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Ship Access

Discussion in 'UO Developer Feed' started by UODevTracker, Sep 23, 2010.

  1. UODevTracker

    UODevTracker Guest

  2. Mesanna

    Mesanna UO Producer | Dark OverLady
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    Please post any issues/comments regarding ship access
     
  3. Phoenix_Mythic

    Phoenix_Mythic UO Legend
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    Existing ship runes will continue to work for the ship after it is placed back in the water.
     
  4. Cal_Mythic

    Cal_Mythic Guest

    We are updating ship access right now. Mesanna will update everyone with more details soon.

    - c
     
  5. Cal_Mythic

    Cal_Mythic Guest

    Thank you for looking into this. Some of our changes did not get integrated this patch, and these issues def will be addressed before going live.

    For the Officer and Captain those are working as intended. For the others we already have them fixed. :)
     
  6. Cal_Mythic

    Cal_Mythic Guest

    Perhaps I was unclear. Typing too fast. We'll get this working so that it makes sense. :)
     
  7. Phoenix_Mythic

    Phoenix_Mythic UO Legend
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    The access system as seen in the beta test had some issues and was not working as intended. The way it will work when High Seas goes live is this:

    1> The Ship Access system only applies to the new ship types.
    2> If you do not have the High Seas Booster you are never allowed any access to one of the new ships.
    3> The owner always has full control regardless of other settings.
    4> If a ship is immobilized, it can be boarded by anyone (so long as they have the Booster). Boarders in Felucca have almost full access; boarders in Trammel have only the right to board.
    5> You must have the right to board in order to cast field or summoning spells on the deck of the ship, or to recall/gate to the ship.
    6> By default, nobody except the owner has any access to a ship; they must be promoted to it
    7> Potential boarders are evaluated with all groups they apply to, and if they're in the Access List then their Access List setting applies as well
    8> If any applicable setting is Deny Access then the player is banned from the boat
    9> Otherwise, the highest applicable setting is used
    10> If the highest applicable setting is N/A then the player does not have access

    So:

    1> If you set Public access to N/A, then the general public cannot board unless they are in the access list, or are a member of another group (Party/Guild) where that group setting grants access.
    2> If you set Public access to Deny, then nobody but the captain has access

    The idea is that the Deny Access setting at the Public level is like locking down a firewall, while the N/A setting is secure but for explicit exceptions.

    The flexibility of it allows some seemingly nonsensical things. For example, if you set Public to Passenger and Guild to Deny, then the general public EXCEPT members of your guild can come aboard.