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Looking for 5 (or so), very critical, sphere .51 fans
#25

I had played on IN1 for 2-3 years before it shut down and IN2 for about two days before I figured out how gay RUO was. Then I shit my pants like everyone else when I heard IN:R was going to open, but I left about a month after because I didn't like it nearly as much as IN1. I'm now playing on The Abyss (for crafting and pvp) and World at War (pvp) shards while waiting for a really good shard to open or catch my eye.
I've GM'd on a few lowly shards, the last of which was a few months ago. I'd be willing to help you guys test.


Skorpion Wrote:Skorpion here. I have been with IN since early IN1. Played IN1 for most of its time. I helped test things for IN:R.

- One thing that really bothered me on IN:R though its very minute is that you couldn't wear armor over pants. You had to take the pants off to put the armor on.
- Also I can't remember if it worked on IN:R or not, but double clicking to equip something should unequip what is already equipped.
- I dunno if bandages can be washed on XUO but you shouldn't lose half when you fail like on IN:R. It really annoyed me when I was GM healing and failed two or three times washing 2000 bandages and was left with 250.

Agreed. And I do not agree with having to click-drag your armor onto your paper doll from your bank...it's stupid. If you are able to double click it straight from your bank, it's faster for pvp, it's the way IN1 was, and it's the same thing only shortened up a bit (Plus it's very annoying having to drag every individual piece of armor and your weapons into your pack or onto your body, this is something I hated immediately about some RUO shards).

Tributes:

-I liked the .flip command and little things like that that helped the game more diverse.

-I liked the first amount of ingots and craft-able items there were on IN1, about a year before they added Griffin ore and stuff like that. I thought the item amount was pretty balanced because you could pvp often with Elven bows, low armor, and Hells Halberds so that made it really fun.

-I loved how we had newbied Chaos/Oder (indestructible) shields from 10k fame/karma, it made you feel rewarded every time you used it (which was basically all the time).

-I hate macro limits...such as the amount of time you are able to macro, and the "no over-night macroing" policy. It's almost impossible to regulate how long every individual has been macroing and I don't think it's worth the trouble. And if there was a "no over-night macroing" policy I wouldn't even begin to play because that's how IN1 was and that made it feel more rewarding when you got on during the day time because the skills were fairly hard.

-I loved bank boxes, reagent machines, and karma bongs, I wish every shard had them.

-I loved how the world gates were, how there was no menu and you just teleported in a certain order to different locations and it looped that way. It still wasn't as easy to avoid death, but much better than having to click a menu or something.

-I loved the newbie dungeon on IN1 (which they later changed, and then returned on IN:R). It was lengthy but simple, and gradually got harder, but not too hard.

-I liked the amount of rare steeds it had at first. There were only about 6-8...I think, so they sold for a lot and it felt rewarding to have one.

-I loved the staff and the way the were at first. They were always pretty nice and were glad to help you out, even if you were an ass yourself. Although, later on, they began to digress and became more annoying and unsteady and all that (not going to name anyone).

-I loved the amount and variety of events we had, such as bridge wars, monster bashes, and pvp events. At first, we even had things that weren't even events but were community involved such as The Crows Nest Inn and the Moonglow Market which ran weekly (or something like that) for trading. I remember just a few days after I first joined I was in trinsic and there was some sort of sit down in one of the west buildings where there were a few GMs in thrones and about 20-50 people filling the building. There were fish steaks and Grog in chests. It just gave me the feeling that everyone there had a sub-conscious commune. It made me feel very welcome.

-I liked how a random normal newbied weapon would drop on, I think, a dragon or daemon. That was one of those very little things that made it more interesting. Mostly people used the weapon for poisoning, to kill Guardians with.

-Speaking of Guardians, they were awesome (aside from the bug where you could lure them with meat, which I personally liked but was illegal bug abuse Smile ), along with the Stang spawns. They dropped what I thought was an even amount of loot, which, in case you forgot, consisted something of: A bag containing 50 of each spell reagent, a bag containing one invulnerable armor piece or weapon, an orb of air/earth/fire/water, and I think there was something else but I can't remember exactly.

-Hidden things that GMs would create for the shard or plant in a hidden place (with KMs consent of course) was always awesome. It's like the random plain newbied weapon drop - you never new what was out there.

