1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. Greetings Guest!!

    In order to combat SPAM on the forums, all users are required to have a minimum of 2 posts before they can submit links in any post or thread.

    Dismiss Notice

Please make explosion potions hit green/guilded/allied players.

Discussion in 'UHall' started by AzSel, Jul 29, 2011.

  1. AzSel

    AzSel Lore Keeper
    Stratics Veteran

    Joined:
    Feb 21, 2008
    Messages:
    870
    Likes Received:
    4
    Its a shame they dont, because having alchemy etc on your template kinda goes to waste when dueling guild members etc.
     
  2. aarons6

    aarons6 Certifiable
    Stratics Veteran

    Joined:
    Oct 14, 2007
    Messages:
    1,897
    Likes Received:
    31
    how about lets make those things NOT hit red guilded allied players :)

    this should include summons and fields as well..

    it sucks to be in a faction war and having your evs and stuff chase around friendly reds..
     
  3. Cloak&Dagger

    Cloak&Dagger Guest

    I have to say I can agree with both parties, but would have to learn more with less stuff effecting "friendly" players. Because when you are actually fighting, you don't want them to take damage from your spells/items/abilities.
     
  4. Tinsil

    Tinsil Guest

    It's a good thing they don't hit guilded members.

    It's also a good thing that meteor swarm, EQ, hailstorm, summons, fields, etc. don't hit fellow guild members......
     
  5. Wenchkin

    Wenchkin Babbling Loonie
    Stratics Veteran Alumni

    Joined:
    May 16, 2008
    Messages:
    2,779
    Likes Received:
    434
    Maybe what it needs is some sort of toggling option where you can select whether you want to hit allies or just enemies. A bit like with pickaxes in mining, just more explosive ;)

    Wenchy
     
  6. Viper09

    Viper09 Grand Poobah
    Stratics Veteran

    Joined:
    May 16, 2008
    Messages:
    6,680
    Likes Received:
    824
    Back in the day all area of effect spells would hit everyone within the area. Blade spirits and energy vortex's would also attack anyone. I kind of miss it because that was when those high level spells were very effective. One EQ would really hurt. I have mixed feelings about going back to that. There are good reasons and bad reasons, can't make up my mind.
     
  7. PlayerSkillFTW

    PlayerSkillFTW Lore Master
    Stratics Veteran

    Joined:
    May 12, 2008
    Messages:
    1,019
    Likes Received:
    430
    Yeah, UO had "Friendly Fire" a long time ago. AoE spells like Meteor Swarm, Chain Lightning, Mass Curse, and EQ would damage anyone in the area, including guildies/party members.
    WWs weren't used alot in Fel or Tram for a long time because they had the nasty tendency of casting Mass Curse (The only pet ever capable of casting an AoE Spell in UO), often hitting their owner with it, then turning around and chomping the tamer in 3 bites. Only time you really saw a WW being used, was by a unguilded tamer in Tram, Mass Curse couldn't hit blues in Tram, unless they were guildies. They later got rid of Mass Curse from WWs.

    Field spells would also damage anyone that stood in them, we had a term for people who liked to run into your field spells to turn you grey, "Hoppers".

    Summons like BS and EV would also go after anyone, even their master. BS tended to go after Warriors first, and EVs tended to go after Mages first. Can't even begin to count how many times i'd seen a Mage killed by his own EV, when he attempted to summon the EV on a Warrior in Buc's Den. BS and EVs were NASTY back then too, BS could do Greater Poison with it's hit, and EVs could do DP and Curse with their hit.