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How to Ruin an MMORPG by Origin Systems Inc., Co-authored by EA

  • Thread starter Extra Value Meal
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galefan2004

Guest
Bang on!!!!!!

And what i cannot understand to this day.... is why we cant just stop all 3rd party programs running with UO..

YES UO ASSIST would be gone too but who care!!!if it would stop every other script program out there!!!
I'd care. They will never stop every 3rd party program. They should never try to stop every third party program. STOP BLAMING THE PROGRAMS. Its the people that abuse the systems (gold farmers) that are the problem. The average player using a third party program to script skills does absolutely nothing to hurt the game.
 
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galefan2004

Guest
=
Vets.... no one but hard core UO players want to play with the 2D client... so EA can't get more subscribers... EA tries to go with a KR version in hopes of getting more people to start playing UO, they plan to spend a little $$ and expand with gargoyles... but there's an uprising in the Vet community, we want our 2D client!!!!!...
Why did you have to bring up KR? This thread wasn't in danger of getting moved until now.

You honestly believe that the game should screw over players that perfer the 2d client for POSSIBLE future players. You give me a KR client that actually functions the way it is susposed to that has a decent UI instead of the thrown together UI it has now and a macro system that actually makes sense then I will bother to play with it. Also, I didn't pay $15 so that I couldn't use UOA. KR has nothing that comes close to the utility in UOA, so why should I play with it. At the very least, allow UOA to work with KR.

so EA looks and decides.. well we can't spend $$ to support two different clients... if we ditch 2D for KR, then we lose out hard core base, and gamble with new players coming to KR... so... hat does EA do?..
Since when can they not support two clients? They have been supporting 2 clients for 8 years just fine. Are you forgetting about the TD client which was actually one of the best UIs EVER in UO?

in my opinion, they leave her on ife support... no extra $$ cause it's a dying player base... so who's to blame?... us old vets that don't want a little change, we can't see that if we accept change and EA can get a larger player base, then with a large plaer base comes more $$ for bug fixes, making the game better, and so on....
Show me numbers not hypatheticals. You ASSUME that KR is going to be the god sent to bringing an influx of new players to the game, and there is NO evidence to support that. I don't even want to play with that buggy POC and I've played UO since 2000.

So while we all sit here and pancake at EA... look at ourselves, because IMO we also have a part to play in UO's swan song...

Nuff said!.
I'll agree with that but not for any reason that you have actually stated.
 
N

Nestorius

Guest
Eight years after Trammel and five after AOS, we are reading official Ultima Online bulletin boards about the current game.

There is something very addictive about the item collection system of AOS. Every weapon and piece of armor a unique object in the UO universe, so items are special in a way they weren't in the older UO.

On the other hand with AOS, your helmet does not protect your head from attacks to the head. Nor does the material that made the helmet, the shape of the helmet, or the crafter who forged it have any meaningful bearing on the usefulness of the item aside from meditation skill and strength requirements.
 

Rand Althor

Journeyman
Stratics Veteran
Stratics Legend
galefan2004;749325 [quote said:
Why did you have to bring up KR? This thread wasn't in danger of getting moved until now.


You honestly believe that the game should screw over players that perfer the 2d client for POSSIBLE future players. You give me a KR client that actually functions the way it is susposed to that has a decent UI instead of the thrown together UI it has now and a macro system that actually makes sense then I will bother to play with it. Also, I didn't pay $15 so that I couldn't use UOA. KR has nothing that comes close to the utility in UOA, so why should I play with it. At the very least, allow UOA to work with KR.
Who said anything about screwing anyone over... were you there for BETA?.. bet not, Like KR the product is sent out, KR was distributed in Beta form to everyone... EA basicaly gave up on it after a few months of complaints.. I beta'd KR and was there on the boards, the players never gave it a chance, so EA gave up on it IMO.. cut their losses and released to the masses to see what kind of response they would get... again, I doubt you were an original UO player with your comments, us first players have lots of stories of working through the ruff stuff the first 6-12 months..



Since when can they not support two clients? They have been supporting 2 clients for 8 years just fine. Are you forgetting about the TD client which was actually one of the best UIs EVER in UO?
Your missing the point.... if EA says... here's 1 mil for UO to develop and suport it... if you use 500 on 2d and 500k on 3d, your not really using the full value of your funding to make a better game that would appeal to a broader base.. this is such a simple business plan... hope I don't have explaine this further...



Show me numbers not hypatheticals. You ASSUME that KR is going to be the god sent to bringing an influx of new players to the game, and there is NO evidence to support that. I don't even want to play with that buggy POC and I've played UO since 2000.
Back to the business plan... Hypatheticals... it's a business plan, UO had one Long before LB had the first line of code written for UO... you don't know until after everything is done, but... fact is there is no new blood in UO.... so how do you get more people to play?... FACT is the 2D client is a turn of for most would be new players, they like the flsh of the newer games... so logic says, if these people wont play your game based on the client, then if you change the client, you may get these people to play... again... fact is that the player base is not expanding, it's contracting... to expand you have to increase the apeal of your product for a larger player base... in any case, I'm not going to try and explain this further... think business case, and hopefully you'll start to undersand, besides making un educated comments....
 
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ravenwaves

Guest
Spot on excellent post, everything is almost 100% true imo

Thats why im playing Age of Conan......so sick of dealing with cheaters/exploiters, putting up with AoS on top of that crap made me die a little inside each time I logged on

EA really doesnt deserve your money people, with WAR on the horizon, do you really think they give two-sh!ts about this game? they are milking it for all they can before they pull the plug

ps WAR has had alot of content removed, just so they can release it faster...............What do you expect from a company(EA) that lets hacks and exploits run rampant in their games(UO)?

Oh well, back to AoC
Sigh.........

Yet another person that loves to listen to gossip and other nonsense regarding Warhammer. If you would feel free to read the countless interviews with the devs regarding the removal of many of the capitol cities and 4 classes you would find that they were done with the best interest in mind for the game and the community.

Case in point. While they removed 4 of the capitol cities, they increased the size and function of the two remaining to a point where they have many many more quests, areas, and are overall more of a place you will want to protect against your enemy. They even stated they would be looking at adding the other capitol cities in the future.

When it comes to the classes they were perfectly honest with the community. They removed the four from launch because they did not feel they were great yet. They felt they were ok, but not great. At the same time, they have 20 different careers spanning 6 factions. Each of them serves a specific function ie. tank, healer, ranged dps, melee dps etc. but they all serve it a bit differently. While I would love to go into more detail there, I am tethered by the NDA. Sorry...
 
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galefan2004

Guest
Who said anything about screwing anyone over... were you there for BETA?.. bet not, Like KR the product is sent out, KR was distributed in Beta form to everyone... EA basicaly gave up on it after a few months of complaints.. I beta'd KR and was there on the boards, the players never gave it a chance, so EA gave up on it IMO.. cut their losses and released to the masses to see what kind of response they would get... again, I doubt you were an original UO player with your comments, us first players have lots of stories of working through the ruff stuff the first 6-12 months..
I played since 2000. Does it make you special that you played in the first 6-12 months? The answer is no. You are making an arguement that they should kill 2d regardless of what veteran players think about that idea, so yeah you are inferring that they should just screw over all the players currently playing with 2d.

Your missing the point.... if EA says... here's 1 mil for UO to develop and suport it... if you use 500 on 2d and 500k on 3d, your not really using the full value of your funding to make a better game that would appeal to a broader base.. this is such a simple business plan... hope I don't have explaine this further...
Its not that simple at all. They are designing new content then coding it to two different clients. The actual coding process takes a lot less time and a lot less money than the actual designing phase.

