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If you could make one, huge, epic change to UO

Fogsbane

Seasoned Veteran
Stratics Veteran
Stratics Legend
Create a third facet on all shards that would be a singly shared facet across all shards (except Siege/Mugen), with no player housing ability.

Remove, or strictly limit Insurance
(as many have mentioned as a common theme).

I also like what PeanutButter mentions -
a 'cross shard market' for player wares.
 
M

Morgana LeFay (PoV)

Guest
Dungeons:
1st levels for new players. Anyone with 75.0 skill or higher cant even enter the first level. No PvP allowed.

2nd level is for intermediate players. Anyone with 100.0 skill or higher cant even enter the second level. PvP allowed, but no reds allowed.
So...if you cannot enter the 1st level, or the 2nd level...how are you supposed to get to the 3rd level?
 

SoulWeaver

King of The Bearded Ladies
Stratics Veteran
Stratics Legend
Screw that just transfers everyones built characters to siege and get playing everything will be okay on siege just try it! :bowdown:
 

Spree

Babbling Loonie
Stratics Veteran
Stratics Legend
Make a dueling server where all shards could enter. It would cost X gold to enter. Part of the gold would got to prizes part would be gold sink. No items could be traded or looted.
 
B

Benny Lava

Guest
Screw that just transfers everyones built characters to siege and get playing everything will be okay on siege just try it! :bowdown:
not everyone has a good ping to seige, i know i don't, if i did i would try, but i don't, so stop saying 'try siege', 'try siege'

how about make a seige server for asia/australia then i might try it. ?
 
D

Dragonia

Guest
What would it be?

And it can't be something like "reprogram all the game code from scratch."

Something specific, well, somewhat specific. :)

Go!
Not to be catty, but I'd make Customer Service the main goal. Warning: This answer is LONG, and though probably not perfect, at least it would be a good start, IMO:

Changes to Customer Service that I would implement (some of these things may already be in effect, I don't know):

(1a) I'd make one definitive, comprehensive, current list of all bannable offenses with a direct relation to how each situation should be handled (i.e. this offense gets this warning, that offense gets a 24-hour ban, etc.). I'd make sure it stayed current, that every GM (and anyone else who is involved with monitoring player behavior or decisions regarding banning accounts) had a copy, and that all were required to read and sign that they had read and understood it, and they'd have to do this for any changes made along the way. That way, it would not always depend on the whim of whoever showed up at the time of a dispute on how they handled it. Having definitive answers to given situations would relieve tension for both players and employees.

(1b) I'd make a copy of this list and its responses available to the player base out on my Knowledge Base. This would put player responsibility right back in the player's hands, as well as help provide the GM with some sound reason for their decision in case of dispute.

(2a) For issues that were not so cut-and-dry, especially those relating to the banning of accounts and/or appeals of decisions made, I'd have a process implemented to discuss individual cases, and handled very much like a court of law. Not only would it be GMs discussing what they should or should not do to the player, but I'd have an EA employee act as the representative of the player, and on that player's behalf, much like their personal lawyer. This would guarantee, as much as possible, that the player has a fair say and direct ear to EA, as well as cut down time and stress in trying to appeal a decision. This person would certainly be involved in Customer Retention, and as such, responsible more to the player's outcome, helping to ensure that the focus was on the individual customer.

(2b) To support these claims, I'd implement a way to fairly and accurately record in-game processes
and conversations, to be used as evidence for both EA and/or the player. For instance, something like a secure "Journal"-log or something of that nature.). This tool would be available for the player to initiate at will, but the text file would be held on Server-side, attached behind-the-scene to that player's account. Only a member of EA would be able to retrieve the file. This device would replace using the Journal to record as evidence, and as such, be incontestible about alteration by the player, as they would not have access to that file. However, a copy of that file would be emailed to them at the email address they provided, so that they also had all the same information for their personal records.

(2c) In addition to the text log, I'd create an in-game "PrintScreen" program that the player could use at will to take screenshots of a situation, but have the files stored behind the scenes again, on server-side. Information that would be tagged to this image would be the shard, facet sextant coordinates (location in-game), date/time stamp. This would ensure that the files could not be altered by the player. Players could choose to have those images emailed to them, and any screenshots not used could be deleted after a specified period of disuse, to reduce the storage space needed. (Players should only use the in-game "PrintScreen" program for paging/help/reporting-related problems. If they just needed a screenshot program, they would most likely have their own.) A good example of the use of this would be sending a screenshot to an ancient wyrm that spawns below ground to the Help Desk. Nothing further would be needed for the player, and a GM could quickly correct the situation without having to personally investigate, thus improving the response time.

