available properties that can be displayed.
·
Fixed crash when dynamic objects or mobiles are drawn and deleted continually.
  • Cliloc Changes
Continue reading...[/quote]
this is cool feature I have checked it out and should help new players a lot!
 

spoonyd

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"Players with 0 Faction score will always be assigned Rank 1 and are no longer counted in Faction membership totals when determining the size of ranking brackets"

I highly recommend this part be omitted. It's gonna be VERY HARD to get started with rank now unless they add the double/quadruple back in. The 2x4x point thing is fine AS LONG AS points decay quickly like they're suggesting. As it stands now no one will be rank at all anywhere for a while. At least if characters with 0 points counted it would help SOMEWHAT, then 2-3 points could be rank 10 (for a day or two). Let's not fail to mention those that pvp on multiple shards in faction fights using faction gear. Too bad for those poor souls.
 

virem

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UO Dev team... Please explain how this is a nerf to bestial suits? Because I am pretty sure you just made them more powerful. People can now run off after a dump and heal sooner and get back in the fight. With no cooldown on rage bestial suits will always be overpowered. Bestial suits are killing pvp, your current solution won't save it.
 

spoonyd

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And yes it still looks like bestial suits will be a problem. You can sync dump one in a group fight for X amount that would kill a normal person. They run away for the 5 seconds offscreen while being chased, hit a Gheal Pot and a confidence let's say after the timer runs out, and get back to at least half. Timing a bandaid to go off after rage drops off is another option of course (or all three). Even if you hold a dump for it they should still live bc they'll go right back into rage and survive. A cool down timer after coming out of rage should solve this problem cycle.
 

ShadowTrauma

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Not a bad point, but the no stealth change in beserk was definately appreciated and a good step forward. Suggestion if people agree: Add a small cooldown after rage falls off, if you ever played D&D type game it would basically be your character becomming fatigued in between beserks. The cooldown could be small like 5 secs or 3 secs just to give a bigger chance at avoiding the situation Virem mentions.

If possible (and you are able/willing to do it) I would still love to get a little more information on the suits, what the percentages of damage/heals it ignores at each stage of beserk, etc... I was on break when the first came out so I couldn't test them extensively myself, but it is an interesting concept and I don't want to see it nerfed to oblivion if possible. Just needs a little balancing and the no stealth fix is a thumbs up.

*Spoony beat me to it.* ^.^
 

Pinco

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Images of the new properties


that's just for the Pinco's UI, on default is just a tab into the abilities window where you have the whole list of all properties available in this world with on top the one currently available on your equip :p
 

Cetric

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And yes it still looks like bestial suits will be a problem. You can sync dump one in a group fight for X amount that would kill a normal person. They run away for the 5 seconds offscreen while being chased, hit a Gheal Pot and a confidence let's say after the timer runs out, and get back to at least half. Timing a bandaid to go off after rage drops off is another option of course (or all three). Even if you hold a dump for it they should still live bc they'll go right back into rage and survive. A cool down timer after coming out of rage should solve this problem cycle.
Yep i agree now.

I think the rage effect just needs a cool down, ie:

you can go into rage, keep taking damage, and stay in rage, or...

you can go in rage, not take damage for 5 seconds, and once out of rage there is a period of time before you can go back into it (say 1 minute). So the suit would be useful in not taking one big sync, but thats it.
 
V

Vyal

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can we on siege have our town criers turned on? oh and can we have part 2 of the event before part 3 and 4 are released? oh and can you all turn on sherry the mouse for us?
At some point we had been sitting in Luna and I think Mesanna turned them off and one of the older EM's turned that stupid talking trash can off because it spammed more then anything.
 

Wizal the Fox

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Is it normal that neither the Towncriers nor the Meer/Juka boxes for the artifacts are on TC1 anymore since pub75?
 

virem

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How come the bestial suit is the only suit in the game that the effects still work with less than the entire suit on?
 

Heimi

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Does anyone else think the point-per-day decay is a little fast or is it just a given that people will get up in the hundreds of points easily? For shards with a smaller PvP playerbase like mine this looks like I'm going to have to cycle all my characters killing the same opponents every couple of days just to hold rank.
 

Cetric

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Does anyone else think the point-per-day decay is a little fast or is it just a given that people will get up in the hundreds of points easily? For shards with a smaller PvP playerbase like mine this looks like I'm going to have to cycle all my characters killing the same opponents every couple of days just to hold rank.
Definitly.