Back to the business plan... Hypatheticals... it's a business plan, UO had one Long before LB had the first line of code written for UO... you don't know until after everything is done, but... fact is there is no new blood in UO.... so how do you get more people to play?... FACT is the 2D client is a turn of for most would be new players, they like the flsh of the newer games... so logic says, if these people wont play your game based on the client, then if you change the client, you may get these people to play...
Keyword is MAY. There could be a million different reasons why new players don't want to play your game. I can think of many that have nothing to do with graphics. If I was a newer player I wouldn't play a game where veteran players have such a great advantage over newer players. You are hoping that people may turn to the game if KR is accelerated. You are forgetting that to draw in that new blood you are basically telling everyone that refuses to play KR to quit the game. You really think its good business sense to dump customers that have been paying you for the last 8-10 years in order to go after future customers. Not many businesses would ever try this approach.

again... fact is that the player base is not expanding, it's contracting... to expand you have to increase the apeal of your product for a larger player base... in any case, I'm not going to try and explain this further... think business case, and hopefully you'll start to undersand, besides making un educated comments....
I love how I'm suddenly uneducated when you are being moronic? The problem with your logic is you ASSUME that the KR client will bring in new players. You have NO EVIDENCE to back up thse assumptions, but you just keep making them.

Here are the actual facts:

1) There are many veterans (including myself) that will leave if they discontinue the 2d client.
2) UO has a problem attracting newer players simply because of its low player base (which will be even lower after the people refusing to play anything other than 2d bail) and just because of the age of the game.
3) Killing 2d to impliment a KR only UO will do nothing but alienate the players that are currently playing your game with the hopes that you can replace them with newer players. When those newer players do not come you will realise what a mistake that was.

When you show me actual numbers that indicate that the loss of the players that would only play 2d client can be made up in a month or two by fresh blood then I might lend credence to what you say. Business sense (which you love to bring up) says that you don't kill an income source that has been steady for 8-10 years to try to find another source of income.
 
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galefan2004

Guest
Sigh.........

Yet another person that loves to listen to gossip and other nonsense regarding Warhammer. If you would feel free to read the countless interviews with the devs regarding the removal of many of the capitol cities and 4 classes you would find that they were done with the best interest in mind for the game and the community.

Case in point. While they removed 4 of the capitol cities, they increased the size and function of the two remaining to a point where they have many many more quests, areas, and are overall more of a place you will want to protect against your enemy. They even stated they would be looking at adding the other capitol cities in the future.

When it comes to the classes they were perfectly honest with the community. They removed the four from launch because they did not feel they were great yet. They felt they were ok, but not great. At the same time, they have 20 different careers spanning 6 factions. Each of them serves a specific function ie. tank, healer, ranged dps, melee dps etc. but they all serve it a bit differently. While I would love to go into more detail there, I am tethered by the NDA. Sorry...
You do realise that you just agreed with what the poster said right? You basically just said that they yanked the content with hopes to add it in again in the future becasue they felt it wouldn't be ready by the deadline, and in typical EA fashion they would rather release an unfinished game then push back the release date a few months.
 
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ravenwaves

Guest
You do realise that you just agreed with what the poster said right? You basically just said that they yanked the content with hopes to add it in again in the future becasue they felt it wouldn't be ready by the deadline, and in typical EA fashion they would rather release an unfinished game then push back the release date a few months.
I was going to respond to you but you seem to be lost in your world of everything must be perfect before it is released or the company is screwing you. Good luck with that one. I'll enjoy Warhammer thanks.
 
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galefan2004

Guest
I was going to respond to you but you seem to be lost in your world of everything must be perfect before it is released or the company is screwing you. Good luck with that one. I'll enjoy Warhammer thanks.
The Burning Crusade was susposed to be released 3 months before it was but Blizzard didn't feel it would be ready so they pushed the date back to make sure it was. WoW itself missed 2-3 release dates so that Blizzard could make sure the game was as close to finished as possible. Many other games have missed release dates so that they would be sure to be finished before they were released. I never said it had to be perfect. What I said is that they shouldn't worry about a deadline to the point that they will release a game that they want to add back elements they had previously planned on implimenting simply because those elements were not finished by the deadline.

I never said the company was screwing me either. I think the fact that WoTLK is coming out in the same month will be interesting for both WoW and WarHammer, and I believe that the reason WAR needs to hit that deadline is because they are trying to get people to not buy WoTLK. The only issue is that WoW is a known success and WAR is a total shot in the dark. I wouldn't mind trying WAR, but EA has no history of a truely successful MMO by WoW standards, and I really don't want to play another ghost town game like UO and DAoC.

It sounds like the truth hurts, and you simply don't want to admit that.
 

Rand Althor

Journeyman
Stratics Veteran
Stratics Legend
I love how I'm suddenly uneducated when you are being moronic? The problem with your logic is you ASSUME that the KR client will bring in new players. You have NO EVIDENCE to back up thse assumptions, but you just keep making them.

Here are the actual facts:

1) There are many veterans (including myself) that will leave if they discontinue the 2d client.
2) UO has a problem attracting newer players simply because of its low player base (which will be even lower after the people refusing to play anything other than 2d bail) and just because of the age of the game.
3) Killing 2d to impliment a KR only UO will do nothing but alienate the players that are currently playing your game with the hopes that you can replace them with newer players. When those newer players do not come you will realise what a mistake that was.

When you show me actual numbers that indicate that the loss of the players that would only play 2d client can be made up in a month or two by fresh blood then I might lend credence to what you say. Business sense (which you love to bring up) says that you don't kill an income source that has been steady for 8-10 years to try to find another source of income.
There's this company called old coffee... se they've been selling coffee for the past 60 years... now they used to be a really good coffee company... the last few years, this new company called starbduds has this fancy new coffee, with multiple blends... starbuds is taking all the market share of all the coffee companies... now, Old Coffee is not making as much money as they used too, seems as their customers get older and die off, Old coffee can't get new customers... they think about flashing up their coffee houses to attract new customers, but the old guys who sit in the back, say they will stop coming for coffee... there's no proof that by offering better coffee blends and making the place fancy that the new blood will start coming and uying cofee from Old Coffee... it's all hogwash, no proof.. business smishness.. I like old coffee the way it is.. I don't want to splash the place up, I don't want to learn again, I like things just the way they are... fresh napkins, and cleaner cups.. better fix the dishwasher, thats all you need...
Yup.. thats all ya need...


Definition of insanity is something like this (Quote from Dr. Ko, but not the definition of insanity..) If you give the same you'll get the same... For insanity, you would expect something different.. if the player base continues to die out... you'd have to be insane to belive a few bug fix's will get more people playing this game..

UO is dying... long and slow...

It needs some money, and a good coat of paint, and some new fixtures, and it may be able to turn around from an dirty ol broken house, to a beauiful home... but we don't want to risk that, slow death is preferable.. we don't want to go through any pains to get the game better with more people... we like sitting in the back, us old cogers... just leave things as they are... fix a few of them nasty bugs... that all we need...... anyone seen my cane?..
 
