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Why Are There No Popular Ultima Online-Like MMOs?

eldavojohn writes "I have a slightly older friend who played through the glory days of Ultima Online. Yes, their servers are still up and running, but he often waxes nostalgic about certain gameplay functions of UO that he misses. I must say that these aspects make me smile and wonder what it would be like to play in such a world — things like housing, thieving and looting that you don't see in the most popular massively multiplayer online games like World of Warcraft. So, I've followed him through a few games, including Darkfall and now Mortal Online. And these (seemingly European developed) games are constantly fading into obscurity and never catching hold. We constantly move from one to the next. Does anyone know of a popular three-dimensional game that has UO-like rules and gameplay? Perhaps one that UO players gravitated to after leaving UO? If you think that the very things that have been removed (housing and thieving would be two good topics) caused WoW to become the most popular MMO, why is that? Do UO rules not translate well to a true 3D environment? Are people incapable of planning for corpse looting? Are players really that inept that developers don't want to leave us in control of risk analysis? I'm familiar with the Bartle Test but if anyone could point me to more resources as to why Killer-oriented games have faded out of popularity, I'd be interested."

480 comments

  1. Haven & Hearth by sopssa · · Score: 1, Interesting

    http://www.havenandhearth.com/portal/

    Still in beta but it has many things UO also had (building things, crafting, general freedom).

    1. Re:Haven & Hearth by tepples · · Score: 1

      And if you go stealing or pillaging other peoples places, remember that it's permadeath

      Did you mean NetHack-style permadeath where the player starts over with a new character, or did you mean arcade-style permadeath where the player is banned from creating a new character without buying a new account?

    2. Re:Haven & Hearth by Anonymous Coward · · Score: 0

      It's closer to nethack style. you can create a new character from scratch, or reincarnate with 25%-75% of your stats and such.

  2. Shadowbane by Anonymous Coward · · Score: 0

    They tried it. It failed.

    1. Re:Shadowbane by zenasprime · · Score: 2, Interesting

      Shadowbane had a good run and there are still those of us that would log into it if it was still running. There's an attempt to back engineer the game's server at http://www.shadowbaneemulator.com/ .

      I'd love another sandbox fantasy game to come on that market that works as well as world of warcraft but all those I've tried since them have lacked the "flow" that blizzard put into their game to keep me coming back.

    2. Re:Shadowbane by bishiraver · · Score: 1

      Shadowbane had the following flaws:

      * You had to mercilessly camp mob spawns in order to get money for your guild/city.
      * It was disasterously easy to quit your guild and join the rival so you end up on the winning side

      This made things: boring.

    3. Re:Shadowbane by MazzThePianoman · · Score: 1

      I have to agree. I played Shadowbane and despite how buggy it was it was the best MMO experience I ever had. It encouraged active role-playing and political intrigue. The bugs could of been solved if they used an existing engine and not trying to write one themselves for the first time. As far as group/faction/alliance balance I believe if the mod were more active on the server with events, appearances of gods, etc. They could help equalize things. Sadly the game was closed down as Wolfpack Studios was bought out.

      --
      "They who can give up essential liberty to obtain a little temporary safety deserve neither liberty nor safety" Franklin
  3. UO wasn't that much fun really by Captain+Kirk · · Score: 4, Insightful

    A lot of of the people who rave about pre-Tramell UO are people who fit the "Multi-player appeal to the Killer" label Bartle uses.

    Sadly they needed 1000s of "Multi-player appeal to the Socializer" players to feed on. Beign griefed is not fun for such a person so UO failed to grow. No other game that allows griefign will be fun so you won't see them get developed or launched.

    WoW allows griefing on PVP realms - you have to opt in. Most of those realms are empty for the same reason.

    1. Re:UO wasn't that much fun really by AuMatar · · Score: 4, Informative

      PvP realms are hardly empty- lots of people played on them, especially at launch. The problem is that arena and battlegrounds have killed world pvp, so there's little to no real pvp anymore. You can go 0 to 80 with only a handful of pvp deaths these days. In the old days you'd get a handful an hour, many of which were real fights you had a chance of winning. Since 99.9% of pvp happens in instances these days there's no reason to roll pvp anymore, that's why the pvp realms now have smaller pops.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    2. Re:UO wasn't that much fun really by Anonymous Coward · · Score: 0

      In my experience the PvP servers are where the action is. The most prominent guilds that do dungeons and raids play on PvP server. Getting killed by another player in World of Warcraft isn't such a big deal though. The battles that spontaneously appear outside the entrances of the popular raids are a lot of fun and doesn't cost you anything. It's a shoot-em-up.

