Forum: Games
Topic: another Ultima
started by: Malcolm

Posted by Malcolm on Mar. 08 2013,10:26
< From here >.
Posted by Leisher on Mar. 08 2013,10:45
< The Kickstarter page. >
Posted by GORDON on Mar. 08 2013,10:50
So, Garriot got the rights back from... OSI, or EA, or whoever the hell owned them?  I forget.
Posted by Leisher on Mar. 08 2013,11:31
EA bought OSI...and ran it into the ground.

Not sure if he got the rights back or not.

Posted by Leisher on Apr. 08 2013,06:29
< Doubled their Kickstarter goal. >
Posted by GORDON on Apr. 08 2013,06:59
They need to make a UO2 which is basically UO from 1997, updated to current tech.  Network architecture actually exists now so it won't have the connectivity issues UO had.

With full pvp/looting, of course.



Posted by Malcolm on Apr. 08 2013,07:15
UO from back in the day is like when man first came to the North American continent and had nothing but large, stupid, and slow species to hunt.  It's a particular combination of scenario and circumstance the likes of which you'll not see again on that scale.  I was always amazed at how small the world actually was.


Posted by Troy on Apr. 08 2013,08:13

(Malcolm @ Apr. 08 2013,07:15)
QUOTE
UO from back in the day is like when man first came to the North American continent and had nothing but large, stupid, and slow species to hunt.  It's a particular combination of scenario and circumstance the likes of which you'll not see again on that scale.  I was always amazed at how small the world actually was.

Sometimes I think this, but let's be honest, the lumbering cows are still out there, just waiting to miss the fine print on something like:

"SANDBOX MMORPG, ALL ITEMS CRAFT-ABLE, PETS, ADVENTURE*"

*You are going to die**, horribly.

** And then lose your stuff

Posted by Malcolm on Apr. 08 2013,08:20
They're certainly out there, hell, even EVE had dudes who just sat there and mined.  But you won't see them tossed out into the wild again.  If UO came out today with the rules it had back in '99, it wouldn't make it two months.
Posted by GORDON on Apr. 08 2013,08:49
UO had massive town borders, defended by invulnerable city guards, to let peeps mine or chop wood or gather wool or hides or meat without getting robbed or PKed.

And they still nerfed it.

Posted by Leisher on Apr. 08 2013,10:41
I think solution would be to have all the players on one server, but have two continents:

Continent 1 - This is where you start. The entire continent is PvP free. Nobody can randomly attack you. Content here is designed based on that fact.

Continent 2 - This is the PvP continent. There's a single, and very small town where you arrive that is protected by guards, ala UO. This is the only non-PvP zone on the continent.

Let the continents interact via trade, group adventuring, etc., but with a clearly defined boundary, both camps can exist.

It's the closest you'll get to UO anymore.

Posted by Cakedaddy on Apr. 08 2013,11:54
So, you mean Trammel.


You are right Gordon.  But the problem is, people wanted to be able to go to the dangerous parts of the game without risk.  They paid their money every month and had every right to be hunting dragons.  It was unacceptable for other people to disrupt that.  They should be able to do everything in the game without interference at all times.  Guards should have been everywhere so they could play the game they were paying for the way they wanted to.  Oh, and every monster should be solo'able.  Because I shouldn't be forced to have friends in order to enjoy a certain aspect of the game.  Anything less would be rape.

Posted by Malcolm on Apr. 08 2013,12:03
QUOTE
Oh, and every monster should be solo'able.

Wtf non-raid boss critter couldn't you take out with a tamed dragon and GM magery?  In the last of my UO days, they were taking pages straight from EQ and WoW, bringing in endgame content that required 50 players to hammer.  Because, I guess, that was what they thought made games fun.  They were massive combat orgies reduced to staccato flipbook actions that you could catch in between the lag turning your gaming experience into a still life.  Then there was the inevitable loot grab.



Posted by Leisher on Apr. 08 2013,12:56
QUOTE
So, you mean Trammel.


Something in that vein, but not.

I want the continents to be one "planet" (not different servers), just different rules on each continent, but you can take your avatar from one to the other with a recall spell.

The continents would NOT be mirror images of one another, but rather different gaming experiences.

Put a check box on everyone's account that defaults as checked to indicate they do not wish to participate in PvP, and they are barred from traveling to Continent 2.

People who uncheck the box get both continents, but #2 comes with PvP.