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galefan2004

Guest
There's this company called old coffee... se they've been selling coffee for the past 60 years... now they used to be a really good coffee company... the last few years, this new company called starbduds has this fancy new coffee, with multiple blends... starbuds is taking all the market share of all the coffee companies... now, Old Coffee is not making as much money as they used too, seems as their customers get older and die off, Old coffee can't get new customers...
You are comparing the coffee business to the gaming industry? Yeah that makes sense. Its even funnier that you are trying to make this arguement on graphics alone. I guess UO would be the old company and WoW would be the new company. What you seem to fail to realise is that WoW has MANY features that UO doesn't and graphics is just ONE of them. There is also no evidence that the old company is going to defeat the new company by trying to beat them at their own game. Its more likely that they will attempt to adapt and end up losing what customers they did have in the process, and then just finish it all with a good old bankruptcy.

they think about flashing up their coffee houses to attract new customers, but the old guys who sit in the back, say they will stop coming for coffee... there's no proof that by offering better coffee blends and making the place fancy that the new blood will start coming and uying cofee from Old Coffee... it's all hogwash, no proof.. business smishness.. I like old coffee the way it is.. I don't want to splash the place up, I don't want to learn again, I like things just the way they are... fresh napkins, and cleaner cups.. better fix the dishwasher, thats all you need...
Yup.. thats all ya need...
Lol. I love how UO is coffee now. You honestly think that store is going to tell those regular customers to get the hell up and walk out the door cause the "fresh blood" is going to suddenly come to the old place. A new flashy Chinese place came into our neighborhood. The older place is still doing just fine. They didn't change anything to try to beat the new company. They just kept doing the same things that they were already doing better. In the end the fact that they were doing things better meant they kept the customers while thise new place started losing customers after around 4-5 months. The problem is that UO is attempting to clone WoW, and the true vision of UO is already dead, and now you want them to try to change their graphics to WoW clone as well?

Definition of insanity is something like this (Quote from Dr. Ko, but not the definition of insanity..) If you give the same you'll get the same... For insanity, you would expect something different.. if the player base continues to die out... you'd have to be insane to belive a few bug fix's will get more people playing this game..
The problem with that is you assume that the graphics will help the game. It hasn't yet and how long has KR been out? The majority of veteran players won't even touch KR. Hell, the majority of newer players that I have seen won't even touch KR. If you are right in your reasoning KR should have been a mega hit, and so far it hasn't been. Its already developed, so please explain why no one even wants to touch it for the most part, if you say it is the end all of making UO get new customers?

UO is dying... long and slow...
Funny thing here is that you honestly believe that. UO is losing players like every 10 year old game should. After awhile, veterans want to try something new. The thing is that UO still pays its bills. When UO can no longer pay its bills then you can claim that it is dieing. Right now its just looking unhealthy.

It needs some money, and a good coat of paint, and some new fixtures, and it may be able to turn around from an dirty ol broken house, to a beauiful home...
By all means please tell me how getting rid of about 90% of your player base (rough average of those that play 2d over KR) is going to get you more money. That is the problem with your logic. You are willing to throw away a steady source of income for the chance at getting more income in the future. You have NO proof that that new income will even come, but you can be sure that you are getting rid of income sources by driving your players from the game. That makes perfect sense to me.

but we don't want to risk that, slow death is preferable.. we don't want to go through any pains to get the game better with more people... we like sitting in the back, us old cogers... just leave things as they are... fix a few of them nasty bugs... that all we need...... anyone seen my cane?..
You couldn't be more of a diva if you tried. The thing is that you have yet to prove that these new players will flock to the game simply because you change the graphics. You ever think that maybe people don't play UO because they don't like UO? Maybe they don't like the systems (name one other successful game that allows you to actualy lose items). Maybe they don't like the cheaters (this game has a HORRIBLE reputation in the MMO market). Maybe they don't like the graphics.

You want to dump the old player base to update the graphics and just hope that everyone wants to come to UO then because it looks all pretty all of a sudden. If you want to take that gamble then go ahead, but you are better off dropping your coins in a slot machine.
 

FrejaSP

Queen of The Outlaws
Professional
Stratics Veteran
Stratics Legend
Campaign Patron
Sadly this is true

Chapter 1 - A Unique Experience

When risk and consequence was actually common in online games, Ultima Online stood above the rest for delivering an engrossing and open-ended online experience rife with danger.[....]
You can place houses, run a tavern or other place of business, hunt, mine, fish, treasure hunt, kill other players or steal from them. Grind was minimal as there were no levels to achieve, but only skills to gain. The skill system was also open ended and a player could be whatever they wanted. A lockpicking thief, a jack-of-all-trades craftsman, a bard tamer or a tank mage, all options were available and hybridization was encouraged.
That was what made me love UO, the freedom, the danger and the community it made.
Some will say we still can do all this but it's not true. The risk and consequence is almost gone, the grind had increased badly, BoDs, plants and other time eating stuff like sorting items and trying to put suits together for a vendor or hunting.

UO was a game that offered true consequences for your actions. If you were killed, your belongings could be taken by other players and you had the choice of either fighting back to reclaim your possessions or head back to town to restock. Thieves skulked around town peaking into people's backpacks to steal their hard-earned goods and murderers roamed the countryside looking for players to kill and loot. Nothing was safe and because of this, bustling communities developed to help protect the innocents and combat those who would do harm to their fellow players.
This still exist on Siege but because we are so few now, the cummunity is falling apart. AoS was what mostly killed Siege, when itims become to expensive and took to much time to replace items, it made to many give up even when they love Siege.

Instead of making a new land mass for players looking to escape from PKs and thieves, the developers in all their wisdom duplicated the entire game and inevitably split the playerbase in half.
No matter how they had done it, it would never had worked unless the new land had been on Trammel servers, where PvP only was possible in the PvP systems like wars and factions.
They started to ruin UO already when they added stat loss and made a mega hate between red and blue.
UO:R did more damage than just the split. On Siege we lost whole guilds to UO:R even when we did not get Trammel. They changes magery and killed the tankmages and on Siege, changing skills could take 6 months or more at that time.

Admittedly, this particular expansion allowed UO to see its highest subscription numbers and gave its players the opportunity to avoid frustration.
Maybe but many was accounts for second house in Trammel. I don't think we got more players because lots of PvP'ers quit the game at that time.
Trammel was filled with houses very fast and only one house on an account was allowed. I think most got a second house or two at that time.

Chapter 4 - The Age of Shadows: All Risk Goes Out the Window

If you want the true killer of UO, you need not look any further than Age of Shadows. Dubbed the Age of Sh#t by the majority of its playerbase, this "expansion" was the final nail in the coffin for UO as all risk was completely and utterly removed. With this expansion came new and overpowering skills and weapons, on top of that the item system received a complete revamp. The transformation from a skill-based MMO into an item-based and item-whoring game was achieved. There were no longer set item properties and everything turned into numbers, percentages and resistances. Instead of having an Accurate Broadsword of Power, a somewhat powerful item at the time, you had this garbage:
The BoD system came with AoS and players started to have several BoD runners, some had upto 20 accounts with bod runners, many had 2 or 3.
This increase of BoD accounts and more house accounts with new land in Malas made it impossible to see how many players we lost with AoS.
EA got more accounts but less players. The account first started to drop when EA later changed the BoD system so multi accounts was not needed.

With every item being practically unique in its own way, making them near-impossible to get again if you lose them, the system of looting other people's stuff would obviously no longer have a place in this game. The answer came in the form of a system called Insurance.
Lucky we did not get Item Insurance on Siege but we did get some blessed weapons that messed up the balance on the shard.
Second, making items more unique together with old lootings rules made alot give up Siege, it was just to hard to replace items. It's better now, runic is easier to get and armslore add more resist/damage to our items so artifacts is not that unique now. Now our biggest proplem is to get the players back to Siege, the shard start to be playable again but it's boring if the risk is missing because of to few players.