    3. Re:UO wasn't that much fun really by Tridus · · Score: 5, Interesting

      Throughout the entire history of WoW all the way from release until today, PvP realms as a whole have been less popular then PvE realms.

      That was true before battlegrounds, arenas, wintergrasp, and even before the gear discrepency between a level 30 and a max level character was so high that "world pvp" wasn't just a one shot affair. (Calling what goes on in STV these days PvP is a joke.)

      The reality is that the number of people who find being griefed fun is smaller then the number of people who don't.

      --
      -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
    4. Re:UO wasn't that much fun really by Tridus · · Score: 4, Insightful

      Yeah, this. Griefing and thieving only work as gameplay when there are lots of victims. Unfortunately, for the victims it isn't very fun. Those people stop playing when it happens enough times to frustrate them.

      Game companies tend to dislike it when people stop playing, and the victim pool massively outnumbers the jerk pool. So naturally they make games friendlier to that group.

      Face up to reality. The number of people who actually want to do this type of anti-social behavior simply isn't large enough to support a big game on its own, and nobody else but those people actually likes it. Being killed and robbed is not fun for most players. Thus, most players go find games that are fun.

      --
      -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
    5. Re:UO wasn't that much fun really by Anonymous Coward · · Score: 0

      EVE Online is a MMO that is based on griefing and death, and has been growing year on year since launch and is now one of the biggest. The problem with current MMOs is that the devs listen to whining players instead of keeping to a design brief. If the game is designed to be hard and unforgiving, then don't play if that's not your thing, don't whine and spoil it for others.

    6. Re:UO wasn't that much fun really by CarbonShell · · Score: 2, Interesting

      TBH, I find the entire concept of PVP in MMOs totally BS.

      It is like backyard basketball, either you play for fun or you play seriously.
      In the first, it is a friendly match between friends and the outcome is irrelevant.
      In the latter you will go up against people who do not know you, don't care about you and just want to show you who is best. And you might wind up hurt.
      uhm .. -might +probably will

      Either or.

      The problem is that people in MMO want friendly care-bare style fights.
      Let's beat the crap out of each other but still walk away as friends, each with their own stuff.

      But you are correct that real PVP is not wanted because people would be pissed when they lose their stuff and/or XPs/levels.

      Plus, death/defeat may not have ANY major penalties. Having to walk back to your body to collect your stuff is as horrible as it gets.
      WTF?

      Then let's just cut the BS and stop calling them PRGs but CareBareWorld instead.

    7. Re:UO wasn't that much fun really by Shinobi · · Score: 1

      The interesting thing, however, if we take WoW as an example, is that the top PvE guilds in the world tend to come from PvP realms.

    8. Re:UO wasn't that much fun really by jth1234567 · · Score: 3, Interesting

      Throughout the entire history of WoW all the way from release until today, PvP realms as a whole have been less popular then PvE realms.

      Interestingly, with European servers the situation was exactly the opposite at least during the first year after launch. I don't know if it has changed since then.

    9. Re:UO wasn't that much fun really by dave1791 · · Score: 5, Insightful

      And there were not many other choices in 1998. If you wanted to play online and were not interested in being a wolf, then you had to be a sheep. Now you have 10^7 other choices and the only people who really miss pre-trammel UO are the killers. It is no accident that Shadowbane, which was built to cater to exactly those people, failed in the market and Darkfall will never be anything more than a niche. I predict that it will fail in the long term because a world that only appeals to wolves will force most of them to be sheep (there can only ever be a few wolves, even if everyone aspires to be one) and they won't stay.

    10. Re:UO wasn't that much fun really by Chris+Mattern · · Score: 1

      Thereby demonstrating that PvP is a great place to come from.

    11. Re:UO wasn't that much fun really by MoeDrippins · · Score: 1

      > Throughout the entire history of WoW all the way from release until today, PvP realms as a whole have been less popular then PvE realms.

      The same was true of Everquest, which was arguably "hardercore", and predated WOW by a few years.

      --
      Before you design for reuse, make sure to design it for use.
    12. Re:UO wasn't that much fun really by Shinobi · · Score: 1

      I was pointed at it by a WoW-playing friend, but in the current Icecrown Citadel progression race, only 2 guilds out of the top 20 are based on PvE realms. The rest are on PvP realms. In top 10, there is currently no guild from a PvE realm.

