M
Morgana LeFay (PoV)
Guest
"Those"Don't look back. You can never look back." ...
who cannot remember the past are condemned to repeat it." - George Santayana
"Those"Don't look back. You can never look back." ...
- So along those lines it seems like you would agree that they should not bugger with a classic shard either, since Richard Garriott and many of our past Developers have agreed that it was a failed social experiment due to many factors that were unaccounted for? For afterall, history has taught us that classic failed for a reason and that is why our past developers had to change it."Those
who cannot remember the past are condemned to repeat it." - George Santayana
The Experiment did not fail, just the rats.- So along those lines it seems like you would agree that they should not bugger with a classic shard either, since Richard Garriott and many of our past Developers have agreed that it was a failed social experiment due to many factors that were unaccounted for?
Exactly. It has taught us alll that gamers want a "cheat mode" a "god code" they wish to earn nothing...they wish to see the "end game" with no risk. Such is society today.For afterall, history has taught us that classic failed for a reason and that is why our past developers had to change it.
You mistake my statement as a lament. What is gone is gone. R.I.P. Ultima Online...what happens to the license now that Mystic/EA owns it...that is another matter altogether.But I disagree that UO died once Trammel was created... because we are both still here playing it. Sure, in hindsight they could've accomodated for the errors that forced the change in a much better manner; but that's not how it happened, so now would be a good time to try to focus on how to improve what currently is rather than further lament for what is gone...
Your Avatar is depressing btw.
- You can say it didn't all you want, but history and the developers (the creators of said experiment) have declared that it did indeed fail; to be a creator and admit to failure speaks volumes, regardless of whether others accept the hard truth.The Experiment did not fail, just the rats.- So along those lines it seems like you would agree that they should not bugger with a classic shard either, since Richard Garriott and many of our past Developers have agreed that it was a failed social experiment due to many factors that were unaccounted for?
- Actually it seems to have taught the original developers, as well as myself, that some people will take every advantage possible to feel superior in a semi-anonymous environment, one such as online gaming provides, even if that is the equivalent of self destruction of said environment.... It seems that chivalry often fails when one's ego can occasionally prevail; and I agree with R Garriott that that is a sad realization.Exactly. It has taught us alll that gamers want a "cheat mode" a "god code" they wish to earn nothing...they wish to see the "end game" with no risk. Such is society today.For afterall, history has taught us that classic failed for a reason and that is why our past developers had to change it.
- Marc Jacobs does not run Mythic anymore, so Mythic must be different than it has historically been, without him at the helm any longer; and EA always owned Origin from the time that UO began being funded and developed (although I will always agree that Origin was a great company & remained a uniquely creative entity even after EA acquired them)......What is gone is gone. R.I.P. Ultima Online...what happens to the license now that Mystic/EA owns it...that is another matter altogether.
Well, maybe you read your own links before posting...Well, maybe because we have the orginal designers thoughts on the subject available for every one to go read. If everyone spent a little time over at Raph's blog reserching his various UO comments, perhaps we could elevate the discussion to what people want in the shard instead of 'what was'.Why does everyone claim this, while it's blatantly untrue...?
http://www.raphkoster.com/
http://www.raphkoster.com/gaming/crpgtavern.shtmlPostman77: What is the breaking point for a online game community, could a totally PvPfree environment or a totally rules-free environment ever function properly enough to makesuch a game or system viable? Or would a totally PK free environment be successful on thewhole?
DesignerD: I don't actually think a completely PK-free environment can develop very far.
...
And he then goes on to say that a completely rules-free environment doesn't work any better:http://www.raphkoster.com/gaming/crpgtavern.shtmlPostman77: What is the breaking point for a online game community, could a totally PvPfree environment or a totally rules-free environment ever function properly enough to makesuch a game or system viable? Or would a totally PK free environment be successful on thewhole?
DesignerD: I don't actually think a completely PK-free environment can develop very far.
...
A rules-free environment has the opposite problem, of course. It attracts a bunch ofpeople who spend all their time doing nothing but killing each other.
You'd hope that in such an environment players would band together, formgovernments, police the world, etc.
