M
Morgana LeFay (PoV)
Guest
Much better. I agree with 99% of that. The only minor point I might nit-pick would be the part about NPC paladins and such protecting areas being circumvented.When I say Trammel I mean the idea. The curtailing of PK's was only part. There needed to be a way for new players to learn the game without having to go head to head with people who knew it inside and out and could game the system. I'm all for NPC paladins and stuff protecting areas but you know as well as I do that it would be circumvented.
That being said I could have given every single aspect of Trammel save one. Thieves. If you knew the gimmicks and had a friend playing a thief you were unstoppable. If you wanted to risk nothing and get ahead you could play a thief.
So I do agree with you that trammel wasn't necessary in the sense of trammel as a method to an end but there were certain elements of UO's wild west that made it impossible to compete with a growing MMO marketplace. The devs took the easy way.
Imagine for a moment a UO that contained numerous shades of grey rather than stark black and white (and no, I am not referring to what you see when you are dead
There could have been areas where there was total guard protection (insta teleport death), areas with NPC paladin protection (you might get away with it, but you better be really, really careful about it...and odds are high you wouldn't get away with it for more than a few seconds), areas with lesser NPCs roaming the area, and areas with no NPC roaming the area. Combine that with meaningful punishment for dying as a murderer (not banning or jail, but something of more consquence than UM'ing while you sleep), and a better/working player justice system...and you would have had a world in which there were certain areas that could very well be extremely dangerous, and areas where it wasn't very dangerous at all.
That kind of dynamic system could be changed, as needed, to address PK'ing or lack thereof. I always liked the idea that UO had an element of risk, and I feel that the lack of that risk is what led to where the game ended up...borked up economy (350,000,000 gold for plate gloves for example), item based grind, population concentrated into specific areas where the best items are gathered, etc.
Think about how awesome it would be for the devs to drop a new dungeon into the game, and stock it with some of the best loot, but make it so that there was an actual element of risk involved. That doesn't mean it would have to be 100% open to PK'ing, maybe 20-30% if you want to use percentages. Just stepping into a dungeon like that, your heart would start beating a little faster, you would be on edge with anticipation, and when you did retrieve the reward, it would mean even that much more to you, because you would feel as though you took a risk to get it.
Anyway...we'll likely never know what 'could have been'...I just sort of like day dreaming about where UO could have gone if the developers had not, as you said, taken the easy way out.