      I think it's quite simply actually: A bit of diversity helps make the players who do not wallow in mediocrity better.

    13. Re:UO wasn't that much fun really by Anonymous Coward · · Score: 0

      Is the US the PvE realms were more popular, in Europe is was the other way around

    14. Re:UO wasn't that much fun really by thoth · · Score: 4, Interesting

      I played on a PvP server for several months, recently, and the bottom line is world pvp just sucks. It may have been envisioned as both sides battling it out over quest hubs, and that did occur, but in my experience (anecdotal, yes I know) > 80% of world pvp consisted of a highly unfair situation: either it was two or more vs one, one on one with a large level discrepancy, or a combo of both. And that just isn't fun for the outnumber and outleveled person. The final straw for me was getting one-shotted by a stealthed rogue. So I quit and when I came back, I did a realm transfer to a PvE realm.

    15. Re:UO wasn't that much fun really by Shinobi · · Score: 1

      adversity even. I blame my too heavy workload atm.

    16. Re:UO wasn't that much fun really by Anonymous Coward · · Score: 0

      Have you totally lost your mind? UO failed to grow? Thats why the game is now in its 13th YEAR! EA does not keep games alive if they fail. OH and the most populated WoW realms are the PVP realms.

    17. Re:UO wasn't that much fun really by V+for+Vendetta · · Score: 1

      EVE Online is a MMO that is based on griefing and death, and has been growing year on year since launch and is now one of the biggest.

      To add to that: The founders/first generation of devs of CCP (developers of EVE Onlinve) outed themselves as big UO fans/players. I haven't played UO myself, but others who played/play both games told me "it shows (that CCP likes UO)"

    18. Re:UO wasn't that much fun really by todrules · · Score: 1

      Pssstttt... It's Care Bear, as in the Care Bears' cartoons.

    19. Re:UO wasn't that much fun really by Tridus · · Score: 1

      That's interesting, but also not really on topic. The top guilds are a microscopic fraction of the WoW playerbase. The whole problem with a game oriented around UO style thieving and such is that there aren't enough players to support a game based on it for very long. The top guilds fit that bill perfectly, there isn't enough of them to sustain a game based on them either. :)

      --
      -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
    20. Re:UO wasn't that much fun really by dickbot · · Score: 1

      you obviously w

    21. Re:UO wasn't that much fun really by dickbot · · Score: 1

      bah nevermind, useless.

    22. Re:UO wasn't that much fun really by Shinobi · · Score: 1

      I wouldn't call EVE Online unsuccessful. It's slowly but steadily gained new players, from 2003 up to today.

    23. Re:UO wasn't that much fun really by EmperorKagato · · Score: 2, Interesting

      Yes but it is low risk PVP compared to other MMOs like EVE Online. Sure your armor will get damaged and you may lose experience points and gold but you won't lose the items on your character which always cost way more than how much you're carrying (in gold).

      --
      ----- You know you have ego issues when you register a domain in your name.
    24. Re:UO wasn't that much fun really by endofanera · · Score: 1

      I am quite certain that there is a direct correlation between being able to devote larger than average amount of your time to playing and wanting to roll on a PvP realm. If I could afford to spend most of every day and night playing, I would have a lot more interest in rolling PvP. Since my playtime is relatively precious, I dont want to spend most of it rezzing while trying to do dailies.

      If my presumption is correct, it only makes sense that the cream of the progression guilds would tend to come from PvP realms. It has less to do with the hardening effect of getting ganked and far more to do with being able to stay up all night and spend all day playing -- raiding, ganking, paying folks back for ganking, whatever.

    25. Re:UO wasn't that much fun really by Blakey+Rat · · Score: 3, Insightful

      There's a high nostalgia factor, too.

      Listen to people wax nostalgic about Everquest sometime, talking about how they had to line-up for 8 hours to enter an instance with 20 people, how if even a single person got disconnected they'd lose their spot in line and have to restart, how if they wiped in the dungeon it took 6 hours to get back to where they were before, how raiding was a 16-hour day almost every time, with no breaks.

      Then ask yourself, "would I want to play the game they're describing?" (No, you wouldn't.)

      Odds are, UO was actually just a pretty bad game. The reason he goes on about it is because his brain is infected with the nostalgia disease, which makes everything old look good even if it wasn't.

