"Before AoS players needed each other."
WOW! I didn't even know there Was a limit on post size
I just spent half an hour going over the history of UO in regards to the degredation of inter-player dependance and community.
The short version.
It was failing already when T2A came out. Many of the player-towns had already been abandoned, and players had characters able to defend(and provide for) themselves, so they didn't "Need" others so much.
T2A also lead to the rampant PKing that forced them to introduce Trammel.
Trammel actually brought back community for a while. Those tens of thousands of new players caused the creation of numerous newbie-help guilds and started new RP groups and the like.
It was Power Hour that really sent it down hill. Suddenly everyone could make their own smith in a week, so why buy weapons/armor or donate for repairs? They could 7x a tank mage or dexxer in a couple of months - so no monster was a threat for long.
At about the same time Smithy BODs were introduced, putting the final nail in the coffin of those few remaining Real smiths. Almost instantly there were 4 smiths for every paying account. No one ever needed repairs or to purchase armor/weapons.
Not a year later, Tailor BODs finished the other half of the crafting world off.
So before AoS, here we were with characters to do everything we needed, and able to retemplate a character completely in a short period of time. So who needed anyone else for anything?
After the disappointment of UO2, they hyped a new client, and we were all thrilled, and then they slapped us with Third Dawn. *some are still nursing injuries*
LBR followed in '02, and I rather liked having smarter monsters, but they made all the buildings look dirty. (and that annoying wyrm honking still drives me up the wall!)
AoS followed almost exactly a year later, and everyone threw a fit.
Properties.. numbers all over everything. What was once the best of the best, was now unfit for an orc, and the last 3 real blacksmiths and tailors were slaughtered and used for taxidermy practice.
So AoS was just a little nudge on the knife that had been cutting into player interraction since '98.
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Nothing they do now can really injure it any further, since there is virtually none now.
Players don't need each other to fight anything, they just make a sampire and figure out how to kill anything in the game with a little practice.
They don't need each other for items, because the best items come from the monsters they can kill (or from duped runics, but I won't go into that whole mess).
They don't need each other for crafting (since crafting is useless for anyting but BODs) or repairs, since they can buy repair tickets from a vendor without ever meeting the crafter who made them.
There is someone on these forums who digs out the "Go to a free online-chat" card any time someone says anything that remotely relates to soloing or self sufficient game play. But that is almost what UO has become.
A single player game with internet chat built in.
Nearly every addition to or change of the game is in favor of power gamers and warriors. Because of that, the population of the game gradually becomes skewed to those types (just look at the responces to the plant threads, they act as if the only thing the devs should be working on are more warrior toys).
Those aren't the social aspect of UO. Powergamers don't take the time to chit chat or go on a community hunt. They are too busy getting the optimum skill/second or the most gold/hour or farming the highest artifacts they can.
For players to ever really depend on each other again would require sweeping changes to both the game itself and the way the Dev team views it. They would have to completely change the direction they have been taking it for the past 10 years.
But sadly
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that is not likely to ever happen.