Simple answer.... Money.Can you please tell me why we are not doing this with UO?
More complex answer: Look @ Blizzard's revenues, compare that to Broadsword. You will have your answer.
Simple answer.... Money.Can you please tell me why we are not doing this with UO?
They don't do it because it's not worth the money.There's only two reasons why we have not had a true legacy server yet, laziness and pride.
lol, no they wouldn't.HELL EVERYONE WOULD LEAVE every smaller shard to play the new Vanilla one..
would have to judge it by a specific size of house, otherwise it would be impossible to tell. I'm guessing if you did 7x7 it would be a few thousand per shard. Of course back in the day a lot of people just didn't have a house, or lived out of a guildhouse etc.Someone up there suggested a gross of $8m per year on 50,000 accounts [and yes they said it was hypothetical] - does anyone have any idea of how many actual TOTAL housing spots there are per server?
There are 27 shards, with a number of housing locations per shard. So that would be a fair starting point for a max number of subscribers.
As to active players if we go for 100 per shard thats only 2700!
mmm u cropped the bit bout the 25 players that own all the castles and luna shops....on each of the smaller shards oh yes they would stay....lol, no they wouldn't.
Very very few people would leave prodo shards for a "classic shard". If they wanted to play a classic shard they would be playing one. The only people that would potentially play a classic shard (outside of those who would make a character and play for a week as a novelty then return to their regular UO lives) are people who currently play free shards and perhaps a small handful of pvpers. There would be nothing to do for anyone else.mmm u cropped the bit bout the 25 players that own all the castles and luna shops....on each of the smaller shards oh yes they would stay....
hey whatever...its my opinion....maybe not yours...that why we have stratics to voice our own!! ....ksara!
No.HELL EVERYONE WOULD LEAVE every smaller shard to play the new Vanilla one...
Ngh, sure sounds lovely...To me, a "classic" server is T2A release - def pre-Tram. But that would mean juggling skills/stats, no custom housing, making sure you lock your house (thieves), no scrolls of any kind except Magery. No necro, bushido, chiv, mysticism or any of that.
I don't want it - even tho I started with T2A. Nope. Not me ... I'll keep my memories, though.
whatever..like i said ...my opinion your welcome to your ownVery very few people would leave prodo shards for a "classic shard". If they wanted to play a classic shard they would be playing one. The only people that would potentially play a classic shard (outside of those who would make a character and play for a week as a novelty then return to their regular UO lives) are people who currently play free shards and perhaps a small handful of pvpers. There would be nothing to do for anyone else.
er if it was a classic server it would be using the CC...lordy...i hate the EC too...No.
If can't play with the EC, I won't even try a classic server.
Nah, the item id wands and staves did the same thing@Flagg
Agree on your remarks. Just think, though ... a classic ruleset would require Item ID as a viable skill since some attributes were hidden to those without it. That would make any weapon/armor crafter valuable as someone who could unlock the mysteries!
Well, I think what most people miss aside from pvp was the player interaction that was in large part a result of the open pvp. That was unquestionably the real magic of early UO, we were all stuck in what was frankly a mess, but a unique and very fun mess that created a lot of quality bonds and great fun.I can't imagine anyone missing the world of old as such in and of itself.
Actually, yes, it has A LOT to lose. You know what the most important resource is? Time. Second most important? Money. Taking both of those to create a classic server that might flop could possibly put Broadsword out of business and close UO down.The game has nothing to lose by trying out a classic realm and as for what is the true definition of classic?
They know because it's common logic... they know because they have been here for ages... Dot has been here 20 years...I don't understand why some posters particularly Lady Storm and DotWarner feel the need to show up everytime this discussion does come up and be White Knights for the Dev team making up random excuses for them.
I don't understand why some posters particularly Lady Storm and DotWarner feel the need to show up everytime this discussion does come up and be White Knights for the Dev team making up random excuses for them.