Not only did it single-handedly destroy the Thieving profession it has allowed godly players to remain godly players. [...]
This isn’t right. Due to these reasons, UO's community has all but shattered because players no longer have to help each other to get by.
Thives are alive on Siege and you do not need mills to get a good suit. Some will still put alot money in a good suit, but they will have to fight well to keep it.


Chapter 5 - Inaction

Currently UO is plagued with cheaters and scripters who are crippling the ingame economy while forcing many players to quit the game, but developers have done next to nothing to solve the issue.
That's not true, the devs had done alot to stop it, changes to resource spawn, spawn that can't be done with pets and a script and making items less unique help alot too. Most scripters want to make RL money from UO, if their profite drop, they will move on.
Sadly they keep making new ways for scripters to make money, like collections quests.
Removing Item Insurance on normal shards would kill alot of scripters because noone will pay mills for items that can be lost easy.

Chapter 6 - The Great Game that Could Have Been

Ultima Online could have stayed as one of the most unique MMOs on the market if a vocal minority and an incompetent dev team hadn't messed it all up. UO once offered a truly unique experience, but tried too hard to please the masses and be like all the rest. What we're left with is a hollow husk of a game that is best left ignored to die. It really pains me to say it as UO was a big part of my life for a long time, but it's just not the same game it once was. Any remnants of Old UO have all been lost to the sands of time. What a shame.
I won't call the devs incompetent, they did what they believed was good for UO. It's almost impossible to see how a change will turn out on live shards and some players will always find ways to cheat.

I do however agree, UO took a wrong road back in 1998, where they believed the non PvP'ers would get them most money. They should had made new shards for the non PvP'ers and keeped the old shards with non con PvP and players justice and without the split, Ages of Stuff
 

FrejaSP

Queen of The Outlaws
Professional
Stratics Veteran
Stratics Legend
Campaign Patron
Hi EVM,

Just a minor FYI, actually at UO's peak... UO had just over 250k subscribers.
Including BoD runner and house holder accounts. I think 100k players may be max UO had.

In the first 1-2 years of UO, it did hit 100k accounts but it may had been even more players, whole families was sharing accounts. UO had less land, only old Britainnia and T2A and onlt 8 shards I think.
No wonder UO is a desert now with 20+ shards and 3x the land.
We really need to merge shards and split them up in normal shards and PvP shards.
 
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RoycroftLS

Guest
Agreed cept for the whole "you need a math degree to understand aos properties lolol" cuase thats plain nonsense. The new item system was poorly implimented, but I think it takes little to no effort to understand.
Little to no effort?

After they nerfed weapon leeching you need an excel table to figure out if a certain weapon's mana leech is worthwhile:
http://www.uoguide.com/Hit_Mana_Leech

Even after the devs explained how the damage increase mechanics worked in a FoF, I doubt that half the people in the game fully understand that property:
http://www.uo.com/fof/fiveonfriday63.html

And don't even get me started about luck:
http://uo.stratics.com/content/basics/luck.shtml
 
E

Extra Value Meal

Guest
That's not true, the devs had done alot to stop it, changes to resource spawn, spawn that can't be done with pets and a script and making items less unique help alot too. Most scripters want to make RL money from UO, if their profite drop, they will move on.
You're right, they've done a lot more than nothing. Sadly though it seems like nothing has been done since scripting is still alive and well in full swing. I was under the impression that the changes to resources, namely the wood spawns, encouraged scripting since all the resources were randomized or what have you. That was my impression anyway. I'll agree about the spawns and the reduction of artifact rarity, I'm sure it did help a good deal. The only thing that's left on the table of any value to scripters are the Val hammers and Barbed kits, but even those are going down in price immensely.

Sadly they keep making new ways for scripters to make money, like collections quests.
No doubt, I remember when the community collections were first being tested. Brilliant idea no doubt about it, but poorly implemented to encourage scripting. I remember there was a vocal minority of players who were against the collections because it encouraged scripting. It's a shame it wasn't reworked before being released.

Removing Item Insurance on normal shards would kill alot of scripters because noone will pay mills for items that can be lost easy.
Perhaps, but you run the risk of peeving most of your player base and I don't think EA will want to make that move. AOS and the item system is far too gone for insurance removal to work. People aren't used to losing their items and I don't think they ever want to experience it. Especially in today's UO. But if artifacts are becoming more and more common which is the case now, the removal of insurance might not be a big deal, but I don't think we'll ever see it removed.

I won't call the devs incompetent, they did what they believed was good for UO. It's almost impossible to see how a change will turn out on live shards and some players will always find ways to cheat.
You're right, Incompetent is too strong of a word. I'll alter it in the OP. Whether or not I agree or disagree with the Devs, I have no clue as to what goes on behind closed doors. I'm sure all devs loved UO when they developed it, I hope so anyway, but some ideas are far better than others.

I do however agree, UO took a wrong road back in 1998, where they believed the non PvP'ers would get them most money. They should had made new shards for the non PvP'ers and keeped the old shards with non con PvP and players justice and without the split, Ages of Stuff
It's tough to say what would have happened if the Devs went in another direction.
 
M

Mulch

Guest
UO is still pretty unique in its gameplay, though over the years the developers really worked to erode the original systems and remove depth from systems.
(adding mathematic formulas behind armor and damage is not what I consider more depth)

But like others said the developers need to decide which the strengths are they want to concentrate.
It was not pvp, crafting, thieving the last few years but more pve and some good additions to housing. But those additions were in no way innovative enough to entice people to stay with the game and it might be technologically impractical to try with the UO code.

So they have to decide if they go the way of telling world spanning stories like AC does each month (though I doubt the systems are capable of it, nor does ea give the resources for it).
RvR is also not what UO could cater as the systems are not in place.

Best bet I would think is going the sims way with enhancing housing and pets and adding pve and a few stories when they can. They followed this for quite some time and it seems to keep players and with the quitting sims crowd might attract that fanbase.
 
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RavenWinterHawk

Guest
After reading various threads about the topic and being frustrated by some of the hollow answers, I decided write this "book" to portray my opinions on the whole "What ruined UO" debate.

Some bits I wrote myself while others I wrote awhile ago for my column. Link

Chapter 1 - A Unique Experience

When risk and consequence was actually common in online games, Ultima Online stood above the rest for delivering an engrossing and open-ended online experience rife with danger. UO was and still is one of the rare breeds of MMOs considered to be sandboxes. In sandbox MMOs, unlike their more linear brethren, players can do whatever they want to whomever and wherever. You can place houses, run a tavern or other place of business, hunt, mine, fish, treasure hunt, kill other players or steal from them. Grind was minimal as there were no levels to achieve, but only skills to gain. The skill system was also open ended and a player could be whatever they wanted. A lockpicking thief, a jack-of-all-trades craftsman, a bard tamer or a tank mage, all options were available and hybridization was encouraged.

UO was a game that offered true consequences for your actions. If you were killed, your belongings could be taken by other players and you had the choice of either fighting back to reclaim your possessions or head back to town to restock. Thieves skulked around town peaking into people's backpacks to steal their hard-earned goods and murderers roamed the countryside looking for players to kill and loot. Nothing was safe and because of this, bustling communities developed to help protect the innocents and combat those who would do harm to their fellow players. The only other commercial MMO to offer similar gameplay is EVE: Online and it is an extremely successful game.

