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Casting Spells in Towns

sablestorm

Babbling Loonie
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This is old, but it might not be dated. For instance, if you are casting energy field in New Haven, you might not stop players from running through your fields, but you might prevent their escorts from pass through.
 

Dot_Warner

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Some spells are also theoretically "chaotic" and could damage the handful of blue NPCs, thus earning you a guard-induced dirtnap.
 

OREOGL

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Can someone let me know why there are a handful of mage spells you can't cast in town?

This seems ridiculously outdated.

@Bleak @Kyronix
I don't recall why, but I suspect it was to prevent griefing. May have been to prevent area affects from getting you guard whacked.

Either way:

A. No point casting fields in trammel guard zones.

B. Fel shouldn't have any guard zones.
 

Winker

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B. Fel shouldn't have any guard zones.
I always laugh when i see people say this. We used to see guard zones as a challenge not an obstacle. Nothing funnier than 4 stealthers sneaking up on someone in a GZ and killing them before the guards can turn up
 

OREOGL

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I always laugh when i see people say this. We used to see guard zones as a challenge not an obstacle. Nothing funnier than 4 stealthers sneaking up on someone in a GZ and killing them before the guards can turn up
The mechanics have changed for guard zones from what I recall. Reds used to be receive instant death just for stepping foot in guard zones.

You used to be able to attack players in guard zones because it required them to yell guards.

Now NPCs do it for them which is an instant death anyways. So you can't use 4 steathers to kill anyone in an active guard zone. Except perhaps at a moongate.

Given the facet, guard zones are pretty pointless. Let them exist in Trammel to protect players from
Mongbats or something.
 

Winker

Babbling Loonie
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The mechanics have changed for guard zones from what I recall. Reds used to be receive instant death just for stepping foot in guard zones.

You used to be able to attack players in guard zones because it required them to yell guards.

Now NPCs do it for them which is an instant death anyways. So you can't use 4 steathers to kill anyone in an active guard zone. Except perhaps at a moongate.

Given the facet, guard zones are pretty pointless. Let them exist in Trammel to protect players from
Mongbats or something.
I always remember being able to get into towns being a Red, you just had to stay clear of the NPC's. There was a point in UO history we could commit a crime in town and out run the guards.

I live, eat and play in felucca and i enjoy the fact i can use my crater in town with a responsible amount of security
 

OREOGL

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I always remember being able to get into towns being a Red, you just had to stay clear of the NPC's. There was a point in UO history we could commit a crime in town and out run the guards.

I live, eat and play in felucca and i enjoy the fact i can use my crater in town with a responsible amount of security
Yeah you used to also be able to kill the guards in Moonglow etc.

However, I do not support leaving guard zones up in Fel because of crafters when there's other facet you can be using. But that's just my opinion.
 

drcossack

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Yeah you used to also be able to kill the guards in Moonglow etc.
You can still do it (with the wandering guards), during a vvv town. Takes a few minutes though.

Not sold on no guard zones in Fel: Let's say you're doing some trade quests so you can turn it in to Slim. You're not going to want to be interrupted/killed by a guy who can kill you without having to worry about guards (granted, this is already a possibility since you can do the orders in Moonglow or Ocllo, but that's because of vvv.)

I do think they should be disabled at moongates *cough* Yew *cough*, if only to prevent all of the bluebies from gz-hugging when a Red flags on them.
 

PaithanTheElf

Lore Keeper
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Stratics Legend
I remember you could EQ in town and it would hit everyone and each person you hit would summon two guards and crash everyone there a verrry long time ago.

But, really is there a reason why you cant summon in guards (mages and revs from necros) or meteor swarm or chain lighting etc? If you are fighting someone hidden in guards as a mage you can cast reveal as they laugh at you and never get revealed and that is about it.

If everything got turned on in guards (there can be a case for fields except in an ongoing VvV city) that would be a nice update. There is really no reason why a mage can't cast certain spells though.
 

PaithanTheElf

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This is old, but it might not be dated. For instance, if you are casting energy field in New Haven, you might not stop players from running through your fields, but you might prevent their escorts from pass through.
A field would prevent something for all of one minute for one. But still no reason on the summons/area effect spells.
 

Basara

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If anything, you should be able to summon elementals and other "controlled" summons.