The decision has been made, nearly ten years ago. The answer hasn't changed. The devs have said that a classic shard isn't going to happen.The dev team can make their own decisions but to say it cannot be done because the code is gone or lack of funds is simply not true. Even if the code is gone the blueprints for any era of classic UO server are already out there and can be restored.
"Your" game died May 4th, 2000. You really should have moved past the anger and bargaining stage by now.You don't want it thats fine your entitled to your opinion but you don't need to keep posting the same nonsense hoping one day it might actually make it true. I don't want high sea's 2.0 but you don't see me or anyone else trying to take that for you so stop trying to take away our game.
So you admit it's an apples to orangutans comparison.The reason the WoW classic server is a massive undertaking is largely due to the research they are going to do to ensure they have the right patch and features of Vanilla which bugs to fix and which to leave as it makes or breaks the vanilla feel. Not to mention the game itself is massive compared to UO as original world zones and quests need to be restored which is nothing similar to UO.
Nice straw man with a soupçon of ad hominem. Classic trolling.More people would voice their opinion in support of UO classic realms if they had a platform but all we have is stratics which is a hole in the wall fansite no one has heard of.
As has been mentioned, ad nauseam:The game has nothing to lose by trying out a classic realm and as for what is the true definition of classic? does it matter? Have an official poll with all the choices from Launch to Mondain's Legacy and do what wins let the players vote. We can't prove the notion ''if you build they will come'' unless you know it actually happens so we can prove it. So any era before Stygian Abyss if you build it they will come and if they don't then you got yourself a legitimate argument but until then you cant use that. At this point in time a classic shard would generate more excitement then any expansion could possibly hope to.
Might be 50k accounts...more like 7500 to 10k subscribers. (if that)50,000 subscribers is so much lulz it hurts. Is there a doctor on these forums? I think I have split my sides laughing
I stopped reading your dribble after this line. I can't keep letting you spread misinformation like this.
Code: The code for the pre-Trammel days is gone. Deal with it. No amount of verbal acrobatics can outmaneuver that simple fact. Free shards have absolutely no bearing on this fact either, as they don't run UO server code.
A smug troll, adorable!I stopped reading your dribble after this line. I can't keep letting you spread misinformation like this.
Tell me Dot Warner, what exactly do you think a UO server does and is responsible for?
On that same note. Can you explain to me, in your owns words, what you think the client is responsible for and how it interacts with its respective server?
You're gonna need to Google this one and brush up as it's painfully obvious you are completely oblivious.
*Applauds* It seems your Google skills were able to successfully navigate you through the various responsibilities of the client vs server.A smug troll, adorable!
However, your smugness belies the blatant fact you are the one who doesn't know what you're on about.
But I'm bored, so I'll play along...
In the simplest of terms:
The UO servers hold 99.9% the game data (baring character profiles which are stored client side) including dynamic character and item positioning, as well as every system/process and how they all interact behind the scenes. Functionally, the server is a glorified database, but it is the game.
The client is a flashy GUI for users to access and manipulate that data. The only thing the client "stores" is static data; art files, text of various gumps, books, etc. But it neither stores nor process important game functions/data, that all happens server side. The client processes what the server sends it into something we consider, more or less, fun.
So, do you have another lame defection from the fact that EA has no copies of classic server code? I do so love the to set straw men aflame.
Doesn't matter?????*Applauds* It seems your Google skills were able to successfully navigate you through the various responsibilities of the client vs server.
So lets address this whole, "the server code doesn't exist" nonsense.
First, whether the exact code verbatum from *insert any Pre-Tram era* exists or not doesn't matter.
You couldn't just copy and paste it and expect it to work anyway. No one ever claimed that.
Some set up is involved, that is a given.
Whether you use the exact code base from *insert any Pre-Tram era*, or today's code base, some tweaking is involved.
The problem are those who think the task is monumental and completely out of scope/budget, when realistically it is not.
Let's pick any arbitrary start point, how about *insert any Pre-Tram era*?
What code would you say doesn't exist?
