I had a shock today.
Please look at the pictures. One is from today, one from early 2001.
My question is : Is this what we really want from this game?
If in 10 years we have come from one line of text to 20 times more, where will we go from here? I mean this is a bloody crafted wooden shield, not some top-end artifact. In the future, shields may have skills, a secret pocket holding potions, they may feed us all day long and do the laundry. I don't know about the rest of you, but I have seen some medieval movies in my life, and no shield had mana regeneration on it ...
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I remember it being kind of boring. You had 3 properties, basically or 4 and to make it easy we'll just say you had 1 because what you wanted was a vanq but the system was just as complicated as it is today, if not more.
Back then the system was just as bad because you could never get the vanq you wanted. I think what this goes into, is that idea where we are supposed to pretend and an MMO should be much more than a World that you just pretend to do things. Like, if there's food that you can't eat but people sit down and pretend to eat it. You can tell that was the type of mentality in one of the early designers who thought close enough was good enough because we could just pretend.
But computers are that door way to the world where you no longer just have to read the words. You get to experience all of the things that are programmed. I can't imagine what our world would be like if it was programmed with this idealism, that simple is better. It's almost like saying, you know everything there is to know and that's how it should be.
It's not the same as roleplay. It's more of a functionality to be able to do more than just think, to be able to learn and discover. It's not that it makes it more complicated or hard to learn, it's only that there is more to learn and more to do.
If you stop the growth you only dumb the game down and create something that would be stagnant. You have to understand that we are going to reach the thresh hold and if it's done properly and logically, it will make the game easier.
For example: The other day I posted a solution for mage armour. It would make mage armour more complicated than it is. It would of actually removed the mage armour property but would have added hidden bonuses to material, such as, dex and intel and regains and even though this sounds like it's making the game more complicated, it's not because it uses common sense to explain the system.
If a new player asked you, What is mage armour, that's where it becomes complicated because now you have to explain why a mage would want to wear a metal suit of armour rather than a cloth hat, cape and robe, while holding a staff.
You have to understand that The World of Ultima is a World not a stagnant game board with dice that are made of bone that should be in a museum.
Itemization only adds a parallel to the skill system and creates more of an adventure while seeking out items and building skill.
They could make the game easier by making it so you can buy items off of the NPCs and then from there upgrade to a Smith/Imbuer and then Dungeon Loot and Artifacts as a type of leveling mechanism.
In my opinion, no one should have the best gear. You should not be able to write a spreadsheet and then be as powerful as everybody else. Instead, the items should create a unique way of doing things for the individual as well as skill and since we are not there yet, the system still needs some building and without a structure that can actually get us there, you would probably be better off reading a book than playing Ultima Online.