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Ultima Online launched just a little bit less than 20 years ago. 2017 will see the game’s twenty year anniversary. What is interesting about Ultima Online is that the legacy of that game still holds very true today. So many games are patterned off of design concepts that were created last millennium. Here is a list of some of those legacies.
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There was a lot of good times to be had back in those early days. The Players made the game so much fun.
"Be water my friend" - Bruce Lee
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
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Trammel made the life way easier but felucca on the other hand was way less terrifying. There simply weren't as many people anymore.
I stopped playing some time after the 3D-addon but have so many cool memories. The first MMORPG always was the best, I suppose edit: The community was indeed very strong. Ppl knew each other. They had to interact with each other beyond the point of just pushing a button to get teleported to any kind of dungeon and finishing it without even saying hello. People were known for their good PVP. They had names and were respected. Won't find that anymore in other games. At least I haven't. Besides maybe Anarchy Online.
UO was dying before Trammel was released. In fact UO went to its peak after Trammel and is the only reason the game is still alive.
The legacy that should have been mentioned is the proof that open PvP and full loot doesn't work and is by far the smallest of niches. It was UOs death knell against EQ and DAoC.. They had to change.
Ah the, "My preferred playstyle is the only one that matters, and any other playstyle is wrong" guy. Didn't take you long to show up today. There's always at least one.
But the rampant PKing was out of hand. They needed something to stop that. The best way is through a player run social system, and that needs to be based on a community's need for players and their involvement in that community.
Uo, really, was just the bare bones of what could be done. And despite that, it was great.
Once upon a time....
Exploration, and the use of game mechanics in exploring the world.
In UO there were a lot of strange things to find that left you wondering what that was about. If you knew UO really well, and followed the message boards, you'd eventually find out what that was. But even that could leave you wondering if there wasn't still more to the story. There was, as they either were parts of GM plot lines and the history of the game, things that were supposed to be that too but never were completed as story lines were dropped with management changeover, or simply broken. Also, I believe that UO had a very deep plot line and had dropped lots of clues to that plot in the game, but all was left behind at some point.
Another thing that UO had, related to exploration and discovery, was the mechanics of the game.
Most items in the game world, if you clicked on them, would give you a description. Also, tools and lever like things were tripped if you double clicked them. These mechanics meant players could look for things in the game world that did something or revealed something unexpected. And lots of this went on in UO as game play. There were many mysteries in UO, and I always felt that this aspect was left incomplete or unsatisfactorily incomplete.
Another thing related to all of this, UO had rare items. They started out being mistakes, things that players weren't supposed to be able to pick up. But rare occurrences happened and these items became very collectible, worth a lot of game money (and even Ebay money).
It's funny that when UO decided to actually build on the "rare" as an intentional system, they pretty much turned it into "just another system" and it lost meaningfulness. The ideal of game developers that they should make content, even of this nature, widely available and compound it into lack of interest is something game designers really need to address.
Once upon a time....
Agreed - the themepark MMOs have been a struggle to continue with due to the rinse and repeat nature of them. They have unique things sure but I've felt no risk in stuff... I'll just dive into a pack of 10 mobs and find they're too difficult "oh well" and go another way.
Finite Resources, WYSIWYG looting to player created and maintained maps and a deep modular crafting system. So much more that hasn't been said, ask questions! Post your thoughts! Spread the word of COE!
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The nice thing about UO, the player made items were very good. You really did not need the rare magical items at all. Age of Shadows really hurt the game. Not only was the game almost unplayable for a month after release of the expansion, but they tried to make it more like EQ with lots of magical properties and having to insure such. The only way to get the special tools to make all that fancy equipment was in a dungeon that the reds constantly targeted. They took the best part of UO and mangled it. That expansion was horribly thought out, too many bugs that allowed all sorts of exploits.
The funny thing is many of these indie sandboxes try to capture UO at it's best yet they all completely clueless about what made the game so fun. I am still waiting for at least one indie to wake up and implement something similar.
Shards Online won't be it either.
Star Citizen – The Extinction Level Event
4/13/15 > ELE has been updated look for 16-04-13.
http://www.dereksmart.org/2016/04/star-citizen-the-ele/
Enjoy and know the truth always comes to light!