    26. Re:UO wasn't that much fun really by PopeRatzo · · Score: 1

      I predict that it will fail in the long term because a world that only appeals to wolves will force most of them to be sheep (there can only ever be a few wolves, even if everyone aspires to be one) and they won't stay.

      There's a reason that in the real world, wolves have become a endangered species and now have to be protected.

      --
      You are welcome on my lawn.
    27. Re:UO wasn't that much fun really by Blakey+Rat · · Score: 2, Informative

      "Best" by the metric of "can work as a team during a RAID lasting several hours."

      Not "best" by the metric of, "having the most fun" or "meeting new friends" or "trading/crafting like a well-run shop" or any of the thousand other ways I'd consider somebody good at the game. I know from experience that most of the people in those raiding guilds are miserable.

      (And why wouldn't they be? The guilds are full of assholes who enforce schedules like the worst bureaucrats... the "crime" of living on the west coast and having a 9-5 job is enough to be rejected by those asses.)

    28. Re:UO wasn't that much fun really by eXFeLoN · · Score: 0

      Lol. no. In fact most of the PVP realms are quite full.

      --
      My other sig is a knife wound.
    29. Re:UO wasn't that much fun really by biryokumaru · · Score: 1

      It's possible he was applying Rule 34...

      --
      When you're afraid to download music illegally in your own home, then the terrorists have won!
    30. Re:UO wasn't that much fun really by Shinobi · · Score: 2, Insightful

      Lol, that bullshit again.

      The problem with ganking is, as the summary stated, a case of risk-analysis. If you are on a PvP realm, and know there's a risk of being ganked and you have an aversion to that, why are you doing them solo? The top guilds tend to have players who don't settle for mediocrity, and thus instead go in with the attitude of "I'll kick the ass of anyone who tries to mess with me", or do dailies together with other guildies and are thus better prepared to deal with any threat. Meanwhile, less capable people don't tend to have a mentality of being willing to deal with major challenges and thus improve by overcoming them.

      The major issue with playtime is that the average time played for the top guilds and less capable guilds tends to be the same over a period of time, say 6 months. The difference is that for the top guilds it tends to be in peaks, with plenty of time played at the release of new content tapering off to a deep valley when the new content is cleared and on farm status, while the less capable guilds have a more flat profile.

      I mean, it's such an obvious lie that it's hard to understand why people keep perpetrating it. Simply put, if their entire life was devoted to it, they wouldn't have girlfriends/boyfriends/wives/husbands(Which many do), they wouldn't have other hobbies(Which they do), they wouldn't be able to spend days making movies as another hobby of theirs.

    31. Re:UO wasn't that much fun really by Delusion_ · · Score: 5, Insightful

      All of the people I know who miss UO were into the PK scene.

      Calling it PVP is misleading because for people who never played UO, that brings to mind more modern games' consent-based PVP systems. In WoW, you consent to PvP by playing on a PvP server, starting a duel, enabling your PvP flag, and/or joining a battleground. In UO, you could kill other players outside town, period. There were originally some "disincentives" to excessive PKing, but the biggest was getting a badass title that showed how notorious you were, so that was really more of an incentive.

      Also, to those who didn't play it, it's necessary to understand that UO was not a level-based system where the only way to kill someone ten levels over you was for them to be comatose. It was a character skill-based system where the skills you used the most increased the most.

      The typical PKer had an advantage over non-PKers because they had a different understanding (and in retrospect, a correct one) of how PVP combat worked. The typical non-PKer was far too enamoured of gear and character skills. The PKer understood that if you weren't ready to fight ten seconds after resurrection, you probably already lost. If your gameplay depended on superior equipment, you were quite honestly doing it wrong, and the difference between character skills was far, far less important than player experience. To add to the issue, UO was also riddled with a ridiculous amount of huge bugs. If you think you know what bugs are strictly from WoW experience, I have to say, you honestly have no idea.

      Non-PVP zones were limited to cities, so the exits to the cities were a killing ground. Graveyards were resurrection zones, so those were a killing ground. Dungeons were favorite destinations, so those were a killing ground.

      Many other posters have brought some or all of these issues up.

