Why Are People Still Playing Ultima Online?
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Few years later, I finally get my 56kbps modem and spent decade playing the game on so many different unofficial servers as well as being GM and developer of few more shards.
I would say that UO was Minecraft of our generation: especially on unofficial RP servers you had awesome game systems scripted by community as well as sandboxed world where you can do basically anything. During my stint in game I was beggar joking around other players, owned farm, baked my own bread and make beer, been drunken sailor as well as competitive PvM warrior.
It is "real" world, that tends to create nice community of players, some like to chat, some like to joke around, some hunt dragons and another are just pure evil killing noob players, stealing everything they own and then troll them till they cry and leave the game forever.
Try that in your "bring-me-ten-wolf-teeth" click grind MMO game.
It is the only game that you play with people and where the people you play with are the most important element of the game that creates the game itself. In other mmorpgs you just play around hordes of people that you don't really care about: you just click and click and click.
When I walk around a player-built town in UO it feels lived in, something I have never been able to say about any other MMO I've ever played. In this regard, UO is more like Minecraft than (World of) Warcraft.
I also had the same experience with people in quake that I played with - I am sure if I caught up with some of the guys from the swedish QWCTF scene back in the day we would have a bunch of things to talk about, same with the community around the webgame Utopia.
I think it depends on how much time you put into the game and how engaged you are with it. Communities can develop around all types of games, but I agree that UO was a very engaging game and I still remember the people I played UO with 17 years later, even though I am not in touch with them anymore.
I still remember one guy, which I considered to be my friend, to betray the city, making the portal that leads to small house full of PK, quite a few people get killed and robed out of equipment that you need to spend weeks of full time dungeon going to get to. There was greed, noble characters and also evil ones. You lost your precious equipment forever easily, you build ingame friendships and hatred by seeing same people every day.
There was also another guy, who by playing his role pretend to be mentally ill, but was actually using greed of other players to steal out of them. Just by talking, little bit of using known bugs (for hiding his name), using different clothes and stuff like that. He wrote it up when he did his act and it can be great book, but it actually happened in game and you were part of it.
These stories are 12 years old, tell me about your frags ;)
EQ - pulling all PoF bosses without touching any trash mobs, swimming through lava with a one hit kill boss behind me to save time, spending 3-4 hours with 70 other people to clear council of rathe, progressing from killing dragons in the ice zone to clearing plane of time, aoe kiting an entire zone... (Eq bard is still the best designed class I saw in any game)
UO - getting an order for 200 suits of coloured ore, working to complete it like mad for 2 weeks and being robbed by a bug in the new stealth feature just before completing the sale... Hitting GM smithing, buying a tower with 3 friends, exploiting blade spirits for resists forever... First time buying a house (just north of Minoc)
QWCTF - first time winning a clan game by timing quads perfectly on e1m2 for a full map (I could still run that map in my sleep), taking on and beating a clan miles better than us by playing from the same room, playing a match entirely with the boom stick in a clan game and still typing kills, the feeling of flying into a base with perfect grapple moves despite two guards with ro and str/res runes, the feeling of bouncing along on the long stretches of e4m3 with floor grapple speed jumps...
All of that more than 10 years ago and still vivid memories for me.
QWCTF - Capten, Foureau, TwinTurbo, Pimp all the other Synergy and Lords guys, Nii! (We were the worst and nicest), Skalman and many more...
Utopia - All the Malaysians from HaLL, the swedes from AV, The mishmash that was PAX, all us monkeys, the hasbeens in Mordor who you still couldn't mess with, the annoying Absalom guys, the other random alliances that formed and broke up.
EQ - all the dawnraiders I played with, the dream team with Zohran, Ashigaru, Filroden, Stragen, Veggi, Ganewate and his brother, Graouwl, Qujam, Stamford and their team and way too many more to mention..
UO - all the smiths in Brittania, including the UBB guild led by Ulysses... Min, and the other independents, Ethereal and his two crazy Canadian sidekicks in our guild, the two Danish pks (dog something?) and so on...
All those games are filled with memories of both events and people.
