T
tjm6f4
Guest
This is a personal opinion thread for the Devs if they ever read. My hope is that something in here from my eccentric brain will give them ideas to improve the game. I firmly believe UO will die, but I am in full support of letting this game die an honorable death with a player-base that says, "Yes, the UO we joined was not the UO it became, but in the end, it was game we were enjoying."
Factions
1) Two point pools for a faction player: a) Total Points (TP) accumulated for that character; b) another pool for points available for spending (SP). The TP will always increase, much like a reputation system. You get points by killing other faction members, you lose points by being killed (as well being put in stat) - eliminate the ability to transfer points. Points obtained will go directly into the TP and SP pools and until you spend from the SP, then TP and SP will always be equivalent. You spend SP on faction artifacts - get rid of silver. Faction rank is determined by TP. The only way you lose rank is by being defeated a lot, which makes sense.
2) Probably the most controversial change I can recommend for Factions is allowing faction murders to openly attack people in guard zones if their faction controls that town. Let's make Fel, Fel again; you have 5 other facets, let us have a tiny bit of ours. Independent towns that are not affected by factions can keep their guards.
Economy/Scripting
This is a post I made in another thread, Copy-Pasted to here - totally relevant.
Take the economic power away from the scripters by introducing vendors (gold sinks) that are priced just below the effort-to-cost ratio of scripting - easily calculated. In essence, it would be cheaper to just buy resources from the vendor rather than from players or any website. What this also does is get gold out of circulation. And if you're thinking this will destroy the ability to go get any resources and sell them yourself in an honest way, you're right, but let's be honest, it takes too much and you would need to price those ingots way too high anyway to make it even worth your time.
The problem you run into with this (which is also an existing problem) is that scripters will buy from this vendor and turn the purchased items into a given turn-in spot. To fix this, I propose making the ID properties of vendors privately accessible from the client-side. This will disable the ability to use Last Target on vendors but not in, say, combat. I would imagine that scripts rely heavily on this. Personally, if you do this please reduce the amount of time needed to obtain items from turn-ins. A constructive suggestion would be to reduce the amount of points required but require players to have a certain level of reputation from earning something elsewhere, yada yada, trammy-things, blarg.
Graphics/Client
Your production chief said it, you're splitting your energy between two clients. Communicate with the community, show a concern for their grievances, ditch (and explain the reason for ditching) the EC. Take your resources and fully develop a new client to appeal to the current era of gaming.
ALTERNATIVE: If you can't get EA to give you some mulah for this, produce transfer token machines (that are nontransferable) on low population servers and let players migrate to other servers to seemingly boost populations and improve game-experience. All these servers were created to support large populations, but you don't have that anymore, so adjust.
Roleplaying
1) I like that you are putting on events in-game through the EM's, but I dislike that EM's interact with players, that kind of kills the whole RP element.
2) Get rid of general chat. I want to type my trash talk over my head as I stand above my opponents corpse - it's much more realistic in the RP sense. On a more serious note, I miss seeing the spammers at the bank rather than everywhere I go, and sick and tired of the general chat flame-sessions. Turn it off you say, well, I see eliminating general chat altogether as more of a solution than a filter option. It takes in-character communication away and reduces the RP I loved so much about this game when I started.
TL;DR - I care about this game in it's final years; I would like more priority given to the bolded areas above.
Thank you.
Factions
1) Two point pools for a faction player: a) Total Points (TP) accumulated for that character; b) another pool for points available for spending (SP). The TP will always increase, much like a reputation system. You get points by killing other faction members, you lose points by being killed (as well being put in stat) - eliminate the ability to transfer points. Points obtained will go directly into the TP and SP pools and until you spend from the SP, then TP and SP will always be equivalent. You spend SP on faction artifacts - get rid of silver. Faction rank is determined by TP. The only way you lose rank is by being defeated a lot, which makes sense.
2) Probably the most controversial change I can recommend for Factions is allowing faction murders to openly attack people in guard zones if their faction controls that town. Let's make Fel, Fel again; you have 5 other facets, let us have a tiny bit of ours. Independent towns that are not affected by factions can keep their guards.
Economy/Scripting
This is a post I made in another thread, Copy-Pasted to here - totally relevant.
Take the economic power away from the scripters by introducing vendors (gold sinks) that are priced just below the effort-to-cost ratio of scripting - easily calculated. In essence, it would be cheaper to just buy resources from the vendor rather than from players or any website. What this also does is get gold out of circulation. And if you're thinking this will destroy the ability to go get any resources and sell them yourself in an honest way, you're right, but let's be honest, it takes too much and you would need to price those ingots way too high anyway to make it even worth your time.
The problem you run into with this (which is also an existing problem) is that scripters will buy from this vendor and turn the purchased items into a given turn-in spot. To fix this, I propose making the ID properties of vendors privately accessible from the client-side. This will disable the ability to use Last Target on vendors but not in, say, combat. I would imagine that scripts rely heavily on this. Personally, if you do this please reduce the amount of time needed to obtain items from turn-ins. A constructive suggestion would be to reduce the amount of points required but require players to have a certain level of reputation from earning something elsewhere, yada yada, trammy-things, blarg.
Graphics/Client
Your production chief said it, you're splitting your energy between two clients. Communicate with the community, show a concern for their grievances, ditch (and explain the reason for ditching) the EC. Take your resources and fully develop a new client to appeal to the current era of gaming.
ALTERNATIVE: If you can't get EA to give you some mulah for this, produce transfer token machines (that are nontransferable) on low population servers and let players migrate to other servers to seemingly boost populations and improve game-experience. All these servers were created to support large populations, but you don't have that anymore, so adjust.
Roleplaying
1) I like that you are putting on events in-game through the EM's, but I dislike that EM's interact with players, that kind of kills the whole RP element.
2) Get rid of general chat. I want to type my trash talk over my head as I stand above my opponents corpse - it's much more realistic in the RP sense. On a more serious note, I miss seeing the spammers at the bank rather than everywhere I go, and sick and tired of the general chat flame-sessions. Turn it off you say, well, I see eliminating general chat altogether as more of a solution than a filter option. It takes in-character communication away and reduces the RP I loved so much about this game when I started.
TL;DR - I care about this game in it's final years; I would like more priority given to the bolded areas above.
Thank you.