question. Is anyone interested in this notion. Wall off sections such as britishes castle, dungeon sections, odd constructions that look like oil riggs out in the ocean and make your players spawn inside. have ample wandering healers and random bits of armor weapons and cool artifacts spawn and respawn like in quake.
every body runs around deathmatching just like quake BUT you get to gain skill on top of it. and since the items respawn nobody can whine too much about it being unfair cause so and so has the cool armor.
side note occassional trash collection recommended. accelerated decay or some such.
link all the arenas through moon gates, you could add secret teleports anywhere to secret areas that cast bless on steroids or something. or even extremely difficult to find moongates that grant a stat cap increase of say 10. any takers?
man I wish I knew how to code, lol
UO DEATHMATCH ARENA!
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dracuskaos
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Interesting concept.
The only issue would be with your building custom walls and buildings.
My shard uses a great deal of custom buildings, and the "tile count" gets very very high, quickly, especially for good detail. Uox3 can't handle the loading as you "run" or "gate" into an area with many custom tiles.
On very large custom structures (like cities or a castle, even a large castle wall) even using the 'refresh command will not display all the items.
This isn't a problem on my shard, since my players have a teleport ability to teleport outside the custom area and then walk slowly towards the building, "redrawing" it. (Uox3 can handle very large custom structures if you "walk" towards it slowly)
This is a problem if you were running on a high-paced PvP shard. A player would run into an "invisible" wall on his client and then get Pked.
Not to get you disheartened about setting up a deathmatch shard (spawning items, etc. should be fairly straightforward), you just might have to re-adjust your thinking with the custom worldbuilding to keep frame rates up.
The only issue would be with your building custom walls and buildings.
My shard uses a great deal of custom buildings, and the "tile count" gets very very high, quickly, especially for good detail. Uox3 can't handle the loading as you "run" or "gate" into an area with many custom tiles.
On very large custom structures (like cities or a castle, even a large castle wall) even using the 'refresh command will not display all the items.
This isn't a problem on my shard, since my players have a teleport ability to teleport outside the custom area and then walk slowly towards the building, "redrawing" it. (Uox3 can handle very large custom structures if you "walk" towards it slowly)
This is a problem if you were running on a high-paced PvP shard. A player would run into an "invisible" wall on his client and then get Pked.
Not to get you disheartened about setting up a deathmatch shard (spawning items, etc. should be fairly straightforward), you just might have to re-adjust your thinking with the custom worldbuilding to keep frame rates up.