So, after carefully reading most of the posts in this thread over the last couple of days, I'm finally ready to make my first post.
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First, let me say that while I think that almost everyone discussing a classic server really does have a grasp of what UO was really about, I think it is important to really
know what the developers believed it was "about". In that light, I figured that I'd share a quote from
Raph Koster regarding his viewpoint on non-consensual PvP and the community building aspect that it created:
Jonric: Do you feel the nature of a game's community is affected by the presence or absence of non-consensual Player versus Player combat?
Designer Dragon: I think it is affected a lot. A society encompasses many types of people, and the strongest societies are those that embrace that range of difference. Homogeneous cultures tend to die off. So conflict and different viewpoints are important. Whether the conflict takes the form of player vs player combat seems immaterial to me, as long as there are mediums for competition of some sort. Beyond that, I feel that the ability of players to engage in player vs player combat encourages group activity and socialization. The bad guys are forever getting together to do raids, the good guys are organizing police forces. It adds a very interesting dynamic. Of course, there's plenty of people out there who don't want to have PvP impinge upon their experience in any way, and if PvP gets out of hand, they will be very unhappy. It's quite a juggling act to have non-consensual PvP in your game.
Jonric: Can you perhaps elaborate on the community-building dynamic inherent in PvP?
Designer Dragon: Being attacked tends to form community bonds very quickly, and they tend to be strong ones. Facing any kind of adversity does that - how many Reader's Digest stories have you read about tragedies or adventures which resulted in the group being friends forever afterwards? PvP happens to be one way to get that sort of adversity in a way that matters. If you just have monsters attack a town, there's no real significance if you win or lose - but if it's a player-built town and actual players who will occupy it if you lose, then you've got something that matters that you're fighting for. And that's a very real psychological difference. Keep in mind, this is just MY opinion. Folks like Dr. Cat, who's currently working on Furcadia, disagree with me on this. It's hardly a settled issue, and there are lots of opinions on the matter!
Long story short: community through conflict
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Second, for all those who believe that a classic shard would not do well, there is a powerful indicator of how well that this type of shard would do: free shards. As a person who has been involved with free shards ever since the introduction of AoS, I can tell you that in the history of free shards, the most popular types of shards for the last 7 years have all been UOR or T2A related free shards (essentially "classic" shards). In fact, the two most popular free shards available
right now are both T2A and UOR related shards.
Given that fact, I can tell you that I would be on a classic serve in a hot minute, and while I cant be certain how many others would come, it would be a significant number.
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Third, many of the discussions in here have talked about overall mechanics for the game, but haven't really focused on the details of implementing these systems. In these types of discussions, it is important to be aware of
exactly how these systems worked in order to understand their merits and pitfalls. For most people here, these specifics have become extremely fuzzy over time and aren't well know at all anymore.
For example, the taming system that was discussed a few pages back changed
5 times between the release of the game and UOR. Which of those systems should be chosen, and why should one system be chosen over another? This kind of question can't be asked without understanding how the systems worked.
Another example is the recent discussion regarding thieves. Depending on what time frame you are thinking about, the mechanics to curtail abusive stealing tactics were non-existent, moderate, or severe. Without knowing when each system was in place, and how each system worked, it becomes difficult to determine which system best controls extremely abusive behavior with respect to a classic server environment.
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Finally, since the discussion has centered around stat-loss and the function of PK's I would like to point out 1 fact about stat-loss. Stat-loss was
NOT removed just before UOR. How do I know this? There is mention of changes to how stat-loss is applied to PK's in the
Publish 16 Patch Notes. Since there is clear evidence that stat-loss was still in existence during the very end of UOR, it is safe to conclude that it existed between the end of T2A and Publish 16.
As for an opinion on the subject, I do have one but I won't express it in this post. However, I will say that this quote
Morgana LeFay (PoV) said:
I don't think PKs ruined the game because they could PK people. I think their irresponsible abuse of that ability caused the devs to ruin the game to keep everyone that was fed up with their behavior from canceling their accounts and going elsewhere.
from early on in this thread serves as a very good starting point for tackling the problem logically and coming up with a solution with the fine granularity to deal with this problem properly.