The game split game types into "zones" that were 24/7. The zone I played, and eventually became a "sysop" of, would regularly have only 40-80 people tops at any given time. Maybe 500 unique people. Not sure exact numbers because we didn't track stats like that.
Anyways, can totally resonate with playing with the game group of people every day for months or years. I had an arch-nemesis who, while we were cordial, always ended up playing league matches against each other. The rivalry was fierce but so was the friendship.
The game has been Steam Greenlit after many years of problems (copyright issues with original company, no source code for client, etc) and is about to make its debut:
http://steamcommunity.com/sharedfiles/filedetails/?id=144913...
You can play today at http://getcontinuum.com
Great, balanced mechanics, though perhaps that's changed. I'm thinking of the old Chaos and Capture the Flag zones. Can still hear the sound effects as I'm typing this.
I login every so often to check my ?messages and see if any old friends are online. The zone I eventually sysoped in is dead these days but the community is still strong.
The game honestly started my programming and tech career with things like bot and zone/squad website dev. I plan to check in tomorrow for the Steam launch.
> "you can almost hear the other guy snap his keyboard in rage."
This made me chuckle as it 100% spot on.
Do you know your brothers alias or would you be willing to ask him if he was ever involved in SS[*] RedStar or knew me? (game alias same as hn account)
At one point in beta, enough of the wildlife had been killed, and enough of the middle-difficulty monsters had been killed, and there was a bug where town guards didn't work quite right .... and a dragon strolled down the streets of Trinsic, leaving a trail of bodies behind it.
I then took a dead guard's plate, cape and halberd equipped it. Looking exactly like an NPC guard I wandered around the city tricking other players. You could enter combat stance and everyone would flee.
Funny to think I can still vividly remember this 18-19 years later but can hardly remember the plot of many of the recent AAA titles.
Might also be age related ;).
Joke aside, I recently spent some time partially replaying the two games I most vividly remember (Baldurs Gate II, FF7 PC version), and it's by far not as memorable now as it was back then. And I haven't played at all the last 12-15 years, so it's not that I got used to different types of games.
That's because the "plot" in most AAA titles is relayed to you in a series of cutscenes, not something you actively participate in.
I had a similar 'read about it and waited years to play' experience :) Started playing on Europa in the T2A time I think.
I feel old. Must be the same thing that people from the commodore/amiga era feels like...
Also, UO was released in 1997, according to Wikipedia https://en.wikipedia.org/wiki/Ultima_Online
Best private servers are/were really different to original game. Much purer in vision to original UO and populated by hardcore players.
I remember one private UO shard I played on for a number of years: "Ackadia". Ackadia had two systems that made it unique and wonderful.
If you were not resurrected from your corpse quickly enough it would decay and you would be forced to use one of the UO shrines. Each shrine would only work once. Once you had used all of them, that was it. You'd have to start a new character.
Secondly, monster spawns would spread out from dungeons if not periodically kept in check, eventually spawning in town and defeating the guards. This, combined with restricted travel, tended to condense the players into a smaller number of towns and gave real purpose and consequences to player organization and adventuring.
The result of this was that Ackadia had a tight-knit community, griefing was very rare, and you actually felt like you were accomplishing things other than making numbers go higher: helping and engaging with the community.
I agree that Minecraft is what UO was to our generation, although I'm a bit worried they're learning java, but I guess php is no better. Oh well, just more tools for the toolbelt. :D
I've heard they've gotten better since Java 8 and Joda isn't as necessary now, but haven't used it since Java 8's release to know firsthand.
- A blacksmith can be a feared person in a given area because anyone messing with him can become target for massive assault by entire communities. Because it turns out this blacksmith would craft and mine in his spare time for r&r and just give free stuff to these guilds just because.
- A guild siege can last a month trying to work 24/7 to destroy someone's property. It wasn't easy, but doable.
- A friend was unfortunately banned for scamming people in town by pretending to be under attack, followed by having the other guy slaughtered by his dragon. It was loads of fun. Yes yes we were assholes, but it was fun assholeness.
- It was the EVE online before EVE. Definitely "place to build" was a rare commodity, unlike EVE.
- Unlike EVE you can just have fun no matter what you did. You didn't have to travel for 2 hours to get somewhere interesting. And building a character from scratch took a few days at most.