(3) I'd have a definitive, comprehensive way to give players every opportunity to appeal account-punishment decisions, including using the information provided from the tools above, and I'd make sure that I provided exact steps and details to prove the case to that account holder if necessary.

This would include making it a simple process for the player to reach an English-speaking, Ultima Online-understanding EA representative. I'd do this, remembering they are (a) paying customers and that my bread-and-butter depended on repeat business, (b)that this issue was important to them, and (c) that mistakes actually can happen. I'd also keep in mind that I was doing this process for the good of the entire playerbase, and by supporting the previous decisions in as fair a manner as possible, I was protecting that playerbase as well.

(4a) I'd make sure that every GM had actually played this particular game as a part of their training, with ongoing immersion in playing included as part of the continued education, so that they would understand the players and the game as well as possible. Every GM or other EA Rep would have to completely and competently speak and understand English. While I would encourage the GMs to send players to the Knowledge Base for answers to their questions when applicable, as this would improve response time for the other players waiting for assistance, I would require that the process include: (a) Keeping the Knowledge Base current and comprehensive (b) Require the GM to point them to their specific answer via a link, (c) Require that the GM follow up with the player by sending an immediate in-game query asking if they found the answer to their question and (c) initiating live conversation with that player if they were not helped.

(4b) As part of ongoing customer service, I'd offer a GM Review process that was strictly monitored. I'd start with requiring all GMs to record in detail what each issue they handled was and how they resolved them, and an "Issue/Incident" or "Ticket" number created for each case. A copy of this summary would have to be sent to the player's email address, so that they could review the details, and offer a critique or dispute if necessary. In the case of serious complaints, to help protect the GMs and ensure that it was not just player-griefing, as well as ensure a fair hearing for the player a supervisor GM, as well as an appointed EA representative of the customer would be assigned to review the case, if necessary. The player would be informed of the outcome, in an appended log of the issue.

(4c) In the case of repeated similar complaints against particular GMs, in-house reviews would be done to (a) verify there was a training issue (b) verify if the GM is showing preferential treatment to any particular group(s)/player(s), or (c) specific maltreatment of particular group(s)/player(s) or (d) whatever the situation is. If further training is needed, all cases handled by that GM would have to be reviewed by a senior staff member until such time as they deem sufficient, or in extreme cases, that GM would be dismissed. This is an EA management call. Just as long as they understand that the GM, more than anyone (except maybe the Devs), is their face to the customer, and how the GM behaves and acts reflects directly on the company.

(5) I'd make the comprehensive list of bannable offenses available to the player-base on my website. There would be no guess work on what is ok to say or do and what is not.

(6a) I'd make a list of every item being currently duped available to the player-base. This would not require how to do the dupe, just to advise them of what they should be watchful for, rather than leaving it completely to chance that they get banned for owning and/or selling said items.

(6b) To support the above, this might also include the immediate "freeze" of these items upon discovery of the dupe, meaning that all items of the types being questioned that are currently being sold or held in-game, would go into a type of holding stage. They would be removed from the player-bases line-of-site, and not available to be used, traded or sold, until the dupe bugs were fixed and the dupes removed. While not ideal, this would ensure that no one is at risk of innocently buying or trading/selling these items. Any player who simply purchased a dupe would have that item back if found to be a legitimate item, or replaced with a legitimate item if they held a dupe. This should ensure no gold loss.

(6c) To help enable the ability to discern dupes from legitimate items, one change might be that all items currently being bought from player vendors would instantly have the following information recorded: Vendor name/vendor-owners name, Purchase price and Date/Time stamp. This information would be saved to the items properties, but would not have to be shown to the players in-game, so as not to have possibly distracting information displayed to them, but would help ensure the legitimacy of the purchase, as well as provide a way to help track the item's origin if necessary.

(6d) In keeping with the thought above, the same information would be recorded on each transfer/trade of the item. Again, this information would be saved with the item's individual properties. These should be small bits of information, and should not take up too much server resourcing, as that information can be stored where needed.

(6e) At any time the item is deleted or destroyed, all this server-side information can be deleted as well.