What could you do in *insert any Pre-Tram era*, that you can't do now?
Is it movement? This code obviously exists as I can still move around the exact same way as in *insert any Pre-Tram era*.
How about housing? *checks house placement tool* Yup, I still have the option to place a Villa, a Tower, a Castle, etc. So we know this code exists.
What about Felucca? No major changes here. Just about everything I remember is the same. Anything else can easily be enabled/disabled (reds in town for example). Can you tell me what part of the server code is gone that governs what makes Felucca what it is?
PvP - Have there been any major changes to its core since *insert any era*? Magery is the exact same. Melee skills are exactly the same too. Flagging another player, murder counts, etc. are all the same. What part of the server code that handles this is gone exactly?
PvM - See above
Items - Don't see any fundamental differences here. Today, we can now see the numerical value of these variables and what they represented under the hood (vanquishing = 25% damage increase, supremely accurate = +25 tactics, silver = undead slayer, etc.).
Skills System - Anything major here? Seems to be roughly the same as it was in *insert any Pre-AoS era* here.
I'm sure there's lots more to list, but I can't think of anything fundamentally different about the two era's. The differences are cosmetic.
We'll leave out the more technical stuff (network code, db management code, account management code, etc.) as these don't dictate what is/isn't a classic shard.
So, to you and everyone else so vehemently opposed to a classic shard:
Why spread this misinformation like its gospel?
This attempt to stifle what could legitimately be a saving grace to the game is completely baffling.
The same crap has been parrot'd by the same group of uninformed people for as long as I've been on Stratics.
"The resources could be better spent elsewhere". Yeah, except they've tried everything under the sun for the last 17 years and yet, the game is barely a thing anymore.
Yeah that's great and all, but what does the classic client have to do with anything about anything?Doesn't matter?????
Seriously???
People who want a "classic shard" what the whole kit and kaboodle... not just Fel the way it is now... no they want the old rules... they want the old weapons, the old armor... no bushido, Chivy, Necro etc... Just the old school stuff in the CC...
And anyone with half a brain cell can tell you that the code is now a spaghetti string of jumbled mess the likes of which would take YEARS to sort through and pluck out all the crap that was crammed into it and what you'd end up with would NOT PLAY. DEVs have stated this OVER AND OVER and OVER... but you just don't want to hear the truth... the old "code" of what was once there isn't around anymore... there is no record of it as it was tossed in the trash when they moved from TX to CA... A fact that has been stated over and over and over by the DEVs... I believe they blamed it on an intern... Trying to unravel that code now would be like trying to count all the stars in the heavens... Good luck with that.
At any rate it in no way exists and you can't just shut stuff off and have the game work... someone would have to pick through the code strings and remove things that aren't wanted and the code is a MESS hence Bleak stating they won't be doing anything major with the CC anymore. That coding is just too much of a mess...
Did you know that we humans have invented these cool things called computers, which are great at tasks like this?...Trying to unravel that code now would be like trying to count all the stars in the heavens... Good luck with that.
At any rate it in no way exists and you can't just shut stuff off and have the game work... someone would have to pick through the code strings and remove things that aren't wanted and the code is a MESS hence Bleak stating they won't be doing anything major with the CC anymore. That coding is just too much of a mess...
Based on your post history with me -- I did not then, and still do not have a reason to believe that is true.Google had nothing to do with it. Your pathetic attempts at ad hominem needs serious work.
Yeah? Name some that I haven't already covered. Still waiting...The differences between pre-Trammel and modern UO is far more than "cosmetic'." Which you'd know if yor haughty 'tude was based on anything more than pure bull and a wish fulfilment fantasy.
And all of it can be disabled, hidden, undone, etc.Take your imagery and melee skill drivel; all those skills have gone through numerous "tweaks" over the last 17 years. Magery was rejiggered with elemental damages, varrying casting times, sdi, etc. Melee skills were tied more closely to tactics and anatomy, given special moves, varrying weapon swing speeds, elemental weapons, new weapon properties, etc (you completely glossed over the massive, game-wide itemization changes AoS brought).