People think it's unfair? Fuck them. You can't make everyone happy all the time, so don't try. This way you've made one large world where both types can co-exist and even play/trade/etc. with one another. PvPers can live in the wild west, while RPers can role play whatever their hearts desire on #1.

QUOTE
In the last of my UO days, they were taking pages straight from EQ and WoW, bringing in endgame content that required 50 players to hammer.


I thought UO started that stuff.

I didn't play UO when WoW was around (official servers), but I remember certain enemies appearing that would take a ton of people to take down. I don't remember a time when UO didn't have creatures like that, but they were special events, not sitting at the bottom of a dungeon.

Posted by GORDON on Apr. 08 2013,13:01
UO had some massive town invasions and shit as part of the storyline.  I still remember being in Trinsic during an undead invasion.

They still did it before EQ and before WOW even existed.

Posted by Malcolm on Apr. 08 2013,13:32
QUOTE
Put a check box on everyone's account that defaults as checked to indicate they do not wish to participate in PvP, and they are barred from traveling to Continent 2.

You'd need to make Continent 2 attractive for folks who are more inclined to stay away.  That's easy enough, though.  Just make the besting crafting items or raw materials only available in the dangerous bit, then make it a pain in the ass to transport through other parties.  Maybe you only get to use the Pickax of Gold-Ore Finding in Trammel if you've got the proper achievements in Felucca.

QUOTE
...they were special events, not sitting at the bottom of a dungeon.

I'm not talking special events run by DMs manually controlling shit.  I'm talking automatic, uber, spawn-based critter killing on a scale of dozens of people over the course of a few hours.  

The one I remember was you'd have to take out multiple waves of increasingly difficult (and themed) critters.  After some waves, you'd get the boss critter to show.  You'd kill him and pick up something off his corpse.  Then you did that shit like FIVE MORE TIMES, just with different things to kill.  One place was ratmen, one was dragons/snakes, etc.  After you had all that shit out of the way, then you had to travel to the double-s33kr1t probation dungeon where you had to drop all these items in a specific place, then the raid boss spawned.  You had to kill him at least twice I think (his health would jump from 0% to 100% once or some other such bullshit).  If he targeted you, it was a one-hit kill 99% of the time.  You needed double digit players to handle the individual bosses.  You'd better be packing about 50 of your closest friends if you want enough human shields between the raid boss and you.

QUOTE
I still remember being in Trinsic during an undead invasion.

I remember on LS, we were actually beating the undead back.  Solidly, for hours.  GMs just waited until the middle of the night when no one was on, then took over.  Events are only fun when I've got a chance to win or affect the outcome.  That one was run explicitly to set up the Tram/Fel split.



Posted by Cakedaddy on Apr. 08 2013,13:51
There will NEVER be a game where there is content that is only available in a PVP zone.  Games will make ALL content available in non-combat zones.  In fact, combat will forever be an after thought and there will be NO consequences.  People aren't interested in risk vs reward.  They just want to grind up characters, hope for unique stuff that other people will envy and be the highest level 'whatever' in the game.

I can't believe Leisher is suggesting Trammel.  Holy geez. . .

But, bottom line, for every customer you might have that would be all for an open sandbox early UO type game, you have 1000 customers that want the post Trammel UO game.  If any version of Trammel exists in the game, you lose all your pre Trammel customers.

Posted by Cakedaddy on Apr. 08 2013,13:52
Tram/Fel or the intro to T2A?  I don't even remember the storyline that brought Trammel.  The only thing people cared about was that there was going to be more space to place houses.
Posted by TPRJones on Apr. 08 2013,14:50
QUOTE
There will NEVER be a game where there is content that is only available in a PVP zone.

EVE Online did it pretty well.  Although you can in theory get everything in safe space, in actual practice if you don't venture into zero sec it is nearly impossible to get the good stuff.  The more dangerous the area, the better the potential rewards.

That's the way to do it.  The safe continent has all the good stuff on it, but it's spread so thin that very few people will get their hands on it.  It still has to be "fun and interesting", but this land is generally designed for the grinding gamers and it will take hours of work to mine an entire gold nugget or cook a good meal.  Meanwhile on the PvP continent is a magical land where there are gold nuggets dripping off the walls of the caves and the trees are made of delicious meats.

This will help encourage the carebears to make expeditions into the PvP lands and potentially be targeted.  Some of them will be slaughtered and butthurt.  Some of them will start to like the danger of PvP and convert.  Most of them will have some successes and some failures and enjoy the challenge of it even if they don't decide to become active regular PvP players themselves.



Posted by Malcolm on Apr. 08 2013,16:41
QUOTE
Tram/Fel or the intro to T2A?

