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Expansion idea - Ultima Online: Legends of the Orient

Pinco

UOEC Modder
Stratics Veteran
Stratics Legend
Here is another idea.

Background short story:
Vesper sea explorers discover a new place somewhere in the east and they will not reveal the location since is their new trade spot. The new area is the Orient.
In order to reach this place you must pay 200k to an explorer that will transport you there.

Areas:
Orient area is an unknow place located in trammel and felucca with 2 main towns:
- Oriental Dock City:
This town is reached by paying the vesper explorers.
Is the only place in the whole new are where you can mark runes.
Here you can find 2 kind of vendors:

* Occidental vendors: allows you to buy/sell things as usual. Special: the water pitchers price is 50k per.

* Oriental vendors: you can buy sell from oriental vendors only if you have used the book: "Knowledge of the Orient: Oriental languages". This vendors uses water pitchers instead of gold to buy/sell things.

- The Oriental Capital:
To reach this town you must cross the desert.
You can't mark runes in here.
Only oriental vendors are available here.


- The Cursed Desert
This desert has been cursed by an evil and extremely powerfull deamon hundreds of years ago.
Entering this place put you in extreme danger because this place is a labyrinth. The path you can walk change every hour and you can be lost forever. Recall, Mark, teleport, gate travel doesn't work in here.

When you enter the dersert, a new buff will activate: Thirst
The thirst is made by 4 level:

* Thirst Level 1: you are ok, every time you drink from a pitcher of water will grants 30 more seconds to the level 1. 1 pitcher of water = 10 minutes. When the time is over you reach level 2.

* Thirst Level 2: you are thirsty! your stamina regeneration is set to 0 and you can't run anymore. This level last for 5 minutes before reach level 3.

* Thirst Level 3: you are extremely thirsty! your stamina regeneration is set to 0 and you lose 10 stamina every 5 seconds. You can't run anymore. This effect last for 2 minutes before reach the level 4.

* Thirst Level 4: you are dying! your stamina and stamina regeneration is set to 0 and your hps is decreasing 20 by 20 until you die.

Dressing a cloth with thirst resistance, will increase the time by the indicated percentage.

Die in the desert
Due to the desert curse, if you die an undead version of you will raise. In order to get your items back you must kill it.

Traveling through the desert

- Ethereal mount can't cross the desert due to the curse.

- Gargoyles can't fly: the sun is too hot to fly through this area.

- You can't ride since is too hot for your pet too keep you riding it.

- Every pet has the thirsty buff and must give some water to them in order to prevents their dead.
A message "<name> looks thirsty" appears over the pet head when the level 2 start.
A message "<name> looks very thirsty" appears over the pet head when the level 3 start.
A message "<name> is dying" appears over the pet head when the level 4 start.

Sometimes in the desert you can find one of the new encounters.

A quest: "The Gipsy Caravan" from the dock town allows you to cross the desert instantly.
The quest requires to escort the caravan through the desert (a teleport from dock town to the capital), but there is a 50% chance to fail it.
If the quest fail you find yourself in the middle of the desert attacked by one of the new encounters.


The new encounters

- The scorpion king: a huge and terrifying black scorpion
30k hp.
res: 80/100/60/60/60
Specials:

Pincers hit: sometimes it can hit you with his pincers and stun you after causing the lost of 50% of your hps.

Doom Poison: a lethal poison that cannot be cured

Tail Strike: apply the doom poison, mortal strike and execute an armor ignore.

Tunneling: same ability of the ant lion

SPECIAL ITEM: Scorpion King's Sting

- The Daemon Cobra: a huge black cobra.
50k hp.
res: 100/70/60/60/60
Specials:

Doom Poison: a lethal poison that cannot be cured

Painfull Bite: apply the doom poison and execute a bleed attack

Stealth: this boos is able to stealth and attack you at surprise is also able to hide in full sight.

Tunneling: same ability of the ant lion


SPECIAL ITEM: Deamon Cobra Poison Vial, Deamon Cobra scales.

- The fallen caravan: a fallen gipsy caravan is now a bunch of powerfull undead.
10 undeads total:
3 Gypsy Mage Mummy
3 Gypsy Warrior Mummy
2 Ancient Gypsy Lich

each one has 10k hp
res: 60/100/60/60/60
Specials:

Touch of the dead: a lethal poison that cannot be cured and still until you die.

Burning Souls (only mages and liches): a poison that damages your mana for 60 seconds.

