Ultima Online Like Recall Spell

Discussion in 'Archived Topics' started by CMDRVortex, Dec 28, 2013.

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  1. Ph0eniX

    Ph0eniX Avatar

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    Well... i always used spells like Reveal + tracking to avoid that kind of thing. I guess everthing have a counter. i got ganked several times in the past...i could just quit or find a way to fight back. UO is so amazing because anything can happen.

    Ps: i am blue
     
  2. docdoom77

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    Moongates, in their original form, are nearly worthless for players. In the game world they would be immensely useful. Just plan your travel around the phase of the moon and voila! free, instant travel. As a player, however, waiting half a month to get to say, the Minoc moongate is hardly more convenient than walking.

    I don't care if there are limited destinations like in U4-U7, but I want to pick where I go and when I go there. My thought is that the game should have traditional moongates in the form of the rifts, controlled by the phase of the moon, but a character should have the ability to choose a different destination with a spell or magic item (like the appropriate rune stone or even just knowing the appropriate mantra for your destination). This makes the rifts actually useful, limits fast travel (since you have to walk to a rift and from a rift to fast travel... you'll never be able to bypass anything), and stays true to the feel of Ultima.
     
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  3. Orladin

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    Recall didn't function on Siege. Neither did Sacred Journey. The Gate Travel spell was the only option. KGB must have a lot of downtime these days and the beer's effecting your memory :D


    On any facet of Fel on any server you couldn't recall into any dungeon areas. The entrance yes. Inside no. There were few areas worth hunting in the original main overhead map.
    Couldn't recall,sj or gate travel into or out of Ilsh either. So that was a non issue. Tram and Fel. You had to hoof it everywhere.
    Tokuno and Malas were a different story but they both had housing space. Malas only had one spawn area of interest and that was Doom. Tokuno had several shiny new pets and a few dungeon areas. But they were both Tram side except for Siege so once again a non pvp issue.

    Travel was never an issue in UO anyways. If you knew the layout you could get to wherever it is you needed to go from the closest moongate in a 1 minute or less run while mounted. And that's at the most. Using Brit Moongate and Despise as an example. It was by no means "hard" or time consuming to get anywhere. Unless you were stopping to swat every mongbat, orc, harpy, orc, troll and ogre on the way.

    The ability to fast travel means little to no downtime when it comes to MMOs. Not having any sort of fast travel ends with a situation that's nothing but a time sink getting from point A to point B. Then you end up with a situation like Final Fantasy 11 and Age of Conan. Final Fantasy 11 put a whole other meaning in grueling travel experiences. Take an hour to get a group together. Then an hour to get to wherever it was you were going. Then god knows how long to finish the task.
    You were just on mount or on foot in AOC. It wasn't as bad because you could solo play almost anything. Getting to some of those zones to a main city or whatnot would take an hour + and that was if you were strait travelling as fast as possible with no interruptions on the way.
    WoW was a pain in the butt when it came to travel even with the slow as dirt flight paths considering they didn't go from point A to point B. They flew to,around, up and over every checkpoint on the map from A-B in the most time consuming way possible (to slow you down and keep you pumping $ into the Blizzard $ cow)

    I mean sure walking across the entire map sure would give the game some "immersion" but it also adds an extremely boring and irritating task to games. Go play Marrowind, Oblivion or Skyrim and DON'T use the quick travel feature. See how quickly the game gets boring when 90% of your game play consists of watching trees pass by and animals hop along forest trails while getting to where you need to go. Come back in 2 weeks when you finally get done with the mage's guild recruitment tests.
    I play Oregon Trail when I want to have a travel simulator. Not some nerdy wizard game.
     
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  4. Owain

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    Depends on the time period. I'm pretty sure Recall worked when the shard opened and for a considerable time after that. Once Origin started adding goofy things, like Samurai, and Elves, and other such crap, the KGB moved to ShadowBane and other games. If Recall was disabled later, it must have been after the KGB stopped playing UO.
     
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  5. Orladin

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    I'm 99.9% sure recall didn't function at the end of 1999 and 100% positive it didn't function in Feb of 2000. It was a pain in the butt in 99 because any non mage characters had to hoof it to wherever they went. I had to gate my room mate everywhere in 99 because he rolled around as a macer and we spent a lot of ROT downtime doing escorts to cover a lot of expenses.
     
  6. DimwitTheWise

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    One of the main reasons I am in favor of Mark/Recall/Runes is that I used them to track my favorite vendors. Yes, different cities or dungeons is helpful, but I know I can find those again. Player vendors I could lose track of. Runes and/or runebooks that I can populate with all my favorite vendors, and all the new favorites I stumble upon as I explore, THAT'S the real reason I want them.

