@Gothix I usually do as well but it would be nice to have that ingame
Shivashanti No I mean tables, statistics etc. not just some generic general info.
@Gothix I usually do as well but it would be nice to have that ingame
Shivashanti No I mean tables, statistics etc. not just some generic general info.
I was wondering if there is an ingame glossary or wiki style system to access? It would be nice as you learn stuff on your character that information is stored that allows you to access it while ingame.
Nice video. I posted it to my community page. Hopefully it draws some interest from my group. They are more of a fighting group so if you get some of those videos up let me know
Early UO was awful. If you got your character gmed in a skill and happened to walk by a camp fire with 0 in that skill you all of a sudden lost your gm and added to a worthless skill. That gm back then could take months to get. They eventually introduced the system of locking/raise/lower so you could manage your skills. Then they came out with the skill balls where you could even remove a skill to transfer it to another character. I know my first UO character was awful. Gm tailor with gm magery and gm fencing lol.
@Yitra So the stats above 18, anyone able to finish out this chart? Awesome job by the way. I really love me some stat charts when going to make characters
Stats go beyond 18 right? What are the caps?
I know in alot of rpgs I've played the reason for that was purely for cosmetics and not areas you could travel to.
I would assume the cart was created because you had a maximum carry weight.
Ah ok because it looks like the south and east walls are not there. I guess that's just how it is rendered in isometric.
I do believe that was the timer in UO also. As long as you interacted with the item then it reset the timer.
If all the walls are built can they still get in?
Wow seeing all the bug reports this is why I don't do alphas any more lol. I just don't have the patience as I get older.
I remember when EQ came out. We lost alot of guild mates from UO when that happened. Never played it myself because at the time I was a hard core UO player playing upwards 8-12 hours a day lol. Those who did leave said the game was alot of fun.
I will definitely be trying it out. I wouldn't want to think I have wasted this long without at least seeing the gameplay from a personal experience. I liked SWTOR gameplay myself. There was a targeting system but more importantly there was delay between ability uses that were noticeable. You had to use some strategy in combat. I prefer that to button mashing and spamming attacks over and over which is more arcade style. Gothix is totally right on the lag issue. I played UO early days on dial up. If you had to manually aim back then you would have never hit anything lol.
Ugh I was never a fan of arcade style combat lol. So is it like Diablo where we attack like a gatling gun and just hope we hit everything?
I tried to do a search and found alot of results but was wanting to ask those who have actually played the alpha how does targeting work?
Does the game auto target the closest enemy?
Can we tab through enemies?
Can we set hot keys for specific targeting options?
Can we set targeting for healing options?
PvP changes alot of balancing issues. When a game only has pve people tend to not complain as much about systems. However, when you start pitting players against each other then people start to notice imbalances and the complaining starts lol.
If someone is tanking for a group all defense is a good option. I'm not sure how many group mechanics have been built into the game. Skills like taunt are very important to a tank. If you can't hold the aggro then you are doing much protection.
I like the idea of a skill tree allowing options through skills that you can only get from training them up. It specializes your character and sets you apart from the masses.