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Uncharted Waters Online recently took to twitter to announce their first official trailer. Despite several trailers being made available for Uncharted Waters Online over the course of its run over more than a decade, this does mark the first trailer to hit the official YouTube page, that was created back in March of 2021.
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Not to mention it only has like 100 to 500 people that play it. The 10 or so people that are whales horde the stuff they get just like Bezos does, and makes the people who cant afford the cash shop items their little slaves, because you can trade some of the cash shop items. So its basically a simulator for non rich people, to pretend they are rich in UWO.
The most disgusting part of this game are the gambling bottles, I had one guy tell me once who got his disablity check, that he dumped the entire thing of 5 grand into the gambling bottles, I am like man thats it i quit. Hes like what, I am like i am not playing a game that takes advantage of mental illness like this dumpster heap does.
It did not manage to keep it self running. They totally deleted the orginal game, and all the players characters o I dono like 3 or 4 years ago. Making every one have to rebuy their cash ship junkie bottles. The people running this game, should be arrested they are so foul.
1522, give or take a few decades.
If you want to be a pirate, then yes, the game is very pay to win. You'll have to shell out a bunch of money buying cash shop stuff just to have a chance. But that's good, because it means that there are very few credible pirates out there. In a game with non-consensual open world PVP where pirates can loot whatever you happen to have on you, getting attacked constantly by hordes of pirates would ruin the game.
Even so, if you're wary of pirates, even without buying anything from the item mall, it's nearly impossible for pirates to do much to you. Pirates mainly prey on people who aren't paying attention, especially botters. And that is mainly because they can't catch anyone else, as the rules of engagement are so heavily stacked in favor of someone who is trying to avoid a battle.
The key thing to understand about UWO is that, while it has combat, it's not primarily about combat. Most MMORPGs with combat are almost entirely about combat, and whatever non-cobmat activities they have are just there to make you stronger at combat. In UWO, you can easily go weeks at a time with literally every single naval battle resulting in a retreat and little to no damage.
"Papaya Play took over publishing and service, which included a complete reset of the title. "
Sounds like you can thank papapaya play for that one. Since the game seems to have changed hands a few times it is clear they didn't have to wipe the game, but yeah, most definitely a cash grab.
You were able to make peace with this, but even an ole carebear EVE player like me wouldn't consider supporting such an onerous P2W monetization model.
"True friends stab you in the front." | Oscar Wilde
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Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
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"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
What utter nonsense
I don't think that a sequel makes a whole lot of sense. The game has had 16 years of continuous development since launch constantly adding new features and content without ever deprecating the old. There are levels, but the level gating is pretty mild and mostly there to avoid overwhelming you by throwing everything at you at once. Rather than a single, primary character level, there are three completely independent ones, as well as dozens of levels in separate skills that get leveled independently. If they tried to make a sequel, it would take a long, long time before the sequel had enough to offer to have any point in playing the sequel over the original, at least other than graphics.
Lots of games have trailers that show various backgrounds or maps, with the implication that this is where you're going to fight mobs. In UWO, for most of the maps, finding the building or island or animal or whatever is the point, and there may or may not even be any combat on the way. You get a quest that has a rumor about a dragonfly, then you go talk to various people trying to get more information before finally tracking down where it is. And then when you go find the dragonfly, Chichen Itza just happens to be close enough that you notice it. After reporting the dragonfly discovery, people say that maybe you ought to go investigate that giant building, too.
If you are paying attention, however, then you could just try to escape. But you could also put into port, switch to a combat-oriented ship with a bunch of cannons, hire a big crew, and then go pirate hunting. And then suddenly that pirate who was harassing you ten minutes ago wants no part of you, as he has to board you and defeat you that way in order to get anything, while you could collect a huge bounty by sinking him from a distance. And he's also scared that you might have a few friends around who want to help you collect that bounty.
Besides, if you stay away from whichever trade routes are the most lucrative ones in the latest patch, you might see a pirate in an unsafe area once a month. They're there to keep you on your toes, but not constantly harassing you.
In most MMORPGs, an item that increased your damage by 50% and stacks with everything else would be hugely unbalancing. In UWO, it would basically merit a shrug, as it would hardly ever change the outcome of a battle.
One way to think of the business model is that pirates are players who can attack other non-pirate players. Anyone can attack pirates without themselves having to be a pirate. You basically have to be a whale in order to be a pirate, but you don't have to be a whale or even pay anything at all to be able to fight back against pirates effectively. All that "pay to win" stuff is necessary for pirates to offset the many built-in disadvantages of being a pirate, and someone who tries to be a pirate without being a whale is going to be destroyed and quickly.