He did it for about three weeks, which lead destroying TONS of the most valuable items on shard. He wrote journal about his journey and it could be even good book on its own, while it was done ingame and you actually interact with that guy (and probably lost fortune). It was great joke at the end, but many were pissed.
For anyone who don't know, dragons are incredibly powerful. They could easily slaughter you, and your friends. Usually took like 4 mages to take it down... OR you could tame it. And then you use your dragon to kill other dragons. Though you may end up having to feed it the body parts of your fallen player victims.
And on that note, PVP was the most fun part about it. No other game was quite like it. All players run at a constant speed. And hitting a player wasn't exactly easy. To really kill someone you had to get a group of people, lower the enemy's stamina by at least 1 point so he could not "shove" you out of the way, and surround him on all 8 sides (4 + 4 diagonal) and then finally kill him. Battles were either a mage/warriors combo with tactics, or a jousting match.
Oh and the ol' saying of "don't bring to a battle anything you can't afford to lose" was VERY true in UO. You die, you lose everything. So don't bring expensive armor! Often you go into a battle. Fight, lose some armor and weapons, quickly teleport home, get your 2nd (or 8th set), go fight, find a dead guy (or a teammate's kill) steal his weapons, and then continue the fight wearing someone else's armor / guild colors. It was was a ton of fun.
I have always hated people like that. I realize that griefers are a part of the game and even a part of life but they really do ruin the fun for so many people that I'd prefer to be rid of them.
The Ultima 7 games, for instance, are both fantastic role-playing stories with deep adult stories that could stand with anything made today, and are also enormous recursive fetch quests of the worst kind that I could never play again now.
There were many great studios at the time of Origin's heyday, but Origin has to be one of the most interesting. Almost every game they made was like somebody time traveled back from the future and was desperately trying to jam a future game on to the primitive machines of the time. (The Ultima Underworlds also come to mind for that. Graphically more primitive than Doom in most ways, but in terms of the world and what you can do in it, staggeringly ahead of their time.)
UO is very much a view into the world that could have been, if WOW hadn't come along and MMORPGs became driven by addiction mechanics instead of depth. (I do not necessarily mean that as a perjorative... I take my own hits on the bong of grind-based (J/W/T)RPGs sometimes. But it's a fair description.)
They didn't use a raycasting engine, though - the maps were full 3D (and so were some of the environment pieces - benches and the ankhs come to mind). Because of hardware limitations, your viewport was limited to about 1/4 of the screen...
In a lot of ways, they were technologically superior to the Doom engine - except they were slow. The same engine ended up being reused for System Shock (and 2, if I remember correctly).
Quite a legacy, there, too. Wonderful games.
There were gangs, rivalries, people would cast invisibility spells on themselves outside of your door to try to break into your house when you open the door, you could be put in prison if you were an asshole or exploited a bug, you could hunt down miners and if you managed to take them out before they entered a city's boundaries (where guards would appear and protect them from "murderers") you would be able to steal all of their clothes, armour, weapons, ore, etc. GameMasters or Counselors (GMs with limited abilities) would host PvP tournaments - round robin duels, capture the flag, etc.
I used my limited knowledge of programming as an early-teen to host a custom "shard" with SphereServer and had an average of about 200 players on at a time, from all over the world. It was a lot of power for a kid to have. Of course the software was unstable and increasingly so with more users and eventually I had to shut it down because it crashed too often. The name was Alphanine UO - named for the web hosting company that decided to give a kid a free server to host a video game server. http://web.archive.org/web/20020923181726/http://uo.alphanin...
The genre of games that is the successor to games like UO would be the open-world survival stuff. DayZ and Rust being the most popular but 100s of them are out now.
For a large scale MMO Crowfall looks interesting. They get around the problem of a small group accumulating all the resources on the server by wiping the server and resetting the world frequently. And of course there's Eve Online.
>There were gangs, rivalries, people would cast invisibility spells on themselves outside of your door to try to break into your house when you open the door, you could be put in prison if you were an asshole or exploited a bug, you could hunt down miners and if you managed to take them out before they entered a city's boundaries (where guards would appear and protect them from "murderers") you would be able to steal all of their clothes, armour, weapons, ore, etc. GameMasters or Counselors (GMs with limited abilities) would host PvP tournaments - round robin duels, capture the flag, etc.
