I mean... Say what you will about how well done it was but VvV was catered exclusively to PvP, but okayIt wont bring any pvpers back. Everything once again seems to cater to pvmers.
I mean... Say what you will about how well done it was but VvV was catered exclusively to PvP, but okayIt wont bring any pvpers back. Everything once again seems to cater to pvmers.
I mean... Say what you will about how well done it was but VvV was catered exclusively to PvP, but okay
Back to when Origin customers were leaving the game en masse because they were not having fun being endlessly PKed and stolen from? Pre-UO:Ren?I'm hoping the expansion is a 15 year revert!
Whoa whoa..relax I was just kidding...besides, nobody would pay for a pre-16 game. They just play it for free.Back to when Origin customers were leaving the game en masse because they were not having fun being endlessly PKed and stolen from? Pre-UO:Ren?
Most UO players would be gone upon that expansions release. Unlike 15+ years back, there are hundreds of games to go to these days where players can go to have fun themselves instead of just being fun for others. You get what you hope for and the game we love dies from lack of paying customers.
Actually the game was game was growing exponentially during that time... My guess is that the population was somewhere in the realm of 10x the population we have now. Trammel came out and it tapered off... and AoS was released. Been in decline ever since.Back to when Origin customers were leaving the game en masse because they were not having fun being endlessly PKed and stolen from? Pre-UO:Ren?
Most UO players would be gone upon that expansions release. Unlike 15+ years back, there are hundreds of games to go to these days where players can go to have fun themselves instead of just being fun for others. You get what you hope for and the game we love dies from lack of paying customers.
There was an article somewhere by RG that says they were gaining people, but they were losing a ton due to the fel only ruleset. So in theory they could have had a lot more if they could have found a way to make most people happy. I'm not interjecting my personal opinion here - just what the article said.Actually the game was game was growing exponentially during that time... My guess is that the population was somewhere in the realm of 10x the population we have now. Trammel came out and it tapered off... and AoS was released. Been in decline ever since.
UO's population peaked during AOS release actually.Though it was more of a final explosion of glory during imminent release, rather than some stable,long enduring condition.There was an article somewhere by RG that says they were gaining people, but they were losing a ton due to the fel only ruleset. So in theory they could have had a lot more if they could have found a way to make most people happy. I'm not interjecting my personal opinion here - just what the article said.
Anyone have a link to it?
Sure, but I believe the point of the article was they lost a LOT of people due to Felucca that didn't even come back to try AOS.UO's population peaked during AOS release actually.Though it was more of a final explosion of glory during imminent release, rather than some stable,long enduring condition.
Some sort of a long term- glory days, population-wise , happened during Third Dawn/LBR. Early 00s.
in reality they lost more people to the existence of competition. I stick to my claim that UOs population would probably be higher now as a niche game catering to hard-core pvpers than what he have now. Simply because there arent many hard core pvp games so the competiton is less, and the numbers on free shards, and comments from steam that those who left because of the changes outnumber the players who have embraced and endured the ultima-trammy version of UO we have now.Sure, but I believe the point of the article was they lost a LOT of people due to Felucca that didn't even come back to try AOS.
it doesnt even matter when there was a decline / incline. things were so different way back then than now. just being "online" was draw enough in 2000 for any game to be popular. and alot of people didnt even have internet when uo first came out. So many variables. any attempt to associate numbers with actual reasons is a waste of time imo when it comes to Ultima Online. I like what we had then, I like what we have now. (tho both very different) no point in trying to analyze the numbers / reasons at this point.I think it is humorous that everyone is so sure that there was a decline/incline in customers during certain aspects of the game. The simple fact remains that UO is the only one that knows for sure.
Most recent, and fullest, comment I know of on this was by Gordon Walton, who was Executive Producer at the time Trammel came in -There was an article somewhere by RG that says they were gaining people, but they were losing a ton due to the fel only ruleset. So in theory they could have had a lot more if they could have found a way to make most people happy. I'm not interjecting my personal opinion here - just what the article said.
Anyone have a link to it?
in reality they lost more people to the existence of competition. I stick to my claim that UOs population would probably be higher now as a niche game catering to hard-core pvpers than what he have now. Simply because there arent many hard core pvp games so the competiton is less, and the numbers on free shards, and comments from steam that those who left because of the changes outnumber the players who have embraced and endured the ultima-trammy version of UO we have now.