OK, I guess that's all I can think of for now. I'm not saying this is the only answer, or that they are all feasible, or are the best answers to the CS problems EA has, but I think it would be a decent sounding board on where to begin improving the Customer Service/Customer relationships that are suffering so badly currently.

Several things, like just having comprehensive lists of currently bannable offenses and words, and known duped items available to the player-base would be an easy beginning, I believe.
 
C

Calla Lily

Guest
My number one change would be to get rid of the item-based system that started with AOS. Crafted goods used to be of high quality. GM quality today means nothing, and I find that very sad. Nowadays, with everyone concentrating on getting uber armor and weapons as loot, even the different colored ores have all but lost their usage, and using anything less than a bronze runic hammer on smithed items is a waste of ingots.

My number two change would be to stop making crafters dependent on warriors to obtain ingredients for crafted goods (and seeds). Crafting should be dependent on crafting skill, and the ingredients should be obtainable by crafters through crafting quests, not fighting quests or thievery.
 
T

T_Amon_from_work

Guest
This is a multi-step change:
1. Establish/insure sufficient housing areas somewhere that red and blue characters can live. NOTE: Malas **might** be good depending on open spaces and shard population.
1a. This area is TRAM RULESET and has one moongate in/out
1b. Recall runes allowed
1c. Reds allowed here
1d. If Malas used, Keeps and Castles must be allowed

2. All player housing and possessions must be there. Either the players place and move as in current housing ... or all houses are moved by EA (including all possessions) with a rune in the bankbox of the owner.

3. Tram and Fel merge back into one landmass using Siege rules (yes, ROT; non-con PvP - all of it).
3a. No housing is allowed (see #1 and #2) If your old house was in a choice Tram/Fel spawn spot, then keep the old rune for it and use it!
3b. Random spawns all over the lands ... anything goes up to a Greater Dragon here and there.

=====
And before all the squeals of anguish arise, I have few PvP skills (Lengendary Dirtnapping!!!) - so willingly accept "Trammie", "Carebear" titles. However, I started pre-Tram and I think it's better. :lick:
 
T

ThePlague

Guest
The situation with duped items has grown radically out of control. And gold has been poured into this game since 1997.

Option A : Let uo self destruct.

Option B : Open a new shard, same rulesets, NO TRANSFERS IN OR OUT. No val hammer BS, any gold on this shard would be a result of honest players.

Option C: Revert ALL the shards, leave skills alone, wipe all items, from all characters, all money, all houses. Powerscrolls and and statscrolls erased from characters, their skills reverted to 100.00 Max. ALOT of people would cry about this, but ALOT would agree that the game would be MUCH MUCH MUCH more fun, if a new player logged on and thier 1k gold meant something, instead of them being confused at why a sword costs 60,000,000 gold, and how someone could ever afford it.
 
M

Morgana LeFay (PoV)

Guest
I would redo the entire map so it was one world that everything could be travelled to without gate or recall. If by foot, by horse, or by ship. The world would be a world.
 
M

Morgana LeFay (PoV)

Guest
The situation with duped items has grown radically out of control. And gold has been poured into this game since 1997.

Option A : Let uo self destruct.

Option B : Open a new shard, same rulesets, NO TRANSFERS IN OR OUT. No val hammer BS, any gold on this shard would be a result of honest players.

Option C: Revert ALL the shards, leave skills alone, wipe all items, from all characters, all money, all houses. Powerscrolls and and statscrolls erased from characters, their skills reverted to 100.00 Max. ALOT of people would cry about this, but ALOT would agree that the game would be MUCH MUCH MUCH more fun, if a new player logged on and thier 1k gold meant something, instead of them being confused at why a sword costs 60,000,000 gold, and how someone could ever afford it.

None of that would work at all unless duping was stopped first.
 

In Flames

Journeyman
Stratics Veteran
Stratics Legend
The situation with duped items has grown radically out of control. And gold has been poured into this game since 1997.

Option C: Revert ALL the shards, leave skills alone, wipe all items, from all characters, all money, all houses. Powerscrolls and and statscrolls erased from characters, their skills reverted to 100.00 Max. ALOT of people would cry about this, but ALOT would agree that the game would be MUCH MUCH MUCH more fun, if a new player logged on and thier 1k gold meant something, instead of them being confused at why a sword costs 60,000,000 gold, and how someone could ever afford it.
I don't play near as much as I used to, and I've got to say

If they did something like this I would quit.