Hit Fatigue (only warriors): drains your stamina at each hit.

Mirage: creates a mirages of someone friendly (a party member, a guild member, neutral animal or wandering healer) able to do the touch of death and disappears. If you attack it, it will dissolves like a mirror image.


SPECIAL ITEM: Cursed Mummy Bandages, Ancient Gypsy Lich Dusts

- The Storm of Damnation: a champion without altar like the minotaurs one. A huge amount of sand vortex and greater sand vortex attacks you.

After killing all the vortex the boss will appear: Lord of the Desert
50k hps.
res: 100/100/60/50/50
Specials:

Sand Drown: stun, reduces your life by 20% and set your stamina to 0

Sand Wall: creates a sand wall that cages a player for 30 seconds. Spells can pass through the wall.

Fooling: teleport in a random location and creates 20 mirror images in a line then he and the mirror images still and wait your hit. If you hit a mirror image it will explode causing 30 damage and stun. If you find the real one all the mirror images explodes simultaneously.

SPECIAL ITEM: Desert's Lord Sand.


- Azaroth the Infector: this deamon is the one who cursed the desert in order to gather souls.

To summon this deamon you must collect all the special items from other encounters and place it in the dark altar (item that sometimes spawn in the desert)

100k hps
all res 100. In order to damage it you need the spell "Devil's Trap" explained later...
res while in the trap: 80/100/80/60/60
Specials:

Evil Twin: summon a peerless/champion/encounter with 500 life. This summon has the same ability of the original one. It can also makes your evil twin with 500 life, your equipment and your skills.

Great Curse: lower stats by 50% and reduces the resistances cap by 20.

SPECIAL ITEMS: every evil twin can drop SoTs or Ps 105 or 110. Spellbook of the Mad Mage (explained later).


Desert Secrets:
In the desert you can find things that changes by time.

- Tomb of the ancient king entrace:
This tomb is full of powerfull undead and traps. In order to reach the sarcophagus of the ancient king you must disarm several trap (the only way to pass through), steal keys from certain immortal undeads to open the doors and solve the puzzle to open the ancient sarcophagus that contains rare and valuable things like the magical golden water pitcher (a water pitcher with auto-recharge property which recharge 1 charge every 2 minutes).

- The dark altar: this is the place where to summon the most powerfull encounter of the orient.

- Oasis:
The oasis are a place where your thirst effect is removed (like when you are outside the desert). Also allows you to refill your pitchers.

- The Mad Mage secerts:
The mad mage was the name the people use to name a wizard who found a new way to manipulate magic in order to survive through the desert. His experiments summon the spirit of Azeroth that cannot be controlled and ended to possess the mad mage.
The mad mage's secrets still around in the desert.
The secrets are special chests hidden in the desert (randomly spawn like the other desert things). This chests contain 1 or 2 scroll of the secret Mad Mage's Spells. To cast this spells you need magery.
The scroll is destroyed after the use, but can be stored in the Mad Mage's Spellbook (obteinable by killing Azeroth). The spellbook or the scrolls can't be inscribed and are extremely rare.

- Altar of the Old Religion:
Thousands of years ago the oriental people use to pray pagans gods now forgotten. This altars is all what remains of this ancient cult.
All the altars can be used once then they are destroyed, and respawn randomly through the desert.

Touch the altars can grants some bonus or bring you a terrible curse:

* Altar of the champion: summon a random paragon creature to kill you

* Altar of refresh: restores your stamina and grants you a temporary +10 stamina regeneration

* Altar of the life: sacrifice some gold to get gift of life. Gift of life will last up to 30 minutes. 100gp = 1 minute.

* Altar of luck: grants you a luck bonus for 24 hours.

* Altar of traveling: open a gate to the oriental capital (the gate last like every gate made with magery)

* Altar of poison: generates 5 bottle of Doom Poison

* Altar of safety: after using this altar you can't be attacked (the same as using honor on self) for 3 minutes.

* Altar of Azeroth: this altar instantly summon an encounter

The Mad Mage Spells:
This extremely rare spells greatly improve your capability to survive and fight through the desert. This spells uses hp instead of mana.
Requires "Knowledge of the Orient: Legends of The Mad Mage" in order to use this spells.

Water Circle:
- Fresh Water: refill all yours pitchers. Hp cost: 5

- Summon Oasis: create an oasis that will stay for 5 minutes. The oasis can be created on desert only. Hp cost: 50.