Sadly, they don't.
Are you suggesting players should be allowed to transfer a character to a classic server? There should be absolutely no transferring of characters to or from this shard, ever.Edited to add:
I will go one step further and suggest a couple of Pre-Ren shards that have a F2p/RMT payment model. Subscription bonus allows transfer of a character or two off to other shards. That might bring a little media buzz and life to the old war horse of a game.
No, transfer off it to a current shard if it is F2P/RMT and they buy a sub.Are you suggesting players should be allowed to transfer a character to a classic server? There should be absolutely no transferring of characters to or from this shard, ever.
I doubt that a classic shard could be free to play. What would EA's incentive be for creating a free server? The only way UO could ever become free (of a monthly subscription) would be if they pushed micro-transactions beyond the current scope and started selling items/gold that people actually need. That type of micro-transactions on a classic shard would defeat the purpose.No, transfer off it to a current shard if it is F2P/RMT and they buy a sub.
WTF?Pre-AOS, definitely. AOS was when they changed all the weapons and armor, put in power scrolls, changed the way all the skills worked so that magic resist didn't resist all magic, meditation didn't always work at GM, you needed 120 magery to not fizzle instead of GM, the odds of making an exceptional plate chest at GM decreased from 50% to 5%, PvP was unbalanced, crafting was ruined, the weapons and armor became a mismatched, overcomplicated mess, gave the NPC vendors a lobotomy so we couldn't lure them out of town and kill them and stopped them from having items in their backpacks that could be stolen, changed all of the monster loot tables so that they were all in the RNG system instead of each monster having a separate loot table, installed the massively overcomplicated BOD system, made every monster corpse spawn random junk, instead of most of them just having gold, changed the loot system for treasure chests so that even the level 6 chests mostly just produce junk items that would spawn on a skeleton, stopped mages from needing regs, made lockpickers fail most of the time at GM skill level, made all the crafting tools wear out after a number of uses, while introducing PoF so that the weapons and armor we made never wear out, introduced overpowered artifacts that only a few tamers could get for the whole first year, etc., etc., etc.; basically, if anything worked well, they "fixed" it till it didn't.
I liked the UO:R additions of chivalry and necro, but they did unbalance PvP somewhat. I also liked the concept of insurance, but NOT the way it was implemented. I would have much preferred an extremely expensive, hard-to-get item bless deed like the spring cleaning '99 ones.
Please go read this as it is from Raph Koster, AKA Designer Dragon, one of the original Ultima Online developers http://en.wikipedia.org/wiki/Criticism_of_Ultima_OnlineFact is:
1. Non-consensual PvP has been a mandatory part of the game for the first 3 years
2. A major amount of development work has been invested in improving PvP in the first years
3. A major percentage of the players competed regularly in PvP
You seem to think that Origin has not been aware of the fact that not all players are willing to participate in non-consensual PvP. This is incorrect - UO derives from MUD based games which have a long history of both variants of gameplay.
All you and the others supporting this moot argument are throwing into the discussion, is the speculation that "they did not really think about PvP and the problems that would arise when they originally designed the game".
P.S.: the referenced "player justice" has only existed under a non-consensual PvP ruleset. There is no player justice in Trammel today, because it is the game mechanics that enforce justice. Think about that, and then tell me again PvP was not part of the original concept...
Why is it that you assume the only reason someone would want a classic shard would be for "easy targets"? I have never played a PK character, yet I am still thrilled with the idea of a classic shard without Trammel, for reasons that I have previously stated.All of you who want a classic shard with no Trammel safe play area.
Why are you not playing on SP?
The only answer I can think of is the lack of easy targets.
Any other answers come to mind?
Well, for me it's more about the item-based gameplay we have now, versus the skill based gameplay of before. I prefer the latter.All of you who want a classic shard with no Trammel safe play area.
Why are you not playing on SP?
The only answer I can think of is the lack of easy targets.
Any other answers come to mind?
I have been following the thread and also prefer an item-free classic shard.
The two main preferences seem to be:
1) Get rid of the item-based play. Seems just about everyone, PvM or PvP agrees on this.