Theres 2 things with faction points:

1. Adjust the decay rate, make it decay much much slower and maybe leave it at 1 per day for inactivity. Also could factor in a point cap. Say you hit 100 or something and you cannot go higher, this will keep the rank attainable. (is the decay rate on TC sped up, alot of reports that people had a few points, logged off, logged on later and had 0)

2. Give factioners a week or so of free rank 10, regardless of points after the wipe. This will give time for people that are dependant on the suits to get rank prior to their points meaning something.
 

Kage

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DEV TEAM... I know you guys mean well but that is not a good fix for "Bestial Suits" you will be making them stronger with this change.

Like Virem, Spooneyd and Cetric GL said several replies back they need a Cool down timer. That timer should be a minimum of 1 minute in my opinion or even longer but one minutes is acceptable.

Spooneyd hit the nail on the head as to why they're going to be super over powered with the new change you guys are talking about doing.
And yes it still looks like bestial suits will be a problem. You can sync dump one in a group fight for X amount that would kill a normal person. They run away for the 5 seconds offscreen while being chased, hit a Gheal Pot and a confidence let's say after the timer runs out, and get back to at least half. Timing a bandaid to go off after rage drops off is another option of course (or all three). Even if you hold a dump for it they should still live bc they'll go right back into rage and survive. A cool down timer after coming out of rage should solve this problem cycle.

Bestial Suits should not = GOD MODE.

-Kage of ATL
 

Podolak

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Another thing to note about points and rank on TC1. I got myself up to 50 points about 39 hours ago. 9 hours ago I lost a point due to daily decay but I am still rank 1 with my 49 remaining points. I am assuming that as points on TC1 were reset, I should be much higher than rank 1 but I am not.
 

Kylie Kinslayer

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Is it normal that neither the Towncriers nor the Meer/Juka boxes for the artifacts are on TC1 anymore since pub75?

I was thinking they moved to a different location. I have spent the last hour and half to two hours running all over Ilsh and can not find anything at all. Shirron and the climbing guy have also vanished. Guess there is no testing the new stuff until it launches *shrugs*
 

Bleak

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Test Center will be published with the following changes this evening:

Faction Score System *Update*
All faction scores will be scaled down instead of wiped.
All faction members’ rankings will be updated to reflect the new scaled points.
Faction score now decays at a rate of 1% (rounded down) of score per day. Scores of 99 or below will have a scaling chance to decay 1 point per day. The closer the score is to 0 the smaller the chance is of having point decay.
Players with 0 Faction score will always be assigned Rank 1 and are no longer counted in Faction membership totals when determining the size of ranking brackets.

Bestial (Berserk) Suit *Update*
Players can no longer remain in stealth while in rage. Berserk timeout duration updated to 8 seconds and greatly reduces all healing effects while in all stages of rage. After exiting the berserk state all healing is still reduced for 8 additional seconds and a cool down of 60 seconds goes into effect which prevents players from entering rage.
 

ShadowTrauma

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Looking pretty good, going to do some testing for sure. At first glance 60 secs seems a bit heavy-handed for a cooldown with all the additional changes added. Would recommend no more than 30 personally.

Testing time.
 

Cetric

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both look good, working on testing the healing abilties now. thanks for listening on the faction point wipe too, scaling it based on the points they have is a good move!
 

slayer888

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Little bit improved, but still in the wrong direction:-

Players with 0 Faction score will always be assigned Rank 1 and are no longer counted in Faction membership totals when determining the size of ranking brackets.
The above needed to be removed.

Honestly, if there is only 1 guild in for example TB. There are 10 pvp chars with 1+ point inside. Meaning only 10 pvp chars are rolling for rank 10?

WTF, this doesnt make sense, so that those 10 pvpers will NEVER EVER be able to be Rank 10 all together? Instead only 1 member (since I read only 10% of the top point could become the Rank 10). Could you guys open up your close-minded to think thoughtfully? Do we have honestly think there is 100+ members in a same faction? Even there is 100 with 1+ point members, only 10 can be rank 10? WHAT THE HECK?

Kind of stupid in my opinion. Please use your brain to think the whole scenrio again.

All members should be counting forth the size of ranking brackets.

But again, either scale down the kill points or wiping the kill points doesnt change anything. The approach is ALWAYS wrong as long as you need to keep the rank requirements for wearing artifacts. If kill points are so hard to come by, faction arties are so hard to get, people are just gonna quit faction, period. Faction will become further dead.