1. I don't feel like rebuilding my suits. I have characters with suits across most north american servers. Why? Because I worked hard for it and I was sick of blowing my gold on Xfers when my guild kept bouncing around the servers.

2. Wiping all items kills rares, and considering what dupes and EA's new items over the past few years theres near none left, and also kills my collection of soulstones. Again, I worked hard getting it, I'm not doing it again.

3. There are 1,000 better solutions. Exactly 1,000 better solutions.
 

Ancient Sosarian

Journeyman
Stratics Veteran
Stratics Legend
I would change the Guild & Alliance game mechanics so that Guild infiltrators could NO LONGER worm their way into Guilds just so they are able to KILL & STEAL from their Guild & Alliance members in all the non-Felucca facets (a truly despicable practice which defeats the entire purpose of Guilds, & Alliances in non-Felucca facets)!!!

Nuff Said,

An SoS


:gun: :gun: :gun:
 

Duskofdead

Sage
Stratics Veteran
Stratics Legend
My number one change would be to get rid of the item-based system that started with AOS. Crafted goods used to be of high quality. GM quality today means nothing, and I find that very sad. Nowadays, with everyone concentrating on getting uber armor and weapons as loot, even the different colored ores have all but lost their usage, and using anything less than a bronze runic hammer on smithed items is a waste of ingots.

My number two change would be to stop making crafters dependent on warriors to obtain ingredients for crafted goods (and seeds). Crafting should be dependent on crafting skill, and the ingredients should be obtainable by crafters through crafting quests, not fighting quests or thievery.
It's amazing to me how much the Blizzard influence has changed UO.

I read this post and not only do I totally agree, but what's amazing is that it could have been a criticism of WOW. That was my #1 complaint about crafting there (something I always loved and missed in UO when I was gone), that crafting essentially means making or buying from combat characters who go farm rare ingredients in dangerous places. And a majority of crafting was useless compared to drops anyhow.

Itemization-based systems are very bad for RPG's in my opinion. I almost wish there would be a split between true online MMORPG's and MMO Action/Adventures of the WOW/Diablo 2 style for the more action-oriented casual gamers. Because what has become "standard" now for MMORPG's lacks VERY much that RPG gamers would like.
 
K

Karthcove

Guest
As many said already - get rid of insurance. Then greatly reduce uber item drop rates, make the only way to heal a pet via the vet skill, have greater dragons grow old and eventually die off as a tamable. Chars that slay murderers and thieves should be offered a choice of a bounty or to place the individual in jail for one game time day. Then once all is right in the world convert all facets to fel rule set.

:) you asked.
 
L

Lia

Guest
My number one change would be to get rid of the item-based system that started with AOS. Crafted goods used to be of high quality. GM quality today means nothing, and I find that very sad. Nowadays, with everyone concentrating on getting uber armor and weapons as loot, even the different colored ores have all but lost their usage, and using anything less than a bronze runic hammer on smithed items is a waste of ingots.

My number two change would be to stop making crafters dependent on warriors to obtain ingredients for crafted goods (and seeds). Crafting should be dependent on crafting skill, and the ingredients should be obtainable by crafters through crafting quests, not fighting quests or thievery.
Absolutely, completely 100% agree!! OMG these changes alone would remake the game for so many people.
 
K

Karthcove

Guest
My number one change would be to get rid of the item-based system that started with AOS. Crafted goods used to be of high quality. GM quality today means nothing, and I find that very sad. Nowadays, with everyone concentrating on getting uber armor and weapons as loot, even the different colored ores have all but lost their usage, and using anything less than a bronze runic hammer on smithed items is a waste of ingots.

My number two change would be to stop making crafters dependent on warriors to obtain ingredients for crafted goods (and seeds). Crafting should be dependent on crafting skill, and the ingredients should be obtainable by crafters through crafting quests, not fighting quests or thievery.
Absolutely, completely 100% agree!! OMG these changes alone would remake the game for so many people.
I also agree with the items issue - make things wear out and break again!

As far as the crafter issue I am in somewhat disagreement, I would think we would want things in such a way to help build relationships. I think the downturn UO has taken is due in part to no longer having a need to interact with others to prosper. EA has turned this into an arcade game.

Crafters have quests already built into the game, it is called, "find the right vendor".
 
L

Lia

Guest
I also agree with the items issue - make things wear out and break again!

