Town criers

Discussion in 'Bug Reports' started by Jack of Shadows, Oct 14, 2016.

  1. Jack of Shadows

    Jack of Shadows Well-Known Member
    UO:R Donor

    Joined:
    Aug 25, 2012
    Messages:
    2,851
    Likes Received:
    1,693
    They have los extending behind them. It's easy to test, turn them with the "news" command and then try stealing 5-10 paces directly behind them. They should only have line of sight in the direction they are facing.
    One likes this.
  2. BlackEye

    BlackEye Well-Known Member
    UO:R Subscriber

    Joined:
    Nov 24, 2014
    Messages:
    4,917
    Likes Received:
    5,095
    Any NPC has LoS in a radius around them. The facing direction never had any influence on UO:R.
    The Crooked Warden likes this.
  3. Jack of Shadows

    Jack of Shadows Well-Known Member
    UO:R Donor

    Joined:
    Aug 25, 2012
    Messages:
    2,851
    Likes Received:
    1,693
    Ahh, that's def a bug, I still turn the town crier out of habit from prodo days.


    I need to take time and document some of the quirks (ie bugs) with stealing, I think there are quite a few from fails on stacks to some perma issues.


    I also have a feeling if we ran 10000+ steal tests that we'd see a very very high fail rate or rates that don't correctly reflect the 10 stone gm limit. (for example on stacks, I'd guess the <5 stones would be far more prevalent than stealing 8-10 stones when the skill at gm should really favor higher weights and successes)

    getting gw over stack fails is obnoxious

    I do have a feeling no one who is in a position to do anything cares though, so I could post all of the evidence between prodo and here and it'd go unheeded.
  4. One

    One Well-Known Member
    UO:R Donor

    Joined:
    Jun 22, 2015
    Messages:
    5,818
    Likes Received:
    5,097
    .
    Last edited: Feb 5, 2023
  5. BlackEye

    BlackEye Well-Known Member
    UO:R Subscriber

    Joined:
    Nov 24, 2014
    Messages:
    4,917
    Likes Received:
    5,095
    Start with decreasing 10+ stone items... e.g nearly all monster statuettes are too heavy. Imagine a statue drop I see on the field and I cant do anything...

    The facing direction is a feature here. On purpose I think. Telamon said, that on OSI NPCs could see through walls and had a 20tile range. So, it's to balance things.

    I wish only guards could call for guard whacks, while other NPCs ignore thieves altogether.
    One likes this.
  6. Jack of Shadows

    Jack of Shadows Well-Known Member
    UO:R Donor

    Joined:
    Aug 25, 2012
    Messages:
    2,851
    Likes Received:
    1,693
    If they saw through walls there (which I don't really remember) the successes balanced it out to be negligent.

    I know for a fact you never failed on stacks or 1 stone items and that usually only 10 stone items would cause problems

    We have the always go grey thing here too, that hurts in the fact that if you want to have supplies you risk losing them to easy auto kills instead of the real system where you could have a success and bank the item or get supplies out if they attacked you for being perma.

    The class def needs a little love, I maybe don't want to see it get to the point where it was so op you had leg humping thieves everywhere and gate hopping the town gates, but I'd like to see the auto kill stuff and fails toned down, success, esp on stacks and weights tuned up, and then some perks like deco items and clothing (only useable/obtainable/wearable by gm stealing chars), stat boards like the pks have, and what not.



    Oh there's also a bug with the armoir I think, I wasn't able to snoop a guy earlier who was carrying his regs in one, it would open but there'd be no container gump open up for me except for briefly.



    I think a lot of folks don't realize the time waits between steals combined with fails/auto kills/wait time to rez, really takes a lot of fun out of it. I'd rather play against people than an auto kill mechanic. People here can simply kill folks really easily and take everything, stealing stuff an item at a time shouldn't be so looked down on, it makes no sense really.
  7. Jack of Shadows

    Jack of Shadows Well-Known Member
    UO:R Donor

    Joined:
    Aug 25, 2012
    Messages:
    2,851
    Likes Received:
    1,693
    mini test stealing a 10 stone dye tub (what used to be used to gm stealing from packhorses)

    10 tries =

    Try:
    1- fail
    2- fail
    3- fail
    4-fail
    5-fail
    6-success
    7-fail
    8-success
    9-fail
    10-fail


    2 out of 10, that's terrible numbers, now imagine trying to get into a secondary or deeper pack against a moving target (who most likely is trying to kill you (or 2+ people trying to kill you) and having a fail rate like that. Combine it with failing disarm a lot, and it makes it even worse.