I've had all of these experiences on a Rust server, including the PvP tournament and going to prison for exploiting a bug. Plenty of action packed heists involving lots of coordination and subterfuge. Here's an example of people talking about the crazy adventures in the game:
https://www.youtube.com/watch?v=BmH7JI4FEoo
http://rebelfm.libsyn.com/rebel-fm-episode-202-01-18-14
http://rebelfm.libsyn.com/rebel-fm-episode-201-01-10-14
In particular there's a great story about a powerful group fighting a decentralized weak group that can only use terrorist style tactics to strike back, and how the powerful group started to try and win hearts and minds on the server to root out their enemies.
The fact that real groups of people were out in the world hunting each other also meant for a lot of fun and dynamic battles to re-claim property, etc.
Playing this game with my best friend when we were 12/13 was a magical experience in my life. There was this awesome sense of freedom/adventure/opportunity/risk that no other game I've played has been able to capture. Though I imagine it is probably due to me outgrowing MMO's I still like to believe a game could come around and sweep me off my feet again. Maybe VR can provide that novel experience again.
The emulation community for UO was what introduced me to programming and now 15 years later I am grateful to say I'm working on my own game in UE4. I owe a lot to Ultima Online.
Ironically, now that I've gone down the sysadmin path as an adult, there's no way I still have the C++ chops to even read the code I wrote back then. Let alone recreate it. Kind of hilarious that some of the best code I ever wrote dates from high school.
One of my most vivid memories of that period was spinning up a new build, posting it to the website, and then leaving for school. When I got home, I had a number of emails saying "hey moron the new build instantly crashes on startup". Sure enough, it did. That was an excellent early lesson in the importance of testing!
(btw, I went by the incredibly terrible handle of "Anthracks" in those days, if that rings a bell for anyone. Still turns up a small number of hits!)
EDIT: I forgot to share my very first experience with the game and I have to share because it's short and hilarious.
I made a new character and started in Moonglow. Barely a few minutes later I walked out of the gate with all of my starting items and gold on me. I think I made it 10 steps out of the guard zone before a group of guys jumped me and took everything I had. I was in shock. I had no frame of reference for what had just happened to me.
I made a new character, started in Britain this time, and got to work building him up so I could go back and get those guys. After that, I was hooked.
I converted from The Realm (Sierra Online, anyone?) to UO:T2A and never looked back. Played on Chesapeake with my brother, a neighbor, and a middle school buddy of mine. Was pretty heavy into PvP in the form of guild wars, Test Center, Britain graveyard fights (in the 30 mins between server saves and shutdown) and anti-PK. Then I learned about Shadowclan via the official UO game guide, rolled a new 'toon on Catskills and I became a hardcore UO RPer.
I roleplayed an orc, then an undead, and an evil mage in the Crimson Alliance. Then I joined up with various other guilds of the day such as The Free Corps, the Yew Militia, the Paladins of Trinsic, the Goblins (so much fun annoying the Shadowclan Orcs), Kingdom of Winterfell, VvV, the Romans, the Wahju (a tribe of traitor orcs), and probably a few other groups I'm forgetting, all over the span of roughly 8-10 years.
In college I migrated to private RP shards: Teiravon, Khaeros, and even got involved in founding one of my own with a group of guys I played with called Requiem.
Ultima Online is the game that taught me about story, roleplay, community, and true sandbox gaming. I've never found anything that's come close since and, given the way the market is going, it's likely I never will.
Then I got the UO Alpha and Beta. Man, the game was a serious Alpha. Eventually discovered Catskills and Siege Perilous when it was color wars. It was amazing. I'd hop on and RP on Catskills, mostly Paladins of Trinsic or the Undead, then I'd hop over to SP to get my action fix. Then they turned Siege Perilous into a regular test server. Absolutely broke my heart.
You would laugh your ass off if you knew how simple it was for me to hack my stats in The Realm. They eventually fixed it, but man, I was a little 10 year old whose computer experience at that point was running a couple Quake servers and making Doom wads.