Step 1: If you open faction artifacts opportunities, players will join faction and purchase the artifacts.
Step 2: You open new events / rewards for controlling towns and guarding sigils to attract more players to participate. Honestly, we can scale the %, say 60% of the events involved mass pvp or slight pvp, whilst 40% of the events involved mass pvm or slight pvm.
Step 3: Encourage all factioners to join factions to participate in faction activites by putting STAT loss in Trammel as a penalty if get killed by ANY monsters/npcs.

Done, finish. 3 steps solved all the problem for faction and perhaps bring life to it again. And you won't face the problem of people crying "oh no i have to readjust my 30 mil suits all over again everywhere"

You seriously think, if today EM say, all events will only be in Felucca, do you honestly think that Trammies wont come and try?
 

Cetric

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the bestial cooldown could be turned down a bit, but other than that i like it. The suit has its use (for instance, pushing a grinder), but now has a real hinderance to using it.
 

Wizal the Fox

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I think you got it all wrong.
How about turning back to the original idea where playing a Red was EXTREMELY hard, thus something only a minority of high end players would do. This is the ONLY thing that could possibly somehow reverse the flow between Fel and Tram, allowing Blue players to actually do their business in Fel without a 100% chance of beeing killed by any overpowered noob Red which has currently every single possible advantage in PvP.

Faction arties should not be open to everyone, on the contrary they should be extremely restricted (most likely never implemented in the first place, but it is way too late for that). Skills have been ruined since long with the scrolls thanks to the pressure of enticing potential new players, but UO is item based now, so you still should have to work for a LOT of time to be able to use high end equipment, not just create a stupid new char, bump skills to max in a matter of days, and then use cheap high end faction equipment. Powergaming is unavoidable, but beeing able to make in less than a week a char as powerful as a 10 years old one is plain WRONG.

I would actually support more drastic measures, maybe not as far as perma-death for Reds, but significant grinding requirement (the one thing they hate) to make sure they will allways stay under 50% of the Fel population.
 

Tina Small

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Bleak, I posted some information on the faction forum about calculation of faction ranks and wondered if you might be able to take a look at it here: Faction Points Being Wiped | Stratics Forums . I have some questions, as do others I'm sure, about how you're going to handle the scaling of points and also for what length of time you will include in the calculations the point totals for characters on inactive accounts and also when the point totals for those characters will be scaled and subject to decay.

Also, do you have ANY information on when or if we will ever be able to see faction "leaderboard" type information again so it's possible to tell how various active faction players compare with each other? You used to be able to see the names and point totals for the top-ranked characters in each faction and on each shard, which gave you a pretty good idea of who had the points and might be worth picking a fight with. But we haven't been able to see that information now for many months and before that, there were a lot of questions about how accurate the information was. Bringing back that information once you scale the points and implement the new decay rules seems to me to be an important component of fixing the issue of inflated faction points and keeping people interested in factions. As they say, information is power and without useful information, I think this change is going to cause a lot of dissension and make a lot of people lose interest in factions because they won't be able to figure out which end is up, so to speak, if they want to try to work on getting better rank to access the better faction arties.
 

Andy316

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Bestial (Berserk) Suit *Update*
Players can no longer remain in stealth while in rage. Berserk timeout duration updated to 8 seconds and greatly reduces all healing effects while in all stages of rage. After exiting the berserk state all healing is still reduced for 8 additional seconds and a cool down of 60 seconds goes into effect which prevents players from entering rage."


60 seconds, though? Cmon, that seems a little too high. 30 seconds sounds reasonble, not 60..

Thanks for making the suits entirely worthless, can you implement something so we can get back our points we spent on these suits since they're no longer viable?
 

ShadowTrauma

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Yeah, seem to be a consensus so far among testers here that 60 seconds combined with all the new restrictions is a bit much. 30 Secs is also what I proposed, but with the new healing restriction (good) 60 secs is a long time in pvp.
 

Storm

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yeh 60 seconds is a eternity even 30 seconds can seem that way
 

Speaking the Truth

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Bestial (Berserk) Suit *Update*
Players can no longer remain in stealth while in rage. Berserk timeout duration updated to 8 seconds and greatly reduces all healing effects while in all stages of rage. After exiting the berserk state all healing is still reduced for 8 additional seconds and a cool down of 60 seconds goes into effect which prevents players from entering rage."


60 seconds, though? Cmon, that seems a little too high. 30 seconds sounds reasonble, not 60..

Thanks for making the suits entirely worthless, can you implement something so we can get back our points we spent on these suits since they're no longer viable?
Being able to survive a good sync dump every 60 seconds isn't good enough for you? Personally I think it should be longer, so 60 seconds is more than reasonable.
 
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