2) Get rid of Trammel and anything that prevents non-consent PvP.
Number one then is just an AoS-free shard. Skill-based play, not Item-based play. Seems like this could be done and result in a lot less hassle for players and the EA Devs. All the resists & item bonus's must complicate things.
This leaves number two. Both PvPers & PvMers want a skill-based, not item-based game shard. There being no Trammel with it's ruleset apparently thrills the PvP group, but would have little interest for the PvM group.
This could call for two classic shards. One for those who enjoy non-consentual PvP, skill-based play, and one for those who enjoy consent-only PvP skill-based play, and play primarily PvM.
My preference would be the classic shard with consent-only PvP, skill-based play, playing just the PvM as a rule. I have no interest in paying a monthly fee to be fun for others instead of having fun myself.
I dont hate the idea all together but I can see that turning it into two smallish shards slightly under populated then causing people to quit cos its small rather than one big growing community.Simple solution:
Make 2 classic shards.
Name one Felucca, the other Trammel. See which has more, consistent activity.
They both can have the pretty land of the Trammel trees, and the lack of the alternative play-style they dislike. (guild wars, Order/Chaos or factions would still apply though on the Trammel shard)
Wouldn't be hard to maintain both, as they'd both have the same code. The only difference would be PvP=1 on Felucca, and PvP!=1 on Trammel.
Its funny you say that. Just goes to show you weren't around in the beginning. When the 100% str bonus gave archery the dmg bonus and they were tough as **** in pvp. Or when Archery Mages were the hot template.So does a "classic" shard also mean that all the "classic" bugs and exploits that were around at the same time also exist? In addition the horrible uselessness of archery in PvP?
I only said that because those who are pro-non-consensual PvP don't seem to realize that you can still have your PvP fix via Guild Wars and Factions or Order/Chaos. I enjoy PvP. I adore PvP. I truly find PvP with others who enjoy it more thrilling than killing those who are not looking to PvP.
I don't understand the big thrill of non-con PvP, it's utterly baffling. I want a challenge in mine, not a steam-roll.
**Not only that, but Thieves who enjoy being a Thief and not a crate can participate too! Simply War it up and go to town thieving from your rival guild or faction.
Haha, no. I wasn't around at the beginning. But I heard a lot about how crazy archery was at the start. I started around T2A. I started as an archer and kept that character since. And no, I'm not even remotely good with him in PvP, lol.Its funny you say that. Just goes to show you weren't around in the beginning. When the 100% str bonus gave archery the dmg bonus and they were tough as **** in pvp. Or when Archery Mages were the hot template.
The same thing they did back during the early days. Steal Warrior's bandages to stop them, or some Mage reagents to help the fight. That's during a PvP face-off. If you join up to PvP, chances are you'd stay flagged hoping to find some World PvP at any time. There's a good chance that Thieves would have targets because PvP is such a huge draw in every game.and lastly about theives joining guilds and stealing off enemy guilds... That is about as interesting as playing a game of football by yourself. Theives mainly make money by stealing valuable items that people are carelessly carrying, and makes it so that people have to be smart and carefully with expensive belongings. What truely valuable stealable items are people in the middle of wars going to carry? and on that note what good is a theif whose best asset is being anonymous trying to sneak up and steal when they are flagged orange?
Tbh, I think that Archery was fine back in the day. I feel it served its purpose. Moderate to good dmg at a slow rate from a distance. I don't think there was ever a time that archery was way way underpowered. Thats just me tho.Haha, no. I wasn't around at the beginning. But I heard a lot about how crazy archery was at the start. I started around T2A. I started as an archer and kept that character since. And no, I'm not even remotely good with him in PvP, lol.
I was around when archery mages were popular though. But even then it wasn't that good unless you combined it with magery.
Archery was decent back then. The problem with it, however, was the little tidbit that made it so you had to stay completely still after firing the arrow/bolt until it reached the target and either hit or miss. If you moved before reaching the target it would always miss. So you had to stay still and wait for it to either hit or miss properly.Tbh, I think that Archery was fine back in the day. I feel it served its purpose. Moderate to good dmg at a slow rate from a distance. I don't think there was ever a time that archery was way way underpowered. Thats just me tho.
