Really? With SS's and the fact that skill gain here is a joke compared to original UO? Don't get me wrong, that isn't a bad thing, but how hard is it to train a 5x mage considering afk macroing and multi-clienting is legal? Come on.
Short term counts. 8 hours each, if you res with more than 4 you suffer permanent stat loss. You know, like UO used to be? Everyone clamors for the fucking old school rulesets, except when it inconveniences their playstyle. How about you stop being a ***** and commit to being a murderer? If you...
I'm mainly an anti-PK, I rely on reds to keep myself in business, so to speak. Obviously discouraging people from being red too extremely is bad for everyone. But there's a reason OSI had such harsh punishments for murderers. Dedicated reds can call me trammy all they want, but isn't wanting it...
Not so dramatic as all that. But it's shifting to the point where some people feel the biggest group should win. In that case why have guards? fuck it, eat or be eaten, right?
But that's not what UO is about. If you want to go that direction, that's cool. But that's not the game I came to play.
I think we're finally seeing the reason that the original UO rules included permanent stat loss, short term counts, and reds banned from guard zones. On free servers with low populations (compared to the original numbers of official UO servers circa t2a) it hasn't been as much of an issue. But...
I think people play mages because they're just better for group combat. It has to do with RNG. As long as everyone in the group targets the same person they are going to take massive damage. With a group of dexxers, you're lucky for half of the swings to even land a hit, not to mention they...
I don't know about everyone else, but as a dexxer I very rarely lose in the field 1v1 to a mage. But since you can just run forever they usually end up running off when they run out of regs/pots.
It deletes dug-up chests from treasure maps that have been emptied, so if you have a map on a spot and someone else's chest is sitting there you can simply delete it. Not sure if it requires resources
After some thorough testing I have determined that it's tied to rubberbanding. Initially I disabled target queuing and that seemed to improve it a bit. But it's still dropping targets at the most inopportune moments. I haven't had this issue at all with Razor or Sallos.
So far I've tried...
I think the way around this is to trade the stone first. Anyone who uses it can see the stats of the pet it's attached to. And once the stone is traded who is going to want to go buy another one? They'll follow through at that point
Hmm, they may have fixed this when they updated to the new metas. I was having the same issue with an evolved meta not responding to summon ball, but that was back before Adam updated them
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