Brenics ~ Just to point out I do believe Chris Roberts is going down as the man who cheated backers and took down crowdfunding for gaming.
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2024: 47 years on the Net.
UWO is a sandbox game with an enormous number of features that largely lets you pick and choose what you want to do or not. You know how in Vanguard: Saga of Heroes, they had three spheres (combat, crafting, and diplomacy) with separate levels in each that were nominally equal in game play? UWO does something kind of like that with adventuring, trading, and combat ("maritime"), except that while in Vanguard, combat was by far the most important, in UWO, when Koei says all three are equally important, they mean it. If anything, combat is the least important of the three in UWO.
UWO is a very weird game that's hard to explain. If you go into the game thinking that you're going to kill a bunch of things like in most MMORPGs, you won't like it. The ship combat is okay, but the land combat is awful. (Actually, awful land combat is one thing the game has in common with PotBS, though the latter has better ship combat.)
If you spend 100 hours playing UWO, then I can pretty much guarantee that at the end of that time, there will be at least one major game mechanic that you're not even aware is part of the game. I don't just mean endgame stuff, either; I mean something that you could have been doing almost from the start, but weren't aware that it was part of the game. I can't predict which things you'll miss, but there are so many that you're going to take a long time to find them all. And that remains true even if you aggressively scour wikis, fan sites, and patch notes to try to find everything. And I don't mean some minor detail; I mean something akin to playing WoW for 100 hours before learning that WoW has crafting, or has a dungeon finder, or something like that.
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2024: 47 years on the Net.
Well a Matrix movie is coming out and flip phones are popular so...
1) You had a limited number of crafting slots. I think it was 10. They could be divided among as many ports as you wanted, but ultimately, you could only gather so many resources or assemble them into finished goods so much in a day. That made it fundamentally a side feature, and not something that could be your primary activity other than by not spending very much time on the game.
2) In order to level up, you pretty much had to do combat whether you liked it or not. There was no alternative, at least apart from staying low level forever. I don't think crafting even gave you experience as it does in some other games.
I have played this game on and off ever since NetMarble days, stopped a long time after the character wipes when Papaya took over (losing a 7 years+ account really hurt), but started a character again recently because I actually do miss it. In all that time, I spent barely $100 the whole 10+ years of playing.
The target audiences for this game is definitely niche and specific. One of the core target (e.g. me) are those nostalgic by the SNES game of similar name Uncharted Waters aka New Horizons, which is similar in naval trade, combat, and adventuring with the whole of Europe + Asia in the age of sailing era.
This is one of those games that are actually base on real world locations of that era, in terms of cities, countries, locations. I actually learn a lot of geography through this game -- and a little bit of history to boot.
I love the scope of sailing pretty much around the world, initially starting out in one of the nations in Europe (where age of sailing first began), to around Africa, then Asia and India for the pepper trade, to the Far East, and eventually (going the other way), to the New World of the Caribbean and Americas. I tried Pirates of the Burning Seas and it just doesn't do it for me when you're limited to just the Caribbean.
If you're in it to just explore and trade, to get better ships and discover new items and locations, or complete the 1 of 6 storylines quests (from each European nation that are in power during that era -- Spain, Portugal, Italy, France, England, and Netherlands), you won't ever have to pay a single penny.
Earlier up thread someone said this game won't benefit from an upgrade... but I bet it can. Besides the graphic overhaul, they can totally redo that tedious tutorial quest lines which takes forever with a lot of reading, and probably streamline some of the mechanics and skilling system while at it (e.g. crafting and job system). The game can also benefit from making the actual in person running around of towns and land exploration much better, because that system is atari E.T. game level crap (not as but only a slight exaggeration).
If someone would come along and remake this game with those improvements, I will gladly sink my time and money into it... because this game? is just WHOLESOME. What other mmos out there can you apply that word to?
Uncharted Waters Origins isn't on Steam yet. Apparently it's now going into a second beta. The gameplay in previous Uncharted Waters games isn't twitchy at all and doesn't rely much on hotkeys, so having a UI that is designed for mobile isn't necessarily crippling. And besides, there are plenty of PC ports of mobile games that have a better PC UI than Uncharted Waters Online, so that's not a high bar to clear.
The Uncharted Waters franchise isn't tremendously popular, so it's not the most obvious candidate for a bad cash grab game. Of course, sometimes mobile developers are going to act like mobile developers and you can't stop them.
True, 10 slots per character, But of course I had 3 paying accounts, so 30 slots. Enough to setup a couple of full production lines, including harvesting.
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2024: 47 years on the Net.
Actually 2007 called back and said keep it.