    I'd think a grandmaster would only fail 2-3 times out of ten tries on a 10 stone item, not at all on any item 8 or less
    One likes this.
  8. BlackEye

    BlackEye Well-Known Member
    UO:R Subscriber

    Joined:
    Nov 24, 2014
    Messages:
    4,917
    Likes Received:
    5,095
    10 stone items = 50% fails in average

    Tbh, I think we would need two things to start a good discussion:

    1) All the straight facts, how the UO:R mechanics are. No guesses, assumptions and rumors. I can help here well.

    2) How OSI Renaissance really was. That's the tough part, because everybody seems to have different memories that are also mixed up with different eras.
    One likes this.
  9. One

    One Well-Known Member
    UO:R Donor

    Joined:
    Jun 22, 2015
    Messages:
    5,818
    Likes Received:
    5,097
    .
    Last edited: Feb 5, 2023
  10. BlackEye

    BlackEye Well-Known Member
    UO:R Subscriber

    Joined:
    Nov 24, 2014
    Messages:
    4,917
    Likes Received:
    5,095
    There are different levels of success.

    1. Getting the item into your bag (what SJ means).

    2. Not being auto-whacked.

    3. Not flagging.

    4. Not being successible to guard calls.

    I think, the real game starts, where you play against players and not against the mechanics. Thus it would be a much nicer game experience when players had to hunt and kill thieves instead of relying on guards or simple macros. Or, in case they aren't able to hunt thieves down, they could simply start using their common sense and start being cautious.

    But Staff here decided that this is too demanding for players. Initially they wanted that Banks should be relatively safe. I can accept that. But they didn't stop there. Every spot within any GZ is quite safe, because anybody can simply call guards. And there are NPCs everywhere that auto-whack. And then there is a huge amount of bugs that can be abused, for example the not-so-locked accessible locked containers.

    Another example, you guys should try to snoop a cupboard. I did it the first time yesterday. Have fun with it. ;)
    Jack of Shadows likes this.
  11. One

    One Well-Known Member
    UO:R Donor

    Joined:
    Jun 22, 2015
    Messages:
    5,818
    Likes Received:
    5,097
    .
    Last edited: Feb 5, 2023
  12. Jack of Shadows

    Jack of Shadows Well-Known Member
    UO:R Donor

    Joined:
    Aug 25, 2012
    Messages:
    2,851
    Likes Received:
    1,693
    I like One's enthusiasm but that's a little off the charts, I'd like it to be more akin to what prodo was.


    1) No weight limit, increased success weight at all weights, particularly high weights. (Makes being a thief much more rewarding)

    we can barely steal 10, I'm fine with the weight limits, this gives players the options to use alternate weps for security.

    2) NPCs don't call guards unless it is them you're stealing from, or they ARE guards. (As Blackeye said - Players versus players)

    This is fine

    3) Go gray for snooping (no guardwhack). (As Jack said - Reduction of leg-humping shit thieves)

    no, no no, no no no, x 100 That's an obvious nerf, and unless you want to wait 2 mins to bank or rez from snooping alone, this is a bad idea

    4) No "perfect steals" where one doesn't even flag gray. IF this exists it's never happened to me. (Shouldn't be able to just take shit and laugh in people's faces. Get the fuck out of there once you have what you want.)

    Should have a chance to steal and remain blue, no fails on 1 stone items or stacks, this is closer to era and makes the class more playable. I'd guess a ratio of like 1/4 chance to steal and stay blue, 3.5/4s to steal and go grey, /.5 chance at a complete fail and a gw initiated by player (or town guard)

    5) Perma-gray extended to an hour regardless of deaths. (Every crime must have it's consequence)

    You've lost your mind here, no x 10000000

    6) Honestly I'm ok with the chance of "Guards may now be called on you!" as long as non-guard NPCs won't do it. Prefer they only have LoS in front of them for logic's sake but I can live with it. (Mind their own beeswax!)

    I think the los is a good system, just needs to be forward looking only and the numbers of npcs/guards reduced around banks and fails reduced, definitely the seeing through walls is trash.

    6) Put a lot of guards outside Brit and Ocllo banks. (So new players see a lot of people standing around there.)

    No, putting a lot of guards at the busiest areas is a huge nerf. The idea is to get players to play safe or call guards themselves.



    Your heart is in the right place, but these ideas are basically a list of nerfs.



    Oh and finally, monster statues and plants and crap like that were less than 10 stones on prodo, here everything worth rare value is purposefully made heavier than 10 stones or newbied/blessed. Major nerf/bummer.
  13. One

    One Well-Known Member
    UO:R Donor

    Joined:
    Jun 22, 2015
    Messages:
    5,818
    Likes Received:
    5,097
    .
    Last edited: Feb 5, 2023

Share This Page