Tram/Fel.  I remember because I had contacts that knew red/blue/green robes that tipped me off as to what was happening.  Was still a fun slugfest, though.  Felt like the end of "The Thing."

"Let's just wait here and see what happens."  You knew it was coming, but it was interesting to see how long you could stave it off and how much the powers that be had to cheat to undermine the humans coordinating their efforts.  All for some static digital real estate.

Posted by Malcolm on Apr. 08 2013,16:51
QUOTE
Meanwhile on the PvP continent is a magical land where there are gold nuggets dripping off the walls of the caves and the trees are made of delicious meats.

You going to give the PvP folk insane loot (because they will mine the fuck out of the gold nuggets before the non-PvP folk get there) or have a dual currency system?  You're talking two sets of people that are mostly disjoint but occasionally overlap.  They need checks and balances.

Why would a set of hardcore PvPers allow some prey into their midst without killing them?  Because they serve a purpose of some kind.  The most direct one I can think of is crafting.  Most gangs don't have a full-time gunsmith, but they all need fucking guns, they all need a weapons dealer or a connection or something.  But that connection eventually needs someone up the chain that can get the product right when it becomes a "gun," i.e. right after it stops being "assorted raw materials."  Shit, you could even make the best raw materials drop from absolute bad-ass raid bosses.  That means the PvP folk will have to farm the ingots while the rest make the swords.

This simply wasn't a feasible solution in UO, but it's a pattern you could apply to the problem in some other MMOG.  Trouble there is you're now designing two games for two sets of people: the people who mainly consume items from the in-game economy and the ones who produce the items.  But someone can always get around this by paying for two accounts, because no company in their right mind would say, "No, no.  You can only pay us so much money.  It would throw off the game dynamic."

On the other hand, can you see a guild of asshole PKs gank a newb blacksmith from some merchant consortium only to have the ranking smiths sabotage the equipment they sell the asshole guild ... maybe so they get destroyed next time they rumble with their enemies?

That's one example I can think of, at least.  There are others.



Posted by TPRJones on Apr. 09 2013,06:18
QUOTE
You going to give the PvP folk insane loot (because they will mine the fuck out of the gold nuggets before the non-PvP folk get there) or have a dual currency system? ... Why would a set of hardcore PvPers allow some prey into their midst without killing them?

Good point.  Part of it would be that resource nodes are player specific, meaning when player X mines some gold, it's gone in his game but player Y can still come and mine it for himself as well.  That also gives the PvP people some reason to let newbs in because they can go mine the things that you can't anymore.  You still gank them, you just gank them on the way out instead of the way in.

I like the crafting idea, but I'm not sure what to do with it exactly.  Another thing I'd expect to see come up would be carebears hiring PvP guilds to act as guards on their resource gathering trips.  But that wouldn't happen until the server was a bit more mature.

I'm not sure there's a perfect way to balance carebear and PvP into the same game, but there are things that can be tried that may work.  Or may not.  Won't know until someone tries it.  And I imagine Lord British is the one to try it.

Posted by Malcolm on Apr. 09 2013,07:30
Hell, even charging flat out "protection fees" for traveling through kick-ass PvP resource gathering areas would be an improvement.  Miners can pay with gold, ingots, whatever, and have it go to the guild vault in exchange for a certain amount of time where they're flagged as temporary allies.

Hmm ... what if you made the best raw materials available through the following means...

Givens:
- player crafted items need to be have the potential to be way, way, way better than anything you can get from NPC merchants
- you make it so that each player account is tailored towards PvP or not PvP (roughly speaking)
- make it so one player can't be logged in with multiple accounts under any circumstances ... as long as it's 1 human being playing 1 account for 1 gaming session, I don't care ... but it can't be like UO where you could have two of your dudes logged in at once on the same machine, just running 2nd UO or some shit

Process for getting "the best" toys:
1) Everyone wants the ultra uber mega rare thingy of awesomeness because it can be used to make the best player crafted items
2) The UUMR thingy is in the UURM bad-ass area ... like an entire UUMR workshop contained in a huge, sprawling area that's a bitch even if you just want to unlock the door
3) The UUMR thingy can only be harvested by a team of skilled resource gatherers working in together while warriors protect them from ... something.

Something can be a raid boss, or perhaps other players.  Maybe you make it like a king-of-the-hill type of thing where your warriors have to control the area before your gatherers can harvest the resource.

