M
MoonglowMerchant
Guest
I don't know how much you are following the WoW versus WAR stuff lately, but I've found it sort of interesting.
Now, I've never played WoW and I never plan on playing it or WAR, but here is my take as it relates to UO.
It looks like WoW is a multiplayer game designed to get people to work together to kill monsters or do other quests in game. These are called scenarios.
It looks like WAR is a multiplayer game designed somewhat to get people who want to do the same thing WoW does, but moreso to get people who want to fight other players. They call it Realm versus Realm. I don't know exactly what that is but I think it is large scale PvP.
Ok, so what does this have to do with UO?????
Well, years ago, some of you were here, most probably weren't, PvP was a big part of UO. The game was roughly divided into three parts, PvP, PvM, and crafting. (Note to Jeremy, we don't call it PvE in UO.)
Anyway, after AOS PvP was pretty messed up. Then, we had Fertbert do a fantastic job of interacting with the player community to fix it. That was when things like casting caps were implemented, some of the very fundamental things that we take for granted now.
Unfortunately, the next release UOSE, destroyed PvP. It wasn't so much that it unbalanced it (although it did), it was the incredibly slow speed with which any balance pass was done.
The same thing happened with UOML. Instead of bushido crits, it was ridiculously overpowered bows. Again, it took waaaaaaaay too long to balance things.
Basically, through neglect, UO lost almost all its PvPer's.
At the same time, crafting was gradually climbing out of the post AoS gutter. It has actually become a significant part of the game again.
So what does this have to do with WoW versus WAR?????
Well, maybe, just maybe, we are seeing some of the DAoC/WAR influence in UO now. Or, you could argue that UO influenced those games and UO is getting back to it's roots.
Either way, I'm encourage to see some effort put into factions. It is one of the few PvP systems we have and it has needed some love for a long time.
Now, if we can just get the balance pass things will be good until the release of SA which of course will completely mess things up again.
Oh well.
Two things I'd really like to see balanced in the "balance" pass.
1. Greater dragons and pets in PvP in general.
2. Hide/Stealth (We need to put passive detect in or out) Currently it is in on production shards and out on Siege. Once we decide whether it is in or out, we can adjust both rulesets accordingly. Currently it is nearly useless on prodo shards and godly on Siege.
Hopefully, PvP can find its place in UO again. After years and years of neglect, it is about time.

Now, I've never played WoW and I never plan on playing it or WAR, but here is my take as it relates to UO.
It looks like WoW is a multiplayer game designed to get people to work together to kill monsters or do other quests in game. These are called scenarios.
It looks like WAR is a multiplayer game designed somewhat to get people who want to do the same thing WoW does, but moreso to get people who want to fight other players. They call it Realm versus Realm. I don't know exactly what that is but I think it is large scale PvP.
Ok, so what does this have to do with UO?????
Well, years ago, some of you were here, most probably weren't, PvP was a big part of UO. The game was roughly divided into three parts, PvP, PvM, and crafting. (Note to Jeremy, we don't call it PvE in UO.)
Anyway, after AOS PvP was pretty messed up. Then, we had Fertbert do a fantastic job of interacting with the player community to fix it. That was when things like casting caps were implemented, some of the very fundamental things that we take for granted now.
Unfortunately, the next release UOSE, destroyed PvP. It wasn't so much that it unbalanced it (although it did), it was the incredibly slow speed with which any balance pass was done.
The same thing happened with UOML. Instead of bushido crits, it was ridiculously overpowered bows. Again, it took waaaaaaaay too long to balance things.
Basically, through neglect, UO lost almost all its PvPer's.
At the same time, crafting was gradually climbing out of the post AoS gutter. It has actually become a significant part of the game again.
So what does this have to do with WoW versus WAR?????
Well, maybe, just maybe, we are seeing some of the DAoC/WAR influence in UO now. Or, you could argue that UO influenced those games and UO is getting back to it's roots.
Either way, I'm encourage to see some effort put into factions. It is one of the few PvP systems we have and it has needed some love for a long time.
Now, if we can just get the balance pass things will be good until the release of SA which of course will completely mess things up again.
Oh well.
Two things I'd really like to see balanced in the "balance" pass.
1. Greater dragons and pets in PvP in general.
2. Hide/Stealth (We need to put passive detect in or out) Currently it is in on production shards and out on Siege. Once we decide whether it is in or out, we can adjust both rulesets accordingly. Currently it is nearly useless on prodo shards and godly on Siege.
Hopefully, PvP can find its place in UO again. After years and years of neglect, it is about time.