Chapter 2 - The Golden Age

At its peak, UO boasted around 100K subscribers. Even though this number pales in comparison to WoW and Lineage 2, where WoW has more than nine million and Lineage 2 over 14 million, it was an accomplishment during the infancy of MMOs. While arguments still rage about what caused UO's descent into oblivion, I can honestly say, as a UO member for eight years, it was a combination of events ranging from extremely poor decision making, loud-mouthed individuals demanding more items over bugfixes and just simple excuses. Sadly UO's golden age was extremely brief as game developers began to cater to players who wanted little to no risk or consequence, zero need to interact with their fellow players and items, items, items. These players no longer wanted to risk anything and the community degenerated into a gimmie-gimme mob with an insatiable appetite for items.

Chapter 3 - The Further Rise of the Game, but at the Cost of Its Community

After years of flooded complaints about being incessantly killed, stolen from or griefed, developers finally realized what had to be done, but instead of thinking things through and coming up with a solution that would benefit all players, they released the poorly-implemented Renaissance expansion in 2000. Instead of making a new land mass for players looking to escape from PKs and thieves, the developers in all their wisdom duplicated the entire game and inevitably split the playerbase in half. Trammel offered complete sanctuary from ruffians while Felucca was old UO with all the trimmings. In Trammel, there was no longer the need for players to protect each other and no longer a purpose for Guilds to form to combat PKs. Since Trammel had the safety, people concerned themselves more with controlling monster spawns over anything else while begging and pleading to reduce the risk of being scammed, griefed or looted.

Do I think Trammel was a good thing for this game? Although the expansion was very poorly implemented, I feel UO bettered in terms of gameplay and content, but in regards to its communities it was a step backwards. Trammel’s implementation reminds me of how EVE: Online currently handles its player killing systems. If you’re not familiar with EVE: Online, let me explain the similarities for you. You have the relative safety areas called High-sec where you can be killed, but your attacker gets destroyed by Concord, similar to UO’s Guards. Players in High-sec, dubbed Carebears by their pirate and pvp brethren, are a little more individualistic and are content with being left alone while they perform missions, mine or manufacture. While Trammel did not have PKing, you still ran the risk of being looted and griefed by your fellow player. And then you have the completely unsafe areas dubbed Lowsec and 0.0 where killing and pirating was encouraged. Here, the similarities to Felucca are apparent.

Admittedly, this particular expansion allowed UO to see its highest subscription numbers and gave its players the opportunity to avoid frustration. I’ll admit, I really did enjoy the ability to monster bash with my fellow players and then hit Felucca if I felt the urge for a little pvping. Due to the newfound safety of Trammel though, it helped pave the way for future players looking to abolish even more risk in the game turning UO into a Lite-singleplayer game. And then we move towards the worse hit of them all.


Chapter 4 - The Age of Shadows: All Risk Goes Out the Window

If you want the true killer of UO, you need not look any further than Age of Shadows. Dubbed the Age of Sh#t by the majority of its playerbase, this "expansion" was the final nail in the coffin for UO as all risk was completely and utterly removed. With this expansion came new and overpowering skills and weapons, on top of that the item system received a complete revamp. The transformation from a skill-based MMO into an item-based and item-whoring game was achieved. There were no longer set item properties and everything turned into numbers, percentages and resistances. Instead of having an Accurate Broadsword of Power, a somewhat powerful item at the time, you had this garbage:


I didn't know I needed a math degree to loadout my character.​

With the introduction of AOS, many overpowering yet easy to acquire arms and armors were introduced. These items, coupled with new overpowering skills allowed players to solo most high-end monsters indefinitely. This allowed players the freedom to not worry about forming a hunting party to fight and farm relatively tough monsters and bosses themselves.

With every item being practically unique in its own way, making them near-impossible to get again if you lose them, the system of looting other people's stuff would obviously no longer have a place in this game. The answer came in the form of a system called Insurance. For a small sum of gold, you could insure your items so they could never be looted or stolen ever again. Considering that it went against the grain of everything Ultima and most importantly challenge, it was the dumbest addition in history.

Not only did it single-handedly destroy the Thieving profession it has allowed godly players to remain godly players. It has required many to piece together multi-million gold suits in order to compete and in many ways it has helped the individual player but in the same respect it has damaged the community as well. There is no longer a need to purchase weapons and armor from crafters when you don't have a chance of losing a specific item altogether. Items are not leaving the system because of Insurance. When I pieced together my 1400 luck suit on my tamer, I knew it was the set I’d be using for years to come. This isn’t right. Due to these reasons, UO's community has all but shattered because players no longer have to help each other to get by.

The funny thing is lead developers at the time came out and admitted they were heavily influenced by Diablo 2 and WoW when it was in development. So instead of coming up with something original, the developers decided to copy off existing games. Subscription numbers plummeted after this and UO has never been able to fully recover since.

Chapter 5 - Inaction

Currently UO is plagued with cheaters and scripters who are crippling the ingame economy while forcing many players to quit the game, but developers have done next to nothing to solve the issue. Scripting has affected the community in many different ways, it has completely made the honest resource gatherer obsolete. It has put many legit player ran vendors out of business since Scripters can control the market on select products. Finally, it has jaded the community so much so that everybody thinks everyone else is scripting or cheating. And perhaps these accusations are quite true. Suggestions to help fix the myriad of other problems have otherwise been ignored and most players believe they are just being milked for all their worth while EA shifts its attention to Warhammer Online, which is currently going through its own problems at the moment.

One sure sign of this came when UO reached its 10-year anniversary. A stunning achievement for any game especially MMOs, but all players got in return for their commitment was a stupid gift rehash. That's some dedication for ya.

Chapter 6 - The Great Game that Could Have Been

Ultima Online could have stayed as one of the most unique MMOs on the market if a vocal minority and an incompetent dev team hadn't messed it all up. UO once offered a truly unique experience, but tried too hard to please the masses and be like all the rest. What we're left with is a hollow husk of a game that is best left ignored to die. It really pains me to say it as UO was a big part of my life for a long time, but it's just not the same game it once was. Any remnants of Old UO have all been lost to the sands of time. What a shame.
Well written. Truth to the point.

Here is how they save UO.

The next land mass has to be well everything you presented that was removed or added (insurance).

1. Land Mass that is beyond the rule of Brit. No insurance. Thieving and Killing is allowed. Land mass is huge. No choke points. All monsters and rewards are randomized. No true farming.

2. Exploration is the name of the game in this massive land. Mining, exploring the lands, the cities, might net rewards. Monster encounters pop up. Random dungeons appear. NOTHING IS STATIC. You must explore.

3. Not only is there thieving but stealable items from the land remain stealable on all the facets. Basically if you deal in stolen geods they can be stolen. For instance in the NEW LAND MASS... You steal and artifact 5 snow globe. Well that item is now considered stolen. It is not bound by insurance. So if you take it to trammel. A theif there could steal it. You buy it off a vendor. It could be stolen before you get it home.

Anyway, I wrote lots about this.

Basically, this gives us another unexplored land. You can go or not. You die. You die. It will remove the silly uber balances. Create a need for armour. Give us a huge exlporable not static world.

Now we have everything we could want. You have to look at UO as land masses with different rules of law. Give it all to us.
 
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Traveller

Guest
I'm relatively certain he said no game has been SUCCESSFUL. Obviously, you like EVE Online, but I would not exactly call them successful. They have no where near the numbers they need to go 10 years.
I beg your pardon? EVE online has been going on for 5 years, it has almost the same number of subscribers that UO had at his peak, and the subs are still rising after 5 years. I am curious to know your definition of "successful".
 
S

Salty Pete

Guest
I beg your pardon? EVE online has been going on for 5 years, it has almost the same number of subscribers that UO had at his peak, and the subs are still rising after 5 years. I am curious to know your definition of "successful".
I am guessing WoW like numbers.
 
