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Some things the devs should fix..

Discussion in 'UHall' started by Velvathos, Jul 6, 2008.

  1. Velvathos

    Velvathos Lore Keeper
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    Nothing they should get on right away, but possibly fix in the future... When my character is facing North, he is holding his weapon in his left hand and shield on his right.. And all of a sudden when I decide I want to face South, he is holding the weapon in his right hand and the shield with his left.. Has anyone else noticed this??

    This is more of a suggestione than a fix, but I think the enviroment in KR could use some touch up, make it seem less boring, and more alive... In the old 3D client, the trees would sway around, that was pretty cool..

    When my character sits down in a chair or a stool, it looks horrible in KR, make it look better?

    I noticed that there is a fighters guild in Britain and in some other towns.. But they are completley pointless.. We should be able to join these NPC guilds and do lots and lots of quests, and requiring lots of traveling between guild HQ's, they could be like the PvM/PvE version of factions..

    Also fix the way boats move... This is annoying after 10 years, how my boat skips instead of sailing along nice smooth water...
     
  2. Wallenstein

    Wallenstein Guest

    1. This has been in UO forever and the devs seem to not care about it, as is with almost every other issue in the game.

    2. Agreed. If thousands of dollars are going to be invested into a 3D client, at least make it aesthetically appealing and bug free before releasing it to the public. Kingdom Reborn looks ridiculous. Sure, the graphics are okay. But running on a horse looks like you're floating in the air.

    3. I doubt EA will consider fixing something so small as sitting in a chair.. but little do they know it's the little things that make this game great (i.e. the 2D graphics and the way clothes move when a character walks are really good).

    5. The whole world is on a tile system (i.e. X by Y), so there's really no way to "smoothly sail" across water without creating a completely new system. Unfortunately boats will move tile-by-tile until the end of time.
     
  3. Velvathos

    Velvathos Lore Keeper
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    Wait.... So if my character go onto the water somehow... I would most likely stand on it like tile, I could walk on it and most likely, run without those skips.. Water Elementals and other animals do it just fine.. So it isn't the water that is the problem, boats are the problem..

    They VERY well easily could make it so we can get in the water on UO, but we would be walking/running on it, not swimming, since it is no different than land... It would look very weird though..

    Dolphins however, look like they are swimming, same with sea serpents, so it shouldn't be that hard, give us like a sea horse mount or something..
     
  4. Pickaxe Pete

    Pickaxe Pete Lore Master
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    Since we are making a list, fix the uglified dungeons in 2D post-KR beta. Looks like a snakeskin or something down there with all of the repetitive tiles. (Any 'caves' type dungeon)
     
  5. Jhym

    Jhym Guest

    The skipping is from the server re-sending the entire tile set to the client and the client re-drawing the scene for each movement. The client at some points decides that it doesn't need to redraw during a movement and so it appears to skip to the end of the movement instead of a smooth redraw. That's the way it's always been, not much they could do other than to redo how multi-tiles are done (ideally expand single tiles and move them as one on the server, but whatever.) The same effect happens on houses, but they learned to cache the multi-tiles so that your client can display them more quickly. Hopefully they'll implement a boat caching system at least, which would mitigate some of the problem.

    I actually would like swimming to be part of the 'camping' skill. So, you have camping you can swim. The problem, which many folks forget, is that you are swimming. The elementals and animals are NOT. Thus, you get caught by one, you are toasty morsels.

    Hmmm maybe that would be fun. Ok, let's do that.
     
  6. Gildar

    Gildar Babbling Loonie
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    The devs seem to not care about it because it is working as designed. By having the characters "switch hands", they save a lot of hard drive space. Instead of having to store the images for everything in 8 directions, they only need 5.
    It's something that just about every 2D game does.
     
  7. Doomsday Dragon

    Doomsday Dragon Visitor

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    If you do not understand the mechanics behind the game don't bother replying...

    There is no way to fix the mirroring issue in UO because of the way the game handles things and this is also true in many older games. For example Legend of Zelda a Link to the Past.

    The entire reason you swap hands with objects facing different directions is because UO only contains art for 4 directions of animation the other 4 directions are mirrored from the original 4 and this is why you get this effect. Nothing can change this other than rewriting an awful large portion of the game. Because this is not only a client side deal from what I have seen or we would probably have had it fixed a while back.

    Not to mention your art file would need to contain twice the amount of data for characters not something I think was a good idea almost 11 years ago when the game was designed to run on computers with smaller hard drives than my flash drive (8gb) so keeping things minimal was the idea.

    I wouldn't expect to see this changed any time soon if you gather what I am getting at.

    Sitting is another story. There is no "sit" animation in UO your character is just bent and distorted to appear to be sitting. Wear a chaos shield sit and take a nice look at it for a moment you will see what I mean.

    Boats are not a single piece of art they are multiple tiles all joined together and making all of those objects move along the water at one time is where problems occur. I think the only real solution is to create art for boats that are all one piece the problem with that and reason it was not done is because a single piece of art that covers several tiles actually only registers as 1 tile so to speak. You have to have one solid point because the entire game is tile based and you can only register one tile at a time in the tiledata file so anything larger than a single tile must me registered in pieces to make each tile it covers solid or else you cannot walk on it as a solid piece. You would just pass through it instead. This is where multi tile objects come into play and your house is also a multi as well as boats and a few other select things in the game.

    I have done some pretty extensive playing around with my emulator trying to create new things in the game out of boredom. Everything from horse drawn buggies to airships and some things can work but others just don't but all of it comes down to the way the game was designed. The heavily tile based design really limits what can be done and it would take to much work to change any of it this far into things.
     
  8. Silverbird

    Silverbird Slightly Crazed
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    The confusing thing about those weired animations are the combat-animations. If i choose to fight old style ... with one handed weapon and shield ... it always looking like I am hitting with the shield or with bare hands incase of two-handed weapons.
     
  9. Draxous

    Draxous Grand Poobah
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    Actually... a few years ago, they explained why this is and why they couldn't change it.

    It's not that they don't care... its just a bi-product of the games coding.

    *shrugs*

    something you all shouldn't be too concerned about... and at the least, so very damn condescending to people who do jobs that you couldn't even fathom how to.