- Watering: reset the thirst level and restore the full stamina to everyone around the caster. Hp cost 75

Restoration Circle:
- Restore Stamina: restores 100 stamina on your target. Hp cost 25

- Restore Mana: restores 40 mana on your target. Hp cost 50

- Blood for Blood: transfer 75 hp to your target. Hp cost 75.

Summoning Circle
- Summon Sand Vortex: a sand vortex will attacks your enemy like an energy vortex. Hp cost 25.

- Evil Twin: creates the evil twin of your target to fight for you (works for players and NPCs). Hp cost 50.

- Summon Blood Elemental: summon a powerfull blood elemental at your commands. Hp cost 75.

Offensive Circle
- Parasite: a curse that hits your target. When the target takes damage you gain the hit points lost by him. Scaled by resisting spell. Hp cost 25.

- Summon Ants: a swarm of ants attacks your target until he die or use a fire source (like the meer mage spell). Hp cost 50.

- Death: sacrifice all your hps to kill everything and everyone around you. The more are your hps the higher is the chance. The chance to kill an enemy are:
if the enemy life is 50% less than yours: 100%
if the enemy life is 25% less than yours: 75%
if the enemy life is the same amount of yours: 50%
if the enemy life is 50% more than yours: 25%
if the enemy life is 75% or higher more than yours: 1%
NOTE: After the spell cast you don't die, you just fall to 0 hp.

Defensive Circle
- Blood Purification: cures all kind of poison from your target. The hp cost depends on the kind of poison you are going to cure. Basically 10 hp x poison level. Doom Poison: 80 hp, Touch of the dead: all yours hp bringing you to 0 without kill.

- Mana Shield: 50% of the damage goes to mana for 1 minute or the end of mana. Hp cost 50.

- Magical Evasion: same effect of the bushido version. The duration is based on real magery, the success is based on parrying. 0 parrying = 25% success, 120 parrying = 60% success. Hp cost 25 Mana cost 50.
Requires The staff of the Oriental Mages.

Special Circle
- Devil's Trap: summon a great bloody pentagram (the same of the veteran reward) for 10 minutes. Every deamon that step into this circle will be permanently weakened. This spell is required in order to be able to damage azeroth. Except Azeroth, all the deamons will have a permanent -30% to all resistances and they take a damage of 20% of their hps. This spell can be used only once per creature, but can work for more creatures at the same time. Deamons with less than 100 of total hps will be instantly killed when step inside. Hp cost 100.

- Daemons Allure: using this on a deamon allows you to subdue it under your control. It works like dryad allure but for deamons. Hp cost 100.

- Summon Death: this spell is incredibly dangerous! It summon the Death who goes and kill someone randomly in the screen (the summoner is not immune) then disappears. Can't be killed or dispelled. Hp cost 25.

The oriental's stables (caravanserai) sells a new rideable pet:
To buy pets you must donate water like the community collections.

- Desert Ostard: a cheap creature rideable through the desert.

- Camel: this rideable is one of the few creatures rideable through the desert. Also is immune to thirst.

- Elephant: this is a versatile pet since allows you to customize it in 3 kind:
The elephant works like a "land boat" with speech commands or direct command (available only if you can ride it).
In order to "repair" it you need veterinary.
When it died is like a sunk ship. It will lay down until you don't ress it with veterinary.
Can't be bonded since it doesn't really die.

1) Cargo Elephant: mounting the cargo elephant addon, it will carry up to 25k stones but is unable to fight.

2) Passengers Elephant: mounting this addon allows you to carry up to 5 players on it (enables the direct command mode) and the pet is unable to fight.

3) Light War Addon: greatly improves the elephant resistances (+30 all res) and increase the damage dealt by 50% (enables the standard pet commands)

4) Medium War Addon: improves the elephant resistances (+20) and add 1 frontal boat cannon slot. Allow to carry 1 player to maneuver the cannon (enables the direct command mode). The pet is unable to fight. Movement speed reduced by 25%

5) Heavy War Addon: little improves to the elephant resistances (+10 all res) and 2 (frontal and read) boat cannons slot. Allow to carry 2 players to maneuver the cannon (enables the direct command mode). The pet is unable to fight and with half movement speed.

