B
Beer_Cayse
Guest
I'd settle for a "just before AOS" shard. Keep in mind, no custom housing and a lot of other stuff we take for granted now. But I think I'd do a pre-AOS shard. Yup.
A classic shard absolutely must not include Trammel. I'm saying this, not from a PvP or PK standpoint, but as someone who enjoys playing crafters and wants a thriving economy. The Felucca ruleset has a built-in gold sink that keeps crafters busy supplying its players and really keeps the economy in balance. With the inclusion of Trammel, players eventually would be running around that facet with power/vanq weapons and invulnerable armor and would no longer have any need for GM-crafted items. I do understand why Trammel was added to the game and it may very well have helped sustain its success long term. At the same time, it was the first step in the UO economy's downfall and AoS item properties finished the job.The people who want Tram to go away need to think a moment.
Apparently there was some forum trouble going on with posts as earlier stratics moved over to a different database. Some posts vanished to appear again. Not sure why yours didn't.Is somebody deleting post here? I had post #103 and about 11:30 and now it is gone. What gives?
There was a warning from Petra earlier this weekend about the possibility of posts going missing. Stratics moved to a new host and there were several hours of glitches while that took place. Most posts were recovered and migrated, but I noticed a post or two that I made did not make it over.Is somebody deleting post here? I had post #103 and about 11:30 and now it is gone. What gives?
To be honest I don't think it is a bad idea at all. You're really building the shard not so much for the current UO players (Majority of the people still playing are the people who needed Trammel to play UO) But your aiming at the thousands of free shard players who still love the classic version of UO and what EA is going to try to offer them is a piece of what they miss and the security that a free shard cannot offer. If it is a huge success you could possibly be looking at thousands of returning UO members. (Note I said a huge success it is all about convincing the people that still play UO on free shards that it would be better off to come back)All a classic shard is going to do is fragment an already small population. A classic shard only appeals to a small amount of peaple that was around during those times. So small shards will get smaller. This is not a good idea.
When and if it ever happens,it`ll be like Christmas toys and little kids. The excitement is brief and short lived and before long,that toys totally forgotten about at the bottom of the pile.
Seems like we already have a couple shards with low pop and on the bottom of the pile as far as dev attention. Wonder what will change with ANOTHER shard that will end up with a tiny population complaining that no ones listening to them.
Stupidest idea ever. .
What one player does as a mage does not counter act the inbalance in game mechanics that came about by the constant push away from skill based to item based.But if you can't find a way to PvP as a mage against a non-mage, you wouldn't have survived pre-aos. You wont survive a classic shard. Find it hard to believe you survive now. If it's real-skill then you shouldn't worry about it since you should have learned how to cast between getting hit, lol.
If by stuff, you mean items, then defining a classic shard is changing from item-based play back to skill-based play.its really hard to define a Classic shard the game has soooo many stuff
What opinion you think that is? My main opinion was the change to archery where they fixed it so you no longer had to remain absolutely still after shooting an arrow for it to have a chance of it hitting your target. Before that fix if you moved even a step after you shot an arrow you had to remain still, even after the arrow left the bow, and wait until either you think you missed or it hits to move.What one player does as a mage does not counter act the inbalance in game mechanics that came about by the constant push away from skill based to item based.
As you're unaware of that distinction, and unaware that sarcasm and personal attacks dont address it, I expect you're also unaware that your opinion is not remotely credible.
That's not entirely true. They could add all kinds of new content and just keep it in line with the "classic shard" theme.Problem with Classic shard is that players would never agree which Pub it should be.. And then the fact that when people get bit bored there cause nothing new is added, what should they add?
If they add something really new, it's not classic shard anymore.
And what I hate the most? The server would most likely be in US leaving us europeans with high latency.
I strongly disagree. UO did not need saving, FAR from it. Subscriptions were rapidly increasing throughout t2a and before. The game was very healthy prior to Tram, and there is no reason whatsoever to believe that this would have changed without Tram. In fact, subscriptions started to fall for the first time AFTER Trammel's introduction.The game was saved by the introduction of Tram. Without it you wouldn't be able to be here complaining about it.
I think UO's initial rise was because of people saying "OMFG this game is so freaking unbelievably awesome that I have got to play it." I know thats what I said when I first saw my friends brother playing it in '97.UO's rise at the time was due to a LACK of competition, then the addition of Trammel then Factions followed by (mostly) a small bump occasionally after each expasion (not LBR though, the line stayed flat then).
There is one.... can anyone think of it? Hmmm...Again, if non-con PvP were such a HUGE draw, why has there not been a single fantasy-based MMOG that has gone 100% non-con PvP in the current market that has succeeded?
They always had the choice. Even in pre-Ren days they had the choice. If you don't like first person shooters, you dont run out to the store and buy Counter Strike, do you? If you didn't like UO's style of non-con PvP, don't play it. It is as simple as that. No-one was forced to play UO, but they didAfter all of the hype, the newer attempts fell flat each time.
People simply want a choice.
That's the point, it was an entirely new genre.I think UO's initial rise was because of people saying "OMFG this game is so freaking unbelievably awesome that I have got to play it." I know thats what I said when I first saw my friends brother playing it in '97.
Non-con PvP has basically nothing to do with current success of UO.There is one.... can anyone think of it? Hmmm...
No?
I will give you a hint. It's the longest continuously running MMORPG in history...
Still no?
Another hint: it's initials are U and O...
Yup. Thats right. For the first 3 years of it's life, UO was "100% non-con PvP" and hugely successful... and yes, that is the current market, because last time I checked UO is still open for business!