I've been at events where the only way mages could get any experience was to gate outside town, cast summons, tell them to follow, and run back through the gate into town.
 

Merlin

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If it's not broke, don't fix it.

Leave everything as is - guard zones in Fel towns and inability to cast various spells in town.
 

drcossack

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If anything, you should be able to summon elementals and other "controlled" summons.

I've been at events where the only way mages could get any experience was to gate outside town, cast summons, tell them to follow, and run back through the gate into town.
And, if you're on a mystic, good luck with that. I've done a couple events on Atl which were in towns, and in both, I had a mystic there. If I hadn't been dual-clienting the last one, I wouldn't have been able to do anything.
 

PaithanTheElf

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If it's not broke, don't fix it.

Leave everything as is - guard zones in Fel towns and inability to cast various spells in town.
I think think that's exactly my point. It clearly is broken.

Why are some summons allowed and some area effect spells allowed and not others? It needs to be uniform.
 

PaithanTheElf

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I don't recall why, but I suspect it was to prevent griefing. May have been to prevent area affects from getting you guard whacked.

Either way:

A. No point casting fields in trammel guard zones.

B. Fel shouldn't have any guard zones.
I should have made the comment- my question is for FEL only.
 

OREOGL

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I should have made the comment- my question is for FEL only.
The worst thing about the guard zone in Fel, is when the VVV town ends and there is continued fighting.

Kills any mage fields or summons which generally ends the fighting for me. Seems counter productive.
 

drcossack

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The worst thing about the guard zone in Fel, is when the VVV town ends and there is continued fighting.

Kills any mage fields or summons which generally ends the fighting for me. Seems counter productive.
Whenever I'm fighting during a town's end, the fighting just moves outside of it. It still sucks though. I've been Red in vvv towns and whatever xhealing I got had to stop. Can't tell you how much that sucks.

I should have made the comment- my question is for FEL only.
To be perfectly honest, I don't see why it isn't the case for Tram as well. It's not like summons can be used to DO anything while you're in a Tram-ruleset area. I guess warring guilds could be a reason why, but really, it's a system nobody really uses.
 

OREOGL

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Whenever I'm fighting during a town's end, the fighting just moves outside of it. It still sucks though. I've been Red in vvv towns and whatever xhealing I got had to stop. Can't tell you how much that sucks.



To be perfectly honest, I don't see why it isn't the case for Tram as well. It's not like summons can be used to DO anything while you're in a Tram-ruleset area. I guess warring guilds could be a reason why, but really, it's a system nobody really uses.

Yeah, it just sucks in general. Especially if you're fighting outnumbered.

Usually happens is the town ends, people stop fighting then, and never show up to the next town.
 

PaithanTheElf

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Yeah, it just sucks in general. Especially if you're fighting outnumbered.

Usually happens is the town ends, people stop fighting then, and never show up to the next town.
I am on the edge of my seat waiting to hear the logic for why it is like this.
 

CovenantX

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People can't cast fields, summons, or some AoE (magery) spells in guardzone... most other casting schools can (AoE)...

EM Events that take place in guarded areas casters are at a disadvantage... example: Last nights Atlantic event was in Trinsic -no AoE/summons.
AoE wouldn't have been a good idea in that particular event, but summons would have been a fine alternative... -level that playing field. (pvm)

Stealthers hide/stealth in guarded areas far enough over the guardzone line to where AoE spells can't reach them... -annoying.
Mystics can cast Hailstorm & Nether Cyclone, why can't mages cast Meteor Swarm or Chain lightening ? -makes no sense. (pvp/pvm)

just allow people to use the spells available to them just as they could anywhere else...
 

Modoc

Journeyman
Stratics Veteran
You can still do it (with the wandering guards), during a vvv town. Takes a few minutes though.

Not sold on no guard zones in Fel: Let's say you're doing some trade quests so you can turn it in to Slim. You're not going to want to be interrupted/killed by a guy who can kill you without having to worry about guards (granted, this is already a possibility since you can do the orders in Moonglow or Ocllo, but that's because of vvv.)

I do think they should be disabled at moongates *cough* Yew *cough*, if only to prevent all of the bluebies from gz-hugging when a Red flags on them.
Bluebies....AAhhhh Hhaaa Hhaaaa haaa,,,He said Bluebies , that's flippin hysterical. :pie:
 
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