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Please don't alienate us

RuSini Neb

Journeyman
Stratics Veteran
Please don't alienate small groups of players, that play on smaller shards, that don't have 100 members in a guild to go do things with. Some of us only get to take 2 or 3 people to Exodus, Do you know how bad that sucks ?
and No i shouldn't have to pay a crap ton of money to move all my characters to a new shard.. what is it like 7 char slots an account, times 4 accounts, 28 characters * 20 a character, $560 Yeah right Ill just quit......
 
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Irulia Darkaith

Sage
Stratics Veteran
Stratics Legend
I'm with you, I like my quiet little corner of the world and all the new found green space.

P.S. What's an Exodus? ;)
 

Gameboy

Sage
Stratics Veteran
Stratics Legend
I think kicking it on a less populated shard (plays on Atlantic) now then would be kinda relaxing :) There is probably different kind of charm to it.
 
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Gameboy

Sage
Stratics Veteran
Stratics Legend
When a friend told me about UO they told me to go to Atlantic because it was the most populated. Normally I'd go for a medium populated server. My ♥ is with Atlantic though.
 

Basara

UO Forum Moderator
Moderator
Professional
Governor
Stratics Veteran
Stratics Legend
Wiki Moderator
UNLEASHED
Campaign Supporter
I personally would like to see a redrawn non-residential Trammel T2A shared between all the standard shards in a cluster with totally redone encounters (and blown up to full facet size), so that we could interact with our neighbors while still maintaining our quiet shards.

Items that transfer from one shard to the other might need to go through some sort of transfer system (say, banked, but not recoverable for a day to insure a dupe exploit isn't in play), or even just having a "character copy" to the shared facet (with loot dropping into your home bank, not on corpses or your pack) would be okay.
 

frostbolt

Seasoned Veteran
Stratics Veteran
Stratics Legend
I personally would like to see a redrawn non-residential Trammel T2A shared between all the standard shards in a cluster with totally redone encounters (and blown up to full facet size), so that we could interact with our neighbors while still maintaining our quiet shards.

Items that transfer from one shard to the other might need to go through some sort of transfer system (say, banked, but not recoverable for a day to insure a dupe exploit isn't in play), or even just having a "character copy" to the shared facet (with loot dropping into your home bank, not on corpses or your pack) would be okay.
Or you know they coulda just made shard gates.. instead of churning out patch after patch of irrelevant changes and "fixes". over the past year or so.
 

Basara

UO Forum Moderator
Moderator
Professional
Governor
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Stratics Legend
Wiki Moderator
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frostbolt: The idea would be to have shard to shard interaction without the headaches of effectively allowing unlimited shard transfers, and the duping issues that result.
 

frostbolt

Seasoned Veteran
Stratics Veteran
Stratics Legend
frostbolt: The idea would be to have shard to shard interaction without the headaches of effectively allowing unlimited shard transfers, and the duping issues that result.
If they just put all the shard maps next to each other and then made some moongates to go between them, we wouldn't have headaches and duping issues either.
 

Hannes Erich

Seasoned Veteran
Stratics Veteran
Stratics Legend
If I were to move to another shard besides Great Lakes, I sure wouldn't move to Atlantic. I played Ultima Online during its busiest years. I've seen and done that. I'm a bit older now, and I don't need to see crowds everywhere; all I need is a great game, a few good friends, and a few self-sufficient characters. You can have that on any shard in Ultima Online.

I did take a cross-shard trip to Atlantic one time. Rather than make a new character, I bought two tokens, and took my original namesake character over to Atlantic, just to explore around and see the sights. I visited popular areas and vendors, went shopping, explored unique landmarks and player-built cities, and even took a couple of guided tours, courtesy of some of Atlantic's nicest guilds and players. It was worth the price of the vacation, and it reminded me a little bit of the old days. But then I boarded the gate and went back home. :)

I do think smaller groups of players and single players ought to get more quality of life features handed to them as time marches on for this wonderful game.

Regarding small-scale and single-player content, let me tell you a story.

Now, I disagree with players who solely use emulators to play UO, but a few years ago, I downloaded the server software for an Ultima Online emulator (not saying which), along with several big files containing a basic world set-up, with NPCs, spawns, and so forth. But my purpose was not what you'd commonly expect to read next.

I wanted to see if it was possible to use UO as a sort of "engine" to build a single-player Ultima experience. My own tale, set in the Ultima universe. A sandbox RPG in an open world with theme park RPG elements. A kind of "adventure construction set," courtesy of EA. ;)

So I learned how to change rules, settings and lots of other things in the emulator's server files. I learned how to create graphical dialogue and quest windows or "gumps", as well as other unique items, using Photoshop and code to tie it all together. And I learned how to program quests and NPCs, with different outcomes based on the choices your characters made, and began chaining them together into a CRPG-length primary story arc, one that took your adventurer all across the lands, as well as several side-quests along the way. I learned how to make companion NPCs a bit more useful, but also geared some quests and rewards toward certain skill sets, in order to encourage any hypothetical player to create multiple characters and to explore the game's challenges from different angles. I learned how to make some of those empty houses in cities purchasable, so that you could move into them, decorate them and store your things. I learned how to make it so that some quest-related items had to be crafted, using unique resources that could only be obtained in quests or hard to reach places.

I learned how powerful this game really is, and I learned how much potential it really has as an interactive story-telling "engine". If I could imagine it, then lines of code could be written to make it happen. If I couldn't figure out how to write it, someone else out there had probably figured it out.

I shared it with a few close friends and family, but out of respect for the game's publisher and studio, decided not to share it with a wider audience. A genius programmer from Brazil (lots of Brazilians play on UO emulators for some reason), who I met via some forums, was one exception. There were some communication issues, but we both understood what we were each trying to accomplish. He mainly enjoyed creating items, such as armor and weapons, drawing them and animating them and then bringing them into the world and giving them properties. And I was world-building, with a focus on stories. It was an excellent team-up, and I enjoyed creating my own grand Ultima adventure immensely. My eyes were opened by all the adventures possible with Ultima Online, and since that time on, I've wanted to see its official developers take advantage of that, and give us some crazy adventures like we've never seen before. The quests and scripted events that currently exist in Ultima Online are the tip of the iceberg of what's truly possible!
 
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