All of these instanced MMOs break my heart. GW2 is fun.. but its so simple, or I've just never played it enough. The instancing kills it for me.
I got caught up in the "Lil" naming craze, where everyone made minified alt versions of their mains and called them "LilSomething".
I never got any of the special or unique baldrics and I think the highest level I ever made it to was 50.
Still, was a hell of a good time.
Both these MMOs were highly player customizable compared to later MMOs where everyone is cookie cutter. Even the world was in a way less cookie cutter.
Plus in some ways developer interaction had been much more personal then. So I would say that investments made early have their pay offs. Get the community built and it can sustain itself. Reinvent yourself a few times along the way will help and hinder at times, but if you give players a means to establish a good community they will stick with it.
Finally, not shutting down when other games would call it quits is big too. Both Origin and Turbine attempted spin offs but neither made it, I don't even think any Origin follow up even launched. Players had their comfort level and moving on isn't all its cracked up to be
Of course many servers have gone around this barrier by incentivizing them to donate money to cover bandwidth and server costs and offering in-game benefits in return (skills, items, titles, etc.).
Descent, 20 years old (source port setup instructions at http://descentchampions.org/new_player.php ; 20th anniversary LAN party, July 16-19 in Denver, at http://descentchampions.org/20th/), and
DooMII, 21 years old (source port at https://zandronum.com/ ).
What keeps me coming back to these old games? They strike a balance between simplicity and complexity that leads to more interesting emergent gameplay than I've been able to find in newer games. DooMII single player has just enough balance between puzzle elements and raw combat, and with the majority of enemies firing non-instantaneous projectiles, dodging and weaving between waves of incoming shots becomes something of an art form. Competitive Descent is all about using the space, outthinking your opponent, using small elements of position and orientation in order to force engagements on your term. A high-level match is like a combination between chess and poker, all inside of an FPS (see https://www.youtube.com/watch?v=Kb63KIotMMM ).
There are some other factors that helped, which both games have in common and some of which UO also has. They had fantastic player communities and player-run organizations. Both were open sourced a few years after release, allowing the communities to maintain and update the games -- keeping the fundamentals the same while building modern capabilities (like game trackers) around them. Both had relatively easy-to-use content creation tools; making new levels for DooMII or Descent didn't require a high-end PC or a 3D modeling suite, but simply downloading the level editor. And the game makes no particular demands of you -- you can play it on a wide variety of difficulty levels, against computer-controlled enemies or with or against other human players, in new levels or old, for a few minutes or for hours. And for those who played with other people, it was possible to develop deep friendships -- I actually met my wife in Descent, and we named our son for another player.
I just subscribed to descentchampions.org
I went back to play it last year I think, and it was still an enjoyable, but thoroughly broken game world. For me it was mostly nostalgia, and after a few months of playing it vaned, but the content still held up surprisingly well, especially as it was never really meant to be balanced.
...I do miss that sort of thing.
Hah, with both us here, we probably gathered 50% of the ex player base.
It's still alive, with little players though. But there is a community team that keeps it running and tries to untangle the decade old spaghetti code to balance it and fix old bugs.
It completely ruined all MMO's for me. I haven't been able to play an MMO since because they all feel like single player games that you're just playing together, not an alternate universe full of risks and rewards. I tried WoW during it's beta and gave up within 2 weeks.
Frankly, I don't understand why all those "interactive world" features people keep talking about cannot be decoupled from grinding and crappy PvP system.
Though the thing that completely cured me from online gaming was a certain MUD I was playing at the time (for several month, for at least an hour most of the days).
The result of this is that the interactive world aspect of online games have advanced remarkably little. Instead we get some minimal interactive world features added into successive generations of grindy/pvp games.
Trammel end-up being over-run with players killing everything NPC in sight. For example, Destard (dragon dungeon) had so many players in it that my client crashed from time to time. Dragons only spawn every few minutes, so with 100+ players, as soon as one would spawn it would be killed. That's hardly fun. Same thing happened throughout. With no risk of being killed and losing what you had, the game became too easy.
