Update [Jan 25 08] - lot of misc fixes and additions

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Red Squirrel
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Update [Jan 25 08] - lot of misc fixes and additions

Post by Red Squirrel »

* Creatures now have a skill cap of 1000 instead of 700. This is to compensate for helper skills such as scribe, as these skills gain passively here.

* Mobs can now gain focus (extra mana/stam regen)

* The crystals from crystal daemon now have a chance to break on impact. (explosion potions, earth quake)

* Added Damage Modifier property. This is sort of like DI, exept it is calculated right at the end and is not capped. I have no major plans to use this property and it will not drop in loot or what not. Currently only some quivers use it.

* Added Direct Damage as a damage type. It won't drop anywhere, is only around for possible artys, only Quiver of Rage uses it currently. The 10% missing damage is considered direct damage.

* Fixed bug where mobs doing AI with no mana would still do the AI's damage. The AI was being called at onswing, before the special move gets deactivated due to lack of mana.

* Changed the way creature special shots are set. They are now set at OnThink instead of OnSwing of the actual weapon. This was part of the above problem. The chance of specials has also been more regulated in this process.

* Changed the way detect hidden and reveal work.

1: They follow the notoriety system. This *may* be an issue, so it could possibly be changed. But I'll leave it and see.

2: The chance of reveal is pretty much based on same code as detect hidden, but lower chance. Mage/eval affects the chance chance along with detect hidden skill and targets hide/stealth. A target with high enough stealth is undetectable by a player with too low level of detect hidden. Even at max mage/eval, it will not be as affective as detect hidden skill. This means monsters won't reveal stealthers as well anymore.

3: Removed code that made it so you had to cast reveal/detect hidden on the exact tile a shadow knight is on. Not sure the point of that tbh.
Shadowknight reveal chance will now be based on the detect hidden skill. Basically with 100 detect hidden they'll be rather easy. They have no hiding skill, but 120 stealth. So 0 detect hidden wont reveal them, but human 20 will. And higher detect hidden, bigger the range, so no need to figure out to the exact tile.

4: Stealth now also has an effect on reveal difficulty. It's 10th the effect of hiding, in addition to hiding. So lets say you have 100 hiding and there is 10% chance to reveal you, if you have 100 stealth it would be 9%.

5: Revealer must be within 10 tiles of the revealed target. So lets say reveal has a target range of 10, and then a revealing range of 10 from within that point, the mobiles that are more then 10 tiles away from the revealer will not be revealed. This is why it seemed creatures were revealing from so far away. This applies to both reveal and detect hidden.

* Dispelling a mob now takes that mob's magic resist into account. There is a difficulty variable which I'll be slowly phasing out.

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Red Squirrel
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Update [Jan 25 08] - lot of misc fixes and additions

Post by Red Squirrel »

This topic recreated so it still shows update on home page.

Any posts regarding the bows being changed as per OSI will be immediately deleted. I don't want to sound like a forum nazi but I'm sick of people complaining to no end and not even taking into account the actual updates...

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DOCTOR THUNDER
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Update [Jan 25 08] - lot of misc fixes and additions

Post by DOCTOR THUNDER »

you guys keep messing up archers, thats why we are complaining. Its not just that, its YOUR attitude about it when we do complain.

go ahead and delete this, I just wanted to have the last word.

you guys won't see me around anymore anyways, so go ahead and say what you want about me.

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Death
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Update [Jan 25 08] - lot of misc fixes and additions

Post by Death »

Image

Sorry, really couldn't help myself.

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Red Squirrel
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Update [Jan 25 08] - lot of misc fixes and additions

Post by Red Squirrel »

New arty

Code: Select all

using System;

namespace Server.Items
{
	public class InvisibleViolin : BaseInstrument
	{
		[Constructable]
		public InvisibleViolin() : base( 0xEB3, 0x4C, 0x4D )
		{
                        Name="Invisible Violin";
                        Weight = 5.0;
                        Visible=false;
		}

		public InvisibleViolin( Serial serial ) : base( serial )
		{
		}

		public override void Serialize( GenericWriter writer )
		{
			base.Serialize( writer );

			writer.Write( (int) 0 ); // version
		}

		public override void Deserialize( GenericReader reader )
		{
			base.Deserialize( reader );

			int version = reader.ReadInt();
		}
	}
}
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d.
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Update [Jan 25 08] - lot of misc fixes and additions

Post by d. »

People fail to realize that this whole server is for them. The staff dosen't do stuff to piss people off on purpose (for the most part :P ). The bow's base damage was too high (19-22) which is only 1 minimum less than heavy xbow, but its faster and has farther range and better specials. The nerf WAS too drastic, and in one of Death's posts he achknowldged this and said it would get a boost. It god a boost, now base damage is 18-20, which is viable in both pvp and pvm. I couldn't believe that after Death said it would get a boost again people kept bitching and crying their brains out. All the staff is doing is trying to balance everything out and make the server fair/fun for everyone. All templates get nerfs here and there.

