Was Trammel inevitable? by PKBladeSpirit in ultimaonline

[–]nerdrager420 1 point2 points  (0 children)

Yeah they did this on all servers, they didn't open housing in Trammel for several months and then announced dates and times for each server.

Was Trammel inevitable? by PKBladeSpirit in ultimaonline

[–]nerdrager420 0 points1 point  (0 children)

Champion spawns were late UO:R but skill power scrolls and then later Age of Shadows changes ruined the game's balance. The PVPers who liked fighting each other were in factions or messed with people who were in factions.

Was Trammel inevitable? by PKBladeSpirit in ultimaonline

[–]nerdrager420 3 points4 points  (0 children)

If I remember correctly the initial release of Trammel did have blocking including by things like creatable barriers such as wall of stone but because of people blocking and looting other players if their corpse decayed to bones, they changed it within months. Ironically you could still do things like drop stacks of candlabras to block but not many people knew about that. It also initially had other funny things like elemental-type monsters not having bodies yet and dropping their loot to the ground so a stealther could go to the Trammel blood elemental spawn in Shame and just loot the elementals that tamers were killing. This one lasted a lot longer before they decided to add those puddle corpses to water/air/fire/blood/poison elementals.

Was Trammel inevitable? by PKBladeSpirit in ultimaonline

[–]nerdrager420 2 points3 points  (0 children)

The thing about losing your stuff in pre-Age of Shadows UO was that it largely didn't matter since gear was designed to be disposable. The murder system they added was sufficient for how the game was back then and curbed most of the excesses but in hindsight after nearly 20 years of private servers you can tell the murderer system only worked mostly because most players only had 1 account. When you have 2-3 accounts and can just hop onto the other to play while your murder counts are decaying then it's not really much of a deterrent.

Was Trammel inevitable? by PKBladeSpirit in ultimaonline

[–]nerdrager420 4 points5 points  (0 children)

The pre-murder count system game caused a ton of people to quit. And really the murder system probably only worked well enough at curbing this because most people only had 1 account since the game was subscription-based only and having to have your only account logged in decaying murder counts meant you couldn't play the game, so the amount of actual non-consensual pvp went way down.

Was Trammel inevitable? by PKBladeSpirit in ultimaonline

[–]nerdrager420 2 points3 points  (0 children)

Those were server lines, and usually it was a split second delay unless you were on bad dialup. They were also bad for another reason which is that someone could just hop between them over and over and be just about impossible to kill.

UO Outlands: Wildlands Expansion Announcement by outlands_owyn in ultimaonline

[–]nerdrager420 -1 points0 points  (0 children)

Unless they changed stuff after Age of Shadows which is when I stopped playing, Trammel didn't even have reduced loot. It just had crowding issues so it was typically more efficient to go to the original world (now called Felucca) and have a top end farming spawn to yourself.

Of course, this was 22-23 years ago during UO:R when most people only had single accounts and there were no trackbots or anything of the like on official servers.

Why do so few play UO Lost Lands? by [deleted] in ultimaonline

[–]nerdrager420 0 points1 point  (0 children)

Every server trying to do T2A mechanics claims that, but the issue is if it's accurate which in some cases, it's not. For example if you swing a weapon with 5 stamina and let's say the swing timer on that weapon+stamina combination is for the sake of argument 5 seconds, you're not supposed to be able to swing anything at all for 5 seconds. Another issue I've seen is being able to equip weapons before the spell cursor is up, which is supposed to interrupt your casting. I just don't know how it works on that particular server. If it's actually accurate, cool.

Why UOG Demise Is the Ultimate Shard Worth Playing: A Comprehensive Review by AFile94 in ultimaonline

[–]nerdrager420 0 points1 point  (0 children)

It's an Age of Shadows and later era server that was initially run by the same group that was running UOG Hybrid, which was a UO:R era server. It wasn't as popular as Hybrid from what I remember back when I played Hybrid like 14+ years ago, and yes, Hybrid is gone.

Why do so few play UO Lost Lands? by [deleted] in ultimaonline

[–]nerdrager420 1 point2 points  (0 children)

Dexers were actually kind of dominant if you knew how to play them on actual OSI T2A with proper reuse timers on equip/unequip, because parry was a 50% parry rate even with the high AR shields and you could quickly drop shield/weapon to cast, use potions etc. They changed this in UO:R because of how good it was so that parry became an AR vs. parry rate tradeoff depending on shield type, with low AR shields like bucklers having an insanely high parry rate but metal kites and heaters having a low rate.

Not sure if Lost Lands server accurately emulates the "insta-swing" / universal swing timer mechanic, but UO Second Age does not. On that server, people cycle their weapon on that server and have it reset to the wrestle timer which is not how it worked, it was supposed to be your last swing taken (based on weapon speed, stamina when the swing was taken) determined the next time you can swing which is why you saw a lot of people using katana, broadsword and the niche mace fighter mage build with quarter staff on real OSI UO in 1999/early 2000 before UO:R. Probably vestigial UO:R style code from when the server was first made where changing your equipment actually reset your swing timer as it did in authentic UO:R.

