Hi all,
I am no fan of the Trammel/Felucca split. I don't like an MMORPG where you can play in a "safe zone" without risk, cause it removes the MM and RP from the online game. It turns the game into an unrealistic single-player SIMS game.
Now that Classic Shard is being discussed so passionately and controversely, and we have a shard called Siege Perilous that is less successful than many had hoped, and Felucca is mostly deserted either, I thought a lot about the reasons behind that. I wondered why I don't like either of these concepts, and I found the answer:
When I play a game, I want to have a challenge, yes. Siege, Classic Shard, Felucca - they sure are challenging. But what I don't want is the game becoming work. I want to relax and have fun, but I don't want to work my arse off to succeed in a game.
Siege Perilous is pure work. I played there long enough to know that. The reasons for this are the slow skill gain, the high vendor prices, only one character, the lack of insurance. Since you can and will be murdered almost anywhere in the game, you have the pressure to advance as much as possible. Since advancing is so hard, it takes too much time and effort ("work") to get to a point where you can enjoy the game. And then you still have to "work" to replace anything that was looted from you. Having only one character in such a world (I basically like the concept of having only one character) makes it even harder, especially with such a small community.
Classic Shard will most likely have the old PvP ruleset. I played UO since the first day of its release. I know all the flaws of the old ruleset. Any ruleset that allows mass-murdering and player griefing to such an extent is unattractive to me, and probably to most of the other players. You are forced to be able to survive, because you cannot prevent being murdered and looted wherever you are. We had that system during the Old Days, and it failed. Most players felt victimized and were extremely frustrated. The only ones who liked that systems were the "wolves", i.e. the criminals, and they wish back the old days. But I wonder how much fun will it be to play on a shard with only wolves and no sheep?
What I would like is a system where the player himself can control the risk of being victimized to a certain extent. A system that allows criminal activity, but punishes those who exaggerate and go on mindless killing/looting sprees. A system where not only power gamers can be criminals, but where you have to be clever and sneaky in order to commit a crime and get away with it. A system where players can minimize the risk (but can't completely switch it off) by planning their adventures thoroughly. A more "intelligent" system.
Basically: A system where I don't have to "work" in order to succeed, where success depends on my own cleverness and knowledge, and less on items and safe zones.
I am no fan of the Trammel/Felucca split. I don't like an MMORPG where you can play in a "safe zone" without risk, cause it removes the MM and RP from the online game. It turns the game into an unrealistic single-player SIMS game.
Now that Classic Shard is being discussed so passionately and controversely, and we have a shard called Siege Perilous that is less successful than many had hoped, and Felucca is mostly deserted either, I thought a lot about the reasons behind that. I wondered why I don't like either of these concepts, and I found the answer:
When I play a game, I want to have a challenge, yes. Siege, Classic Shard, Felucca - they sure are challenging. But what I don't want is the game becoming work. I want to relax and have fun, but I don't want to work my arse off to succeed in a game.
Siege Perilous is pure work. I played there long enough to know that. The reasons for this are the slow skill gain, the high vendor prices, only one character, the lack of insurance. Since you can and will be murdered almost anywhere in the game, you have the pressure to advance as much as possible. Since advancing is so hard, it takes too much time and effort ("work") to get to a point where you can enjoy the game. And then you still have to "work" to replace anything that was looted from you. Having only one character in such a world (I basically like the concept of having only one character) makes it even harder, especially with such a small community.
Classic Shard will most likely have the old PvP ruleset. I played UO since the first day of its release. I know all the flaws of the old ruleset. Any ruleset that allows mass-murdering and player griefing to such an extent is unattractive to me, and probably to most of the other players. You are forced to be able to survive, because you cannot prevent being murdered and looted wherever you are. We had that system during the Old Days, and it failed. Most players felt victimized and were extremely frustrated. The only ones who liked that systems were the "wolves", i.e. the criminals, and they wish back the old days. But I wonder how much fun will it be to play on a shard with only wolves and no sheep?
What I would like is a system where the player himself can control the risk of being victimized to a certain extent. A system that allows criminal activity, but punishes those who exaggerate and go on mindless killing/looting sprees. A system where not only power gamers can be criminals, but where you have to be clever and sneaky in order to commit a crime and get away with it. A system where players can minimize the risk (but can't completely switch it off) by planning their adventures thoroughly. A more "intelligent" system.
Basically: A system where I don't have to "work" in order to succeed, where success depends on my own cleverness and knowledge, and less on items and safe zones.