The real question is this: how do you make it so that each account can't be self-sufficient (no mules) while factoring in that some people genuinely want to change their playstyle every now and again?  Let the crafter respec his smith to take out monsters or go PvP, then respec back?  That makes it too easy for the PvPers to go temporary crafter and cut out the non-PvPers.



Posted by GORDON on Apr. 09 2013,08:30
I always saw UO as people playing chess on the same floor as people playing basketball... and it all worked, in my opinion.  The problem was that the people playing chess just prayed really hard to their gods (the developers) in order to get the rules changed, and to get the basketball players hobbled, and the gods listened.  The chess players should have just been smarter about it and hired some football players (anti-pkers) to keep the basketball players in check.

Dumb metaphors aside, in UO '97 there was a reward to be a red, murdering-pk... which was killing and looting.  There should have been a reward for being a blue, red-hunting, anti-pk.... some sort of reward system for killing lots of reds.  We never really had that second apart, aside from the satisfaction of killing bad guys.

Hell, we eventually got sick of the entire rigged system and became PKs ourselves.  We set out to drive as many people out of the game as we could be killing as many people as we could find, all the time.



Posted by Malcolm on Apr. 09 2013,09:11
QUOTE
There should have been a reward for being a blue, red-hunting, anti-pk.... some sort of reward system for killing lots of reds.

Multiple characters make it too easy to game.  PKs just racked up the bounties, then had their buddies kill them and turn in their head for the reward.

For some people, the game is there to get them away from the others they don't want to play with.  Then there's the PvP folk, for whom the game is other people, specifically other people outside their normal circle of contacts, because competing with the same group of people gets boring.

Posted by TPRJones on Apr. 09 2013,10:07
QUOTE
you make it so that each player account is tailored towards PvP or not PvP (roughly speaking)

Another approach would be to have something in the game mechanics (supported by the world's story) that means there is a delay of a couple of minutes of game time if you want to switch from gathering mode to crafting mode to fighting mode.  So someone on a gathering trip would need to bring along protection even if they were the most bad-ass PvPer in the world, because they can't fight for themselves for a time while they switch over modes.

Or maybe you can switch right away, but all the resources you gathered are lost in the process unless you store them in special storage back in your crafting base.  Do it in the wild, and everything you've gathered is lost.  Although I like the delay thing better.

Posted by TPRJones on Apr. 09 2013,10:10

(Malcolm @ Apr. 09 2013,11:11)
QUOTE
QUOTE
There should have been a reward for being a blue, red-hunting, anti-pk.... some sort of reward system for killing lots of reds.

Multiple characters make it too easy to game.  PKs just racked up the bounties, then had their buddies kill them and turn in their head for the reward.

How about make it where reds can't claim the anti-pk perks, and if you hang out near a red you slowly turn red yourself so any buddies can't tag along and still keep their hands clean.
Posted by Cakedaddy on Apr. 09 2013,10:12
I saw it more like Chutes and Ladders where complainers had all the Chutes removed.

We never PK'ed on production servers.  There was the short lived guild of bumbling idiot PKers you guys had.  But you were never effective enough at killing to drive anyone away.  In the 5 or so years of playing, that only lasted a few months.

However, it WAS our goal to drive the PKs/griefers out of the game.  If we saw people acting like assholes, we would declare war and hunt them relentlessly until they undeclared (and even then we would grief them), their guild fell apart or they quit the game.  But we never hunted innocents.

Posted by Malcolm on Apr. 09 2013,10:31
QUOTE
...there is a delay of a couple of minutes of game time if you want to switch from gathering mode to crafting mode to fighting mode...

Then you just go around with your group of PKs, one switches to crafter/gatherer for a few minutes while the others fend off baddies.

Hmm ... if you break up players into 3 groups: (i) warriors, (ii) crafters, (iii) gatherers ... what about this:
You can switch between the three gameplay modes, but in order for you to reach the higher tiers of bad-assery in each, you have to focus and stay that way for a bit.  If a crafter wants to go fight, then he's not going to be as good at crafting if he's away too long.  Same for a warrior that wants to make his own weapon.

Would have to balance things so that you can grudgingly do whatever you want on your own if you want.  The elite of the elite, though, will be the ones that stick to their path and have contacts who are both inside and outside their discipline.



Posted by TPRJones on Apr. 09 2013,13:19
Actually, yes, two economies.  If there is some sort of server store or auction house, etc, then there would need to be two, one for the PvP lands and one for the carebear lands.  Prices on the carebear versions will inevitably be higher since resources are more scarce.  But money can be made by taking the effort and risk to move items between the two, and now we have a trading economy.