But thats long gone. We will never know how popular UO would have been if it would have gone the route of focusing on being a niche market game rather than pleasing the masses, masses ever more harder to please because that style of MMO had massive competition that UO just couldnt keep up with.
In short, i think more people left UO for wow than ever left because of being PKed.
The expansion might retain a few of the existing playerbase and even bring a few back, but not in any great numbers. If you think an expansion to a 17 year old game with outdated graphics and a monthly subscription for the privilege will bring in new players in any significant numbers then you are deluded. This expansion is a plug to try and stop the existing player base deserting in their droves. Its designed to slow the rot. Nothing more.My 2 cents worth in this matter...
This Expantion is to givethe game a lift and encourage more to return to the game with the added bonus of making new players come and try us out.
Are you having a laugh? It got greenlighted more than a year ago and whwre did we get following that? Nowhere. STEAM can only save UO if it goes on their as F2P. It got slated in the greenlight comments. People wont pay the money for a substandard product with appaling customer service. Their are too many better alternatives in the steam marketplace. UO cant compete with a subscription.Stream is coming along too if i read what the Lead said corretly. That could mean hundreds of new players in a short span... a new and eger player base would go along way to help keep these people in.
I'll give them credit when they get their act together and do something that deseerves credit. The reputation they have is earned through their shoddy implementation and workmanship. Until then I'll stay on my high horse and give them the criticism they deserve.So get off the high horse of Bug Bug Bugs.. and give the team some credit its due.
i dont think anyone said it was more popular at the time of the split, what i said was UO would probably have more success NOW if it had those players who prefer a more hardcore game. Would it had been worth the sub fees / popularity of UO in its hayday to have a larger population currently? from an economic standpoint probably not. (siege / mugen is an invalid comparison because the game there was designed from a tram standpoint, not specifically designed over the years to facilitate a rewarding full loot game experience)Because the Fel/Tram thing has come up in this thread, with some claiming that Felucca was more popular than Trammel, I'm going to paste a post I did some months ago in a similar thread.
-Galen's player
^ People to whom PvP aligned world without safety nets was a major charm in UO are mostly long gone. So pointing at nearly empty Siege shards(in a game where all but one shard is nearly empty anyway, heh) is pretty backwards approach. Us Trammies who enjoy building museums and filling vendors and building gardens and chatting with friends are more or less all that is left. And small wonder, at least on some of those fields, UO remains either unique or at least a valid option among MMOs, even today. That doesn't mean such life is all that there ever was.i dont think anyone said it was more popular at the time of the split, what i said was UO would probably have more success NOW if it had those players who prefer a more hardcore game. Would it had been worth the sub fees / popularity of UO in its hayday to have a larger population currently? from an economic standpoint probably not. (siege / mugen is an invalid comparison because the game there was designed from a tram standpoint, not specifically designed over the years to facilitate a rewarding full loot game experience)
I think the first story here is as fine an example as any of the beauty in lack of safety nets. Such world comes with loads of flaws, frustration and beauty. Most importantly, such world is very good at creating stories for people involved.Richard Garriott's Memorable Moment from UO would not have consisted of a realization, caused by an incident of one player harming another, that he had to think hard about the rules of the world he'd created.
But it was.
Link: http://www.uo.com/article/Memorable-Moments-Richard-Garriot
I'm replying to this because it raises a substantive argument that wasn't directly addressed in my post: that of free shards.^ People to whom PvP aligned world without safety nets was a major charm in UO are mostly long gone. So pointing at nearly empty Siege shards(in a game where all but one shard is nearly empty anyway, heh) is pretty backwards approach. Us Trammies who enjoy building museums and filling vendors and building gardens and chatting with friends are more or less all that is left. And small wonder, at least on some of those fields, UO remains either unique or at least a valid option among MMOs, even today. That doesn't mean such life is all that there ever was.
Many of the people Galen keeps referring to haven't stopped playing UO. They've just stopped playing on OSI. It seems pretty safe to assume UO is the only MMO where amount of people playing on some shady, unofficial server is actually greater than amount of people playing on officially maintained server. These are the people who voted with their feet.
EA didn't have to loose these few thousand people playing UO at this very day to shady, unofficial shards.
But they did.