That's all I can think of right now...I'm sure there were more interface-related things that I could talk about. I'll know more when the server comes up. Sorry the post is so long Smile

-Nalo

(Post Script: I'll repost the quote and "Tributes" under more relative threads)

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#26

If you need my help ask, i've been on UO since old old old novus opiate seclorum and messed with my own sphere 0.51 server xD

BTW i liked that when u clicked a pack of ingots the crafting menu opened with THAT material.

Ilwrath/SombraX
#27

SombraX Wrote:If you need my help ask, i've been on UO since old old old novus opiate seclorum and messed with my own sphere 0.51 server xD

BTW i liked that when u clicked a pack of ingots the crafting menu opened with THAT material.

Ilwrath/SombraX

I don't think the thing with ingots was like that, but it IS like that on IN:X. I made the old school crafting menus like 100 times more comfertable with the pretty old school lookBig Grin
#28

Oh I remembered another thing.

- I really liked that you could make bowcrafting stuff with your dagger. It was nice to be able to make bows on the fly in the wilderness without a fletching kit. Made you feel more rangerlike and outdoorsy.

Selling Forges and Anvils, 15k Each, 25k for both.
Selling Looms and Spinning Wheels, 15k Each, 25k for both.
Selling Water Troughs, 10k Each
Help me help you, contact info in my profile.
#29

Skorpion Wrote:I dunno if bandages can be washed on XUO but you shouldn't lose half when you fail like on IN:R. It really annoyed me when I was GM healing and failed two or three times washing 2000 bandages and was left with 250.
I don't get that. I never failed washing bandages even if it was 3 or 3000.

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[COLOR="Wheat"][SIZE="2"]Cochise[/SIZE]
The Ultimate Skill Biatch
Want anything crafted? I'm your guy![/COLOR]
#30

Zoalqill Wrote:I don't get that. I never failed washing bandages even if it was 3 or 3000.

I sure remember cause I got so pissed at that too. I stopped playing for the rest of that day because of that.

Maybe they fixed it before you did it? Or added it after...?

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#31

here is a bit info about what i like/hate about runUO or sphere 0.51a

- hated the craft menus on runUO.
-the text when u were taming and when u succeded in taming on runUO.
-there were no animations when being mounted on runUo (or was it just XUO?).
-u couldn't mine on stones in cave our outside, but u could do that on 51a.
-poison or trap monsters and range harm them was best solutions when hunting on 51a, not EV/BS like in runUO.still EV could help a bit sometimes.(by trapping them i mean like fool them behind a table or so and shoot from the other side. maybe cast EV if they were stupid enough to try to att u and not the EV.)
-am i the only one who thinks the graphics were a little bit different?
-ogre lords dropped invul ar. in XUO wyrms did.(ancient wyrms or xtreme)
-u could meditate AND run around at the same time in 51a.
- in 51a when dragons breath fire on u, u could run from it or have ur chance to stab the dragon with poison. in runUO while the dragon was breathing fire it could also hit u at the same time.+ i believe dragons look at one direction and hit u from the other side on runuo while on 51a u saw where the dragon was aiming its hit wich made it easier to reach the dragon and get a chance to hit it with poison + when it turned around to hit u, u had a chance to run but not on runUO.

im still thinking of more, when i remember something more il post it

- regards, Fable
#32

I played from day one til the very last day and never failed. Maybe I just was very lucky.

[Image: 186317photonp2.gif][Image: rendered_yoshi.gif]
[COLOR="Wheat"][SIZE="2"]Cochise[/SIZE]
The Ultimate Skill Biatch
Want anything crafted? I'm your guy![/COLOR]
#33

yeh i forgot, when an npc/player/monster atts u theres a red txt above their head saying
*Invulnerable dragon is attacking u*
thats just an example :p

- regards, Fable
#34

Zoalqill Wrote:I played from day one til the very last day and never failed. Maybe I just was very lucky.

Yeah you were either bugged somehow or extremely lucky.

Selling Forges and Anvils, 15k Each, 25k for both.
Selling Looms and Spinning Wheels, 15k Each, 25k for both.
Selling Water Troughs, 10k Each
Help me help you, contact info in my profile.
#35

Wounder why no one said they loved the Taming/archery bugs. I mean even on Novus they worked. It might have taken 12 weeks to gm archery/taming but it seamed fair since it took so long anyway. I guess I was the only guy that thought that was cool.
#36

lol you could GM archery/taming on IN1 in a day with those bugs...

lol.signature.


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