Most successful MMO's today are class based, quest hubbed, non OW PvP, no full loot Themeparks. I'd say those legacies are dead for a reason.
If you are holding out for the perfect game, the only game you play will be the waiting one.
You can still get PK'ed, looted and lose everything.
A thief can still steal from you
Player events still exist
Player Justice still exist
Community still exist
Respect is earned
If you start as a new player on Siege Perilous ot returning player, you will find the community very helpful and because players can loot you, it do not always happen, it all depend of your reputation.
For the ones, who don't want to risk any kind of PvP, there are still the Trammel shards.
Not to late to try Sure it not the game you left 1997, a lot did changes but alot is still true
Lonely Vampire of Siege Perilous UO
Nothing to say against the fact that Trammel brought more players in UO than it ever had and generated more profit for the game? I did quick search in google and all the articles i read backs up his post and not only that, all the articles also points out that trammel had more players playing than felucca. So that means; as he claimed, people rejected the original FFA pvp and open corpse looting system of UO and wanted more player friendly environment. Do you have anything say about this?
Boobs are LIFE, Boobs are LOVE, Boobs are JUSTICE, Boobs are mankind's HOPES and DREAMS. People who complain about boobs have lost their humanity.
"Look, I don't want to make this thread about why UO went to shit (but I'm going to anyway). All of us who were PvP'ing and Towning didn't want to make a switch to a new server (Siege Perilous), with slower skill gain rates, where all of our pre-established communities, housing, and characters were already located so that players who didn't understand the concept of the Ultima world (open and free, with all of the consequences therein) could play without threat of player dangers. I really don't care that it saved their population, it ruined the base of their game, and ultimately lead to what it is now: stale and redundant, doing things that games made for PvE achieve with far greater success.
Siege Perilous was great. Really, they could have not afforded that option at all, and given those of us who enjoyed the game pre-Ren a hearty "fuck you", but it eventually lead to the vast majority of players I knew, and who we knew through interaction with other guilds, to leave the game. Staying afloat and betraying the original concept, I can't get behind it. It was a purely economic decision, and still doesn't sit well with many of the original adopters that I've known personally. Experiences may differ."
Edited to mention the modern successes of games with similar mechanics and/or philosophies: DayZ, Rust, EVE. People have a love or hate relationship with entertainment like this, but you can't deny that there will always be a market, which you can attempt to marginalize, for players who enjoy the thrills and risk vs. reward they provide.
"This is life! We suffer and slave and expire. That's it!" -Bernard Black (Dylan Moran)
There were 720 (level 100%) skill points to be distributed. Seeing this should have warned you that there was a level.
Level / Skill Points Spent
0 / 0
10 / 72
25/ 180
50 / 360
75 / 540
100 / 720
Once you have spent those point on your 7 or 8 skills to max build level you are at Level 100.
Another formula for level based on 8 non-zero skills is:
Level = (Skill_1 + S2 + S3 + S4 + S5 + S6 + S7 + Skill_8) * 100 / 720
The Consider calculated a Player Combat Level. Hell UO was nothing but levels "Hidden" from view of the players.
Again once you have progression, you have levels. a Level-less system has absolutely no progression of skills and or attributes. Numbers do not change. That is what is meant by level less. Skill progression is a level progression none the less.
I am interested in learning more about player events, and how they differ from raids, dungeons, dailies, and RP.
I played UO, and was subbed for 3 years. But from what I have read and been told, UO was nothing but exploits that the community took as features. Item 5 should be renamed exploits, because in the Dev's mind that is what it was. A dead player should have been rezed by their fellow players, the body and gear should been guarded by players in the area. Skills would have been leveled by game play and not sitting around in a pickpocket circle.
Boy: Why can't I talk to Him?
Mom: We don't talk to Priests.
As if it could exist, without being payed for.
F2P means you get what you paid for. Pay nothing, get nothing.
Even telemarketers wouldn't think that.
It costs money to play. Therefore P2W.
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"Be water my friend" - Bruce Lee
I think the development costs for these big budget games is too much for them to take any real chances. Plus they have to spend so much time polishing their uber graphics that they don't have time to develop new systems.
Imagine if a AAA developer put a big budget behind a massive 2D MMORPG? The amount of things they'd be able to accomplish...