Update September 13, 2019

UOG: Demise news will be posted here.
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Vander Nars
Posts: 2130

Re: Update September 13, 2019

Post by Vander Nars »

Eos wrote: September 14th, 2019, 1:26 am [*] Teleporting near houses (Bug report):
  • Fixed Shadow Jump house range checking.
  • The Teleport spell now also checks for houses.
  • When teleporting, the targeted location must now be at least 5 tiles away from any player house.
this change is fucking retarded and disadvantages smaller numbers from using houses to trick bad players.
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Josh
Posts: 1314

Re: Update September 13, 2019

Post by Josh »

Vander Nars wrote: September 26th, 2019, 2:55 am
Eos wrote: September 14th, 2019, 1:26 am [*] Teleporting near houses (Bug report):
  • Fixed Shadow Jump house range checking.
  • The Teleport spell now also checks for houses.
  • When teleporting, the targeted location must now be at least 5 tiles away from any player house.
this change is fucking retarded and disadvantages smaller numbers from using houses to trick bad players.
Although this osi accurate, the reasons I’ve heard it was introduced on osi is due to the ability to get into castle courtyard using efields + teleport. But the efield trick doesn’t work on demise, so I don’t see the point of this change. Maybe there’s another reason that idk.
zulu2401
Posts: 2009

Re: Update September 13, 2019

Post by zulu2401 »

Josh wrote: September 26th, 2019, 4:28 am
Vander Nars wrote: September 26th, 2019, 2:55 am
Eos wrote: September 14th, 2019, 1:26 am [*] Teleporting near houses (Bug report):
  • Fixed Shadow Jump house range checking.
  • The Teleport spell now also checks for houses.
  • When teleporting, the targeted location must now be at least 5 tiles away from any player house.
this change is fucking retarded and disadvantages smaller numbers from using houses to trick bad players.
Although this osi accurate, the reasons I’ve heard it was introduced on osi is due to the ability to get into castle courtyard using efields + teleport. But the efield trick doesn’t work on demise, so I don’t see the point of this change. Maybe there’s another reason that idk.
The reason is.....mental retardation. Fuck osi
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Amish Hammer
Posts: 1509
Location: Philly

Re: Update September 13, 2019

Post by Amish Hammer »

they just want you guys to respect peoples property lines, grass isnt cheap to get repaired.
Discord: Amish#1299
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Arden
Posts: 1703

Re: Update September 13, 2019

Post by Arden »

Keep the changes....

I want accurate and accurate is accurate.


As i say at work all the time “right is right, ‘better’ is not right.
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zulu2401
Posts: 2009

Re: Update September 13, 2019

Post by zulu2401 »

Arden wrote: September 26th, 2019, 5:28 pm Keep the changes....

I want accurate and accurate is accurate.


As i say at work all the time “right is right, ‘better’ is not right.
Then they should make everyone pay to play?
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Vander Nars
Posts: 2130

Re: Update September 13, 2019

Post by Vander Nars »

Arden wrote: September 26th, 2019, 5:28 pm Keep the changes....

I want accurate and accurate is accurate.


As i say at work all the time “right is right, ‘better’ is not right.
accurate for accurate without reason or context is a bad motto. I dont see u demanding the essence of wind immunity fix to be removed, so their are times when custom is needed to make something better. In this case fucking up teleports near houses only disadvantages small groups who are trying to fight bigger groups.
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Josh
Posts: 1314

Re: Update September 13, 2019

Post by Josh »

zulu2401 wrote: September 26th, 2019, 12:08 pm
Josh wrote: September 26th, 2019, 4:28 am
Vander Nars wrote: September 26th, 2019, 2:55 am

this change is fucking retarded and disadvantages smaller numbers from using houses to trick bad players.
Although this osi accurate, the reasons I’ve heard it was introduced on osi is due to the ability to get into castle courtyard using efields + teleport. But the efield trick doesn’t work on demise, so I don’t see the point of this change. Maybe there’s another reason that idk.
The reason is.....mental retardation. Fuck osi
Osi is generally more balanced, this one doesn’t fit the server well, but it’s also not a huge deal.
Josh
Posts: 1314

Re: Update September 13, 2019

Post by Josh »

zulu2401 wrote: September 26th, 2019, 5:38 pm
Arden wrote: September 26th, 2019, 5:28 pm Keep the changes....

I want accurate and accurate is accurate.


As i say at work all the time “right is right, ‘better’ is not right.
Then they should make everyone pay to play?
This is a stupid argument.
Josh
Posts: 1314

Re: Update September 13, 2019

Post by Josh »

Arden wrote: September 26th, 2019, 5:28 pm Keep the changes....

I want accurate and accurate is accurate.


As i say at work all the time “right is right, ‘better’ is not right.
I’d agree if that’s how eos + staff thought, they pick and choose what to keep accurate and to not be accurate and even add custom shit Ex: trap crates, faction Arties, these darkside events, etc.

The teleport change I don’t think was necessary but I also don’t really see it being a huge issue. Other than if you get trapped in between houses with an efield.
zulu2401
Posts: 2009

Re: Update September 13, 2019

Post by zulu2401 »

Josh wrote: September 26th, 2019, 8:06 pm
zulu2401 wrote: September 26th, 2019, 5:38 pm
Arden wrote: September 26th, 2019, 5:28 pm Keep the changes....

I want accurate and accurate is accurate.


As i say at work all the time “right is right, ‘better’ is not right.
Then they should make everyone pay to play?
This is a stupid argument.
But! It would be accurate no???
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Amish Hammer
Posts: 1509
Location: Philly

Re: Update September 13, 2019

Post by Amish Hammer »

dont see how teleporting makes it less useful for smaller groups over bigger groups? both go the same distance, so whats the matter with the update? Just trying to throw common sense into the mix. :) Since it was added, it effects everyone, not just a group, so technically its pretty balanced.
Discord: Amish#1299
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zulu2401
Posts: 2009

Re: Update September 13, 2019

Post by zulu2401 »

Amish Hammer wrote: September 26th, 2019, 10:40 pm dont see how teleporting makes it less useful for smaller groups over bigger groups? both go the same distance, so whats the matter with the update? Just trying to throw common sense into the mix. :) Since it was added, it effects everyone, not just a group, so technically its pretty balanced.
Well if you're between houses and get stuck in a field you're dead. So either do the same thing for fields or revert teleport update. For stealthers, without a smoke bomb you cant hide unless you lose line of site from your attacker so teleporting and shadow jumping using buildings for cover helped. It's not balanced. You cant change something like that without adjusting the other mechanics because now fields can be exploited relentlessly
Josh
Posts: 1314

Re: Update September 13, 2019

Post by Josh »

zulu2401 wrote: September 26th, 2019, 8:13 pm
Josh wrote: September 26th, 2019, 8:06 pm
zulu2401 wrote: September 26th, 2019, 5:38 pm

Then they should make everyone pay to play?
This is a stupid argument.
But! It would be accurate no???
You have no idea what emulation means do you?
zulu2401
Posts: 2009

Re: Update September 13, 2019

Post by zulu2401 »

Josh wrote: September 27th, 2019, 3:09 am
zulu2401 wrote: September 26th, 2019, 8:13 pm
Josh wrote: September 26th, 2019, 8:06 pm

This is a stupid argument.
But! It would be accurate no???
You have no idea what emulation means do you?
YOU have no idea what emutation means -.-
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