popps
you do know reason we got replicas was to re-balance game right!! It gave regular players a chance at very rare once one of a kind items ems had dropped over years in game. Those which then became heavily duped so became a game of have "dupers and those that dealt with" and have nots the ones that wouldn't deal with them. the developers instead of deleting the dupes gave a way for rest to have the items in away that didn't unbalance the game.
Yes, but my question is, if the intent is to balance out new and existing players so as to put everyone on an equal footing what is the time frame that this can happen for a new player ?
I mean, let's take an existing player all scrolled up, with soulstones to swap maxed out skills as needed depending on the circumstances, with a suit all modded, perhaps imbued and gold to spare in bank to quickly adjust to the introduction of new, more powerfull items faster than others so as to always stay ahead, so to speak, as compared to others.
Then let's imagine a brand new player who just discovered Ultima Online and comes to the game and tries to make his or her way up and compete against other players.
The question that matters here, IMHO, is
how long before this new player can get the training, the equipment, the wealth to make it possible to compete with players who have been playing and stocking up items and wealth for years.
Unless the time to close the gap is reasonable, chances are that the new comer, after trying the game for a while, seeing how existing players can always keep ahead, may find it counter productive to keep playing UO trying to cover a gap which only moves a step forward, but never closes for one reason or another.
And should this happen, this would be detrimental for the game.
The problem with an item based game and relying combat outcome mostly on modifiers, is that it helps more those who have more time or wealth to get the most and best items. That is, the way I see it, it makes time playing the game an asset and the more time one has played and more items and wealth one has accumulated, the more this plays a relevant role in having the upper hand to win fights.
And, as a side effect, it makes it much harder for new comers to the game to cover that gap in a reasonable time.
Yes, we are better off today as we were before thanking to changes like Faction artifacts, imbuing and, but only up to a point, for Replicas.
Unfortunately, as I see it, the time for a new comer to "catch up" is still considerable even with these changes since wealth still plays a role in getting the best items and this is why I think that perhaps more can be done to help close the gap between existing players and new comers to the game faster.
Personally, I think that something which could greatly help could be gradually shifting the balance of power away from items and modifiers and back onto skills.
Reducing the impact of modifiers towards combat outcomes and increasing the impact of skills in determining who wins a fight could help further reduce the time a new player may need to be on par with existing players.
When talking about increasing the impact of skills, I not necessarily mean only the in game skills but also actual combat skills like combat strategies which might make the difference in combat.
For example, I would like to see more in-combat influence of cheap, side things like potions, special moves which require the use of a clever battle tactics and the like.
All things which everyone can use and learn but which can be made determinant to decide who wins a fight because of a better combat strategy and not of a better suit or more gold to spend.