Although for that to work there will need to be some risk in both directions, some reason that the serious PvP players have some risk in coming to the carebear lands.  Not guaranteed instant death from being KOS with the guards or anything that extreme, but some risk nonetheless.  Not sure what exactly.

But, once you have trading caravans, now you have potentially very some interesting PvP going on.



Posted by Malcolm on Apr. 09 2013,13:37
QUOTE
Although for that to work there will need to be some risk in both directions, some reason that the serious PvP players have some risk in coming to the carebear lands.

Let's assume there's some sort of karma/rep/notoriety system like UO had.  The more in the red you get and the longer you stay in non-PvP land (let's use the Tram/Fel analogy since we all seem to have a handle on it), the more penalized your skills and abilities become, and in general the easier a target you are.  Let's take the situation of PvP folk going into Trammel to make a purchase.  Pretend they're part of Guild X and Guild Y wants to kick their ass.  Guild X is a red guild, Guild Y is blue.

I'm shooting for a dynamic that will give reds problems directly getting reliable shipments of player-manufactured goods while giving blues easier access to better gear (obviously in exchange for following some rules).

The more reputable PvP folk in Y will then be able to hunt X down in Trammel and engage in combat.  Since we're in Trammel, any non-PvP folk are flagged as invulnerable unless they start interfering in combat.  This brings a bit of PvP to Trammel but isn't traumatizing the crafters.  In addition, you're going to encourage the reds to make some contacts that are a bit more blue than they are, maybe to get better access to equipment.

Out in Felucca now, the blues are going to be better equipped in general.  Hopefully, this encourages the reds to organize and escalate.  However, over in Felucca, I think the blues and crafters need a carrot to make them come out.  As stated previously, put the best raw materials and means to make the best items over in PvP land.  Now you'll set up a situation where the crafters and blues have to walk into the bottom level of Murderville dungeon.  If they pull it off, they get a cool toy.  If the reds find out and stage an attack, they can jack the raw materials (since you can loot who you kill and everyone's fair game) or perhaps the finished item if they're ballsy enough.  If you wanted to be really evil, you could say that you can only achieve the highest level of crafting skill by making items in Felucca.  This would have the additional bonus of making it so that the absolute best crafters might be able to walk over Felucca without much fear of attack.  If Smithy the Grandmaster blacksmith gets killed in Felucca, his skills go down and he can't make the gear for some obscenely important PvP dude, who in turn goes to hunt down the fucker that screwed his order.



Posted by Malcolm on May 17 2013,11:24
Word on the web is that Scott Jennings, aka Lum the Mad, has been added to the Shroud of the Avatar team.
QUOTE
I have (as of this week) joined the merry crew at Portalarium to work on Shroud of the Avatar. Yes, I now work for Richard Garriott. Yes, I am aware of all the irony.

Posted by GORDON on May 17 2013,11:40
I remember when he went from Lum the Mad the funny, edgy blogger to Lum the guy on the Dark Age of Camelot development team.

His shit got reigned in pretty damned fast by the corporation compliance officer.  That's where I stopped reading him.

Posted by TPRJones on May 17 2013,11:53
I never held that against him.  Ya gotta have a paycheck from time to time.
Posted by Cakedaddy on May 17 2013,18:53
Is he the one that said pking someone in uo was equivalent to rape?
Posted by GORDON on May 17 2013,19:17

(Cakedaddy @ May 17 2013,21:53)
QUOTE
Is he the one that said pking someone in uo was equivalent to rape?

As I recall, it wasn't him, but someone who followed him.
Posted by GORDON on Jun. 14 2014,01:10
Here is an interview with Garriot at E3, with a lot of the game footage.  He has a dorky rat-tail... or possibly the padawan braid.  Not sure what the proper context is.

From what I could glean from the game footage, I saw mining, woodcutting, animal skinning, ships, houses being placed, furniture for the house being crafted, and PVP.  I may have even seen a first-person Corp Por.  I wish he had said something about the ability to pvp and loot the corpses.

So.

Interesting development.

< http://www.nerdist.com/vepisod....arriott >

Posted by Cakedaddy on Jun. 14 2014,11:03
This doesn't look promising though:

Looting: We are making some architectural changes to how we create, store, and transmit data in containers (chests, corpses, player houses, inventory, etc.) that should fix some of the looting exploits, like the one where all players could loot the same corpse equally, and corpses could be looted multiple times just by exiting and reentering a scene. We are also going to work on fixing issues related to targeting a corpse.

