*appears behind Ra'Dian with a Nerf bat raised to strike*(I can't bear being beaten down for it again by my respected RP comrades)
Muhahahahahaha!
*appears behind Ra'Dian with a Nerf bat raised to strike*(I can't bear being beaten down for it again by my respected RP comrades)
True but we want more players on Siege and players testing out Siege need a place to live.That's not an inability to place then, it's a decision not to.
Cult of the Azure Dragons [CAD]... in fact for a couple of months we were the largest veteran guild on the shard (you know, back when MyUO actually worked... hehe). And yeah, I agree, it was definitely fun at the time. But no, like you, I don't miss being "on call" at all. That said, I knew almost to the minute how long it would take for a "strike team" to assemble if one was needed. heheRaDian, I don't recall being aware you were a leader for an honor guild on GL. I find that interesting as I was doing the same thing at about that same time. I don't particularly miss being "on call" or patrolling either, but it was fun at the time, and served a purpose.
Well, just as a suggestion, though obviously trust still remains an issue... if someone allowed a public house and added co-owners to the place, only the owner has full access to everything. If you, as a co-owner, place a chest and leave it set to owner, only you and the owner are able to access it.True but we want more players on Siege and players testing out Siege need a place to live.
I would like to see a new version of old strongbox. Now a house do have x vendor spots, I would like to use let say, 4 vendor spot to mark a few tiles for rent, could be a room of 6x6 tiles with a 2 strongboxes of 125 lockdowns each and 25 lockdowns for deco of the room.
It should work like with vendors, paying the fee weekly or monthly and the renter can access the strongboxes from the sign and claim his lockdowns too if he should lose access to the room, just like with vendors, house can't be customized if it do have renters.
Yes it was done around the time Siege was born. In my first home on Siege, I could lockdown stuff and I yes we did have some kind of house ownership.Umm...
Not to challenge your wisdom, but... lockdowns were introduced into the game before Trammel. They came because the developers came to agree that you shouldn't have to fear losing your house because of a lost key. In fact, you had to claim your ownership of your houses by being (1) the person who placed it, (2) having the master house key, (3) being on the friends list, or (4) having a key to the house in that order of importance. This was done pre-Trammel, by roughly a year if I recall correctly. It was part of the big 1.26.00.1 client update if I remember correctly that also introduced targeting reticules and was a pre-cursor to things like advanced alchemy and necromancy that were in the works on Test Center. But it was all definitely pre-Trammel. Maybe post-T2A, but definitely pre-Trammel.
Trust will always be an issue. With my idea, the house owner could not access the renters items. My way to do it now is to friend the homeless guy, then secure a chest with a key in a keyring, then let him lock down the key on floor and he can click on the key and lock his chest. There is still the issue, he need to trust me as I still can access his stuff even if he choose to place the key in the bank, I can still abuse it and axe the chest.Well, just as a suggestion, though obviously trust still remains an issue... if someone allowed a public house and added co-owners to the place, only the owner has full access to everything. If you, as a co-owner, place a chest and leave it set to owner, only you and the owner are able to access it.
We tryed that, when all could place a house on each shard, it was impossible just to place a small house on Siege, as players did leave the house on Siege even if they gave up playing there.I'm sure the problem with treating Siege and Mugen differently is that they would need a separate housing server for those shards... no idea what UO's budget looks like, but maybe allowing it is an answer. Hard to say. I'm sure the biggest concern becomes whether or not people place houses, then stop playing, and never remove their houses, as could be the case. The solution probably isn't as simple as "Let everyone have a second house."
I'm familiar with the time frame, I've been playing since October 23, 1997. What I was challenging was the implication that it was part of the UO:R expansion that brought Trammel with it. And, truthfully, in no way, shape, or form was the first style of housing good for anyone except the looters. I was as careful as humanly possible with my keys, and even I got looted once because of one single slip in rushing to aid a friend. It was far too easy to forget the key was on you, and it didn't matter if it was the master key or another key, you lost everything.Yes it was done around the time Siege was born. In my first home on Siege, I could lockdown stuff and I yes we did have some kind of house ownership.
I was speaking about the time where we did get houses, we could leave stuff in them, it would not decay. You got a key in the backpack and a key in the bank, when you placed the house. To make it somewhat secure, you placed a vendor on the step and the house key in a keyring on the vendor. You could now open the vendors backpack and click on the key, unluck the door, open it, lock it, go in and close the door. Oh and don't forget to track before you unluck to be sure noone is hiding outside to entre together with you.