Those aren't things that can simply be turned off. Multiple devs have said the UO codebase is like a spiderweb of illogically interdependent layers, put through a blender. Systems that shouldn't have any relation with one another do anyway because some past employee had a deadline, was tired, or just didn't care...thus they kludged it into "working."
So 17 years worth of kludgy changes, fixes, system rewrites, more fixes, expansion content, fixes to fix the fixes that were already fixed to consider, much of which is poorly documented...if at all. You can't simply wish it all away, nor can one engineer be tasked with undoing those 17 years because a few people feel nostalgic. Spoiler: There is no code fairy or AI out there to make it all work just so.
Seeiously now, the devs have said no. They've said server backups from that era nolonger exist. They've said they have neither the time, the resources, nor the inclination to pursue a "classic shard." That's not misinformation, it's cold hard fact.
The only uninformed one spreading misinformation here is YOU. All your self-righteous sound and fury truly signifies the utter nothing your argument is based on.
lol*Applauds* It seems your Google skills were able to successfully navigate you through the various responsibilities of the client vs server.
So lets address this whole, "the server code doesn't exist" nonsense.
First, whether the exact code verbatum from *insert any Pre-Tram era* exists or not doesn't matter.
wow u either didn't play back then or didn't read the official boards when they used 2 exist. lol. damage worked a lot different. there were 4 example 2 different damage tables, 1 for pvm, 1 4 pvp. also no elemental damage types the same way we have now. (fire resist, physical resist, etc.). there was armor rating and there was spell resist skill.PvP - Have there been any major changes to its core since *insert any era*? Magery is the exact same. Melee skills are exactly the same too. Flagging another player, murder counts, etc. are all the same. What part of the server code that handles this is gone exactly?
PvM - See above
Items - Don't see any fundamental differences here. Today, we can now see the numerical value of these variables and what they represented under the hood (vanquishing = 25% damage increase, supremely accurate = +25 tactics, silver = undead slayer, etc.).
Skills System - Anything major here? Seems to be roughly the same as it was in *insert any Pre-AoS era* here.
everything any team member has said and everything i've seen and experienced says exact opposite. lol. u r making stuff up. didn't even play pre-aos did u.The differences are cosmetic.
Whether or not you believe it is immaterial to the fact your assumption comes directly from your ass.Based on your post history with me -- I did not then, and still do not have a reason to believe that is true.
I gave you multiple examples of things that aren't the same as they were, you just like to minimize things which you can't easily deflect. Entire systems have been rewritten and added in the last 17 years. Go read the last 98+ publish logs.Yeah? Name some that I haven't already covered. Still waiting...
Everything can simply be hidden because you said so? Right. The backend of UO is just full of hidden switches to turn off features, because that's the foresight with which UO was created and has been maintained. You really should start a conversation with Bleak or Kyronix.And all of it can be disabled, hidden, undone, etc.
Everything pre-AoS basically did physical damage (even spells), and additional checks for damage prevention happened with things like AR (AR+magic resist for spell damage).
Converting everything to deal physical damage only, while ignoring the rest, is likely trivial from a technical standpoint.
Item generation might be very similar to pre-2000, but again, that doesn't mean there's a simple bit of code to comment out. This is the realm of speculation though, neither of us can claim to have a concrete answer. Again, start a conversation with Bleak or Kyronix.I've addressed items in my previous reply to you. My stance is that the underlying system for items, and item generation, is fundamentally the same. Are you arguing that this is not the case?
Again, no magic switches.I've addressed the varying changes to magery, melee, etc. by mentioning that tweaking will need to happen (did you even read my post? Or were you getting too worked up and had to reply asap?)