C

Connor_Graham

Guest
This entire post is a waste of time. UO has been around nearly 11 yrs now and is still here, and still kicking. If it had been "ruined" it would have been shut down years ago. "Some" people may not like how it's turned out, but since UO is still here for them to complain about on a daily basis, someone must be doing something right.

*goes back to farming for turn in points*
 
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Sarphus

Guest
I appreciate the overwrought, dramatic, pseudo-intellectual eloquence with which you delivered the now-standard "Trammel Ruined UO" argument that we've heard, literally, thousands of times before from dozens of different posters.

The sad thing is that I'm so tired of refuting it that it's getting tempting to just let it win.

The reality is that "community" was a scarce and dangerous thing before Felucca. What RP existed and what player-run towns existed were under constant assault by vastly superior numbers.

Anti-PKs faced as much resentment as gratitude from the populace ("you're just making it worse!!" was a common, sad mantra).

*shrugs* Deny it if you want....On the boards, there's more of you than there are of me...Of course, in the actual game, paying subscriptions, you are a distinct minority.

All I can really do is hope that Mythic looks a subscriptions, and not boards.

These arguments have a lot less to do with reality than with romance.

-Galen's player

Ad Hominem wins? BOOO!

I agree with Galen. The OP is actually inaccurate on a number of their overly wordy "facts". For starters, there was a time when UO had > 200k subscriptions (before AoS)

Also, the consept that a majority of gamers prefer a game where you can't escape fel is flatly innacurate. If that were true, Siege would be as busy as atlantic. Simply put, the UO version of the pre-AoS ruleset is the most underplayed shard in UO.

I think the consept that UO failed with AoS is asinine also. The only possible conclusion you can reach with that logic is that UO has been failing for something like 8 yrs and was only successful for about 2. Sorry, but that doesn't make any sense.

The comment about how the AoS changes that added complexity with item mods is just your opinion, so I can't refute it based on facts. I'll just say that some of us LIKE mathematical complexity in systems. Personally, I'd rather have a complex system where there is room for a lot of different viable strategies to what we had pre-AoS. Pre-AoS I played a dexer, and all there was to it was watching my char swing at something and then backing up to heal with bandages when I was getting hurt faster than I could heal. I MUCH prefer how things are now.

I don't want to poo poo your thread, but you're basically complaining and using fiction as fact, which I don't think is fair.
 
A

Azureal

Guest
This entire post is a waste of time. UO has been around nearly 11 yrs now and is still here, and still kicking. If it had been "ruined" it would have been shut down years ago. "Some" people may not like how it's turned out, but since UO is still here for them to complain about on a daily basis, someone must be doing something right.

*goes back to farming for turn in points*
+1

Perfect. The anti-trammel, anti-aos crows can keep screaming about the downfall of all that was great and wonderful, but the point of the matter is that UO is still here. Trammel is still here. AoS is still here.

Whats most ironic is that the people complaining most are still here too.

If UO is so dead, delete all your characters then click the Cancel Subscription link and be done with it.
 

Omnius

Crazed Zealot
Stratics Veteran
Stratics Legend
You sir, are so right, it should hurt to not read this twice. In fact it is the loss of community that killed UO and the factors you listed are why the community was killed.

Even Shadowbane servers have more people than most UO Shards these days and that game was so rife with bugs that it flopped from the start.
 

Omnius

Crazed Zealot
Stratics Veteran
Stratics Legend
Ad Hominem wins? BOOO!

I agree with Galen. The OP is actually inaccurate on a number of their overly wordy "facts". For starters, there was a time when UO had > 200k subscriptions (before AoS)
That was AoS release and if you didn't realize it was from folks purchasing up tons of accounts for rewards, housing etc.

Also, the consept that a majority of gamers prefer a game where you can't escape fel is flatly innacurate. If that were true, Siege would be as busy as atlantic. Simply put, the UO version of the pre-AoS ruleset is the most underplayed shard in UO.
That's not what he said. In fact if you derived this I suggest rereading. Removal of danger and any risk at all killed the communal aspect of this game, the result was the slow entropy of the active player-base.

I think the consept that UO failed with AoS is asinine also. The only possible conclusion you can reach with that logic is that UO has been failing for something like 8 yrs and was only successful for about 2. Sorry, but that doesn't make any sense.
This portion illustrates your total failure to read a brilliant post. Please keep it friendly or reread the content of the OP

The comment about how the AoS changes that added complexity with item mods is just your opinion, so I can't refute it based on facts. I'll just say that some of us LIKE mathematical complexity in systems. Personally, I'd rather have a complex system where there is room for a lot of different viable strategies to what we had pre-AoS. Pre-AoS I played a dexer, and all there was to it was watching my char swing at something and then backing up to heal with bandages when I was getting hurt faster than I could heal. I MUCH prefer how things are now.
UO was never just that simple unless you lost more than you won. the most basic skill a dexer had was the ability to predict the path his enemy would take and intercept him.

I don't want to poo poo your thread, but you're basically complaining and using fiction as fact, which I don't think is fair.
And I suppose new games don't cater to pvp?
 
R

RavenWinterHawk

Guest
Why is it so hard for people not to get caught of definitions?

Ruined or not.


Success what is it.


The OP post is accurate read from start to finish.
Go argue number of subscribers... insignificant. Its down.
Go argue what ruined means. OP states there are 100's of things you can do. Its not ruined in that respect. The game has diminished consequences. Which cant be subdued by saying "go fight in fel".

You now have the ability to change class in a instant (soulstones) and never run risk of true loss (beyond some gold). BORING. Death is mere inconvience to... "why isnt the boss monsters dropping things faster", "its the random generator I never get anything", "now that I got 25, please make them rarer so I can make more gold".

Is it me... Dont you all hear (my whinning) and our whinning?

That is the failure in the game. Its not insurance, or Tram, or killing thieving but how it was poorly implemented. Portions of the changes might be good. But instead we got a never ending shoveling buffet and candyland.

But go argue.

The point being there is compromise. I fail to see why the DEVS dont create the compromise. You cant take away whats there. BUT YOU CAN ADD endless worlds.

What you cant do.
Create more static boss spawns.
Create more static drops.
Create more static stealables.
Create new characture classes that further muttify or charactures.

Come on say it with me, wear and tear, randomizing, death and theft.

You can do it. And Tram will stay as is. And Fel will stay as is. All will stay but new will come.

Try it.

All will stay and new will come. "ah cleansing breath."
 

TheScoundrelRico

Stratics Legend
Alumni
Stratics Veteran
Stratics Legend
Evm,

I'm not sure how you do it, but you do. (stay on a production shard). I don't know if you even play a thief anymore, but you have hung onto Atlantic for a long time...I'll give ya credit for that. Nice write up, but don't expect this to last long on UHall. It will probably be moved shortly.

From one old guildy to another...COME TO SIEGE!!!...la
 

Landicine

Seasoned Veteran
Stratics Veteran
Stratics Legend
I'm going to disagree with this post. Everquest was the big fish for a while, but according to http://www.mmogchart.com/, it has dropped a ton as well. Games get old. People move on. A few people stick with a certain game, but many move to the next big thing.