Posted by Cakedaddy on Jun. 14 2014,11:11
CODE
How will combat work in Shroud of the Avatar?

Combat is real time with a shortcut bar that is used to trigger actions. Prior to combat, players will assemble decks. Decks will be an assemblage of spells, combat moves, consumables, etc. During combat the contents of your deck will be shuffled and skills will be randomly dealt out with the exception of skills that have been locked.


What the fuck?

Posted by Cakedaddy on Jun. 14 2014,11:29
Ya.  No loot.  Sort of.  If you die, your killer will be given the option of looting one randomly picked item from your inventory.  You can pay a ransom to keep him from looting it.

Why no full loot?  Because people will be afraid of losing their good stuff and will never use it.  Also, it lowers the value of everything because you could lose it.  And it messes with their ability to balance PvE.  The PvE only players will never lose their good stuff, so they will fight in it.  So, the monsters have to be strong so the player can't just steamroll through them.  This will then prevent the PvP player who also PvEs from progressing.  The monsters are strong now, and their crap gear they are using so they don't lose their good stuff can't get the job done.

I stopped reading at this point.

The housing seemed cool though.  You buy a lot and then can place a house on it.  Houses have minimum lot size requirements.  There are a finite number of lots in the game.  Early players keep their lots when the game goes live.  You can own multiple lots.  You can own multiple houses.  You can switch houses at any time.  You can have vendors at your house to sell stuff.  Things are taxed.  You pay rent for your house and the items you sell on your vendor are taxed.  You can buy up to 5 levels of basement to expand the size of your house.  Houses can be set to private, shared and public.  I doubt you can loot anything there.  Did not bother confirming.

Economy ideas seem very strong.  Housing, meh.  Combat, sucks.  It's WoW with a better economy.

Posted by Cakedaddy on Jun. 14 2014,11:31
Oh, you lose skills/experience with death as well.

Lastly, none of that is coded in the game yet.  That's just where the discussion currently sits.

Posted by Leisher on Jun. 14 2014,12:22
Yeah, so far I'm not interested. That combat system alone sounds terrible.
Posted by TPRJones on Jun. 16 2014,06:26
I do like the single-loot-item idea, although it should toss in a small amount of coin as well.  That makes killing a PC very similar to killing any other mob in terms of reward, and getting killed and looted doesn't become a total game breaking experience.

I kickstarted this and logged in for one of the test weekends a month or two ago, and the game had no combat at all yet.  They seem to mostly be working on housing and assets rather than systems at this point.

Posted by Cakedaddy on Jun. 16 2014,12:59
All the good stuff is available all over the map.  But there is more of it in the PvP zone.  By protecting one's gear, it creates a high reward, low risk situation.  

Why is losing your gear a game breaking experience?

Posted by TPRJones on Jun. 16 2014,13:05
Maybe not in the original Ultima Online - I didn't play that one - but in other MMOs I've played that had item looting when all your stuff was taken that character was done.  You can no longer fight creatures near your level.  You can no longer get experience or item drops from creatures below your level.  There is no way to recover unless some other player gives you new stuff.  And I play solo, so it's like playing Hardcore mode in that if you die (and can't loot your corpse) then you delete that character and roll a new one.

EDIT: Original EQ was somewhat like that, but you could still get item drops from greys.  You just had to go kill skeletons to get a rusty swords and work your way back up again.  Also there was a bank to have some backup gear in as well.  Not too bad.

Asheron's Call was another matter entirely.  No bank, no loot drops from lower level creatures, and naked punching creatures you own level won't work.  That one could be rough.



Posted by Troy on Jun. 16 2014,13:06
because i spend hours getting the neon dye to color it. now some hacker can just take it?!
Posted by Malcolm on Jun. 16 2014,13:20
QUOTE
Maybe not in the original Ultima Online - I didn't play that one - but in other MMOs I've played that had item looting when all your stuff was taken that character was done.  You can no longer fight creatures near your level.  You can no longer get experience or item drops from creatures below your level.  There is no way to recover unless some other player gives you new stuff.

Dying was as much a part of UO as breathing.  That's why you had some "emergency starter" kits in your bank box.  Contained all the shit you'd need after death in order to get back and immediately try to get revenge.  No one carried the best weapons (power and vanq) into PvP because no one wanted to lose them, standard gear was all player-made of the highest non-magical quality.  Then those fucking twink bless deeds came out.

Powered by Ikonboard 3.1.5 © 2006 Ikonboard