PvP to the level that occurred was never intended in the original designs, so it was always "the nail that stuck out"They always had the choice. Even in pre-Ren days they had the choice. If you don't like first person shooters, you dont run out to the store and buy Counter Strike, do you? If you didn't like UO's style of non-con PvP, don't play it. It is as simple as that. No-one was forced to play UO, but they did
Why does everyone claim this, while it's blatantly untrue...?PvP to the level that occurred was never intended in the original designs, so it was always "the nail that stuck out"
The above bolded part is inaccurate. The game was released under the idea of it having Role Playing and Player Justice. The players morphed it into open PvP.Why does everyone claim this, while it's blatantly untrue...?
UO has had PvP during the whole beta. Did they remove it? No.
UO has had PvP when it initially launched. Did they remove it? No.
UO's first major publish has been to add the notoriety system, to handle what? *drum rolls* PvP *tada*
UO's first *three* years was wide open for non-consentual PvP.
To sum it up: UO's initial game mechanics did deliberately support PvP gameplay in all it's facets. This obviously excluded exploitation. This though did not exclude ganking, thievery, looting, and all the other not so cozy gameplay styles that are trammeled out nowadays...
They didn't remove it, I agree. Not because they thought a wide-open PvP game would be awesome, but presumably because they couldn't know what was going to happen for certain. They didn't have a whole lot of hindsight and previous examples to go on, being that they were pretty much pioneering.Why does everyone claim this, while it's blatantly untrue...?PvP to the level that occurred was never intended in the original designs, so it was always "the nail that stuck out"
UO has had PvP during the whole beta. Did they remove it? No.
UO has had PvP when it initially launched. Did they remove it? No.
UO's first major publish has been to add the notoriety system, to handle what? *drum rolls* PvP *tada*
UO's first *three* years was wide open for non-consentual PvP.
To sum it up: UO's initial game mechanics did deliberately support PvP gameplay in all it's facets. This obviously excluded exploitation. This though did not exclude ganking, thievery, looting, and all the other not so cozy gameplay styles that are trammeled out nowadays...
^This, in other wordsThe game was released under the idea of it having Role Playing and Player Justice. The players morphed it into open PvP.
Fact is:^This, in other wordsThe game was released under the idea of it having Role Playing and Player Justice. The players morphed it into open PvP.
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...
Very accurate assessment. While the ideas of p16+ have some merit, the old simple game was fun.What interests me most so far in this discussion, seems to be that along with the both-ways PvP talk (which is always going to divide opinions), most people seem to agree when it comes to items and item-based gameplay.
Craftable items being the "best" option, along with the odd (although rare) loot finds, instead of the "item-based" game, more emphasis on "skills".
I didn't say that PvP wasn't part of the original design, I restated that the original intent was Player Justice and Role Playing.... and then tell me again PvP was not part of the original concept...
Let's whip out an analogy here:
The world (our Earth) was originally designed with free will. Over time, the original intent has morphed into our current working system.
At one point, we were all scrambling to exist (newbies), eventually we learned how to farm and hunt (neophytes), then someone thought that might was right (PvP - adept), next came the idea that while might was right, more might was more right (ganking), somewhere in the midst of it all came the idea that what was your's was not truly your's (theiving), then someone came up with the idea that might wasn't right, and that diplomacy was a better option (detectives & Player Justice).
Eventually, we came to a place where we could no longer operate under such a system and needed guidance (the Devs). They stepped in and set forth some commandments (Guild Wars, Order/Chaos). However, this wasn't enough. They decided that there must be a paradise to relax from the bombardment which is life (Trammel).
Trammel was Pandora's Box - it was the promised land that also held the lesser evils: no repercussions. The Devs realized that even though Trammel had its own evils, those evils weighed less than the lawless land that Felucca has become.
***edit: I would absolutely adore having a Felucca-only server, but I would enjoy it more if there wasn't the constant threat of PK and not Player Justice. I can absolutely accept dying for stealing somebody's spawn, or stealing their gold, even taking their gate to a secluded spot. I wouldn't mind the occasional murderer murdering me - but that's just it. It was only occasional during the early days.
Ooooh! Stating of facts!Fact 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
No, I don't think that at all.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.
And you're speculating that, even though it goes completely contrary to the producer's vision, and they spend three years dedicating development time to "fixing" it, large-scale non-con PvP was exactly what they intended.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".
Who ever said there was "player justice" in Trammel.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...
Hope is not gone until EA pulls the plug. Until then there is always the chance EA will choose to undo it's mistakes.It was a good run, and an awesome game. I will always hold the memories in my heart. I am glad to have been a part of something so special, but the end has come. Now UO dies a slow death. I will be here to see it, but I will not hold on to hope that we can ever recapture what once was.
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...?
SP is stupid, Luna? Malas? T2A? Ter Mur? With no population....Exactly right...why make another shard when they ignore SP...SP is living proof they could not keep up with another low population shard...
THIS is exactly what I am talking about. Look no further for evidence that old UO is dead and gone....
UO changed, yes. UO is dead for a specific and narrow playstyle, granted, but to say that "UO is dead and is no different than any other MMOG out there" is a completely narrowly viewed falsehood.
UO is and has always been MUUUUCH more than just non-con PvP (even before April 2000)
Oh and to point out a contradiction:
Ultima Online died when Tram was created
...
Now UO dies a slow death.
A contradiction cannot exist, if a contradiction exists, check your premises... given the two statements above, one must be incorrect for the other to be true.
You are right though in that a "classic shard" will NOT bring back the predator/prey model people seem to want back. That model has FAILED... repeatedly.
I know the rose colored memory glasses are fun to wear, but it's not going to bring back what made those days "fun". We can look back, but we can only move forward.
If UO's days are numbered, it will be due to MANY more recent circumstances than letting people opt out of getting killed for stepping outside a guard zone.
Yep. And that is all that matters to me. A time will come when you will find the same applies to you....
Morgana what YOU knew is gone