It wasn't necessary to have a slightly surreal situation develop, where shady, unofficial shards have more hype and visibility than game maintained and published by EA:
But it did.
Here is a pretty decent field research topic for ya:I did some pretty good research on free shards a few years ago, and the results were that their numbers were greatly over-stated by posters here -- a
ITS FUZ, FROM BNA HMU!!!!It wont bring any pvpers back. Everything once again seems to cater to pvmers.
So the top one boasts 664 players on 1 shard, do you know what UO would be like with just ONE SHARD I am sure we have more than that many people playing UO, could you see UO maintaining everything on just $6.640 a month, I think not. #5 on the List boast 97 players, now that is a boat load of players, NOT. The 2 main draws to those shards is #1 they are FREE and #2 the owners make RL money doing your chars and making custom gear/weps. Now could you see what REAL UO would look like if you could have the DEVs make you custom gear, NO TY.I mean..go look at how populated the 4 free pre AOS shards are. That pretty much sums up this argument. Those dungeons are full, all like 20+ shards of paid UO even on ATL..not so much <shrugs>
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That logic didn't exactly work so well for High Seas, Time of Legends, etc...Expansion = exciting! ppl will come back to check it out
Bug fixes = not exciting! No one will return to or try out uo if they fix whatever bug (well perhaps very few?)
There are one more very importen diff. You can be in guild with non VvV. It'd not the guild, that is VvV but each member who decide to join or not. I really hated faction splittle guilds and you could not allie non faction.I haven't played to experience the VvV, but isn't it basically like factions. The only real difference is everyone not in an alliance is orange?
Unless you play Siege, I believe VvV are blue to each others outside Felucca, very sad in my opinion.Are VvV fights restricted to Fel only? If so, wow...basically they just upgraded factions. Big whoop. Dex monkey no skill item reliant pvp. Sounds fun.![]()
They are working on PvP balance and I do believe they want to improve VvV too. If done right, VvV can be a perfect PvP switch but I believe a few changes will be needed to Trammel ruleset.Yeah, they have done a lot for the pvp community. So much the drove 90% of the pvp community away. lulz.
Ok respectfully you're wrong. The top 2 (just preaos ren shards) have 1,400 on right now. That's excluding the dozens of other preaos shards. Listen I'm not trying to argue make pre AOS again! But the way the algorithm works is to count by IP not accounts. As for Devs and GM's making gear for players...should I link you to some items that were made by GM's on OSI illegally..don't forget legal items by events today. Be realistic! The items they make are vanity as well..top items are vanq and invuln don't forget..all I'm saying is there's a bigger free shard base then OSI. It's actually good for the game because most of those people play OSI as well like myself. It's just a change of pace every now and again. Especially after scouring the top 4 OSI shards and finding no fights of substance.So the top one boasts 664 players on 1 shard, do you know what UO would be like with just ONE SHARD I am sure we have more than that many people playing UO, could you see UO maintaining everything on just $6.640 a month, I think not. #5 on the List boast 97 players, now that is a boat load of players, NOT. The 2 main draws to those shards is #1 they are FREE and #2 the owners make RL money doing your chars and making custom gear/weps. Now could you see what REAL UO would look like if you could have the DEVs make you custom gear, NO TY.
So that is their max population during peak hours and that would be what 14K in subs a month or 168K a year wouldn't even come close to running UO. I am sure UO has a lot more people on than that during peak hours, it looks less because we are spread out over different Shards and remember UO has what 4 or more peak hours.Ok respectfully you're wrong. The top 2 (just preaos ren shards) have 1,400 on right now. That's excluding the dozens of other preaos shards. Listen I'm not trying to argue make pre AOS again! But the way the algorithm works is to count by IP not accounts. As for Devs and GM's making gear for players...should I link you to some items that were made by GM's on OSI illegally..don't forget legal items by events today. Be realistic! The items they make are vanity as well..top items are vanq and invuln don't forget..all I'm saying is there's a bigger free shard base then OSI. It's actually good for the game because most of those people play OSI as well like myself. It's just a change of pace every now and again. Especially after scouring the top 4 OSI shards and finding no fights of substance.
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Wha kind of a monster advocates killing threads!! #Necro'dThreadsMatter***OLD THREAD***
Look at post #76 and let this die already lol![]()
This one!Wha kind of a monster advocates killing threads!! #Necro'dThreadsMatter
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