The oriental's blacksmiths sells 2 new kind of weapons:
In order to use/make the new weapons you must have used the book "Knowledge of the Orient: Oriental Weapons".
To use the special abilities you must read: "Knowledge of the Orient: Oriental art of war"

+ The Oriental Scimitar (swordsmanship).
Specials:

Half-moon strike: like ignore armor but with a chance of stun the target for 5 seconds. You must be mounted to use this special. Mana cost 40

Final blow: can be used only on npc targets with 5% life or less. Cause 200 direct damge + total damage increase (600 damage cap). Used in targets with more than 5% life it grants the same effect of a crushing blow. Mana cost 50

+ The staff of the Oriental Mages (macefighting)
To use this weapon you must use: "Knowledge of the Orient: Oriental Magic Weapons".
This weapon is a mage weapon -10 black staff.
Specials:

Magic Chaos: requires 80 real magery. When activated, the next hit ignite the target with a random elemental "fire". This fire causes an effect like bleed attack that cannot be removed, and the damage kind will vary, the damage amount depends by real magery and the total spell damage and slayer. Mana cost 30

Magical Whirlwind: requires 100 magery. When activated, the next hit will fire a fireball to any target around the wizard. The damage amount changes based on the spell damage and slayer. Mana cost 15

the oriental tailors sells new cloth items:
To use this items you must use: "Knowledge of the Orient: The Proper Desert Clothings".

New material like cloth: The Silk.
Everything crafted with silk grants a +10% to Thirst Resistance

New tailoring action: improve with silk.
This action allow you to add some silk in the occidental's clothings granting a +5% thirst resistance

- Turban: a typical oriental hat

- Flying Carpet: a magical carpet able to let you fly! This carpet is incredibly expensive to make and requires 100 magic other than 120 tailoring. 50% success chance. Materials: 100 carpet pieces (of the same style), 20 Ancient Gypsy Lich Dusts, 20 taint, 50 fairy wings.
The carpet works like an ethereal mount and allows you to cross the places where the gargoyle can cross by flying. Do not requires pet control slot.

New item properties:

- Thirst Resistances: increase the duration of each level of thirst. Available only on silk clothings. Cap 100%

- Random Elemental Damage Increse (eg. Fire Damage Increase): increase the spell damage when the spell uses the specified elemental. Available only on staffs of the Oriental Mages found in the tomb of the ancient king. Cap 30%

- Enemy of Darkness: available only on talismans found in the tomb of the ancient king. This property causes 50% extra damage to every creature with negative karma. The talisman with this property can be equipped only if you have more than 5000 karma. Works for spells and weapons.
NOTE: if you try to equip (or keep it equipped) when the karma is lower than the requirements you takes 30 direct damage every second.

- Enemy of Light: available only on talismans found in the tomb of the ancient king. This property causes 50% extra damage to every creature with positive karma. The talisman with this property can be equipped only if you have less than -5000 karma. Works for spells and weapons.
NOTE: if you try to equip (or keep it equipped) when the karma is lower than the requirements you takes 30 direct damage every second.

"Knowledge of the Orient" books
This books can be found in the desert creature's loot or in the tomb of the ancient king and unlocks many things:

- Knowledge of the Orient: Oriental languages (free the first time you enter the orient): unlock the ability of use the oriental vendors and takes the quest from oriental quest giver.

- Knowledge of the Orient: Oriental Creatures (common): allows you to control camels and elephants

- Knowledge of the Orient: Oriental Weapons (uncommon): allows you to build oriental weapons.

- Knowledge of the Orient: The Proper Desert Clothings (uncommon): allows you to use silk to craft clothing items. Also unlock the turban.

- Knowledge of the Orient: Oriental art of war (rare): allows you to use the oriental's weapon specials.

- Knowledge of the Orient: Oriental Magic Weapons (rare): allows you to use the staffs of the Oriental Mages.

- Knowledge of the Orient: Legends of The Mad Mage (very rare): allows you to use the mad mage's blood magic spells.

- Knowledge of the Orient: Legendary creatures of the desert (extremely rare): collectible, describes the desert encounters

- Knowledge of the Orient: The Ancient Religion (extremely rare): collectible, describes the kind of altar that you can find into the desert.

- Knowledge of the Orient: The Mad Mage evil spirit - Azeroth (extremely rare): collectible, the story of the mad mage and the secret to defeat Azeroth.

House tiles
- Oriental golden dome: make your house in oriental style with a shining golden dome!
- Oriental doors: classic oriental doors
- Oriental archways
- Oriental floors.