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Death
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Update [Jan 25 08] - lot of misc fixes and additions

Post by Death »

d. wrote:People fail to realize that this whole server is for them. The staff dosen't do stuff to piss people off on purpose (for the most part :P ). The bow's base damage was too high (19-22) which is only 1 minimum less than heavy xbow, but its faster and has farther range and better specials. The nerf WAS too drastic, and in one of Death's posts he achknowldged this and said it would get a boost. It god a boost, now base damage is 18-20, which is viable in both pvp and pvm. I couldn't believe that after Death said it would get a boost again people kept bitching and crying their brains out. All the staff is doing is trying to balance everything out and make the server fair/fun for everyone. All templates get nerfs here and there.
A certain few did not see it that way. They were too centered on what was done that they overlooked how we were going to fix it (Even after we admitted that the values were set too low, can't always get the right values the first time around). Either that or they still found the fix to be inadequate.

Perhaps they did have a point about bows in pvp not doing enough damage to make them worthwhile, but often times there's more than one step needed to be taken in order to balance every aspect of a certain system.

Often times we may make unpopular descisions that ticks off some of the players (AW nerfs, bow fixes, evasion fixes). These are all in an effort to restore and maintain balance and a very large percent of the time, staff don't get it right the first time. However, rest assured, the developpers go back and re-evaluate these things and find some way of balancing and improving (AW's were worked at least 8 times till we found a number that works. Not to mention several other pets were added to the game and new abilities were added to pets as well).

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Logan
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Update [Jan 25 08] - lot of misc fixes and additions

Post by Logan »

Sigh! I've been to busy at work lately and my ISP has gone nuts, then this. My 2 cents: there are many other things in this shard that can be fun. We just need to look and we will see... For now, I just want my ISP to stabilize so I can play smoothly.

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Finlander
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Update [Jan 25 08] - lot of misc fixes and additions

Post by Finlander »

I just dont understand that why the hell do you go and nerf something what does not need to be nerfed.

Then you come here and say "this had to be done to make shard better" if you ask me, 2-3 people leaving and more going inactive isnt really worth it, no matter from which way you look at it. Also well over half of the current shard complained about the chance, but still you say that this shard i build by players for players, no it is not anymore.

All iam saying is that why the hell you go and shove the beehive.


And iam not saying the change bothers me that much as i use xbow (which .d wants to get nerfed cause he likes crying about un-osi'nesh) But goddamit, open your eyes people, we got many leaving for this, is it really worth it to suck up some deedees's ass so that he stays happy.

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Death
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Update [Jan 25 08] - lot of misc fixes and additions

Post by Death »

Reason the change was made: To keep the base damage stats on par with that of OSI's. If I had set an ornate axe to a base damage of 50 - 70, chances are you would not like it and want it to be fixed. The composite bow's stats were off, so we fixed it accordingly. People argued because it "nerfed" their weapon, which perhaps it did. We will check other weapons to make sure their base damage stats are correct as well, this is not just for bows.

Now, this fix, depending on how much damage it does pvp and pvm wise, may also merit an extension to the caps and swing speed for bows (Mostly in pvp). More testing needs to be done in that respect.

So reason it was done: To keep the base damage equal to that of OSI's
What's still left to do: Test PVP/PVM aspects of bows/weapons and re-adjust the capping accordingly.

Don't forget that the shard is a secondary test field to examine what cannot be fully tested on TC1, so we may need to examine things from a player's point of view to get values right.

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Red Squirrel
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Update [Jan 25 08] - lot of misc fixes and additions

Post by Red Squirrel »

all melee weps will also be reviewed over time to ensure they're in par with OSI.

also once I understand how the new OSI swing speed system works I will implement it here which may change speeds.

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Death
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Update [Jan 25 08] - lot of misc fixes and additions

Post by Death »

Finlander wrote:Also well over half of the current shard complained about the chance, but still you say that this shard is build by players for players, no it is not anymore.
It's illogical to assume that the staff and developpers will appeal to every single player suggestion. If a player said "I want every mongbat to drop a minor artifact" obviously, that's not going to be done.