The last 3 years of playing, I played on shard called Siege Perilous. It was a shard with skill caps, no non-PvP areas and much higher prices for anything you bought from NPCs. It was a lot more challenging than normal shards and had a much smaller following, but the sense of accomplishment was much more for me and those that played the shard seemed to be on average more respectful than players I encountered in the early days of Trammel.
These numbers aren't going to be a perfect comparison because of fight length, strategy changes when you overgear content, skill differentials, etc but gear is pretty important.
One could easily argue that having the highest end gear does not really serve a purpose if you aren't doing any actual raiding or PvP though.
edit: I should probably mention that the last expansion (released last November) did a massive stat squish. In the last tier, t16, an LFR geared player would be doing 30k (ilvl 496ish), 100k (ilvl 528-540), and 1.0m+ (mythic/580+). Player power was increasing so much they had to start working around not being able to increase raid boss HP higher than 2^31 - 1. 25 man heroic Thok had ~2b HP for example.
[0] https://www.warcraftlogs.com/rankings/7#bracket=2&difficulty...
[1] https://www.warcraftlogs.com/rankings/7#bracket=7&difficulty...
"If memory serves, when you cut up a corpse of another player the body parts gained would show which player it was, just like the head does, it should read "a torso of Soma", "a right leg of fwerp", etc, as it is right now, it just reads "a torso" or "a right leg".
Also, if you carved up the body parts further, you would get human jerky which also displayed the player's name, I can't exactly remember if this was in T2A but I do remember that human jerky was the majority of my character's sustenance."
UO was a griefers paradise unfortunately but it had many fun elements.
http://forums.uosecondage.com/viewtopic.php?f=8&t=7738&view=...
One of the biggest reasons a lot of people missed about the early days of WoW and the record high subscriber counts, too. 15 million people worldwide played World of Warcraft, because 15 million people worldwide were able to install and competently run World of Warcraft. It originally ran on a Pentium III or a Mac G3. That opened up the amount of people who could even come to the table and consider ponying up a subscription fee.
So when looking back on Ultima, it would literally run on anything. It is a relic approaching the opposite end of the spectrum, from a digital preservation standpoint it's becoming more difficult to run it on things. But you still can. So people do. That's really step one, in my opinion.
A great many people love UO because it's organic feeling community (and I'm one of em ), but nothing tops the experience of interacting with people in an online game for the first time. Checkout an article I wrote about it awhile back: http://mmocadet.com/being-a-rookie-for-the-100th-time/
While I haven't played on OSI (the official servers) in forever, my username here is an homage to The Nadirian Horde, a guild that existed back in the day on Europa (the main european 'shard' (server)). The leader of this guild, like Petra, was a teacher of the highest degree.
I love UO, but the times I'm talking about, around Y2K, were different than what UO became later. UO is one of those games that very quickly became watered down once EA bought it. It may have found a nice place now, but coming from what it was back then and being right in the middle of the transition was horrible.
Luckily, however, there are a multitude of freeshards to play on that will adopt the older rulesets so that you can still play the same game. They're usually very liberal in the development they do with the game itself too, so it's not uncommon to have them rework some stuff that isn't necessarily perfect in the old ruleset, but keep the general idea there.
(Epidemic from Pink Hat Thugs @ Europa, if anyone from EU's here. :))
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https://github.com/runuo/runuo/tree/releases/2.5What are you working on? I assumed everything was already in place to make it work.
Automatic events, large custom maps, all sorts of fun player oriented stuff; custom classes, custom gear, new sprites for players and monsters, new colors all over the place, different balancing... All built on top of this ancient engine that's been ported and rebuilt a dozen or so times now.
Reading a bit of Ragnarok Online's private server history is very interesting.
Only a handful of games have come to life with the same original "spirit", Asheron's call, Darkfall Online and Albion Online to name a few.
UO is a real world with consequence, your actions really matter and the people around you can be a threat at any given time or help you in unimaginable ways, this alone is the best feeling you can get from playing an MMO. Players are the content not the scripted AI.
UO really captured the intensity of utter anarchy-- there was the free market, the danger of being murdered, the castle-doctrine seriousness of defending your turf (with all your hard earned loot or crafts!), and the huge world, filled with monsters, murderers, scammers, and jokers. I am told that Eve was somewhat like UO, but I could never quite get into Eve because its mechanics weren't entertaining to me.
