Gonna bump this with some updated files. Updated statics files to the most recent that the server uses then made them work with Sallos. Fixed haunted mansion RDA and several other places blackhole. Set the placeholder gravestone graphic Sallos uses in place of items outside of range to passable...
Without a doubt you run faster on UOS than you do on Sallos regardless of how fast your PC is. It may not look like it, but you do end up losing tiles. This is something I have tested many times.
Another huge disadvantage of using Sallos (as I can't credit it as an advantage of UOS/Razor as it...
No, I mean the framerate in which the game plays. Having everything on the screen refresh 60 times every second looks so much more modern and better than a game only updating the screen 14 times every second (which is what the normal UO client is restricted to). Not sure what playing with...
The reason for this more than anything (it is for me at least) is the fact that the game runs so much smoother and looks so much better on Sallos. Going back to a 14FPS client after playing at 60+FPS is like watching a slideshow. So much so that I (and many others) even prefer to PVM on Sallos...
Explo pots splashing on everyone just makes for too much griefing. People skirting the guardline and/or hopping off horses to get people guardwhacked or flag them grey for blues to gank. People turning red just because they throw a pot while attempting to have some consensual PvP. I believe...
His explo pot change makes actual since and has been mostly implemented already. That was before explo pots hit teammates at all.
Your suggested explo pot change is bad and makes very little sense and is still probably the most rational suggestion you made.
Actually, I could be wrong, but I believe K A Z has and played a PvP tamer. As do I. At the time of us asking for nerfs you could run a stun template without giving up hardly any skills and it was obviously imbalanced.
I am saying that even post tamer "nerf" PvP tamers are arguably better than...
Why shouldn't alchy/stun mages be made as viable as heal/scribe/nox mages in group combat instead? Buff plz...
Each template has something they are good at.
Alchy/stun is good 1v1
Scribe/stun is good against superior numbers
Heal/stun is good for dungeon fighting and surviving
Poison/stun is...
I guess I don't understand what you are trying to accomplish. Every mage build has its pros and cons. Contrary to your belief, an alchy/stun is not the only viable template. Heal mages, scribe mages, and nox mages all have their uses. In fact the only time an alchy stun is better than these...
I clicked the thread because it says diversifying mage PvP and that is something I would be interested in. I then read a list of terrible suggestions from someone who is obviously new and/or bad at PvP.
Not easily. You could theoretically click them and run a journal check for each of the stones.
createlist 'stones'
pushlist 'stones' ', 2 stones'
pushlist 'stones' ', 3 stones'
pushlist 'stones' ', 4 stones'
pushlist 'stones' ', 5 stones'
for 0 to 'stones'
if @injournal 'stones[]' 'system'...
and the cherry on top is if the reason that he was seeing + 2 seconds on his timer was in fact because he was being poisoned that the changes I suggested would have been more beneficial to him.
You should.
I hope you feel pretty dumb. This highlights the 'sky is falling' mentality people like you have in response to any change you perceive to affect you negatively.
I think people would really be surprised at just how slow everything was on OSI in the UOR era.
I don't think it's a bad thing that things have been sped up across the board.
Also it may be pedantic and I know you mentioned all low level spells, but I wish people would stop pointing out mini...
Casting and most everything in general was a lot slower back on UOR, so it's not really fair to compare the two. I think people forget how much slower paced the game was back then.
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