• Hail Guest!
    We're looking for Community Content Contribuitors to Stratics. If you would like to write articles, fan fiction, do guild or shard event recaps, it's simple. Find out how in this thread: Community Contributions
  • Greetings Guest, Having Login Issues? Check this thread!
  • Hail Guest!,
    Please take a moment to read this post reminding you all of the importance of Account Security.
  • Hail Guest!
    Please read the new announcement concerning the upcoming addition to Stratics. You can find the announcement Here!

Gameplay ideas, some of which require relatively little labor

Phantasmagorian

Sage
Supporter
Having loved UO and MMORPGs (thanks to UO) for over 25 years now, I am really thankful UO still exists. The power of UO is that it really is a second life type of game, still a true sandbox MMORPG like almost no other game.Here are some cool ideas that I think could help engage veterans even more, and be fun for new players too. Some ideas are random. But here they are. I'm sure the community would know better than me on how to make these work in cooler ways than my basic sketches. Now that @Kyronix is taking over... maybe he can make this happen.

- Hardened Journey Characters
Have something where you can start a character or reset skills on a character to train them in "hardened journey" mode. This is where skill gain is 2x as slow as normal. But, trained all the way to 100 or 120, each skill gets a slight bonus that can't be gotten any other way and otherwise stacks with any effects. Minor enough where those who don't do this don't feel mega-disadvantaged, but enough to make it worthwhile. This could come with some prefix or suffix for titles for skills we choose so you can show off you went through the hardened journey.

- Literally any creature can drop "Essence of [Creature name]"...Not sure what it could be used for, it could be consumed for a bit more damage towards those creatures, used in crafting like cooking. Combining certain essences could create a super essence. And combining literally every essence of every currently spawning creature or monster in the world, would create some sort of super boost. One reason this is cool, is that it makes it worthwhile again to kill various monsters/creatures no one looks at anymore. I would just use a wisp type of graphic with a modified sprite of each animal above it... so very little work would be required. You could just batch iterate over all the current sprites to create this.

- Special potential creatures for tamers
So, it seems only a few top tier animals are used mostly by tamers. What if we could sort of easily make this more interesting? What if each tamable animal could spawn in a sort of super version of itself where it can be at least competitive with several others. They would have a prefix like "extraordinary", and that means they have special potential. This could also maybe be done with a special item that's rare. But anyway, this means theoretically could have a cat that's can rival sidhe. I think a mechanism should be thought of to make sure this doesn't kind of make certain creatures irrelevant, and that said it would be certainly be cool if many more creatures could be used. It'd be hilarious to walk around with a super powerful hellcat.

- Total Drain
A special move granted to anyone who reaches 120 skill in any magic or fighting skill, that when activated will make the next spell have 2x its effect, but will drain all the resource it normally uses, and 50% of health. It can only be used once every interval, like 60 mins, or maybe even once a day.

- Strong monsters have specific super drops
On that subject, it would be cool if each monsters over X power have a chance to drop something more interesting or significant than they today. Like, to make it worth it go hunt Sphinxes or Dragons again beyond what there is now.

- Mentor program
It'd be cool if each new player can have an assigned mentor. Mentors and apprentices get a notification when one or the other logs on or off, the apprentice gets a skill gain boost until 80 when in party with the mentor, which increases if they're near, and stuff like that.

- New player message
A new player (fresh account) that logs in gets a type of message in the middle of their screen that allows them to say yes to wanting a mentor, but also show a top 10 list of guilds that can apply to be listed. If they are and the new player selects any of them, the guild gets an automated message "New player that goes by [Name] would like to join. I think this would help new players even more get into the game. Guilds could list main activities/goals here.

- New Player tips
Quite simple to do, just have a bunch of strings that show in a banner top of the screen, that are like the tips you see on loading screens. UO is a very deep game and you can sort fo play it without realizing you can go treasure hunt, or do anything with virtues, or that you can click on a message board on a house. Or that there is a creature market in Magincia. This is a basic thing but could go a long way in helping new players get familiar with the game.

- Graveyard spawn & ritual
I think it'd be cool if there was a ritual that could be performed at any graveyard that spawns an oversized super lich and a bunch waves of undead through a special gate. This would require 3 necromancers and a special item which drops from monsters at graveyards or undead. A really tough boss. Each boss would be named "Grand Lich of [Graveyard town/area name]" and drop a special item that bears this name. The necromancers would have to keep the gate stable while the fight goes on, meaning you need others to keep up the fight.

- Spirit quests
Spirit speak could be used to see what undead at graveyards are saying, and when you do this, they are pacified for a while, and suddenly they can have a name and history, where you can talk to them. They give you a quest which is their last wish, which if you complete, you get a special ethereal gem called "fulfilled wish".. these could also be used in crafting, combined,...I'm sure others could have cool ideas. Also, spirit speak could be used to see what any undead says which tells you its weakness.. for this I would give undead slight weakness, like to specific spells, weapons, on top of current stuff.. Anyway, just some ideas to make spirit speak a bit cooler. It would also be extra cool if someone with 100-120 spirit speak when dead, can see something special in the undead world. Like, basically give players a reason to roam as ghosts sometimes.