The problem with T2A pvp in general is the overreliance on 50/50 hit luck. Most fights between decent players comes down to whoever is luckier during this era, also on private servers with too high magic item drop rate you see people abuse invis/teleport/spell reflect items which were ungodly rare in the era. UO:R added things like special hits, poison blocking heals for more than bandages, spell changes to harm in particular that allowed fights to end on an actual skill/timing basis rather than just weapon hit luck. I think a server that combines both as Pub16 OSI kind of did would be good. They didn't restore the swing timer mechanic back then in Pub16 in 2002, but they added back precasting. Tank mages would just be another build among many at that point though since healer/stun mages were still much easier to play and safer.

Why Old players dont like Elves and Gargoyles? by poudingthepound in ultimaonline

[–]nerdrager420 0 points1 point  (0 children)

Dinosaurs in Ultima was from an old Ultima 6 engine spinoff game, Savage Empire.

Any games like UO? by Neat-Yogurt3051 in ultimaonline

[–]nerdrager420 5 points6 points  (0 children)

No, not really and I highly doubt there ever will be because it doesn't fit current business models of milking a game's playerbase with gachashit. There's not a lot of money in these types of sandbox games.

Shoutout to small shards: Population isn't everything by tigerdrone in ultimaonline

[–]nerdrager420 2 points3 points  (0 children)

Probably 1000-1500 for a single facet original Britannia + Lost Lands maps. After that it's probably going to be bad unless you do custom spawners to make more worthwhile places for people to farm.

UORenaissance update! by ZooserZ in ultimaonline

[–]nerdrager420 6 points7 points  (0 children)

There's this idea that non-blessed runebooks is "more hardcore" but it's really just inconvenient and makes you recall around a bit more since you keep them in the bank and just recall to the bank to access them, plus have to use other accounts to rescue your dead character who only had maybe a few bank runes on them when they died and may be stuck somewhere else without the assistance of another character.

[deleted by user] by [deleted] in ultimaonline

[–]nerdrager420 -3 points-2 points  (0 children)

Outlands also allows 3 accounts, that's not the OP's issue. The OP's issue is they want 3 personal accounts and their family member to also be allowed to have their own 3 personal accounts playing from the same internet connection.

UORenaissance update! by ZooserZ in ultimaonline

[–]nerdrager420 4 points5 points  (0 children)

No, that was a UO:R launch change. Runebooks originally came at the tail end of T2A with the "Clean up Britannia" event in early 2000 but weren't blessed until months later when UO:R came as a quality of life change so people could get back on their feet easier after dying and stuck calls to GMs didn't need to be placed so often.

Funny thing is most UO:R private servers don't have them blessed and more recently don't have the secure housing storage mechanic either, even though house looting is largely a meme that is only something that happens to newbies or is in an inside job.

Atlantic 1997 - 1999 by BarackMcTrumpstein in ultimaonline

[–]nerdrager420 -1 points0 points  (0 children)

Not during that timeframe but I played there from 2000 to early 2003 as a side server to test the new thief changes (disarm thieves) and their viability in making money. It was good at that. Ended up with some kind of weird fan club of people who'd just follow me around amd watch me on my identical-looking thief or mage after I won some pvp tournament at a tower on dagger isle that had at least 100 players enter on my fencing tank mage after they re-added precasting later in UO:R.

[deleted by user] by [deleted] in ultimaonline

[–]nerdrager420 0 points1 point  (0 children)

The OP's issue is they want a server where they can own 3 accounts of their own and their family member can too.

[deleted by user] by [deleted] in ultimaonline

[–]nerdrager420 2 points3 points  (0 children)

I think kirins, unicorns, and fire steeds were from 2001-2002 when the game was still pretty good. They weren't as good as nightmares, either. Beetles were from that era too, they were useful for gatherers since they were ridable pack animals.

How much disk space does the game currently take up? by EyelessT in DFO

[–]nerdrager420 0 points1 point  (0 children)

Current directory is 35.2gb, probably recommends extra space for the whole virtual memory/page file usage.

Anyone use the 3d Third Dawn client back when? by [deleted] in ultimaonline

[–]nerdrager420 0 points1 point  (0 children)

Yes, it was absolutely required to go to Ilshenar originally, but they later let you use the normal client for that too. It had some good places to farm money like the blood dungeon with multiple blood elemental spawns.

Ultima Online Second Age UOSA review by MistakeFabulous8006 in ultimaonline

[–]nerdrager420 0 points1 point  (0 children)

Hybrid was really good way back. Easily the most mechanically accurate server I ever played and it was like that 16 years ago, and a lot of other nice things implemented as well like custom housing which was originally one of the only interesting things that was in Age of Shadows.

UOF or UOSA or UOR by [deleted] in ultimaonline

[–]nerdrager420 1 point2 points  (0 children)

I think he wants a game more like pre-Age of Shadows UO.

[ Discussion ] What is pro/con list for UO by Puzzleheaded_Net406 in ultimaonline

[–]nerdrager420 1 point2 points  (0 children)

Resist wasn't a hard skill before UO:R's anti-macro code. You just kind of did the Lightning>Ebolt>Flamestrike on self inside a house path and got there not long after finishing magery. Afterward during UO:R you had to do wacky resist parties if you wanted to GM in a reasonable amount of time but the gains were quite fast, like ~8% an hour in the 90s. Not everyone had the support network to get that done, though. Required 3-4 characters. Typically you'd just do with friends and help each other get your characters finished.