Fields and some summons.Besides fields which other spells can't we cast I forget.
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.
Summons and multi-target spells like Earthquake, Meteor Swarm and Chain Lighting. Actually, the only Eighth Circle spell you can cast in town is Resurrection.Besides fields which other spells can't we cast I forget.
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 upB. Fel shouldn't have any guard zones.
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.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
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.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.
Yeah you used to also be able to kill the guards in Moonglow etc.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
You can still do it (with the wandering guards), during a vvv town. Takes a few minutes though.Yeah you used to also be able to kill the guards in Moonglow etc.
A field would prevent something for all of one minute for one. But still no reason on the summons/area effect spells.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.
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.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.
I think think that's exactly my point. It clearly is broken.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 should have made the comment- my question is for FEL only.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.
The worst thing about the guard zone in Fel, is when the VVV town ends and there is continued fighting.I should have made the comment- my question is for FEL only.
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.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.
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.I should have made the comment- my question is for FEL only.
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.
I am on the edge of my seat waiting to hear the logic for why it is like this.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.
Better wipe your lip, you're drooling.I am on the edge of my seat waiting to hear the logic for why it is like this.
Bluebies....AAhhhh Hhaaa Hhaaaa haaa,,,He said Bluebies , that's flippin hysterical.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.