Pinco's UI & UO Template Editor: Revisiting the Issue of the Red Summons - Pinco's UI & UO Template Editor

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Revisiting the Issue of the Red Summons

#1 User is offline   Ansel 

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Posted 23 May 2012 - 05:56 PM

Hey Pinco!

I brought up this issue in the "Innocents as Enemies" topic - the inability to reliably target intended attackables and murders based on Mobile filter settings and the use of the Target Nearest Enemy feature.

Now, with Covetous, it has become even more of an issue. Although I have turned off Summons in the mobile list Target Nearest Enemy will target an EV or an RC if it's the closest mobile. RCs especially don't take kindly to be attacked. And there are summons in thick clusters as groups attempt to fight off the waves of monster mobs attacking the void pool.

Is there some work around I can use, other than manual targeting, to ignore summons?

Thanks :)

Jonathan
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#2 User is offline   Pinco 

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Posted 23 May 2012 - 06:40 PM

View PostAnsel, on 23 May 2012 - 05:56 PM, said:

Hey Pinco!

I brought up this issue in the "Innocents as Enemies" topic - the inability to reliably target intended attackables and murders based on Mobile filter settings and the use of the Target Nearest Enemy feature.

Now, with Covetous, it has become even more of an issue. Although I have turned off Summons in the mobile list Target Nearest Enemy will target an EV or an RC if it's the closest mobile. RCs especially don't take kindly to be attacked. And there are summons in thick clusters as groups attempt to fight off the waves of monster mobs attacking the void pool.

Is there some work around I can use, other than manual targeting, to ignore summons?

Thanks :)

Jonathan


in the mobile bar settings there is the option to remove the summons from the list, then use the smart nearest/next target action...
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#3 User is offline   Ansel 

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Posted 23 May 2012 - 09:22 PM

THANK YOU!!

As I noted, I have indeed unchecked summons in my mobiles list.

Will give this a try :)
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#4 User is offline   Ansel 

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Posted 24 May 2012 - 12:11 AM

Sadly that doesn't work. It will target enemies you can't attack while ignoring ones that can attack you. For example, when atop the Demon Temple killing Demons it targets creatures inside the temple below. Nearest Enemy does not do this. Yet it sees summons as enemies even if they're not on your mobiles list.
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#5 User is offline   Pinco 

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Posted 24 May 2012 - 07:19 AM

View PostAnsel, on 24 May 2012 - 12:11 AM, said:

Sadly that doesn't work. It will target enemies you can't attack while ignoring ones that can attack you. For example, when atop the Demon Temple killing Demons it targets creatures inside the temple below. Nearest Enemy does not do this. Yet it sees summons as enemies even if they're not on your mobiles list.


It just works with the name position in the screen vs your name position in the screen. I can't do it better unless the devs don't gives me other means to do that, but since they don't care about the client probably this stay as it is forever :D
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#6 User is offline   Ansel 

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Posted 01 June 2012 - 12:19 PM

View PostPinco, on 24 May 2012 - 07:19 AM, said:

It just works with the name position in the screen vs your name position in the screen. I can't do it better unless the devs don't gives me other means to do that, but since they don't care about the client probably this stay as it is forever :D


I can see you're losing heart, Pinco, and I don't blame you. It's a shame really. Everything else are games you play online but UO is the last online game. The fool who coined the term, MMO, should be stooge slapped :angry:
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#7 User is offline   Pinco 

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Posted 01 June 2012 - 12:34 PM

View PostAnsel, on 01 June 2012 - 12:19 PM, said:

I can see you're losing heart, Pinco, and I don't blame you. It's a shame really. Everything else are games you play online but UO is the last online game. The fool who coined the term, MMO, should be stooge slapped :angry:

The problem is that EA doesn't care about UO, they just leave 10-15 persons to work on a game that requires MANY more :(
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#8 User is offline   Roland Of Atlantic 

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Posted 01 June 2012 - 10:12 PM

View PostAnsel, on 23 May 2012 - 05:56 PM, said:

Although I have turned off Summons in the mobile list Target Nearest Enemy will target an EV or an RC if it's the closest mobile. RCs especially don't take kindly to be attacked.


They sure don't. I learned this lesson well with my sampire. (purge status, armor ignore, armor ignore, armor ignore....) Now its continuing on with my new tamer...

Say, Pinco... Is there any way that smart next and nearest enemy target can be worked from a second mobiles bar that can be hidden? In my case that bar only has green names in it, because when I'm hunting with my guild, I don't give a crap about enemies, I care about my team members. Who needs a mobiles list longer than the screen choking off your viewable space with targets that are constantly bouncing up and down in the list as they are getting killed and new ones taking their place? Even if you try to use a bar in a list like that, you click it and by that time its gone and you are targeting something else entirely.

You can see EA's commitment to the game in the latest dungeon revamp. Can you think how the idea came up? It went something like this:

Hey, lets add a whole bunch of new monsters, but in order to slam it through the pipes as fast as we can, we do ABSOLUTELY NO NEW GRAPHICS! We can just use the same old graphics for the weakest things in the game, and rename them and bump up their stats! And we can add this new place, where, in order to save on man hours, its just a tiny cave, where the same crappy low level monsters with the same old graphics just get their stats bumped so they are harder when they increase in "levels".

I went to the void pool once, and in about 10 minutes, I decided it was a complete waste of time. Then, there's Cora. The first time we did her, there were 5 tamers, and a couple mages and some dexers. The tamers were insta-killed, as they kept getting eaten by the area effect of standing right next to her because thats the only place they COULD stand, and the mages figured out that it was best to leave the tamers dead so they could keep the pets healed, but the fight took about 3 hours, at which point Cora was completely naked, as her armor had decayed. When it was discovered that it was better to have only one tank and several mages, it was a relatively easy fight, but any fool can come in at any time and ruin it for everyone by putting a dragon on her, or casting on her, which effectively doubles the damage that the original tank takes. Its like a silly event monster, a gold sink. Here's a boss that actually discourages teamwork, and makes certain classes of characters completely useless.

The best recent addition to the game was Stygian Abyss. At least it was well thought out, and had a couple bosses with new graphics, and an actual fleshed out story.
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#9 User is offline   Ansel 

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Posted 02 June 2012 - 05:10 AM

We disagree on one point, Roland. An online game is a narrative told by the audience. The so-called MMO is a computer game with lots of people connected to it, slaves to a story told by someone else.

I exaggerate of course. Some give the players substantial control to shape the shared experience of player groups after a lengthy initiation. And when they give them none, such as the case of SWTOR, the game fails. They lost 400000 people after the first month and layoffs are already underway at Bioware in Austin.

Unfortunately that can't help but affect us, alas.

What's annoying is that players burn out on these games, list their complaints and their wish lists, yet have no idea that UO has had most of those things for almost 15 years. Yes, the visual adjustment from, say, a LOTRO (an utterly stunning game visually) to UO would be a more than a tiny shock. But the Classic Client isn't helping matters and an alternative that remains in beta after nearly 3 years is no help at all.
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