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First off, I'm ecstatic to see the larger number of players we have now! I never expected this much growth when we started tinkering around with the shard for fun a year ago.
However, with this huge increase, we're seeing a lot more requests for custom statics or custom decoration in existing statics. Up until now, this has been fine as the requests were few enough that we could handle them, but there's no way to keep building custom statics at the rate they're being requested.
What we will be doing instead is offering a selection of pre-made custom statics instead. We have a lot of them to choose from and I'll be posting images of them on the Housing page as soon as I've got all the screenshots made and edited.
There is still the option of building your own static, then having us place it. In fact, we're hoping to add this as an optional profession for very talented builders. People who know their way around UOAR can offer their services as an architect either for free or for in-game compensation. You could either build custom statics to order, or build a bunch of statics and offer the use of the design for a fee.
(For example, you might charge 100K for a custom design, but only 10K to use a public design that anyone can choose from. Change the prices to match your business model.)
A second change is that we no longer add decoration or items outside what is listed under Addons on the housing information page: http://in-uo.net/info/housing-information
The reason is that this just takes up a ton of time to add, color, position, etc. Then, when a player decides that they want to move to a new static or house, GM intervention is required to move sometimes hundreds of items, which just sucks up hours of time that could be spent scripting or adding quests. If you build your own static though, you can add as much decorations as you want.
We won't be retroactively removing decorations, but we won't be moving them or modifying them, we can just remove things you no longer need.
Also, if you simply can't live without a specific item like a display counter or a bloody pentagram, let us know and we can either add it to crafting or as a nickel reward, depending on the item.
Hopefully everyone understands the need for this change. With less time being spent on menial stuff like house design, we can spend time developing features, quests, events, and improving.
Thanks everyone!
In another rpg ive played, if you kill someone, you could make them your slave and a percentage of the exp they got from leveling went to you (no level capped game). This could somehow be implemented into imagine nation but with gold. The gold would be a small percentage of gold from every gold giving monster you kill and wouldnt be generated to prevent farming. You can only be a slave to one person at a time and you can free yourself by killing that person. One person can have multiple slaves. There should be some rules with 1 week time limits or something.
Also make it more desirable to actually be in a guild. Most of the server is not in a guild. Its not that people just want to be loners, its that its either hard too decide on whether its worth it to join the massive guilds that everyone seems to kill, or join an inactive guild that does no pvm. With some real in game benefits, people will join guilds just for those bonuses and the group gameplay should come naturally. World of warcraft made these additions with guild levels which gave bonuses to professions, leveling, etc which I think made guilds a lot more enjoyable.
Hey guys,just bought a Wall Mart franchise,you can find everything in there.cheap stuff
-60k full invul platemail set
-2600 for 10 greater mana pots
Vanquishing weapons ( +15-+20-+25 ) good prices
-Rides,if you need one not in stock PM Talented Kennedy ( very good prices )
Silver Weapons cheap ( PM Xerxes )
and lots more,come take a look at the new Wall MArt shop![ATTACH=CONFIG]104[/ATTACH]
Just wanna say
Oh it´s true !!!
You just gotte love imagine nation !
It'd be mighty cool to see 200 ;D
I would like to see Paralize changed and how it works with recall. There's certainly no reason as to why Paralize shouldn't cause you to fizzle recall. You might ask why do you want such changes? Well for example I'll list some reasons as to why the following should be fixed.
1. It's a harmful spell
2. Harmful spells fizzle recall
3. People using invis pots and recall scrolls can get away before you even use detect hidden. (Yes, it's true it's a safe world out there.)
4. The LoS within trees is just terrible, It doesn't feel like sphere at all the way tree's cause LoS and make you fizzle your spells.
There are other examples but I don't want to bash anything else the reason why I bring this up is because ganking is hard as it is. When you actually find someone and you get LoS'd by trees and he/she doesn't use invis pots and you finally paralyze that person, but then it doesn't fizzle recall and you think to your self well damn how do we even gank here if people use invis potions and recall scrolls..