I also think that the "risk vs reward" pardigm is flawed. A sandbox may need the dark corner with scorpions and fire ants, but it needs other things otherwise it degenerates. Shadowbane had dropping numbers despite giving players risk and risk-based community. I was part of a player town in those risk-filled days, and I can tell you, the community suffered a good deal because of PKs. I continued to run events in Felucca until I finally got so fed up with having events disrupted or ruined. I may talk about those sentimental early days, but I also remember there were things that made me furious. I also wasn't part of a town because "risk" forced me to band together, but because I generally liked the people I was hanging out with. I would probably have found a similar group even if there hadn't been people trying to kill me.

The zerg-like nature of some pvp also goes against "risk vs reward." A solo murderer will never do as well as a group of killers even though his risk is a lot higher. He will usually be rewarded with a long search for a red healer. Killers often went after the weakest members of the community (new players, crafters, miners) because they got more reward for less risk.

I do think UO has put less emphasis on community building than it should, but I also think the risk-promoted side of community building has gotten tools over the years that have been ignored (factions being the big one). Also community building requires more than just top down work. It requires a playerbase willing to do things for the sake of the community and sometimes put individual goals/greed on hold. Communities are hard to build, and blaming it all on items, items, items is foolish.
 

Surgeries

Grand Poobah
Stratics Veteran
Stratics Legend
...

UO:R's biggest failure was that they implemented the rulesets BACKWARDS which is what killed most of the player run establishments.

AOS's biggest failure was not sticking within the framework of the original magic item system while adding in the new mods (and balancing them accordingly).

But the idea that UO would have survived the MMOG market WITHOUT the Trammel ruleset is just wishful thinking.

Thus far, NO OTHER MMOG has had any success at releasing with a free-for-all non-con PvP everywhere ruleset... NONE. Right now there is ONE left, and it's been nothing but vapour for how long now? Everything else has been purely consentual PvP systems either by server, or via battlegrounds within servers, or some other style of ruleset that allows people to choose their level of PvP involvement.
QFT.

Lineage does get the closest, from my research, and even that one has puffed up sub numbers, because of all of the internet cafes, and the creation of a new "Account", for every time a person makes a new account at one of these establishments.

But then...even then...in order to LOSE bad karma, and the Murderer Status that killing Innocents bring...the players don't get to sit at a moongate as a ghost, to burn their counts. They have to PvM!! Kill Dumb Monsters!! LOL!!:lick:

EDIT: Eve Online is under like 125K subs, but DOES offer full on PvP, as well, from what I have read. I would be remiss to leave it out. It has been out years, though, and it's subscriptions are the highest they have ever been, from what I can tell. It draws people...just not LOTS of people.

Anyway...I digress.

What you wrote is exactly correct, Dermott:thumbsup:, although I am certain that further down the page we will likely see someone that will claim it's just not true...it most certainly is. Most certainly.

PvP is thrilling.

Completely Non-Con PvP just ain't a big seller.:next:
 
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Sarphus

Guest
I didn't read his post word for word. I don't have time to do that. I glanced over the thread to see the overall tone and felt he was grossly exagurating in probably the most wordy way he could.

I rarely will read a post that would print out on about 3 pages... When I will, the post it's because the post is written concisely and actually has 3 pages worth of stuff to say.

This one doesn't. It's more of the "rambly" variety and the fact that UO had > 200k subscribers at one point in time (regardless of where the subscriptions came from) is a fact. Disputing that fact is what I am refering to as exaguration.

in direct respose to your comments about UO never being as simple as click n' stick/run and heal; I was speaking from a pvm standpoint, and UO was that simple from a pvm standpoint. I agree that you had to try to predict where your foe was running when pvping on a dexer. I should have been more clear. The point I was trying to make was that I like the complexities that have been added to the combat system.
 
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Traveller

Guest
EDIT: Eve Online is under like 125K subs, but DOES offer full on PvP, as well, from what I have read. I would be remiss to leave it out. It has been out years, though, and it's subscriptions are the highest they have ever been, from what I can tell.
How old your information are? It is close to 250K (UO's peak). As you say, it is currently the highest it has ever been: after 5 years it shows no sign of peaking or decline.
 
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Trebr Drab

Guest
Thought I'd throw in my thoughts here, even though I've said this many times over the years and rarely get any support.

Fel was dying, and eventually would have ended up very similarly to what we see in Fel now. The problem was rampant PKing, of course. Anyone who denies this is closing their minds to what the old GMs have said many times. Subscriptions were being lost at an alarming rate due to PKing.

Trammel came along, and it was the start to total protection for players as insurance followed suit. This allowed players to go it alone and put the screws to social developments. It also made the game easy and boring.

Since then, an assortment of ideas implemented to add excitement have done so, but brought new problems in balance, and thus cheating.

Balance! Anyone remember how that used to be an important part of game development? If you're curious about how important it is to a game like UO read this post by EnigmaMaitreya, which was moved to "Off Topic" and should have been stickied instead.
http://vboards.stratics.com/showthread.php?t=90518
This is science, and philosophy. And it's not new. The ancient Greeks knew this and built their society on it. Many ancient philosophers new this and wrote books about it. Many free nations built their societies on it, taking cues from the past.
In it is explained the answer to social gaming of all kinds. You need balance among the players if you want cooperative social interaction. Most games these days don't care about this, as they promote level grinds and that single player atmosphere played with a select group of friends. And this is where UO went with AoS, and it sucks for them as much as it does for all the other games.

How does it suck? Guilds don't stay together, or grow, except for the top "end game" style of guilds, which always end up smallish again, or large and controlled by gold farmers. Anti social both, as they have few dealings outside of their groups except to sell for gold. Or sell for Real cash.
Furthermore, you see much less of the planned or impromptu social gatherings open to gamers. UO used to be filled with these, now it's a transparent ghost of what it used to be, mostly promoted by a few hold-overs from those glory days of great social gaming that UO was. And what else is left in game play is being controlled by cheaters, because it is unbalanced.

So, if Felucca wasn't working, and if Trammel isn't working, does it not occure to anyone besides me and a few others counted on a couple of hands, that somewhere in the middle lies the answer?

It is exactly right that AoS should not have made such a drastic change, adding numbers for calculators and power for lust. It is exactly right that UO should have moved sideways with new items, adding more abilities and interest to the game, expanding the game in breadth instead of tier.

UO had installed a player justice system to reduce PKing, and to give victims a feeling that there is justice in Sosaria. But they allowed two things:
1) Blues could heal reds and not get a criminal flag
2) Thieves could steal, then kill anyone who attacked them, and not be a murderer.
These two issues allowed "criminal" behavior to prosper, and ruined the effort for player justice. Instead of fixing it, because they think of predator players as "just gamers", they gave up and came out with Trammel.

The rest is history, and we have this game of poor social interaction and high scale cheating and Real Money Trade (RMT).
 
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Connor_Graham

Guest
It is exactly right that AoS should not have made such a drastic change, adding numbers for calculators and power for lust.
Uh, where do I get the armor or weapon that gives me the Power for Lust?

I'll start the bidding at 100mil.....:D
 
E

Extra Value Meal

Guest
This entire post is a waste of time. UO has been around nearly 11 yrs now and is still here, and still kicking. If it had been "ruined" it would have been shut down years ago. "Some" people may not like how it's turned out, but since UO is still here for them to complain about on a daily basis, someone must be doing something right.

*goes back to farming for turn in points*
You can say the same thing about Star Wars Galaxies. It is agreed upon by the majority of its playerbase that the NGE upgrade was the biggest step backwards ever. Several media sources such as The New York Times, New York Post, CBS and Wired criticized it for its reduced depth and complexity. Players left in droves because of it, making it one of the biggest player departures in MMO history.

The game is still available to play though. Does that mean the Devs did something right?
 
