Normally I play WoW. But they've recently announced a Mists of Pandaland expansion which has me quietly puking onto my keyboard. The idea of Kung Foo Panda Players in WoW and an entire worldzone involving them makes me want to /wrist.
So, as might be expected, that kinda brought my thoughts back to this game, which was the first MMO ever, and I figured I'd come here and make a post.
This game has unique strengths which remain as... unique strengths. But the painful weaknesses make me *headdesk*, especially when I read various posts in these forums and see the effects of these weaknesses in action. I wish this game were "right" after all these years and it is frustrating when I see that it is not yet there.
Starting with a few of the strengths: the ability of players to do world-building to an extent by creating their custom houses with the custom house building interface; the uniqueness of tamer pets due to their varied stats at spawn time (these stats are not even visible to non-tamers), extreme variation in gear and item stats making for highly personalized and tuned 'sets'.
Weaknesses. These things make me headdesk so hard. I seriously don't care how many UO players may disagree with what I'm about to say; this is how it is. 1) This game's currency desperately needs to cease to exist in the world as items (checks, etc) and become a solid number associated with a character. The amount of 'owned' currency would always be there with the character, and always be tradeable with other players in simple and easy-to-see numbers. Yes, like WoW does it. This is important for more reasons than I can explain quickly. 2) When a player wants to search for and buy an item being offered for sale on a vendor by another player, there is presently no in-game, game-controlled means for a player to make a query to find the item. Players must instead tab out of the game and go to a gold-seller's website - - as those sites are maintaining databases of many player vendors - to search for the item they desire. This is badly wrong - - there needs to be a centralized "auction house" which, at the very least, indexes data about all items for sale on vendors on the server and helps get that item to the buyer. The in-game system needs to work better than the gold seller sites from the player perspective, as gold sellers should not have their fingers in this process. 3) The integrity of percieved player-owned property in a game like this is paramount. If a player loses an item or a tamer loses a pet and it was an unintentional, unexpected loss, the GMs of this game should have the data available to them to be able to determine what happened and do a restoral if appropriate (players attempting to scam a GM should get their ass beat). It would be beneficial for the backend processes which prevent item/pet loss to be robust. It doesn't matter how accustomed UO players may be to being told "too bad" about these sorts of item/pet loss events, the standards should step to the highest denominator, not the lowest.
Yeah, I know it must be major suck to work with the backend UO server systems because the stuff is kinda old and intricate, and on something like that, even changing one small thing can sometimes twist stuff up in other places.
But okay. There it is. I am done for now, and sulking back to... wherever it is that panda-induced-puking WoW players go.
So, as might be expected, that kinda brought my thoughts back to this game, which was the first MMO ever, and I figured I'd come here and make a post.
This game has unique strengths which remain as... unique strengths. But the painful weaknesses make me *headdesk*, especially when I read various posts in these forums and see the effects of these weaknesses in action. I wish this game were "right" after all these years and it is frustrating when I see that it is not yet there.
Starting with a few of the strengths: the ability of players to do world-building to an extent by creating their custom houses with the custom house building interface; the uniqueness of tamer pets due to their varied stats at spawn time (these stats are not even visible to non-tamers), extreme variation in gear and item stats making for highly personalized and tuned 'sets'.
Weaknesses. These things make me headdesk so hard. I seriously don't care how many UO players may disagree with what I'm about to say; this is how it is. 1) This game's currency desperately needs to cease to exist in the world as items (checks, etc) and become a solid number associated with a character. The amount of 'owned' currency would always be there with the character, and always be tradeable with other players in simple and easy-to-see numbers. Yes, like WoW does it. This is important for more reasons than I can explain quickly. 2) When a player wants to search for and buy an item being offered for sale on a vendor by another player, there is presently no in-game, game-controlled means for a player to make a query to find the item. Players must instead tab out of the game and go to a gold-seller's website - - as those sites are maintaining databases of many player vendors - to search for the item they desire. This is badly wrong - - there needs to be a centralized "auction house" which, at the very least, indexes data about all items for sale on vendors on the server and helps get that item to the buyer. The in-game system needs to work better than the gold seller sites from the player perspective, as gold sellers should not have their fingers in this process. 3) The integrity of percieved player-owned property in a game like this is paramount. If a player loses an item or a tamer loses a pet and it was an unintentional, unexpected loss, the GMs of this game should have the data available to them to be able to determine what happened and do a restoral if appropriate (players attempting to scam a GM should get their ass beat). It would be beneficial for the backend processes which prevent item/pet loss to be robust. It doesn't matter how accustomed UO players may be to being told "too bad" about these sorts of item/pet loss events, the standards should step to the highest denominator, not the lowest.
Yeah, I know it must be major suck to work with the backend UO server systems because the stuff is kinda old and intricate, and on something like that, even changing one small thing can sometimes twist stuff up in other places.
But okay. There it is. I am done for now, and sulking back to... wherever it is that panda-induced-puking WoW players go.