Some descisions have to be made by the staff and developpers at times. When we code and develop things, we need to do some research on them and a very large percent of the time, we find more accurate or extended sources and go back and adjust (Example: Changelings, they've been adjusted numerous times as new information had been gathered.)

We gathered new information on base damages for bows and other weapons so it was adjusted. Players thought that the base damage was too low and it "nerfed" their bows, so we are doing something about it and doing more investigations. Saying that we "didn't listen to the players" or "we don't build the shard upon player suggestions" is false. If we didn't listen, we would have kept bows at the low they were maybe 5 days ago and moved onto something else instead of investigating. Also, if we didn't listen to the players and care what they thought, there would not be a suggestion area on the forums and we wouldn't hold shard meetings.

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Finlander
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Update [Jan 25 08] - lot of misc fixes and additions

Post by Finlander »

Seer Death wrote: It's illogical to assume that the staff and developpers will appeal to every single player suggestion. If a player said "I want every mongbat to drop a minor artifact" obviously, that's not going to be done.
Even tho this has happened this isnt what i ment, i wasnt talking about one person, i was talking about half of the shard, doesnt that say to you that there must be something wrong?


Also your words are illogical as we are not talking about getting advance over something (IE: makign every mongbat drop a minor arty) Better example would be: You used lot of time and efford to get this, however, as deedee the fashionboy asked, we going to say fuck you all archers and take it away from you.

I really dont care about this that much as i used the bow only for hunting, it just pisses me off that many people are quiting now cause youre walking over them like air. Also i dont like when iam lied to (squirrel said this was live one week ago, which is false) Also i dont like how you didnt tell about this in updates, try nerf some mage spell and dont tell about it, see how people like that.


And as i said before, do you think its worth it to please one (.d, only one so far whos liking this) and see many others leaving cause youre walking over them.

Just think about it

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Update [Jan 25 08] - lot of misc fixes and additions

Post by Red Squirrel »

I've changed my way of thought about that. At first it was like "oh crap everyone is leaving I'll just switch it back even though its wrong" now its "if people leave over that, then they don't deserve to play here anyway". I'm advertising on forums where people play OSI, and hopefully new people will fill in the ones that left over such sillyness.

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Death
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Update [Jan 25 08] - lot of misc fixes and additions

Post by Death »

Squirrel does a ton of updates and quite often, he'll forget about one or two (Which was the case with the bows). In fact, he tends to forget about several of mine and I have to go back and fix his update post. For the most part, players should be thankful that we actually include an update log (Unlike some other shards that will remain nameless). Also, he didn't feel it was worth mentioning, but he didn't factor in how much damage difference it was actually making, so he probably should have thought that out a bit more.

Considering how much work we've put into the shard to reduce it to an easy level (Increasing artifact chances, making runic kits easier to get, greatly reducing monster AI intensity, spreading out dungeon monsters to make it easier to solo, etc), that would overcome the "nerf" with the base damage of the composite bows. I guess I expect too much from the players in that respect. PVP testing will still be done on the bows and likely adjusted for this new change to retain its balance (Which I assume has been lost due to so much objection) (Item Bolded so it sticks out and is easier to read).

As for players leaving, I'm used to seeing players come and go for different reasons (Anger, no time to play, family issues, etc). Nothing I can really do about it though. If a player doesn't like a change, we could revert it but by that time, they've already spilled their anger beans around the forum and left and those who remain become loose cannons who will freak at even the smallest change. Also can't say we won't nerf things because truth be told, it has to be done, even if the players don't like it.

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Update [Jan 25 08] - lot of misc fixes and additions

Post by theindigothief »

This is crazy. The numbers were wrong. Simple as that. http://uo.stratics.com/content/skills/archery.php

I've been asking for Pre-patch ornates since they actually still exist on OSI but not here. they used to do 21-23.

Changing ONE weapon base damage should not nerf a whole class.

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Tugex
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Update [Jan 25 08] - lot of misc fixes and additions

Post by Tugex »

oh man, just a side note here, im actually considering reinstalling UO because of the fine forum PVP going on in here :D its comedy gold :D

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Death
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Update [Jan 25 08] - lot of misc fixes and additions

Post by Death »

theindigothief wrote:This is crazy. The numbers were wrong. Simple as that. http://uo.stratics.com/content/skills/archery.php

I've been asking for Pre-patch ornates since they actually still exist on OSI but not here. they used to do 21-23.

Changing ONE weapon base damage should not nerf a whole class.
Ya stratics numbers are outdated and incorrect, we use the numbers straight from the horse's mouth: http://guide.uo.com/weapons_11.html
(So 15 - 17 base).

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