For a guild with several members, this got complicated as they would need a vendor each or have to recall to the bank, pick up the key, recall back and hope they not got attacked and did lose the key before they got in the house
Truthfully, I think it would be a bad idea though. I'm still of the school that if you pay monthly, your stuff should be there for you even if you take a year off. The idea that you're occupying space someone else who is playing could use doesn't register with me because we're all payers. (Mind you, I'm still in support of the it takes 90 days before a house decays, but would fully support a "You can't use this house if you're not presently paying for it" solution to people gaming the account management system.)We tryed that, when all could place a house on each shard, it was impossible just to place a small house on Siege, as players did leave the house on Siege even if they gave up playing there.
A small house they would have to refresh is a way to do it.
Well... again... I think that goes back to making the commitment to play on Siege. I don't truthfully think that a lot of non-committed people would commit to a major craft skill without being committed to the shard. As for thieves... unless they really tweaked the Siege ruleset, can't you still call guards on a thief inside a guard zone? The Queen's Forge still gives the best imbuing results (after you build up rep, of course.)A bigger bankbox would help too but being an imbuer using public forge is not fun on Siege as we do have thieves who will seach your back or packy for goodies
You know it hits me that this might still be doable at a basic level, but you would need 120 resist, so you could have 44 in all elemental resistance categories. A Spell Channeling Mage Weapon dagger would be helpful too (or do you need the hand to be free for an instrument?). If you can't get to 120 resist, try with GM resist (42 in all categories). You might have to get by wearing some barbed leather armor under the dress.Galen's post about spawns and change in dealing with them reminded me of my personal game-change I've never recovered from - the end of my barding days.
My favourite character, a 7xGM bard-mage, who'd go anywhere she wanted in a plain dress, sandals and a floppy hat, carrying a newbie lute, a handful of regs and half a dozen greater cures. RIP Mary Magdalene of Drachenfels.
You need 35 Mana to execute this special move.You will BOTH disarm NOW.
It is extremely difficult to argue these days that tamers are still over-powered, if they ever were. Your archer template's out-of-date and/or designed with specific purposes in-mind, which is fine, but be aware that it renders useful comparisons to modern templates very difficult. To say that tamers deal more damage than any other template is simply no longer accurate.Yes overpowered tamers have been a problem for years, both in PvP and PvM. I have for many years wished that it was balanced so a tamer did not deal more damage than any other template. I'm legend archer, old school with tactic, anatomy, healing, magic resist, focus and some magery as I need to be able to gate on Siege. I believe Devs need to arm a bow and try to do the new dungeond spawn because I do very poorly when I try.
The limit in pet slots did help but as all use pets for farming, it was not enough.
You should not need a hybrid template or a tamer to do some farming. There is nothing wrong with my template other than Devs need to take a look at it and balance it. The problem is I think, all hate archers as much as tamers so Devs nerfed us some years ago. That was a bad changes too, just like they nerfed the halberdIt is extremely difficult to argue these days that tamers are still over-powered, if they ever were. Your archer template's out-of-date and/or designed with specific purposes in-mind, which is fine, but be aware that it renders useful comparisons to modern templates very difficult. To say that tamers deal more damage than any other template is simply no longer accurate.
-Galen's player
Or you can just update to a post-1998 templateYou should not need a hybrid template or a tamer to do some farming. There is nothing wrong with my template other than Devs need to take a look at it and balance it. The problem is I think, all hate archers as much as tamers so Devs nerfed us some years ago. That was a bad changes too, just like they nerfed the halberd
I do think they had an opportunity to combat this years ago by putting in small market areas in each town -- maybe small plots that held only 7x7 houses or maybe as much as a 10x10, but placing areas that were similar in construct to Luna.Easily overlooked is the fact that commerce is only in Luna anymore. Luna destroyed banksitting in the other cities and destroyed the viability of vendors at your house unless you are in Luna. Vendor fees sealed the deal. If you are an old=timer, recall the moongate vendor houses, the vendors around all the dungeon entrances and along the walls of the mountains.
I too would like to see small plots around Brit and some other towns and some of the new vendor spots that buy/sell stacked items. In brit, they could delete some of the never used npc houses in East Brit.I do think they had an opportunity to combat this years ago by putting in small market areas in each town -- maybe small plots that held only 7x7 houses or maybe as much as a 10x10, but placing areas that were similar in construct to Luna.