So if you can tell me why paralyze should be intended to be like this (From what I've heard http://in-uo.net/forums/showthread.php?8...ith-recall) then please provide points as to why it should be because there's absolutley no reason for it to be like this. This isn't IN1 and no matter how hard we try to make it be like IN1 it can never replicate another server the PvP isn't the same as IN1 either so why should this be.
Anyways these are my thought and I'm sure there will be other players who agree and disagree, I would like to see why and what points could possibly make this intended to be like this.
So after a long time I decided to play UO again and downloaded the trial a few days ago. After wasting sometime in the offical servers I decided to find a free one and ended up here.
So as in the site I used the steps at "Existing Ultima Online installation"
Downloaded the old client
Downloaded and installed Razor
Downloaded and used patcher
After the patch I changed the values and when I wanted to start Razor gives the error;
System.ArgumentException: The output char buffer is too small to contain the decoded characters, encoding 'Unicode (UTF-8)' fallback 'System.Text.DecoderReplacementFallback'.
Parameter name: chars
at System.Text.Encoding.ThrowCharsOverflow()
at System.Text.Encoding.ThrowCharsOverflow(DecoderNLS decoder, Boolean nothingDecoded)
at System.Text.UTF8Encoding.GetChars(Byte* bytes, Int32 byteCount, Char* chars, Int32 charCount, DecoderNLS baseDecoder)
at System.Text.DecoderNLS.GetChars(Byte* bytes, Int32 byteCount, Char* chars, Int32 charCount, Boolean flush)
at System.Text.DecoderNLS.GetChars(Byte[] bytes, Int32 byteIndex, Int32 byteCount, Char[] chars, Int32 charIndex, Boolean flush)
at System.Text.DecoderNLS.GetChars(Byte[] bytes, Int32 byteIndex, Int32 byteCount, Char[] chars, Int32 charIndex)
at System.IO.BinaryReader.InternalReadOneChar()
at System.IO.BinaryReader.Read()
at System.IO.BinaryReader.PeekChar()
at Ultima.StringList..ctor(String language)
at Assistant.Language.LoadCliLoc()
at Assistant.Language.LoadCliLoc()
at Assistant.Engine.Main(String[] Args)
Not sure what is wrong so I did all the steps once more but couldn't seem to pass that. Would be great if you give me a hand here.
Thanks
Hello , since trade/sell imagine nickels isnt allowed can we have something to spend them in? i mean theres 3 stones to buy items yes but what about to make something likes a Fountain where u drop a nickel and it gives you an item. I should have a percentaje on getting items likes you drop 10 nickels and get 4 items it depends on luck dunno how to explain it because my english sux. I was thinking about it because i won 12 nickels and i dunno what to do with them , well thats all . Thanks
Source of the wishes.
Suggestion is to move the vendor mall because the more vendors and items the more lag, I mean everyone is going to hang around the Brit bank, added with the pvp and all those items on vendors, its going to add up lag. I have already noticed a difference. It is also to small and not everyone will be able to fit a vendor inside of it soon.
The Training area (merc camp) has lot's of players which will obviously slow down after a while. This place also lags and can interrupt macroing my suggestion is to make two places to train ? exactly the same place just two of them possibly one mage on the bottom and one on the top of that little tower ? or redesign it...
These are just my suggestions as you may have better ideas, but I have noticed a significant lag difference in the last month since the increase of players. I know not everyone has noticed it, I live in canada and that might be why but I would just like to let you know that some players notice that there is a difference. I have learned not to pvp in brit as hitting my macros there is a 1-2 second delay. Problem is Brit has lots of action
Soma
Why are there player made and marked rune books gm locked down near the portal mage ?
Did someone buy the bottom half ?
If that is not added by a player I think that it needs to be taken away, as it ruins players who have added them near there vendors to draw attention. For example near jokers *NEW* vendor they have some good runes in there books.
It is one thing that helps draw players away from the lag fest of the vendor mall and to there vendor little hut.
Im also 99% sure I crafted those books which used to sit in the daemon vendor hut.
(could be wrong)
Anyways topic at hand if the bottom half is not owned by a player can we get rid of it because there other players who have done this same thing and it takes away from there work.
Soma