I think for the high price of subscription, expectations need to be higher for this game to survive. The route it is headed it is not looking good for survival. Corporate EA will be the final judge on that, not these developers who could see (God forbid, I don't wish it on anyone) layoffs some day. I've seen it happen to Fight Night Champion and countless other EA titles where they just ruthlessly pull the plug for profit plan and forget about those that bought the game.
Not sure if you were around but there was a time when you'd have to save 17.5K which was a small fortune to have a set of platemail armor made, which you would likely lose because you'd get shanked out of town. There was no insurance so you had to constantly save for new gear. The game was great, it was a gold sinking economy, you'd have to rely on a blacksmith's reputation to get your goods repaired. These are the qualities that built community. On a whole different level there was risk versus reward. Risking your gear to somebody you didn't know for their craft, as well as risking your gear to PKs for the reward of great adventure.
This is only one classic example I use.
Now insurance and excessive itemization eliminates a whole dynamic from the game that built strong community. Britain isn't even utilized as a town anymore other than as a faction base in Felucca.
There is no gold sink economy because, like the other poster mentioned, people sit around and build spread sheet gear templates and then have unlimited insurance as well as powder of fortification and means of repair on those items.
There is no reward because there is no risk. What fun is a game with no reward because 99.9% of the remaining community refuses to be involved in risk taking?
To me the new lands are colored pixels, not viable forms of adventure. Not a great deal of new content with new concepts and new INTERACTIONS and new AI. Let's face it, imbuing is a system that was slapped together using a relatively simple concept, the purpose was for it to be a primary sell point for the expansion (smart).
As a paying subscriber I would be one to expect some kick ass, new strategic re-alignment of MANY in-game systems on an ongoing basis. Is fishing and boat travel something you should have to buy a booster pack to fix?
So let's continue to sit in houses and build spreadsheet suits and forget about the great community UO once was with player "professions" call it if you will, successful in-game establishments and a model that was once referable as a "Persistent State World".
This is my opinion and I respect yours equally. And honestly I don't mean it too harsh there was a time I refused to leave UO for WoW or other titles when they'd launch, because it felt like a great game. I feel it lost that magic in more recent years.
I like the idea of an AOS shard with no transfers but more people may play it than Atlantic and that would make them look not smart. This is an idea a friend brought up to me.
By the way, if everybody has the same view or opinion then nothing changes for the better.
Not sure if you were around but there was a time when you'd have to save 17.5K which was a small fortune to have a set of platemail armor made, which you would likely lose because you'd get shanked out of town. There was no insurance so you had to constantly save for new gear. The game was great, it was a gold sinking economy, you'd have to rely on a blacksmith's reputation to get your goods repaired. These are the qualities that built community. On a whole different level there was risk versus reward. Risking your gear to somebody you didn't know for their craft, as well as risking your gear to PKs for the reward of great adventure.
This is only one classic example I use.
Now insurance and excessive itemization eliminates a whole dynamic from the game that built strong community. Britain isn't even utilized as a town anymore other than as a faction base in Felucca.
There is no gold sink economy because, like the other poster mentioned, people sit around and build spread sheet gear templates and then have unlimited insurance as well as powder of fortification and means of repair on those items.
There is no reward because there is no risk. What fun is a game with no reward because 99.9% of the remaining community refuses to be involved in risk taking?
To me the new lands are colored pixels, not viable forms of adventure. Not a great deal of new content with new concepts and new INTERACTIONS and new AI. Let's face it, imbuing is a system that was slapped together using a relatively simple concept, the purpose was for it to be a primary sell point for the expansion (smart).
As a paying subscriber I would be one to expect some kick ass, new strategic re-alignment of MANY in-game systems on an ongoing basis. Is fishing and boat travel something you should have to buy a booster pack to fix?
So let's continue to sit in houses and build spreadsheet suits and forget about the great community UO once was with player "professions" call it if you will, successful in-game establishments and a model that was once referable as a "Persistent State World".
This is my opinion and I respect yours equally. And honestly I don't mean it too harsh there was a time I refused to leave UO for WoW or other titles when they'd launch, because it felt like a great game. I feel it lost that magic in more recent years.
I like the idea of an AOS shard with no transfers but more people may play it than Atlantic and that would make them look not smart. This is an idea a friend brought up to me.
By the way, if everybody has the same view or opinion then nothing changes for the better.