UO's mechanics were extremely clunky to be sure-- anyone else remember having to shuffle shit around in your backpack all the time in order to prevent thieves from stealing from you while you were in town? The mechanics really were part of the charm, though. The game certainly did have a pleasant musical set and graphics, although neither has stood the test of time.
The next closest experiences similar to UO are Rust, and DayZ (heavily modded). I really enjoy the "nothing is sacred, make your own turf" experience along with the deep PvP and challenging PvE.
I agree with what everyone else has been saying about the diversity and the excitement of the game (until they introduced Trammel).
For my part I specialised in thieving, hustling and buying and selling 'rares'.
The difference between rare items in UO and in games that followed it (e.g. WoW) is that these items were actually rare in the sense that there were a very limited number of them.
There were many different type of rares - the most prized ones were from very early bugs in the game which allowed you to pick up background scenery if you logged in just as the server was starting up - they had already fixed this bug by the time I started playing, but these objects were still floating around in peoples private collections!
My favourite scam (that I invented as far as I know) was to rename a book with the title 'a box of cigars' and then sell the book as a rare item.
Because nostalgia, and it's still a really absorbing game.
Never played UO, bar a brief furtle when it originally launched, as I could see the crack rocks glistening all too appealingly.
Spam spam spam humbug.
I bring this up because in a genre (FPS) that has so many evolutions, so many releases, it's amazing how dedicated a community can be. It's incredible.
ps. if anyone played I probably know you. I know there is a certain Eric who runs a rather successful startup who played quite religiously... :)
I still the different phases of pvp tank mages, skeleton archers, dragons, grey lords, etc
I still remember the bad midi music on some pvp clan website (banana boyz if you wonder)
Kudos to this game, kudos to it's makers!
that doesnt happen in all that shit that we have today. its just .. if you played UO you will never feel the same immersion in any other games. and that is.
we can just hope that Shroud of The Avatar will do the same, for years.
garriot, you own us
I mean, it didn't have levels. It didn't have XP. It had skills, which increased with use. Your health could increase via attributes, but not that much.
In the end, after a few days, there wasn't that much difference between your character and people playing for a year. In the best case, maybe they would have 50% more health? And could cast more powerful spells, if they had Magery. But so could you - as a newbie mage, your spells had a high failure chance (and would consume reagents regardless), but you could cast almost all of them.
Which means that an older player couldn't just walk in and start murdering an unlimited number of newbies without any effort. If the newbies banded together, they would have a decent shot. The biggest differential was actual player skill (and game knowledge). Also, preparation.
In WoW and the like, if they even allowed PVP, a max level character can easily have a thousand times more HP than a first level character, incredibly better equipment and skills. You could take the whole level 1 population against him and they would lose. Badly.
In UO (pre-Trammel), it was very likely that anyone you encountered wouldn't even have "magic" weaponry. If they had, it was probably a low level one. This is because everything (save a few items considered 'newbie') would drop to the ground when you died. So you wouldn't take that +9 sword with you, unless you felt somewhat safe (playing with a group of friends, for instance).
Losing items also meant an economy, albeit a weak one compared to, say, Eve Online. Items had to be replaced, after all.
There were also other gameplay options that are missing from newer games. Such as pickpocketing. Distract the attention of the mage guy you just met in a dungeon, steal the reagents, then watch their now complete lack of spell casting ability. Just hope he is a pure mage and can't hit you with anything else (possible, due to the skillcap, not guaranteed, due to the complete lack of anything resembling a "character class"[1])
Even things like "Animal Taming" required thought. Taming a dragon? Well, better have a way to keep it from hitting you, otherwise you'll be dead in a short order. In a hostile dungeon. And he could eat your stuff. Tamed it? Cool, remember to feed it, otherwise it will turn on you and you will die. Dragon dead? Well, time to tame another one then [2]
Hell, what other games require you to have a skill in order to speak with dead players? :)
[1] Debatable now, as some of the newer skills require a few others to complement, making it some sort of class.