Surely I do not expect to see it, but would be a great addition :)
 

Cetric

Grand Poobah
Stratics Veteran
Stratics Legend
UNLEASHED
Cool, only comment is rather than a separate land, just turn something we already have into a giant desert. part of ilshenar maybe?
 

EvilPixieWorks

Certifiable
Stratics Veteran
Stratics Legend
Nice amount of thought went into this... but didn't they do this a few years ago? Gave us 3 massive areas of land we bairly use, all around the Japenese myths and such?

With the elf stuff... and even the gargolye stuff... I think we've seen enough to warrent a whole new collection of races. That would be a far better investment of time and effort.

They need to worry more about fixing what's broken, not misleading us with Spring Cleanings that never come... and otherwise cleaning up the messes of years long past. Not a penny more we should pay for something we all pay every month for.
 

Pinco

UOEC Modder
Stratics Veteran
Stratics Legend
Nice amount of thought went into this... but didn't they do this a few years ago? Gave us 3 massive areas of land we bairly use, all around the Japenese myths and such?

With the elf stuff... and even the gargolye stuff... I think we've seen enough to warrent a whole new collection of races. That would be a far better investment of time and effort.

They need to worry more about fixing what's broken, not misleading us with Spring Cleanings that never come... and otherwise cleaning up the messes of years long past. Not a penny more we should pay for something we all pay every month for.
well, for sure we need fixes, and there is a big margin of details to change into this idea :p
However I don't think we will ever see something like this :D
A desert where the path changes every N hours (requires skills to makes automatic labyrinths), random things around, no fixed places for encounters...
Too much random things... as we have see alredy the devs prefer things always equals to farm over and over again until you don't get nausea :D
 

Lady Storm

Grand Inquisitor
Stratics Veteran
Stratics Legend
Well it is a nice idea and you worked very hard at this I can see. But dear you crossed many copywrite laws, The Scorpion King is a licenced title thats one... I will say the Land part is not that hard to do a few bits on surface to anex for entry then the off bit mapping to a dungeon side map is not that hard and the Dev are experts at this. Now if the Dev did something like this some might go for it...
 
F

Fayled Dhreams

Guest
Actually ... since you're acknowledging game side limitations ...

wouldn't really be too hard to pull off ... (yeah I KNOW ... pick your jaw up! )

A few things you will need ...
An >engaging< story arc to cover the implementation
(lots of scaled difficulty puzzles and riddles {ala Inu the crone} along with scaled to be done and brought to a central place for "assembly" {rico the thief/scion scepter})
and under the distraction of "the story arc" ...kinda like "collateral damage" ...
pretty easy to transform an existing landmass(Yew plague, Maginicia) ...
I would suggest the northern end of Makoto-jima ... desert already exists (and Inu's hut, iirc) ...
could even mid-line some "access" side effects from ANY desert
(or dungeon floor ... sand harvesters *grin*)
(The wind blows and the sand begins shifting, a sinkhole gradually appears ... the Ants have long been digging world to world ... )

Anyways ... from some central point in an existing desert ... the area begins a desertification cycle ...
simple water(as already realized in your first draft) becomes the new gold/currency ...
its scarcity AND necessity builds a new value system(focus/requirement) which, as water is, is all the more precious because(if not carefully cared for) it evaporates and leaks and is stolen(steal-able in barrels and bottles) BESIDES being consumed to merely survive ...

which rounds to (in typical Fayled fashion)

the most important thing you need ...
A destination for telling the story ...
what do you want to persist AFTER the story is told and done?
What memory or scar or monument or (newly formed)society do you envision AFTER all the winning and losing is done?
short term or long term effect ___

Back to the same old same old? fine ... that has been done ... and you might do as well or better ...

I would urge and hope that you hold a GREATER VISION for a game cycle end
one that transforms the game for the better
RG decapitated the "monarchy" when he walked Lord British into the void
THE GAME needs a central theme to play against
with a central theme >as a controlling option< players can group and play as they choose
but ALWAYS against and within the central theme ... the monarchy is gone
Shall you rebuild it? Replace it? Transform it?
*shrugs*

Your idea holds a chance of success
customizable interfaces WERE an impossibility ...
*shrugs*
MAYBE it would really be too hard to pull off ... :danceb:
 

Viper09

Grand Poobah
Stratics Veteran
Stratics Legend
Nice idea. However, I don't think we need new areas at the moment. What we should do is just alter existing lands. It could begin with a nice story prior to release explaining the changes. I'd suggest parts of Ilshenar. That place always seemed to be a bit lacking to me.
 