A lot of people feel in order for a skill to be useful it must swing faster AND do the most damage like they do currently. I personally think thats stupid..
Lolz.. the good ol days.
But most the time people won't farm on their warring characters they will jump on blues so no. Theif won't be able to steal the shiny silver vanq in your world. There is a very limited ammount of things you can do with a their in a tram ruleset and again it's removing the fear or losing something expensive that made the game notoriously exciting. No need to be careful in town. Just go afk all day and be safe as well.The same thing they did back during the early days. Steal Warrior's bandages to stop them, or some Mage reagents to help the fight. That's during a PvP face-off. If you join up to PvP, chances are you'd stay flagged hoping to find some World PvP at any time. There's a good chance that Thieves would have targets because PvP is such a huge draw in every game.
So, to answer your question after giving that short idea, perhaps that shiny, new, unidentified Sliver Katana of Vanquishing that you just looted from the Lich Lord, before you even had a chance to ID it. Or maybe you just finished a fight against a couple of daemons and are low on health, then your bandages or garlic/mandrake root goes away, and the Thief's stealth assassins are coming to finish the kill?
^thisArchery was decent back then. The problem with it, however, was the little tidbit that made it so you had to stay completely still after firing the arrow/bolt until it reached the target and either hit or miss. If you moved before reaching the target it would always miss. So you had to stay still and wait for it to either hit or miss properly.
I disagree with a lot of your post. A lot of it is opinion and thats all good, I just want to put out, that thinking like the above statement is what made the great pvpers stand out over the guppies. The good pvpers wore their best every time out. It didn't always seem like it helped back in the day but that little edge they got ontop of them already being good pvpers, allowed them drop so many people.11. People literally couldn't wear their best items into battle, unless they had an item bless deed. If they wore a suit of invulnerability items, they would be ganked the second they left town.
Ahh, I do remember that now... It did still have its uses but Yes, that did make it way hard to be solely an archer..Archery was decent back then. The problem with it, however, was the little tidbit that made it so you had to stay completely still after firing the arrow/bolt until it reached the target and either hit or miss. If you moved before reaching the target it would always miss. So you had to stay still and wait for it to either hit or miss properly.
Your just narrowing down thrives uses so much restricting them to pvp. And disarm stealing isn't that classic anyway I would take it or leave it in a classic shard. But plain out stealing anywhere IS classicForget about Disarm-Stealing?
Remember the days of the Tribal Spears? 25% proc rate on Paralyze was extremely OP, and every melee was a fencer.I don't seem to remember one being overly more powerful than another, it was more down to someone's individual preference and play-style. Good thinking, strategy, tactics and skill were what made the best PvP or PvM characters.
I had a Macer/Fencer...ran without parry since I used a Q-staff and a Long Spear. When they put in special blows (which were random at the time for those that don't remember) I'd switch between weapons...Para Blow then start busting armor, get a concussion blow and switch back to the spear...even if I died, the other person lost usually their shield, and chest piece..but that really P.O'ed the guy running around with a full set of Val Plate...Oohhh...
Forgot about the "classic" version of macing. Not sure if it was mentioned already or not.
But the classic version of macing was complete destruction of armor/cloths. A mace would literally burn away the durability really fast on your opponents armor/cloths.
That was one of the reasons I created a macer pre-aos, hehe.
Ya, I loved maces back in the day. Q staffs were the ****. and if you lost you still broke some of their armor. I remember watching my buddy fight this macer for almost a half hour. MY buddy was Fencing/Parry and the guy was Maces/Parry. My friend had to keep running to the bank for more armor/shields. It was actually quite entertaining seeing him die with his 3rd set of armor being all jacked up..I had a Macer/Fencer...ran without parry since I used a Q-staff and a Long Spear. When they put in special blows (which were random at the time for those that don't remember) I'd switch between weapons...Para Blow then start busting armor, get a concussion blow and switch back to the spear...even if I died, the other person lost usually their shield, and chest piece..but that really P.O'ed the guy running around with a full set of Val Plate...