I'm not going to get too involved in this discussion, and I am certainly not going back and forth with anyone...but I did want to relate some information here that might help some understand a couple of things about old UO:
When I started UO, there was a great sense in the game of being in a world...not just a game. That sense came not from the AI, not from the NPCs, but from the players. Sure, it had issues like bugs and lag, but let's not digress into that for now.
You would walk into a town, and there would be lots of people standing around. Some would mean you harm, some would mean you no ill. It was impossible to tell because you were dealing with real people with real functioning minds. It was never the same experience twice.
But that became far more evident when you walked out of a town. You could take the road, but if you did, you ran the risk of being attacked...and being attacked by players pretty much meant you died back then unless you were travelling in a large group. It was that element of not knowing what was going to happen, how you would deal with a situation if one did arise, and what the outcome would be that made the game exciting.
When Trammel was intoduced, and everyone went there, travelling anywhere became rote, uneventful, almost boring. Certainly if not any of those things, it became "safe". But with that safety came predictibility. Sure, you might be walking along and you might get attacked by say, a dread spider. But in the end, if you didn't want to fight that dread spider, all you had to do was take a few turns, get it caught on some sticks and rocks and such, and then move on your merry way.
The point here is not to say one thing is really better or worse than the other, but to say that if you want
realistic AI, there is none better than
Actual intelligence instead of
Artificial intelligence. This is exactly why the original designers of the game built it the way they did.
I think this quote from Trebr Drab is what really made me decide to post on this topic:
They were that close to making it work. I saw players gathering to go take on the PKers, at first, with that last effort. They were ready to take back UO, as "the good guys". But when they lost because of Blue Healers they gave up. many of these same players, who I knew in game, soon quit UO. The thief thing was just frosting on the cake, causing more to just give up on UO, but that was more of a solo thing so less evident.
He is right...they really were "that close" to making it work. It really
didn't need the heavy handed approach that was was splitting the world, or a PvP-switch. What it really needed was just what Hawkeye and Trebr Drab have both said...a justice system that actually worked.
Copycon said:
The justice system was adequate, you are just not fully understanding it.
But it really wasn't. If it was, people would not have been leaving UO because of PKs. We can debate the introduction of EverQuest, and Economics, etc...but I know a good deal of people that left UO due to PKs and thieves. So again, let's not digress into that.
So here is the real problem:
UO needs more realism (per this conversation, others may completely disagree...but again, let's try not to digress). Developing AI to make it so will likely only lead to players figuring a way around the AI, as they always have done. There is no debating that human intelligence is better and more challenging than game AI...the issue is, how do you prevent human players from making the game so difficult for others that they do not want to play it? You have to introduce some kind of artificial system that makes it less desirable for players to kill one another, while not making it impossible. How do you do that?? I think Hawkeye is on the right track (if you haven't read what he has linked to early in this thread, you should...it is an excellent point of reference, even if not the exact right answer). The developers are not going to want to put any system in place which will prevent anyone from playing the game (like suspensions, jail, perma-death, etc) and players that are victims in this scenario are not going to be very happy when they are killed by other players (it's apparently an ego thing if they are perfectly willing to die to NPCs with enhanced AI, but not players).
I personally believe that the answer lies somewhat along the lines of what Hawkeye has suggested. A system in which players have criminal "records" that follow them throughout their "lives". But the thing that really has to be put into place is a system that can change. A system that can be adapted to the demands of players. If PKing is out of control, the penalties need to be made tougher, if no one is engaging in PvP, perhaps they need to be loosened.
The biggest problem with the current game (and it is actually even worse in many of the more popular, newer, MMO games) is that it becomes stale. It relies too heavily on the introduction of new content, which looses its luster over a period of time because of rate of acquisition of new items, and more importantly, the ability of players to 'figure out' the AI. Will EA/Mythic ever address this?? Probably not. This, more than anything else, is why I left UO, but again, I will not digress into that.
If there ever is a sequel to UO (and I doubt it), I really, really, hope that EA/Mythic/whomever will take the time to carefully consider what players like Hawkeye have to say...because the world he describes in his blog is much more of a world, and much less of a game...and that is what UO was supposed to be all about.