MalagAste

Belaern d'Zhaunil
Alumni
Stratics Veteran
Stratics Legend
UNLEASHED
Campaign Supporter
I agree neat idea... and yes I would rather see not a new area but an existing area changed........ Illshenar or the Lost Lands would do.
 
S

Sevin0oo0

Guest
Cool, only comment is rather than a separate land, just turn something we already have into a giant desert. part of ilshenar maybe?
YES, the area North of Papua where they tried and FAILED to have that small event comes to mind, would be perfect, doesn't get used much anyways does it?
 

georox

Sage
Stratics Veteran
Stratics Legend
Ultima DOES NOT need more land mass. The land mass it has needs to be redone. There is way too much empty (as in player-free, not house-free) space on most servers as it is. Instead of adding, just reuse what we have. >.> Also, just making things more powerful isn't a good idea on mobs, EA needs to ween people off the godmode character idea.
 

Apetul

Rares Fest Host | LS April 2011
Stratics Veteran
Stratics Legend
Every time someone write here an idea to the devs on what to do next.. like this expansion/booster idea or any idea on how to change a few necromancy spells, or about new magery spells that would be cool to have.. i know for sure that idea is -never- going to be developed. Why? because if the dev team start implementing player's ideas, that will mean the devs are not needed to think on how to improve the game and they dont need to have a manager on the team, just developers. So, you just killed your chances for this expansion to be implemented, because I am sure the dev team members does not want to be viewed as incapable to improve this game.

When was the last time the devs did implemented a player idea? it was the carpets? and in that time, everyone noted that it was a player idea, even the guy that had the carpets idea posted a few times too. And hey, we are talking about some carpets that are a pain to use because you cant throw items over them, at least, not so easily like you do using gozas.

My suggestion, if you want to have a tiny chance that your *next* idea will be implemented then next time use Feedback | Mythic Entertainment | Ultima Online , otherwise post it here and the only effect will be that everyone will see how creative you are, but thats all.

My 2 cents.
 

Pinco

UOEC Modder
Stratics Veteran
Stratics Legend
Every time someone write here an idea to the devs on what to do next.. like this expansion/booster idea or any idea on how to change a few necromancy spells, or about new magery spells that would be cool to have.. i know for sure that idea is -never- going to be developed. Why? because if the dev team start implementing player's ideas, that will mean the devs are not needed to think on how to improve the game and they dont need to have a manager on the team, just developers. So, you just killed your chances for this expansion to be implemented, because I am sure the dev team members does not want to be viewed as incapable to improve this game.

When was the last time the devs did implemented a player idea? it was the carpets? and in that time, everyone noted that it was a player idea, even the guy that had the carpets idea posted a few times too. And hey, we are talking about some carpets that are a pain to use because you cant throw items over them, at least, not so easily like you do using gozas.

My suggestion, if you want to have a tiny chance that your *next* idea will be implemented then next time use Feedback | Mythic Entertainment | Ultima Online , otherwise post it here and the only effect will be that everyone will see how creative you are, but thats all.

My 2 cents.
Devs don't like this kind of ideas because they have different ones. So posting, don't posting or sending a feedback.. all useless.
I just post ideas to not make it waste... maybe some freeshard will use it :lol:
 

Squeax

Visitor
Stratics Veteran
I can't wait for the "Ultima Online: Slowly Walking Through the Desert While Dying of Thirst" expansion. That sounds exciting.

I'm hoping the next expansion is "Ultima Online: Dying of Dysentary" or "Ultima Online: You Have a Tapeworm".
 

Petra Fyde

Peerless Chatterbox
Alumni
Stratics Veteran
Stratics Legend
I guess many people would like this, but I'm afraid you lost me with the desert that you can't recall out of if you can't find your way through. I'm hopeless at puzzles and the thought of my character being stuck in a desert forever with no way out would prevent me from ever trying to cross it.
 

Pinco

UOEC Modder
Stratics Veteran
Stratics Legend
I guess many people would like this, but I'm afraid you lost me with the desert that you can't recall out of if you can't find your way through. I'm hopeless at puzzles and the thought of my character being stuck in a desert forever with no way out would prevent me from ever trying to cross it.
well, maybe recall should be enabled... now you just make me remember how much I hate the dungeons like the labyrinth where when you have to close the game faster you must run all through the entrance... :p
 
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