There is no amount of graphics changes (worth spending) that will make people want to play UO.
Like it or not, graphics help sell a game, especially these days. It gets the younger players in the door. If graphics weren't among the things holding UO back, then UO wouldn't have been in decline for the last 7-8 years, since UO offers a richer experience than most other games that have come along since 2004.
No one is going to want to play UO with any trammel improvements, if i wanted to quest i would play WoW and it would look better and have more people.
With the exception of a few games that I could count on one hand and still have fingers left over, the industry and the vast majority of MMORPG players has proven that the Trammel style is the way to go.
I know, I've played most of the major MMORPGs out there. Other than Darkfall or EVE Online, they all offer consensual PvP in the form of allowing players to choose PvP or PvE servers or a variation of that.
Pvp is the endgame of Ultima
Well hell I should have quit playing UO back in the 1990s because I was PvPing then. Little did I know that less than two weeks into playing UO, I was already at the endgame!!!! I hadn't GMed a single skill, I hadn't even hit 10,000 gold in the bank, I was a year or two away from owning a house, but I was already PvPing, so I guess I should have quit playing UO nearly 15 years ago since I had reached the endgame!
I don't think you understand the term "endgame". These days, once a new player gives up their young status, they can go PvP at any time. That is not an endgame. Owning a castle somewhere or a big house in Luna, switching your gameplay to Siege and building a reputation there, along with a GM character, these are things that are closer in line with an endgame, because they take work and a lot of time. Given UO's emphasis on owning things, a castle is probably one of the best definitions of a UO endgame. Anybody can PvP, but very few can own a castle due to their limited availability. Even then, the endgame in UO is really defined by each player on their own, which is one of the most unique things about UO.
Anybody can PvP, but most people don't. That's just the way it is.
Or they are like me and bored by PvP. Yes, bored. I said it. There is no appeal for me in winning or losing a few thousand gold for insurance. None. I have not been able to get into factions either. Maybe it's because I also like playing FPSs and killing or being killed by other players means little when it can happen a dozen times in 15 minutes in some of the games I've played. Maybe it's because I remember the early days of PvP when it was a radically different experience than what we have now. Maybe it's because I've played EVE Online extensively. If anything, EVE Online is the only game that reminds me of UO's early PvP since you can risk and lose everything, or come out with substantial winnings. Darkfall comes close, but I've always had a hard time getting into it. But EVE's unrestricted PvP definitely reminds me of the early UO days.
It's nothing against the current UO team, it was several teams ago that decided to remove the risk from PvP with insurance. I hope that my attitude changes after I'm settled in on Siege and that PvP will become more fun and feel more risky, but PvP on a normal shard excites me about as much as playing Battlefield 3.
Most players want a reason to farm or a reason to grind, not to grind for fun.
I agree with that. I know people who spent years working up to a castle or a house in Luna. They would not have done all of the grinding and farming they did if they didn't have some kind of goal. I hope that some things are resolved in this live arc that make the grinding that some are currently doing worth it.
That which makes UO unique also damns it. Housing is unique but when a player decides to leave and let their house drop this is a significant impact, one that again most sane people would not even consider going back to.
Having let my houses drop in the past, I completely agree with you. When I did that, it was partly with the intention of not returning - I knew that dropping them and losing what I did would be a deterrent to coming back, but here I am.
It is true that disinteresting is the most dangerous thing UO can be and to much of its population and former population, it is.
I agree. I have encountered many people who don't care about UO's future or they just accept the status quo and assume that UO can never grow again.
I believe that there is a big place for UO. Having played so many MMORPGs over the years, I've encountered so many people who get bored and just hop from game to game, because no game offers the kinds of things that UO does in terms of tying players down. Things like housing. Things like a skill instead of level-based systems. The extensive crafting and the things like fishing and gardening.
The problem is that without clear plans for UO, and without things like a modernization of UO (graphics, etc.), those players are never going to give UO a shot, because the impression many people have of UO is either "oh hey 1990s graphics" or "UO IS STILL AROUND?"
UO could get a lot of those players who get bored with other games, it just has to give them a reason to take a look. The optimist in me hopes that the new player guide is a sign that somebody wants to bring in more players and they got the guide ready for that.