P
peanutbutter
Guest
i'm sure it's been mentioned, but why not force-combine about 3 or 4 of the most inactive shards and offer some sort of temporary reward for playing them (like faster XP gain or better gold drops)?
Go back to WoW.(like faster XP gain)
i don't play wow - couldn't get into it. i do and have, however, played GW, CoH, VG, conan, AL, eve, and more beta testing than i can remember. action like what i suggest is non-unique. CoH/CoV had a server that was unpopulated, so they offered double-XP and double influence (gold) and item drops on that server and it is not the most crowded and active server in the game.Go back to WoW.
And this is probably not going to happen because people would inevitably lose houses, items, characters.
Not if it is done with any creativity at all.And this is probably not going to happen because people would inevitably lose houses, items, characters.
they'd have to put in a traffic blocker like you find on other games (like conan, where you have to wait 10 minutes to play because of overload).Not if it is done with any creativity at all.
I've made a suggestion several times to the devs that, if implemented, would be the most elegant solution.
Here it is again:
-5 clusters each of which will run on one physical server(s), one for each region (PAC MIDW ATL ASIA EU) with a couple hangers-on staying just as-is: AU, SP ruleset
-Shared dungeon server (includes t2a....no reason to not combine this for each cluster) ....This sub-server will be the only one actually merged.
-Moongates have a toggle to choose the shard before the destination.
Voila, no one loses any items, or heaven forbid, their home. Players run into each a lot more for interaction, making cluster events very workable, and dungeons will be busy again.
It would be though pretty impossible to get an "ok" from all the players with houses.. to tear them down and combine shards.
To do this houses would need to all fall...
All of these comments are making a lot of assumptions about how they might implement such a thing. I really doubt they would implement it like that. (hint: see my post above.) No shards need to close.The outcome of current in game event scenarios could also determine which shards close. .... your server shuts down ....
I think this is where we are heading now with this event. They are going to reassemble the Gem. Thus, no more different shards of the Gem.
I predict this first on this day.
- I was toying with an idea like this. Thinking of Mythic/Daoc, I started thinking about cross shard PvP realms. Creating areas where people from multiple shards could come together and do some fighting. I've been pondering arena battles and such for UO for quite awhile but no idea what or if anything like that will really happen.-Shared dungeon server (includes t2a....no reason to not combine this for each cluster) ....This sub-server will be the only one actually merged.
Why is it so terrible/trivial some people wish to retain their homes?and, i suppose the old shards could stay open for the very strange individuals who enjoy having a nicely decorated house rather than a community to play a game with.
for them, it's not an MMORPG... it's a "not-so MMORPG".
Frankly it's because there is no such thing as a higher population shard. The most populated shards seems to be Atlantic and it's a ghost town during most hours of the day. I could still go do whatever I wanted there and not see another player to interact with.Why do shards even need to be combined? To have a greater likelihood of personal interaction? Solution, play on a higher populated shard. I don't understand what is so difficult with that.
There are some people that specifically play on lower populated shards for the very reason of not having to deal with as many people. That may seem anti-social/anti-MMORPG to some, but to those that prefer it, it is more enjoyable.
Why should others have to suffer a combination for the sake of those that want more player interaction, when those player could attain what they want by simply going to a higher populated shard?
i'm sure it's been mentioned, but why not force-combine about 3 or 4 of the most inactive shards and offer some sort of temporary reward for playing them (like faster XP gain or better gold drops)?
arent they trying DAoC out with a "retro" shard? Thought i heard about, maybe if that game goes well with it.....Why? UO offers a nice variety of shards to select from. The cost to maintain the currents shard is minimal. The only reason I could see to change one of the existing shards would be to change it to a retro shard.
No you didn't miss anything. Just the usual whining from these lots.Did I miss the part of the discussion that detailed the benefits of reducing shards? What is the cost that such a move would save? Why would such a move be necessary? I feel like I have come in the middle of the movie.. someone care to offer?
LORD Yalp of Zento, CTDM
Go figure. That game really sucks.CoH/CoV had a server that was unpopulated
Er, you apparently have not given much thought to ...
houses and locations that might be in the same or overlapping spots
the mechanics of x-sharding characters ... because that is what will be needed in effect
If it is done right, none of this would come to pass, and it is even simpler to code.I would give up both of my Castles if it meant keeping UO alive, but too many people would complain.
I wouldn't miss my stuff and pixel Castles as much as I'd miss the small but vibrant Legends community. Great people there.