...
Also...for those in opposition to a Classic Shard:
You realize that if some of us vets leave our current shards, and we cannot transfer to the Classic Shard, that our items and houses will be available, right? Instead of being so negative, perhaps you could look at it as a way to gain more stuff. That seems to be what drives the current playerbase these days.
- You know what, that is totally wrong. Especially the last sentence, imho.
I was hoping to read a good, if a bit rosey-tinted, thread about the beginnings of UO.
My mistake was looking at the last post and reading this drivel. Sure, sure if you really want a Classic shard then go for it; but do not even try to typecast the current UO playerbase by declaring that all we want are items (you as a current player should know that we are not to all be clumped into an 'item=everything' -crazed group. Shame on you, Morgana. I know you can be more respectably compelling than that

).
For the same token though, it's frustrating that those in favour of a classic option, are also "clumped into" a free-for-all kill-frenzy-PK-Griefer "group".
Certainly one strong element of such a classic option, would be the quality and intensity of the PvP on offer, but it's certainly not the only aspect of play that people are after. Suffice it to say, that people just don't seem to care or understand the reasons people either side of the fence, have different opinions. Their view is "right" and that's that (in their minds). In this case, I would say Morgana's comment is more off the cuff than anything.
I must admit though, without trying to stereotype, but making observation... one of the reasons the game got stale for me (and I only finally quit this year), was that for my own tastes, too much of the game play, or reasons for playing
seems to revolve around the acquisition of items.
Now I certainly know as well as anyone, that UO is much more than the sum of it's parts. I've enjoyed pretty much everything the game's had to offer over the years. Different activities and different play-styles.
What I found disappointing in recent years, was the
feeling that too many players play for the items, or the "end-game" of getting items. I noticed that much discussion in the game, or on the forums, was about the items themselves.
Not the adventure, the battles, the fun to be had, or any challenges on the way, but the items themselves and their properties. Clearly "suit" building is important in the context of the current game, but it just felt like that was an area of overbearing importance for so many players.
I used to like UO when people would discuss strategies, skills and the adventure involved, when preparing to face a creature or player in combat. Getting some form of item, was considered more of a bonus to game play.
Perhaps it's an unforeseen side-effect of games designed where items are so important, that they become a key focus and reason to play, for most of the player base, thus overshadowing other aspects and reasons to play. I don't know.
What I do know, is that for me personally, it made the game stale and uninteresting. The feeling that I need to consider numerous mathematical calculations in order to "compete", or keep up with the Jones' hold far less interest to me, than when items were more simplified, or just a means to an end. I preferred the feeling when players were more interested in the actions, activities, skills, adventure, strategies involving character skill and user skill... in essence, playing the game for the sake of actually playing, instead of
grinding for something in particular, or indeed, an "end game". Had you asked me what an end-game was even, in the old days, I wouldn't have know what you're talking about. To me, the game was an endless adventure.