I don't really like New Magincia, I think there should had been a centre with bank and crafting shops /tools and then a markedsplace with the vendors plots and around that small shop splots and yes roads between them.New Magincia was sort of a step in the right direction there, but unfortunately it was about 8 years too late to make a difference. If there were more players, and if New Maginica hadn't been designed in the fashion it was (I get what they were going for, but... as far as good design goes, I'd have avoided using all the hills just for the sake of having defined locations. Roads leading between plots, fences, whatever... there were better ways to go about it I think... but I digress).
I would like to see some vendor plots (buy/sell vendors) at Luna, there most be some places where they could fit.Yeah... Luna, combined with a never-ending siege on Britain drove everyone to "safety," and the few times that "safety" has been challenged, well, yeah...
More players might make more marketplaces more distinct, but at this point, it's fine as it is.
Why should I, I love my templateOr you can just update to a post-1998 template
Because you can't have your cake and eat it.Why should I, I love my template
You said nothing about "some farming." You made a very specific claim. Here it is:You should not need a hybrid template or a tamer to do some farming. There is nothing wrong with my template other than Devs need to take a look at it and balance it. The problem is I think, all hate archers as much as tamers so Devs nerfed us some years ago. That was a bad changes too, just like they nerfed the halberd
This claim is empirical in nature ("more damage than any other template") and is subject to empirical verification or empirical dispute.Yes overpowered tamers have been a problem for years, both in PvP and PvM. I have for many years wished that it was balanced so a tamer did not deal more damage than any other template.
New Magincia appears to have been designed to deliberately not compete with Luna, which basically kills off New Magincia's chance at opening up an alternative to Luna. Whether that's because the devs were afraid of the Luna vendors flipping out or what, I don't knowNew Magincia was sort of a step in the right direction there, but unfortunately it was about 8 years too late to make a difference. If there were more players, and if New Maginica hadn't been designed in the fashion it was (I get what they were going for, but... as far as good design goes, I'd have avoided using all the hills just for the sake of having defined locations. Roads leading between plots, fences, whatever... there were better ways to go about it I think... but I digress).
Well, I don't "own" a luna house, but i"ve had several luna vendors, and currently have a Luna vendor, so I think I can kinda make a comment or two on this one. Luna is almost Ideal for merchants, it was designed within the walls of a city, and it just happened to become an awesome place. Through many years Luna has just kinda sank into people's minds as the place to shop, 1 because the moongate is right there, there's a bank a stones toss away, and it kinda just spirals around said bank and various crafting stations. Top it off with NPC vendors and bulk order deeds etc.. it's just freakin awesome for alot of people, not just the house owners there. At the risk of derailing the thread (which is not my intention at all), to desigin a city that would compete with Luna at this point, you'd almost have to consider all these elements that make luna what it is, and almost in essence just do the exact same layout. Drop a bank in the middle, with crafting stations all around it, bulk order deed dispensing npc's, and then surround it with player owned housing, oh and don't forget, all in a guarded zone, or steps away from a guarded zone. Also, moongate right in the middle. The closest recreation we have of Luna is Zento, but for whatever reason on most shards, Makoto-Jima just doesn't have the same pull that Luna does. (Most shards that I've played on anyhow). That being said, I don't think any other city will have that appeal that luna currently does as far as getting interest in it as it stands, nor do I think it's 100% omg necessary to make a "luna killer". But when it does finally happen, GOGO BRIT! Bestest city evar!New Magincia appears to have been designed to deliberately not compete with Luna, which basically kills off New Magincia's chance at opening up an alternative to Luna. Whether that's because the devs were afraid of the Luna vendors flipping out or what, I don't know
Sounds like a Great separate thread starter. What if it was the Player that determined max DPS? with combinations of skills, items, pets all adding to the final damage total outcome? (capped). Maybe you NEED 5 greater dragons, cause they all fight like noobs - where as 1 fully trained is the equivalent of several younger ones. Fair?Yes overpowered tamers have been a problem for years, both in PvP and PvM.