- Explorer Experience
Not sure if the engine allows for this easily, but if it does, then it'd be cool to get experience for exploring places which triggers simply when you visit these places. Explorer experience gives a bonus to all navigation-related skills maybe. Exploring every nook and cranny of the game, means you have max explorer XP, which can be traded in for the explorer's globe, which could allow teleports of all other teleport items (jaw, crystal, etc) in one with pagination.

- Hirelings
You can go to guilds like the mages guild or fighters guild (etc) and rent a hireling. These respond to commands like tamed creatures and can do lots of stuff like even chop wood, mine, or help fight monsters. They could skill up and be dressed like vendors, named, etc... and this all saves so long they are on contract. This might cause balance issues, but it's perhaps a neat idea. They wouldn't be stronger than great tamable creatures and they'd occupy slots obviously, so it'd be a trade-off.

An idea I posted previously and I'm sure others had:
- Ability to save custom homes to a template. Basically go into temporary house placing mode.. build like you normally do, and then save to blueprint. Blueprints can be sold and named. "Garden Castle by [Player name]. The architect can see how many of their blueprints are placed in the world.
 

Arcus

Grand Poobah
Supporter
Stratics Veteran
Stratics Legend
All of that sounds like a lot of time coding and testing.
 

Phantasmagorian

Sage
Supporter
I mean, as a dev myself, that's just not accurate at all and in some of the cases it strongly depends on how things are coded. Sometimes you can piggyback off existing code, sometimes something seemingly simple is not simple because the system doesn't account for it at all.

The new player tips and message are obviously super straightforward and I think actually high value, more than one might think. Because Ultima Online is intimidatingly complex for newcomers.

The creature essence drop should also not be a lot of work.

Something like hirelings can potentially piggyback on a lot of existing code, but it's hard to say without seeing the actual code whether you can just make a special case of "tamed creature" for humanoids, etc.


Anyway, hence the "some" in the title.
 

Pawain

I Hate Skilling
Governor
Stratics Veteran
Stratics Legend
UNLEASHED
- Literally any creature can drop "Essence of [Creature name]"...Not sure what it could be used for, it could be consumed for a bit more damage towards those creatures, used in crafting like cooking. Combining certain essences could create a super essence. And combining literally every essence of every currently spawning creature or monster in the world, would create some sort of super boost. One reason this is cool, is that it makes it worthwhile again to kill various monsters/creatures no one looks at anymore. I would just use a wisp type of graphic with a modified sprite of each animal above it... so very little work would be required. You could just batch iterate over all the current sprites to create this.

- Special potential creatures for tamers
So, it seems only a few top tier animals are used mostly by tamers. What if we could sort of easily make this more interesting? What if each tamable animal could spawn in a sort of super version of itself where it can be at least competitive with several others. They would have a prefix like "extraordinary", and that means they have special potential. This could also maybe be done with a special item that's rare. But anyway, this means theoretically could have a cat that's can rival sidhe. I think a mechanism should be thought of to make sure this doesn't kind of make certain creatures irrelevant, and that said it would be certainly be cool if many more creatures could be used. It'd be hilarious to walk around with a super powerful hellcat.
Essence would be a cool idea for a treat that when fed to a pet, it would make the pet a slayer of that mob type for 10 mins.
We have asked for a slayer treat for a while.

No need for extra powered pets. The most damaging pet is AI/Chiv. If a pet can not get these, then that pet will never be powerful. When the pet is not using a special, pets with other than physical damage are usually superior.
You mentioned cats, the ones in Eodon can have great builds but they do physical damage and can't get Chivalry.

To make unused pets used more. There needs to be a way to change their damage type, and add the ability for them to get Chivalry.
 

Phantasmagorian

Sage
Supporter
Essence would be a cool idea for a treat that when fed to a pet, it would make the pet a slayer of that mob type for 10 mins.
We have asked for a slayer treat for a while.

No need for extra powered pets. The most damaging pet is AI/Chiv. If a pet can not get these, then that pet will never be powerful. When the pet is not using a special, pets with other than physical damage are usually superior.
You mentioned cats, the ones in Eodon can have great builds but they do physical damage and can't get Chivalry.

To make unused pets used more. There needs to be a way to change their damage type, and add the ability for them to get Chivalry.
Oh yeah, that seems like a cool use for essence. The idea is for it to be both useful and also motivate people to engage with "content" that is kind of uninteresting otherwise to most.

Regarding the pets, well yes, that's my point. Give many more creatures the chance to have "special potential", and have that include whatever allows pets to be useful powerhouses. Whether that should really only be chivalry is another question, probably the game could use a few more useful powerful templates. The hacky way to do that would be to adjust the casting profiles/skills for pets for certain other skills that would balance them out more with chivalry.

I did mean actual normal domestic cats. I just thought it'd be fun if even a chicken could potentially be special potential. So basically one would go and farm any sort of typically uninteresting animal to wait for a special potential spawn, which I don't know, glows and has a prefix as I said.