[2] There was a concept of "bonding" with the animal. Required that you kept it for a week (real-time). Then you could resurrect it when it died - if you had the skill. If not, time to find a veterinarian...
https://en.wikipedia.org/wiki/Command_&_Conquer:_Red_Alert
Of course I'm not still playing it now, but from the wiki article it looks possible.
I am a fan of things that are "easy to learn and hard to master". With Warcraft 2, it was like realtime chess. There were two races, the graphics and sounds were satisfyingly simple. It was about the actual strategy and not just crazy "oh look at this" glitzy features. Warcraft 3 did away with the strategy in favor of 3d glitz. Starcraft seemed too complex and I didn't like the diagonal movement instead of the vertical-horizontal. I liked knowing where the units will pop out of the building, and other stuff like that. It was really about strategy.
Keep in mind I also liked chess.
Another game I liked a lot was MYTH - TFL. I wish I could still play it. Also because of the realtime strategy!
" UO:Renaissance is an Ultima Online free-shard, based on Renaissance era mechanics, without the influences of Trammel.
Designed and operated by passionate PvM and PvP experienced staff, that do not play here, this recreation aims to perfect what we all loved about Ultima Online before its decline. A highly immersive game with seemingly limitless possibilities coupled with risk vs reward, this world is what the players make of it. Offering an extensive crafting system with the best free shard economy, PvP mechanics with more templates than you'll have the time for and PvM with more challenge and data than ever before. This is the shard to play on if you want to truly enjoy Ultima Online."The game is definitely "flat", although you can go back to WC1 and see how things could be worse. :) If you're speaking about graphics, I also like 2D games for some reason.
And of course there is appeal in the game environment/story too and not just gameplay. I tend to prefer fantasy over sci-fi, so that gives WC2 some extra appeal vs SC. WC2 is unique in that it is both fantasy and 2D, unlike SC and WC3.
I tried to code a Warcraft 2 clone with the bugs and balance issues worked out back in the late 90s but never got far enough with it. It still intrigues me from time to time to have this kind of project again now that we have so many programming community tools like GitHub to collaborate with
Never played UO but I realize that Tibia was kinda like a ripoff, at least graphics wise.
Killer Tibia features to me were: lots of PvP strategies, freedom of killing anywhere, player-based economy and harsh death penalty. All that summed up made the game very social dependant -- it was practically required to build a social network ingame to survive. People would start fighting for arbitrary reasons and guilds would emerge, often creating wars that defined the future of the server.
The nature of infinity, bots, lack of new servers and bad new features killed the game to me. Besides the fact that I have grown old.
Has it been updated to a pay to play sort of game? What draws me to UO is the nostalgia value
============= Kajisan says: Ultima Online (Renaissance) was my very first MMO that came as an extra with Ultima Ascencion. I played over 3 years, being a Gamemaster for another year. UO is the only game that defines Roleplay. You don't need to grind or leveling up. It was the stories the players created on their own, sometimes with the help of the gamemasters having a global adventure event on certain Saturdays. Everybody played the role he wanted to play. Want to be a magician? Sure.. it took several weeks on our Server to become one..and once you was one of them..you was literally a damn f* Gandalf. You was able to stand in front of 10 enemy players and they can't kill you..because it was not possible "roleplay" wise. The 10 players respected this, and you had to respect other things.
It's something very rare and for me its a bite to the heart that World of Warcraft more or less killed this interaction between players..made them marionettes who gave their wisdom to the current generation of players, roleplaying less than a cow on the field.
Shroud of the Avatar is an attempt to bring back these old goods, but like movies like Dune..or 2001, i think its too slow and hardcore for the actual generation of gamers.
Example? We had a raid on an enemy bastion, and sat a whole night in front of a fireplace - waiting for the right moment. We talked about distant lands..how one of us hunted a Dragon last week, sang songs. You just can't do this in modern MMO's. It's possible..but it needs the right people for it, understanding the base principles of roleplay. I did not had these knowings when i started with UO..and found people who took me aside. I learned a lot about roleplay, about other people and about myself - acting with other people.
Today, i am game developer aside people who worked on UO, and they're good people. It's all about imagination, UO just gave the Pen and the Paper an alternate more colorful form.