As far as the crafter issue I am in somewhat disagreement, I would think we would want things in such a way to help build relationships. I think the downturn UO has taken is due in part to no longer having a need to interact with others to prosper. EA has turned this into an arcade game.

Crafters have quests already built into the game, it is called, "find the right vendor".
Lol, well, those are awfully expensive quests. Though, that is how my crafter gets some of the things he needs. But, if we could sell those crafted items for decent (steady) gold, it would be fair commerce.

I really miss the days of running to the Brit blacksmithy and seeing all the smiths there offering to repair weapons. Talk about player interaction!

That was also when you could usually judge a player by their "Glorious" titles and such as fair indicators of their integrity. :eek: Sadly, though, I think that decline is in the playerbase itself. :( (Not a slam to anyone in particular.)

But, back then, if a blacksmith was known as a swindler, they would usually quickly lose their repeat business. Since they did not have soulstones then, they'd have to do it the hard way and rework that skill on a new character, and that was not something many of the serious smiths wanted to risk, so it could be a fairly safe interaction.

But, I digress. Getting rid of item-dependency, or at least making crafted items as good as artifacts, and restoring crafters to their original usefulness would be so great.
 
G

GreyPawn

Guest
If given the reigns of power, I would institute UO:Revolution.

1. Destruction of Felucca and the restoration of "One World".
Landowners have been warned since Minax invaded that Felucca is unsafe. Well, now the clock is ticking and all structures in Felucca are forfeit. After 15 days, houses become multi-object attackables, and a varying amount of gold is earned for the destruction of a domicile. 10 days after this, Felucca is annihilated by Shadowlords, or forcibly merged back into Trammel by the Council of Mages. All PvP that occurs thenceforth is consentual and factions/guild based. Like in every other freaking game on the market.

2. Maintenance in the form of gold would be required to maintain a customized house. A player voting system for grading housing aesthetic should be instituted, reducing the cost of maintenance for a house with positive votes while increasing the cost of maintaining an eyesore that nets negative votes.

3. Malas, Ilshenar, The Second Age and Tokuno all receive "Interest Updates", providing new quests, new points of interest to explore, and added backstory. Future expansions are restricted from providing "just space" like the trailer park Malas is.

4. Ultime Online: The Siren's Call. Figure out how the heck boats actually work and provide at least 10 additional CRAFTABLE models to accompany the opening of a nautical-themed landmass. Provide "breath underwater" spells to mages and aquatic locales to explore and interact with.

5. Update castles and keeps by providing 6-8 variations on the standard design.

6. Reduce the reliance of caster-types on armor by introducing cloth armor or "multi-slot" robes that provide equivalency.

7. Event Moderator prime directive shifted to QUANTITY vs. QUALITY under the heading of Stasis Disruption Initiative. Meaning, first train the bloody high heck out of the EMs. If they can't tell you what the ".an 12" command will do or match the Virtues to their colors, REPLACE THEM. Then force the dedicated core of EMs to focus on providing as many interesting things to as MANY players as possible. Move past the qualitative - that train left when Todd McFarlane got involved in LBR. Focus on violating the norm and shattering the stasis of player expectations. Immersion happens because the world continues to churn and hum in deep ways without regard to the player, and SO TOO SHOULD EVENTS. "You weren't there for that big demon invasion? Too bad, so sad. Catch the Dolphin Priest at Skara tomorrow afternoon for the next leg of crazy shasta."

The objective should be to generate as many "WTF!" moments as possible in as many players as possible. The invisible gods that used to roam Sosaria get to return en masse.

8. Skills Revisited. For the past umpteen expansions, UO has continually come out with new skill after new skill. The time for new skills is over. Revisit the old skills and ensure that each has appropriate value in relation to each other. Add new monsters to polymorph, give necromantically risen skeletons a chance in PvE, and maybe make Item ID do something interesting.

9. Bolster the involvement of factions in the storyline. Allow faction guilds to construct unique guildhouses that provide benefits to their members unique to their faction. Divide all Britannian territory up into chunks, allowing factions to seize large swaths of the map and benefit from the conquest, while inducing competition for key points of interest. The construction of an EVE Online style sub-community within UO would be a simple matter of providing the compunction to participate, and the allure of a battle-map style game of thrones.

10. Provide fiction and lore IN-GAME rather than in a lip service six paragraph blob of flavor text once every three months on BNN.

There's more, but I'm a tired old wizard and EA no longer pays me.
 
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