While obviously not all these ideas are not labor-intensive (some definitely are), the bigger idea behind them is to enrich current content and have players engage more with what there is, rather than creating new stuff. Obviously if all current tamable spawn can spawn with "special potential", it doesn't require any new monster art, animations, etc. The hackiest way in the code would just be to a cu sidhe in disguise. So basically any animal that spawns with special potential simply has cu sidhe stats and skills. But way less lame would be to just balance things out more and open up at least growth and skill potential of "special potential" creatures.
 

Nexus

Site Support
Administrator
Moderator
Professional
Stratics Veteran
Stratics Legend
Wiki Moderator
UNLEASHED
I mean, as a dev myself, that's just not accurate at all and in some of the cases it strongly depends on how things are coded. Sometimes you can piggyback off existing code, sometimes something seemingly simple is not simple because the system doesn't account for it at all.

The new player tips and message are obviously super straightforward and I think actually high value, more than one might think. Because Ultima Online is intimidatingly complex for newcomers.

The creature essence drop should also not be a lot of work.

Something like hirelings can potentially piggyback on a lot of existing code, but it's hard to say without seeing the actual code whether you can just make a special case of "tamed creature" for humanoids, etc.


Anyway, hence the "some" in the title.
But it could be accurate depending on the language. If I recall correctly, they use a Java derivative so likely they can only use a single inheritance for example, meaning it's entirely possible they can't piggyback a lot of the existing code, depending on how it is currently structured.
 

Ivory Norwind

Crazed Zealot
Supporter
Stratics Veteran
Stratics Legend
There is one thing that I would like it so much but I don't know if it could be feasible. I, from Tamer, go around killing monsters. It may happen that I find myself in the midst of strong monsters and my pet is too weak. It would be nice to have a kind of item (like the Bag of Sending) capable of transporting the weak animal in stable while you call another stronger with a simple Crystall Ball. I will remain a dream of mine I think :(
 

Izzy MBC

Journeyman
Stratics Veteran
Stratics Legend
Campaign Supporter
- Strong monsters have specific super drops
Reminds me of the cool Glacial Staves found on Ice Serpents, I don't believe they've spawned for years now but that was a great reason to hunt them back in the day. As far as I can recall, they were never at any time an OP item either, they were just a cool novelty.
- Graveyard spawn & ritual
Complicated coding aside, this is a really cool idea, I love this. Even though it's pre-coded, the fact it would take the collaboration of so many players makes it feel player-run-eventy. The novelty will wear out though, so it either needs to be very costly to invoke the event, and/or the loot needs to be novel. Maybe a whole bunch of new cryptic deco that rarely drops, or whatever. Maybe the Deco retains the date it was dropped, and the player's name who it was randomly rewarded to (and shard bound it).

I like the idea of 3 necro's setting up and generating temporary pentagrams in the graveyard, which they each have to stand in and cannot veer from. Perhaps a forceshield protects them but if they break as a result of successful mob attacks, they become vulnerable, maybe even makes the boss harder to defeat or something; necro's who hold their positions successfully add debuffs to the boss. You can play with the idea in a lot of creative ways, but yeah, it doesn't sound like UO at all... in a game mechanical sense.
 

Phantasmagorian

Sage
Supporter
Reminds me of the cool Glacial Staves found on Ice Serpents, I don't believe they've spawned for years now but that was a great reason to hunt them back in the day. As far as I can recall, they were never at any time an OP item either, they were just a cool novelty.

Complicated coding aside, this is a really cool idea, I love this. Even though it's pre-coded, the fact it would take the collaboration of so many players makes it feel player-run-eventy. The novelty will wear out though, so it either needs to be very costly to invoke the event, and/or the loot needs to be novel. Maybe a whole bunch of new cryptic deco that rarely drops, or whatever. Maybe the Deco retains the date it was dropped, and the player's name who it was randomly rewarded to (and shard bound it).

I like the idea of 3 necro's setting up and generating temporary pentagrams in the graveyard, which they each have to stand in and cannot veer from. Perhaps a forceshield protects them but if they break as a result of successful mob attacks, they become vulnerable, maybe even makes the boss harder to defeat or something; necro's who hold their positions successfully add debuffs to the boss. You can play with the idea in a lot of creative ways, but yeah, it doesn't sound like UO at all... in a game mechanical sense.
Thank you! Yes, you make great additional comments. Yeah, the idea is just to enrich current content which in most cases is less work than entirely new stuff. Give players reasons to re-engage.

I agree it needs to be costly to invoke and have meaningful variance. Even LLMs could be used here to generate interesting and unique stories, that perhaps could be imprinted on some item, making it unique. Lots of possibilities. Your deco idea is excellent imo.

I hope my studio can get the funds and competence to do an MMORPG one day, which of course will be inspired by UO's sandbox design. It has such huge potential. ArcheAge is one of the only few games that came close, with non-instanced housing and such. Got ruined.
 
Top