you aren't alone, but there are only a few of you, you don't realize how great the game was back in the day, I started playing a few months after tram came out and I would be thrilled if the game went back to felucca only even, as long as its pre-aos though is all i ask for, atleast that much. I dunno why people like you act this way about something, if you dont wanna play the classic shard don't, but don't talk bad about it either. Personally, if it somehow sped up the process of a classic shard coming into existence, id have the entire EM team dismissed and put that money into a classic shard
I have every idea of what the game was like back in the day. I've been playing since October 23, 1997. I've seen it all, been through it all, and this "golden age" of UO that certain folks seem to think existed really didn't. Was the game fun back then? Absolutely. I wouldn't have continued to play if it wasn't. Was it going to continue to succeed if it didn't make the changes it made back then? Absolutely not. AoS didn't kill UO. Neither did Trammel.
What is slowly killing UO has been a steady stream of declining development, a lack of any forward momentum on updating the game engine to a modern standard that would attract new players, a stellar failure to update systems so that they wouldn't be confusing to new players (ie: why are there 3 or 4 different ways of initiating, doing, and completing a quest?), and putting internal instruction in the new player experience that actually TELLS a player ALL basic aspects of how to play the game (this specific one, by the way, is precisely why SWG had its "sandbox" core ripped out and replaced by a leveler engine -- because for basic players, without instruction and clear guidance as to what skills do and how to use them together, they get confused and leave).
Putting the minimal money spent on EMs back into a Classic Shard would be a horrible idea at best.
I'm curious as to where these LARGE AMOUNTS OF PLAYERS READY TO PAY TO PLAY CLASSIC UO figures are coming from. I mean, let's be honest... it's been over a decade since Trammel split. It's been seven years since Age of Shadows. There are not thousands upon thousands of players clamoring to pay $12.99 to play Classic UO. But I suppose we'll have to agree to disagree until something happens one way or another.
...many people that play MMOs like to be able to do everything in game without risk of dying and losing stuff, to me that makes it more fun and worth playing, UO had the right idea back in the day...
The irony of that statement is that if, indeed, UO had it right back in the day, the number of successful MMOs with subscription figures that far outweigh UO's peak (this includes, by the way EverQuest) would not have been successful.
But see, this is where people who think dieing and losing stuff is part of some sort of challenge that people should enjoy.
However, one standard, practical axiom of gameplay is that people play games to enjoy themselves. Whether that enjoyment comes through overcoming challenge, solving a puzzle, just running around gardening, whatever, they all have one thing in common, and it's this axiom that makes UO and the VERY few games like it the ones that still don't seem to get it: No one, not in game nor in real life, enjoys losing everything and having to start over from scratch. There is no enjoyment to be found in it. This is why video games generally are designed with save points, why most MMOs don't punish you in death by making you give up what you gained in life, and so forth.
Why people think that it's "fun" to risk losing everything on you, and equate that to challenge is beyond me. Sure, I get that PvP can be fun and entertaining -- I don't do PvP on UO because the systems are limited and you run into dishonorable cheaters more often than not, but I have done PvP in UO in the past, and it wasn't the fear of losing my items that made it fun. It was the challenge of facing off against another human opponent. To be honest, I could have cared less what crap he was carrying on him. There are artificial, acceptable ways to implement risk v. reward that don't require you to lose everything on your body.
id say its a pretty factual post, and you are acting very childish
No offense, but stating opinion as fact doesn't make it factual.
its a damn shame that 90% of players didn't like uo back then, the days when pks ran rampant were the glory days of UO, people need to understand this, UO was made as a pvp game so im not sure why so many people subscribed back in the day knowing what could happen if you didn't like it.
That's hysterical. No, really, it is. UO wasn't made as a PvP game at all in any way, shape, or form. It was, at its inception, designed as a social experiment where they believed that the greater good would outweigh the more nefarious elements.
It. Failed.
You read old developer blogs, interviews, commentary, and so forth, and the ideas they had were lofty, and they had high hopes, but they all admit that they had no idea how impactful the PvP/PK/grief element would be on the game. When they speak of that impact, they speak of it in a negative way, because it was literally driving players
from the game.
What I think is odd is that while you seem to acknowledge that 90% of the playerbase expected a different play experience, you seem to hold onto the notion that your idea of a good play experience is what UO should have been. I don't understand the disconnect where you fail to see that had UO not changed, it wouldn't have survived to 2005, much less 2010.
Pks and griefing made the game special, the first of its kind
Umm... that's sort of a funny thing to say, considering that UO was pretty much the first of its kind in nearly everything it was doing. UO ushered in the modern MMO era, and it made some mistakes along the way.
PKs... they didn't make the game special, they nearly killed it. This isn't to say I don't see a place in UO for PKs and PvP, but it certainly isn't in a free-for-all run rampant playstyle. Though, if you want that, you could always hook up on Siege Perilous.
Griefers don't make ANY game special, and EVERY game has them. To say griefers made the game special gives special insight into your mindset on the matter, however.
then how do free pre: UOR servers exist?
Well, let's see here... the engines they run on were developed way back when, or are modern interpretations of what they believe pre-UOR should be. They were specifically designed that way by the people who implemented them. They certainly aren't using UO server code to run them, and, if you pay attention behind the scenes, they run quite a bit differently.
Oh, and in order for a Classic Shard to work at all, EA would have to issue cease and desist orders to all of those free pre-UOR servers you speak of to shut them down so that they would have no option but to pay for Classic Shard access. Sure, some might, but I suspect many others would be pissed at EA for shutting off their illegal form of entertainment and find ways to continue to play for free just to spite EA. But then, that's just me and years of historical data taking a wild stab at this.