T

Trebr Drab

Guest
Uh, where do I get the armor or weapon that gives me the Power for Lust?

I'll start the bidding at 100mil.....:D
You like the game just the way it is, don't you Connor.
UO is dying. The only new subs are from RMT. The players are trickling towards the exit door.
 
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Connor_Graham

Guest
You can say the same thing about Star Wars Galaxies. It is agreed upon by the majority of its playerbase that the NGE upgrade was the biggest step backwards ever. Several media sources such as The New York Times, New York Post, CBS and Wired criticized it for its reduced depth and complexity. Players left in droves because of it, making it one of the biggest player departures in MMO history.

The game is still available to play though. Does that mean the Devs did something right?
As players didn't leave in droves at any given point other than the period prior to the implementation of Trammel, I'd have to say UO Devs have done something right. I've never played, nor even looked at SWG, so can't say anything about it.
 
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Connor_Graham

Guest
You like the game just the way it is, don't you Connor.
As they say here in Texas....Eyup....I shore doo.

UO is dying. The only new subs are from RMT. The players are trickling towards the exit door.
Prior to the recent influx of [young] players due to the latest quest, I saw [young] players just about every day. We've been hearing "The Sky Is Falling" since the beginning of UO. Now is no different than then. Hell, if I'd played UO prior to there being an option for consentual PvP, I would have been one of the ones that quit before Tram came about.
 
T

Trebr Drab

Guest
You like the game just the way it is, don't you Connor.
As they say here in Texas....Eyup....I shore doo.

UO is dying. The only new subs are from RMT. The players are trickling towards the exit door.
Prior to the recent influx of [young] players due to the latest quest, I saw [young] players just about every day. We've been hearing "The Sky Is Falling" since the beginning of UO. Now is no different than then. Hell, if I'd played UO prior to there being an option for consentual PvP, I would have been one of the ones that quit before Tram came about.
And UO's numbers have been slowly declining since AoS, from 250K to around 75K. Lower even than what it was before Trammel.
But Connor Graham is ok with this just the way it is.
 
E

Extra Value Meal

Guest
As players didn't leave in droves at any given point other than the period prior to the implementation of Trammel, I'd have to say UO Devs have done something right. I've never played, nor even looked at SWG, so can't say anything about it.
Well I'm not sure how credible MMOGChart is so please take this information with a grain of salt.

According to this chart, UO was receiving a respectable increase in Subs before, during and after 2000 when Renaissance hit the scene. Then after 2003, numbers began to drop at a rapid pace.

So I'd say that the "players leaving in droves" bit is most accurate after AOS. Again, as I stated in my OP and repeated in subsequent posts several times after, Trammel was good for the game's longevity, but hurt player communities. That's all really. My deep disappointment lies with AoS. Nothing more. If you like the game in its current form, that's great and fine by me. I didn't write this post to call for change or backwards development. The only reason why I wrote this was to foster a discussion while injecting my own opinion into the debate which I don't usually do.

I hold no ill will towards those who applaud and support AoS. What's done is done and whether or not I disagree with what happened is irrelevant. Things won't go back to the way they used to. But it's always nice to discuss.
 
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Connor_Graham

Guest
And UO's numbers have been slowly declining since AoS, from 250K to around 75K. Lower even than what it was before Trammel.
But Connor Graham is ok with this just the way it is.
You're forgetting to take into account that now we're dealing with an entire new generation of gamers with a whole slew of new generation games.

That wasn't the case 10 yrs ago. The Pepsi generation is what started with UO and currently makes up the majority of the playerbase. Generation X is playing games like WoW. The current playerbase won't accept the changes that would be necessary to bring UO up to par with Gen X games. Even if KR had been flawless when it was rolled out the majority of the 2D'rs would never have thought twice about rejecting it because it doesn't have the "feel" of UO.

So, we have what we have, and what we have obviously still works.
 

Stigmatas

Babbling Loonie
Stratics Veteran
Stratics Legend
I also think that the "risk vs reward" pardigm is flawed. A sandbox may need the dark corner with scorpions and fire ants, but it needs other things otherwise it degenerates. Shadowbane had dropping numbers despite giving players risk and risk-based community. I was part of a player town in those risk-filled days, and I can tell you, the community suffered a good deal because of PKs. I continued to run events in Felucca until I finally got so fed up with having events disrupted or ruined. I may talk about those sentimental early days, but I also remember there were things that made me furious. I also wasn't part of a town because "risk" forced me to band together, but because I generally liked the people I was hanging out with. I would probably have found a similar group even if there hadn't been people trying to kill me.

Somebody.....who gets it.


Risk and player killing does not equal community. Admit it, it was all about the jollies of griefing someone.
 
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RavenWinterHawk

Guest
Somebody.....who gets it.


Risk and player killing does not equal community. Admit it, it was all about the jollies of griefing someone.
Nah,
Risk is the adrenalin rush.


When a red would recall into T2A as you were killing the liches... Youd gear for battle.

The risk was death and loss.

The really is none know. None. Its a candy game.

Luckily there is tons of other stuff to do that entertains me.

And for community, candied down to repair deeds, soulstones, 7 slots.

So the problem. UO got to sweet.

An easy fix... listen to what worked. Keep all the lands as is. Create a new world. One that needs community, has consequences and random rewards.
 

Landicine

Seasoned Veteran
Stratics Veteran
Stratics Legend
1. Depth.

This word has been thrown around a lot. Apparently, this means no seeing the numbers, but instead seeing words. Ruin or Damage Increase 5%. Idestructible or Durability +50%.

I don't think Ultima lost any depth over the years. Magery still has 64 spells. Swords still has a ton of different weapons, all of which now have special moves.

It gained transparancy for its items, but that's about it. I know I'm in the minority, but I think the magic item system was an improvement. I enjoy tinkering with random armor sets, trying to find interesting interactions. Yesterday, it was a magic shortbow special with a hit area. People focus too much on the power aspect of the newer system, rather than looking at the fact that before AoS, it was a magic item system with very few properties.

Housing is another system that has a lot more depth than the 10 or so designs that were available. Boats have remained the same. Many of the systems have lost their mystery over time, not because of the dev team, but because players figured them out!

2. Consequences

There are still consequences for being mediocre at this game. In the old days, it was someone taking all your stuff and laughing over your corpse. Now, it is falling further and further behind in terms of wealth, prestige, skill, etc. Ultima has in many ways became a constant game of "Keeping up with the Joneses." Stop playing for a few years, and suddenly you will have missed your chance at super item X, decoration Y, and title Z.


3. Community

I still play that item game from time to time, but I usually play another "game" in UO I enjoy more. I really enjoy roleplaying with other players. It gives a reason to everything I do in game from training new characters (old characters in stories need to die), crafting (plot important items), pvp (can't play evil without some combat), and so on. The roleplayers of LS along with some of the other community people there are the reason I'm still playing.

You can't force a community with a sword or e-bolt. Look at history. The Constitutional Convention is as important to the current United States as the Revolutionary War. Heck, a Civil War almost tore it apart. Communities can be formed by things other than pk raids.
 
M

Mulch

Guest
Losing depth of a game cannot be simplified in UO on the showing of Numbers.

But the game certainly eliminated or simplified playstyles.
While the pvp and pve skills improved the basic of pvp/pve stays the same.
Thiwving, crafting, harvesting all underwent major changes and many resulted in loss of ingame depth.
Yes, it got harder to get a runic kit, to steal a level 10 rare, to find ore, but all that changes don't mean more depth as hard is not depth.

Uo should consider implementing systems again which build upon another and enhance or add playstyles again.
 
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