    So, I guess for my thinking specifically, what if they made a book and you could add a "flyer" from a vendor shop into said book, and then Recall off it? Limit what you can Recall to. Certainly, people may still gain location benefit (this vendor is close to this dungeon, so let me get a flyer), but it would put a focus on player interaction and sales.

    I still like control over what I would Mark, but I think there are ways to limit the negative (sieges) and have the positives (fav vendors) and the like.
     
  7. Mattsy

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    I like quick/easy travel purely for convenience. I'm happy to run around a bit but running/public gating for 20 minutes every time I want to get from A to B bores me and affects my enjoyment.

    Sometimes I don't mind but if I have 1 hour of play time I don't want to be wasting half the time traveling for travels sake. Other times, fine. No worries at all. If I have time on my hands and going on more of an adventure then travel doesn't bother me. But the quick and easy option is nice from a game play, time management perspective.

    Can understand others will disagree!
     
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  8. napkinthief

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    So many good responses....but recall, gate travel and mark are necessities for games like this.Wasnt it called "You are in the heat of battle" above your head in UO? You had to wait some time after going into peace mode and not fighting before you could travel.
    As a crafter, marking runes for locations of good resource spots is essential to the game play...being able to recall back close to the mine rather than the local town would make a huge difference. Of course, there could be weight restrictions, etc. Maybe 75% capacity on weight, you cant recall only gate...etc

    Scenario: a PK rushes you and you begin to run, maybe casting a paralyze or wall spell on the PK to get far enough to recall. This shouldn't trigger "heat of battle" because victim should be able to recall to safety, not initiating the fight.

    And of course there will be requirements. I remember my crafter in UO, i had 11 mana, just to recall. It cost a few regeants...maybe 12-15 gold worth..small amount but none the less a cost. I also could not recall too often, as my 11 mana came from 11 intelligence, with no meditation. I had to wait maybe 20-30 seconds between recalls.

    Gate travel was very useful overall. My mage/scribe could stand by the bank and make 100k gold a day just gating people around for 500 each....they get where they wanna go, I make some gold, and possibly gain a .1 in magery. its win win all around. if you dont like to take shortcuts, have fun running....

    You still need to remember. To get a marked rune anywhere, you have to go there yourself first. So you have to explore. Sometimes more than once if you are missing a blank rune, regeants, required skill (too many failed attempts) etc. Im sure there will be areas you cant recall or mark in, that should be a given.
     
  9. Veylen The AenigmA

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    Mark/recall was one the best travel systems in a game theyd be silly to remove it theres no reason
     
  10. Owain

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    For PvP, the reasons are plentiful.
     
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  11. Bodhbh Dearg

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    Make it more like the Paladin equivalent then... Can't use it while aggressive...


    Sent from my iPhone using Tapatalk.
     
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  12. Owain

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    That doesn't address the problems experienced in UO were PK's became a major problem because escape became so easy, getting away with murder became too easy.
     
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  13. Bodhbh Dearg

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    Not if you make the cooldown long enough...

    Paladin spells are influenced by karma, so murderers would either not get to use them at all, or only after a really long cool down, whereas PvE begets positive karma and enables it almost immediately after leaving aggressive mode...


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  14. DimwitTheWise

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    Maybe the combination of teleport-free zones. Areas where you could Mark/Recall/Gate at your leisure, and ones where it was completely offlimits. I would assume that would add the to the thrill of PvP. And to the enjoyment of PvE.
     
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  15. Veylen The AenigmA

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    Such as? I dont see a problem with it it had a long enough cast time to be easily interrupted if its a problem they can always disable it theres no reason to remove it when there are solutions since its a fairly critical and cool part of the game
     
  16. Owain

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    For UO, PKs had become so rampant and uncontrolled that Origin felt compelled to split the game into the Trammel and Felucia worlds for each shard.

    They didn't do that because PKs were just so darn easy to catch.
     
  17. PrimeRib

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    You'd get both problems. The inability to block an escape but also the difficulty in blocking an assault. While you'd rather not have only one choke point, it takes a lot away from PvP strategy to have an infinite number of holes in a defense.
     
  18. Owain

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    No such thing as a choke point if you have something like Recall, as you've correctly surmised. That's the chief objection from a PvP point of view.
     
  19. Ned888

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    My two cents:

    The recall spell was one of the most broken things about UO and I hope they don't add it to SotA. Too easy to get around, especially once everyone got access to a rune library.

    I'd like to see the moongates as the primary source of long distance travel and then a 'hearth stone' like in WoW which you can lock to a single specific home that you can go to with a cool down.
     
  20. docdoom77

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    I've said this before, but I can't refrain. I have no problem with fast travel being restricted to moongates or the like, BUT I need to be able to choose my destination. Traditional moongates are freaking useless; especially in an online game where I can't fast forward time. I need to get to Owl's Head... too bad it's 20 days away til the waning crescent. Sigh. Guess I'll walk.
     
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