Meow, not trying to cast negativity torwards you, but depending on the pet combinations, in most circumstances almost anything will do more damage than a tamer will. The combos that would some (SOME) things would be along the lines of a night/rune beetle combo (which remains excellent DAMAGE) still, or bake kitsunes or a pair of fire steeds againts weak fire resistance monsters. Nightmare and Runebeetle combo can shred stuff very efficiently but can't stand up to the punishment alot of the newer monsters can dish out. A greater dragon has never been a high damage dealing pet in comparison, but it's glory is that it tanks VERY well against just about anything it can be used on. Also tamers aren't using the same methods they probably originally started with, where as popular templates drop vetrinary off and just use their magic to heal pets, and keep gift of life on them so they can resurrect them still in the event the animal does die. You'll still see the occasional tamer with vet in the skill set still, or even like 50 vet and a couple of jewels to hit 80-90'ish to have that chance to res them, but they'll more often than not be standing back and casting great heal and spell weaving's gift of renewal on the pet. I have various characters, from mage/sampire/tamer random flavor skill switches here and there to test things out that have been tweaked dev side for whatever reason, but I find I do the most supreme damage with my mage or sampire, depending on what I'm fighting. I solo champion spawns quicker with my sampire, a little slower with mage, but I got all kinds of toys that set up in case poo hits the fan, and really slow but safely with my tamer. More often than not, when I feel like solo'ing peerless bosses, I'll use my tamer. In group situations I take my mage and heal and deal damage as appropriate for whatever it is we're doing in the guild/random trav or mel runs in gen chat. As for Archery, I never could find a happy place with the skill overall. They are fun to dink around with, but of all the other things I've done in UO, I'd say adventures with magery are my favorite.Yes overpowered tamers have been a problem for years, both in PvP and PvM. I have for many years wished that it was balanced so a tamer did not deal more damage than any other template. I'm legend archer, old school with tactic, anatomy, healing, magic resist, focus and some magery as I need to be able to gate on Siege. I believe Devs need to arm a bow and try to do the new dungeond spawn because I do very poorly when I try.
The limit in pet slots did help but as all use pets for farming, it was not enough.
Maybe you are right, a tamer in a LRC, Luck suit will do better than a warrior in a Luck, resist suit. Many can't affort more. I do however have better stuff as I have an imbuer but I guess it's far from normal shards insured suits.Freja's comparisons might be based on Siege, where the average level of gear used for PvE would be lower, due to the risk of loss.
Though specialised templates with limited gear would probably still out-DPS a tamer.
The degree to which Siege players will set themselves apart from and over other players on the basis of Siege being harder in one breath, then ask for Siege to be easier with the next breath, will never cease to amaze me. This case is particularly egregious because she is asking for game-wide policy to be made on the basis of this one shard's deliberately unique set of conditions.Maybe you are right, a tamer in a LRC, Luck suit will do better than a warrior in a Luck, resist suit. Many can't affort more. I do however have better stuff as I have an imbuer but I guess it's far from normal shards insured suits.
Maybe I should ask Devs tone down the power of the monsters on Siege together with 2 x resource spawn on Siege so we better can affort better gear.![]()
Most confused list ever.The addition of Tram thus enabling UO to be here 15 years
Power Scolls Making being a 7xGM mean nothing
AoS The death of a crafter
Addition of 3 lands thus splitting the player base even more
So what part don't you understand, everybody else seamed to understand it.Most confused list ever.
I think most Siege players are willing to give up the being harder part. Devs decided to make Siege a veteran shard with PvP. It did not really work out well.The degree to which Siege players will set themselves apart from and over other players on the basis of Siege being harder in one breath, then ask for Siege to be easier with the next breath, will never cease to amaze me. This case is particularly egregious because she is asking for game-wide policy to be made on the basis of this one shard's deliberately unique set of conditions.
-Galen's player
Are you trying to tell everybody that all the SP players want insurance back on SP. I find this very hard to believe because when insurance first came to UO SP players screamed to have it REMOVED from SP. Without insurance SP is about as close as you will get to an old school shard because people will not wear the LEET gear so now it comes back to skill and not equipment to PvP.We are willing to trade alot of the "being harder" part for a ruleset more like Felucca. One of the few rules we do not want to give up is Item Insurance and no blessing of PvP items.
Sorry I forgot a "no"Are you trying to tell everybody that all the SP players want insurance back on SP. I find this very hard to believe because when insurance first came to UO SP players screamed to have it REMOVED from SP. Without insurance SP is about as close as you will get to an old school shard because people will not wear the LEET gear so now it comes back to skill and not equipment to PvP.