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make a game thats based on the pre-trammel Ultima Online ruleset?
Skills instead of Levels.
Fear instead of bordom.
Player justice instead of the carebear way.
Open combat instead of "Arena's".
RPG instead of carebear.
Comments
When that way becomes the most profitable. Unfortunately there's the stuff called 'money' which you need to pay your developers and pay foryour bandwidth, hardware and other hosting related services (co-location, rack space, etc). As many people over on the developers have found, there's not many people willing to work for 3+ years building an MMORPG and taking it to market without getting paid a penny, and even if there's people willing to, there's fewer who are willing and can afford to.
This means the developers need to get money from somewhere, which is where investors come in, and the more profitable the game can be proven (through statistics of current and past similar projects) to be, the more likely the developers are to get investors to cough up their cold hard cash.
Unfortunately these days all problems can be traced back to money =(
Athon Solo
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So you want to make your own MMORPG? Here's some advice
Recommended reading:
Designing Virtual Worlds by Richard Bartle
I'm getting tired of this "Carebear" whining shit. If you don't like the game then STOP PLAYING IT!
Mustache is a cat
That has to go to the vet
Do your taxes now
I heard Designer Dragon saying once that trammel was created as first-aid injection to stop the ernomous losses of players too easy griefing caused.
UO was about to die in a year after it had came around because no consequences on pvp...reputation patch was what stopped people from leaving in droves but the amount of subscribers stood the same...Trammel actually started to increase playerbase and the increase only ended when AoS came about.
This is all based on public data they have given.
myself, I never left Felucca and nothing ever changed there...Only ones I know that left the game was pshyco-kiddies who no longer could gank newbs and was forced to fight vets.
Witty saying to amuse you goes here.
Let's be realistic - despite your fond memories of the place, Old-School UO was like Counter-strike with swords and Corp Pors. Oh, and you could macro-mine, too.
Except, unlike Counter-strike, when you died in UO, you lost whatever you had on you, and if you had to spend much time as a ghost, you lost skills, too.
UO lacked effective social and gameplay consequences for people who exploited the Open PvP environment. The idea was that players would police themselves. Obviously, that didn't happen. Not on a large enough scale to affect the game. Especially since each server was it's own microcosm. On most servers, one or two large PK guilds effectively dominated the PvP, and the resistance was minimal.
Killing veteran PKs isn't as much fun, or as profitable, as PK'ing newbies is. And therein lies the flaw in UO's design.
[Edit] Oh, and you carebears are pussies. Go play WoW. [/Edit]
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Listen Asmodeeus, seven years ago, Ultima Online didn't even have those pathetic "quests" that you refer to or those "professions" of ninja, samurai, necromancer, and paladin. Nor did it have any of the neon crap, or bug mounts. It didn't even have any "combat moves." You turned on attack and jousted with simplistic swings. It was a better game then. if you can't guess why then just uninstall the thing and move along. - Crabby
I agree. It is getting ridiculous.
Support Bacteria, its the only culture some people have.
The original poster does have a valid point, very little innovation has been applied to the issues in MMO's - it more like using a sledge hammer to crack a nut with over the top reactions to the vocal minority in most cases. MMO's should have more depth a cross between Shadowbane & ATitD would make a perfect MMO - a bit like Roma Victor which will cater for PvP & Care bears a like --> http://www.roma-victor.com
-Marca
A gaming company is already making one based on that.
www.darkfallonline.com