Old scammers and griefers when UO was a classic game had their own ingenuity to thank when they took advantage of other players WITHIN the accepted rules. They didnt speedhack or used third party programs. Today cheaters seems to be a much, much worse infestation.
A thief was not well seen by many but he worked in a roleplayish way exactly as he should.
Conclusion - UO was a way more fair game during the old classic days, basically a better, fairer game.
That's an interesting conclusion, but not one I'd agree with in any shape or form. Scammers may have used "game mechanics" in order to scam other players, but there certainly were, even back then, a number of people exploiting bugs in order to take advantage of other players. That's not exactly the type of element ANY game needs.
Griefers are an unwelcome statistic in any game. They play specifically to interrupt and disrupt other players' game experience. They find "fun" in going around and doing what they can to detract from another's experiences. Whether it be disrupting an RP event, casting fields at an in-game event, following someone around and tagging every creature someone else starts to fight (the good ol' "Well, you can go somewhere else," adage), to killing tamable creatures just so someone can't get one and so forth, why anyone would stand behind the mindset of a griefer is beyond me.
Ok i agree on trammel but how can you explain that UO lost 80000 subscribers within a year after AoS arrived?
http://www.mmogchart.com/Chart2.html
Those players left UO to play freeshards with old settings, classic shards.
Okay, let's take a look at those numbers for a moment:
By 1998, UO has 50,000 subscribers, double that by 1999. During this time, UO:T2A is released. Now, numbers continue to slowly rise, but by 2000, they're reporting 150,000 subscribers. In the meantime, UO development changes because of UO2/UWO:O, which clearly detracts from a second expansion that should probably have launched in 1999. Mind you, at the same time, stuff like necromancy and advanced alchemy are in the works, and they do a client overhaul in several areas, and so they're clearly still developing the game.
In 2000, UO:R is "released," because while subscribers are still growing, they're losing long-term players, and that reason is the PvP free-for-all ruleset. They realize this and they move forward with a plan to correct it. If we take your chart to heart, there's no mistaking that post UO:R, UO adds another nearly 100,000 subscribers in the course of about a year.
2001 sees the release of Third Dawn, 2002 the release of LBR, and the Age of Shadows lands in 2003. February of 2003, by the way. Now, you'll notice the trend from 2001 through 2003 shows that after the release of Third Dawn, the subscriber base remains fairly constant after a short drop. What you might also notice is that according to this chart you're pointing at, there's another dip in subscribers to just over 200,000, just PRIOR to the release of UO:AoS.
AoS is released, and what does your chart show? Yeah, that's right... a rise in the subscriber base to 250,000 players. The largest subscriber base that UO has ever had. And while it trends down some, it remains a solid 250,000 all the way into early 2004. Now, yes, as we enter 2004, it begins to decline, and eventually settles in at 150-175k subscribers all the way into early 2005.
Mind you, late 2004 saw the release of Ultima Online: Samurai Empire, as well as World of Warcraft. It should be noted that even in the face of World of Warcraft, Ultima Online's numbers stay roughly the same into 2005.
By mid 2005, UO's numbers have dropped to about 125,000 subscribers. Is this because of Age of Shadows? Hardly. Up until 2007, UO's numbers maintain pre-UO:R numbers, and then they finally trickle down into the less than 100,000 subscribers area. What could cause this?
Plain and simple: By 2005, UO was an 8-year-old game. In 2005, they chose to release Mondain's Legacy without a physical box. Now, that decision was clearly based on what EA felt to be its market acceptance potential, or in other words, would anyone buy the game off the shelf? Certainly they'd tried the 7AE, T8A, and 9AC (and, in fact, released T8A with a box just after ML was launched without one), but those were compilation releases with little gems to encourage purchase that did little to attract new blood into the game (as evidenced by the trend line).
So while we can sit and point at AoS as the culprit for UO's "downfall," it's not. The facts are (and if we choose to take this chart as fact, it supports these claims) that Ultima Online had its largest playerbase in its history POST AoS. It held onto a good deal of that playerbase for a full year after release, and while there was decline, UO kept a decent playerbase well past the next expansion and even in the face of World of Warcraft.
Of course, elsewhere, it's claimed that Felucca wasn't dead post-Trammel, and while it didn't die an immediate death, it had a huge heart-attack and was well on its way out THE DAY TRAMMEL WENT LIVE. It never recovered from that, not with Champ Spawns, not with double-resources. Not with Factions. Nothing has ever enticed a sustainable playerbase back into the Feluccan ruleset.
Sure, we can say that there's 1,000 people running rampant at various times on emulator shards just dieing to play Classic Ultima. And there's tales that nearly everyone supporting a Classic Shard knows of just so many people who would come back to pay for the old Ultima Online Classic Shard experience. Those claims are suspect at best. I believe there is a niche audience who would enjoy a Classic Shard... But I don't necessarily believe it's a viable one. However, as I've discussed elsewhere, there are certainly ways to find out without causing the present UO to lose valuable development time that can be best spent on securing its future.
The ones that claim that AoS didnt have this extremely negative impact on subscribers can continue to believe that but your dead wrong.
Of course, the very chart you're using to support that belief proves otherwise, but why bother with actually studying the trends when you can just point to a dip and say, "Look, that happened after AoS, so that had to be the cause!" Of course, using that logic, I suppose I could claim, "The release of the Third Dawn Client was the best thing that ever happened to UO because look at how the numbers rose after it was released!" We both know I'd be wrong about that claim, but hey, I'm interpreting the chart using your method now, and that's what it clearly shows.
Give us our classic shard and we will prove you wrong.
I sincerely doubt that, but time will tell.