I'm going to believe the devs over an anonymous internet troll almost every time. Talking out your ass about how easy it would be to roll back 17 years just makes you sound ridiculous. Nothing that you've said has made me, or probably anyone else on here, believe you speak with any sort of authority on such matters.Again, to those who aren't astute enough to understand the technical nature of a task such as modifying the current code-base to resemble something of a classic shard (or in your case, someone who is completely out of their depth in the subject matter), it will obviously seem daunting or impossible.
I'm here to tell you that you're wrong.
Both Draconi and Wilki came on here and said that no server backups exist from before the move from Redwood Shores. They felt forced to after the inept Calvin Crowner callously strung classic sharders along for a year. Mesanna concurred with the old devs. More recently, Jeff Skalski, the flash-in-the-pan franchise producer, briefly reignited the classic shard debate with a few idiotic comments before quickly walking them back.Yet, the only rebuttal I'm getting is "some dev's said something about the code along time ago, but I don't know who said exactly what. But it's true, I read it with my own eyes."
I don't have to assert that it isn't feasible when the devs have stated it over and over themselves. In public. With witnesses. You really should do a modicum of research on what the devs have said.Then you go on to attempt to assert that you know what is, and isn't feasible with one engineer, and use this statement to bolster your argument? Does that style of arguing work with your friends and your spouse? How can you make such a claim with absolutely no technical knowledge of what the task actually requires? Have you ever coded a day in your life?
Deflective sophistry really isn't your strong suit. Troll harder.Also, your knowledge of fallacies isn't making your arguments anymore impressive. In fact, it's doing the opposite of what you are intending, when your arguments themselves are ripe with fallacies.
Must be a bad habit of yours.
Free shard "owners":Wonders how free shards can make era specific shards on shoe string budgets........... when it is not possible........
Pfft I would already received a dozen warnings and ban if I had posted what others have.This debate has been sliding towards personal bashes for a while. If everyone could refrain from including attacks against other posters in their responses that would be greatly appreciated.
The thread has also been cleaned up a little.
I'm not even gonna bother wasting my time with this. Don't talk to me.lol
that's not nonsense it's what Draconi said years ago. sure he could be making it up but basedon the rest of this post, Draconi seems 2 know more than u and make up less than u.
actually if u want code 2 work it kinda has 2b exact. wow there's a lot of garbage in your post 2 unpack! i'll do my best with some.
wow u either didn't play back then or didn't read the official boards when they used 2 exist. lol. damage worked a lot different. there were 4 example 2 different damage tables, 1 for pvm, 1 4 pvp. also no elemental damage types the same way we have now. (fire resist, physical resist, etc.). there was armor rating and there was spell resist skill.
spell resist is 1 great example of how skills have changed. it used 2 resist spell damage/lessen it. it was armor 4 spells. now with elemental armor typess, since aos, it blocks non direct damage sppels & gives u minimum resists of 40 at GM level. magery hasn't changed?! lol. let's take Mind Blast. now it's a crappy cold damage spell but it used 2 base damage off of the difference between your highest stat and ur lowest stat. how about armor? changed a lot since aos. different types of resist to go with different types of damage, no more AR but rather a set of resists, properties on armor.
oh, anyone remember when jewelry didn't have properties regularly? once in awhile u could find an invis ring or something, but propertied jewelry wasn't a regular, expected thing.
oh, u r also wrong on the "under the hood" damage of weapons vs what u see on the weapon. magic looted weapons added a set amount 2 damage, GM weapons added a percentage. past a certain level, the math worked out in favor of magic, underneateh that worked out in favor of GM. then of course runic weapons came in and that made any magic weapon short of vanquishing a hard sell.
the 25%/35% thing that u see wasn't them showing us what was under the hood, it was an attempt to squeeze old items into the new mechanisms. brand new mechanisms, brand new code.
everything any team member has said and everything i've seen and experienced says exact opposite. lol. u r making stuff up. didn't even play pre-aos did u.
Now we're getting somewhere........
While I will concede that some things might be "trivial" to undo, at least in theory, that still doesn't mean its feasible with the resources at hand. Another fact you blithely ignore.
.....