you concluded all that from my post, sherlock?
I've killed many of them to clear spawns.. shitty loot.. annoying as shit. Kinda like forums trolls only they take more time and arrows to dismiss.
Not a fan.
May as well call this "Tamer Month".
Ridiculously overpowered mobs, with shitty loot, nobody wants to bother with. Struggling to grok the "fun factor" here.
Never suggested keeping reds or anyone else from PVP or PKing.
I'm just suggesting a feature to let the person who started it, reset it.
Doesn't block invaders or prevent another group from taking over and completing the champ.... From level one.
Plus it would be a hoot to piss off the...
Perhaps I misunderstood you but I didn't see it like that. To me it looked like you were all for the "endgame" burden of challenge being all well and good for the PVE folk doing the champion event, while protesting any change to the "easymode", low risk (high reward) opportunity for a pk group...
you are aware, this is a single server, with a small population, running a 20 year old game, right? I have to admit, this is the first time I've heard of lame douchebaggery as being "beauty". To each his own.
Just a suggestion. I didn't expect the tools that are used to jumping PVE folks for...
ah ok.. so before a guild can do a champ they have to be 'fat' enough to have enough pve'ers to clear the spawn levels, and have enough pvp'er capable of clearing the 2 or 3 guilds that jump in as soon as the boss spawns that clear the PVE folks.
or just resign yourself to the probability you...
I'm willing to bet that would happen less than the latter. In the 3 months I've been on UOF I've participated in about 5 champs. Only got to finish one without it being raided right before it ended. In the last one, folks were saying people were cheating with something called multiclienting...
a way for the person who starts a champ to stop if he/she chooses.
This will discourage douche guilds from stepping in at the last moment and reaping the effort someone else put into it, and will make champs actually worth spending the time on again.
It's not my idea, but I thought it was a...
I don't think I did. If that's the case and a re-install is in order.. I'll probably just wait for something catastrophic to happen, forcing a reload.
thank you for the responses!
no clue.. I followed the UOF installation process as literally as possible. On retrys, I removed the UO directories completely before installing. I'm a career unix/linux admin so my generic assessment is that it's typical mickysoft flaky BS... but perhaps a file was corrupted somehow that...
I've reloaded the whole thing a couple of times to eliminate this kind of thing and I've heard of others experiencing invisible house models too.
I understand this is a freeshard and you guys don't have a multimillion development and support budget.. so please dont' take this as bitching and...
I'm using the UOF launcher and classic uo client (whatever the UOF install walks you through) I don't have any outstanding updates but some houses are invisible using razor and uosteam (I use uosteam)
When I tried sallos, the invisible house was visible.
I re-installed three times already...
nearest neighbors a screen away, couple screens from the town/dock. Right on the water. Great place for a pirate or fishing, loot dump. No hostile spawn, no neighbors between here and town.
300k
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