G
georgemarvin2001
Guest
So far, it appears that nearly everybody agrees on these points:
NO Trammel
NO power scrolls
NO AOS rulesets or skills
Pre-AOS combat ruleset.
Launch through early T2A era heavy penalties for PK'ers
It looks like practically everybody here would agree on all of those items.
Then there are the items that some people want but others don't. I don't think that opinions are strong enough about any of them to really cause any major problems.
There is a little bit of minor debate about T2A vs. Pub 16 combat. Let's admit that skills and combat didn't really change much from launch through publish 16; every once in a while, they would nerf something if a template was being abused, but it didn't change enough to matter during the entire first 6 years of the game. Anything pre-AOS is fine by most of us. Launch, T2A or Pub 16 doesn't matter to most of us. NOT a deal-breaker. Any publish prior to AOS will do.
A lot of us would like the current customizable houses. I don't think anybody would refuse to play a classic shard if they are included. We actually enjoy customizing our houses; that is one of the few things that AOS did right.
A lot of us would like the current deco items. We might want an elven loveseat or bone throne in our house, or an apple tree on our patio. It's not a game-breaker either way, though. I don't think anybody will refuse to play a classic shard because they can't have an apple tree in their back yard or an elven dresser in their bedroom.
Likewise, a lot of us would like to keep the new weapon and armor types; we might want to wear a dragon armor suit and a guardian axe, or an ancient samurai suit with a bokuto. It's not a game-breaker for most players either way, though. I don't think anybody will quit because they get a vanq bokuto or samurai helm of invulnerability in the monster loot, especially if they are only on monsters on the Tokuno Islands.
Which brings up the issue of the new lands. A lot of us would like to keep Malas, Tokuno and even Ter Mur and the Abyss. Others just want the T2A era lands. I don't think it will be an initial deal breaker either way, but having more lands to play in and more dungeons to explore is always a plus in terms of long-term viability. From a Dev's point of view, it would mean a LOT more work, changing every monster's loot table in all of those new lands to match the pre-AOS era. I would suggest just doing the T2A lands to begin with, and expanding the land area over the next several months, IF enough players continue playing the classic shard to warrant the devs' time to convert them to the pre-AOS ruleset.
Most of us could care less either way about whether to include UO:R era factions. There seem to be more positive opinions of just keeping the old pre-Ren Order/Chaos system. Factions got more votes than power scrolls in my poll, but I found that a lot of the players had forgotten that it was even a part of the UO:R expansion, and even more remembered but could care less. I would say the consensus on this one is just that we don't give a rat's @$$ either way.
Talivar in particular wants a lot of brand new systems to stop PK'ers, which would mean that the new shard wouldn't really be a "classic" shard. I didn't understand why he feels that the old, severe penalties that were already in-game during T2A weren't sufficient deterrents until he admitted that he had never played during the T2A era, and only began playing after the original, severe anti-PK penalties had been completely removed by the Dev team of the UO:R era.
PK'ing in the last few months before Trammel was a problem, but it was a brand new, dev-created problem. Changing the rules to allow mass murder with no penalties caused the problem, buying the UO:R expansion and moving to the new, PvM only Trammel facet was the solution. It made perfect sense to that group of Devs. The dev-created solution was to buy an expansion and generate $20 in new revenue for EA so you could get away from the rampant PKing that they had caused by eliminating all of the penalties that PK'ers had been subject to. In the short term, it generated nearly $4 million bucks in new revenue in the 3 months after UO:R was released. But it was a bad decision in the long term. It divided the player base, and made UO a much less immersive game for the PvMers, and all of the blues left Felucca, so the PvPers lost interest, too.
NO Trammel
NO power scrolls
NO AOS rulesets or skills
Pre-AOS combat ruleset.
Launch through early T2A era heavy penalties for PK'ers
It looks like practically everybody here would agree on all of those items.
Then there are the items that some people want but others don't. I don't think that opinions are strong enough about any of them to really cause any major problems.
There is a little bit of minor debate about T2A vs. Pub 16 combat. Let's admit that skills and combat didn't really change much from launch through publish 16; every once in a while, they would nerf something if a template was being abused, but it didn't change enough to matter during the entire first 6 years of the game. Anything pre-AOS is fine by most of us. Launch, T2A or Pub 16 doesn't matter to most of us. NOT a deal-breaker. Any publish prior to AOS will do.
A lot of us would like the current customizable houses. I don't think anybody would refuse to play a classic shard if they are included. We actually enjoy customizing our houses; that is one of the few things that AOS did right.
A lot of us would like the current deco items. We might want an elven loveseat or bone throne in our house, or an apple tree on our patio. It's not a game-breaker either way, though. I don't think anybody will refuse to play a classic shard because they can't have an apple tree in their back yard or an elven dresser in their bedroom.
Likewise, a lot of us would like to keep the new weapon and armor types; we might want to wear a dragon armor suit and a guardian axe, or an ancient samurai suit with a bokuto. It's not a game-breaker for most players either way, though. I don't think anybody will quit because they get a vanq bokuto or samurai helm of invulnerability in the monster loot, especially if they are only on monsters on the Tokuno Islands.
Which brings up the issue of the new lands. A lot of us would like to keep Malas, Tokuno and even Ter Mur and the Abyss. Others just want the T2A era lands. I don't think it will be an initial deal breaker either way, but having more lands to play in and more dungeons to explore is always a plus in terms of long-term viability. From a Dev's point of view, it would mean a LOT more work, changing every monster's loot table in all of those new lands to match the pre-AOS era. I would suggest just doing the T2A lands to begin with, and expanding the land area over the next several months, IF enough players continue playing the classic shard to warrant the devs' time to convert them to the pre-AOS ruleset.
Most of us could care less either way about whether to include UO:R era factions. There seem to be more positive opinions of just keeping the old pre-Ren Order/Chaos system. Factions got more votes than power scrolls in my poll, but I found that a lot of the players had forgotten that it was even a part of the UO:R expansion, and even more remembered but could care less. I would say the consensus on this one is just that we don't give a rat's @$$ either way.
Talivar in particular wants a lot of brand new systems to stop PK'ers, which would mean that the new shard wouldn't really be a "classic" shard. I didn't understand why he feels that the old, severe penalties that were already in-game during T2A weren't sufficient deterrents until he admitted that he had never played during the T2A era, and only began playing after the original, severe anti-PK penalties had been completely removed by the Dev team of the UO:R era.
PK'ing in the last few months before Trammel was a problem, but it was a brand new, dev-created problem. Changing the rules to allow mass murder with no penalties caused the problem, buying the UO:R expansion and moving to the new, PvM only Trammel facet was the solution. It made perfect sense to that group of Devs. The dev-created solution was to buy an expansion and generate $20 in new revenue for EA so you could get away from the rampant PKing that they had caused by eliminating all of the penalties that PK'ers had been subject to. In the short term, it generated nearly $4 million bucks in new revenue in the 3 months after UO:R was released. But it was a bad decision in the long term. It divided the player base, and made UO a much less immersive game for the PvMers, and all of the blues left Felucca, so the PvPers lost interest, too.