      The key for wolves was to have enough sheep, and that's where the legacy of the Ultima series comes into play. Ultima was a game series that, for its time, had a very large fan base. Furthermore, it was a very moral series of games. Ultima 1-3 where pretty much standard-fare RPG mishmashes of Tolkien, every bad fantasy book ever made, and science fiction. When U4 came out, it was extremely different. Though it hasn't aged well (meaning I don't think you'll get a correct sense of how different it was at the time, if you emulate it today), it was a revelatory experience. No longer could you win the game by destroying everything in sight and not taking everything that wasn't locked down (assuming you were strong enough to defeat the guards or clever enough to evade them). Ultima 4 was a game about what it means to be virtuous. Ultima 5 dealt with what it means to enforce virtue as draconian law, subverting virtue. Ultima 6 concerned itself with the problem of evil and the moral ramifications of messiah prophecy. Ultima 7 was less about moral dimensions, but had solid gameplay, and Ultima 8 was the first game which really failed to meet fan expectations.

      Due to the moral dimensions of U4-6, and the quality of U7, Ultima not only had a very strong following, but it appealed to a lot of people who liked the fact that it wasn't just another game where you can kill your way out of every situation. It appealed to players' senses of justice, fairness, and compassion. In fact, U4 introduced a Virtue System which not only codified 8 virtues (honesty, compassion, valor, justice, honor, sacrifice, spirituality and humility) and 3 principles which guided them (truth, love and courage). Ultima Online had a lot of players who remembered the U4-6 legacy with fondness, and had a fan base where such virtues were often exemplified in the community.

      Ultima Online shipped without any virtue system, needless to say. It was filled with a lot of non-PVPers, for many of whom UO was their first mulitplayer RPG. Many of the PK crowd came from other smaller games where PVP was more common. The collision of values is what was important, because it gave a lot of the n

    32. Re:UO wasn't that much fun really by dreamchaser · · Score: 1

      I still hunt reds in Fel from time to time, but with all the changes such as randomizing resource locations it's just not that fun anymore unless you raid Champ Spawns.

    33. Re:UO wasn't that much fun really by jellomizer · · Score: 1

      If you think that the very things that have been removed (housing and thieving would be two good topics) caused WoW to become the most popular MMO, why is that?

      Games are not fun if you have to play them. Housing and Looting creates a world that is too immersive and requires you to play almost all the time. Housing creates property that you need to protect as well as a place for people target you. Looting may be fun for the looter but not for the person who has been looted. So you will need to play almost all the time to prevent your house from being ransack as well you need to ransack others houses otherwise the people who does play the game all the time will get all the cool stuff and you will end up with the junky stuff and it keeps on getting stolen from you every night.

      There is a line between being realistic enough to get really into the game. And to a point where you are a slave to the game.

      --
      If something is so important that you feel the need to post it on the internet... It probably isn't that important.
    34. Re:UO wasn't that much fun really by craenor · · Score: 1

      I miss pre-Trammel UO and I wasn't a killer. However, I also lived in Upstate NY at the time, in Time Warner's first area to test Road Runner (or one of the first). So everyone else was on dial-up while I was on Cable, and latency made a HUGE difference in UO. So, the only reason I'm able to miss it, is because I had a very unfair advantage that made me almost unkillable to PKers.

      So yeah, the only reason I liked UO as much as I did, is because I could laugh at the killers seeming ineptitude.

    35. Re:UO wasn't that much fun really by NoSleepDemon · · Score: 1, Interesting

      Here here! I made the massive mistake of rolling on a PvE server to join a group of chumps who I socialised with. I remember when we had a Christmas pvp brawl in GB arena and me and my Arena buddy wiped 6 of them out. Instead of backing off and regrouping and wondering why a Rogue and a Mage could decimate them, half of them just up and logged out.

      This seems to be the mentality on PvE servers, if you screw up, go home and cry. It's really sad, and when BGs and Arena came along, world PvP almost completely died. It got to such a point that a handfull of us got cried about on forums, and people would call us cowards and social failures and the rest, conveniently forgetting that when they finally did gang up on us, we stayed and fought.

      It's nothing to do with free time, people just don't like a challenge, they want to be spoonfed the latest purples along with 24 of their bestest buddies. I personally really enjoy playing in a lawless world, where a mistake can have real consequences. I've been griefed many, many times, sometimes by people 70 levels above me, other times by people 2 levels below me who were simply better than me. It makes the getting even that bit sweeter.

    36. Re:UO wasn't that much fun really by Anonymous Coward · · Score: 0

      UO was much more exciting. If you don't like getting PvP'd, then make some allies. Put your stuff in the bank. Travel light. Take a less dangerous route. Beg for mercy. Buy a bigger sword.

      I just couldn't enjoy WoW, it felt like the interaction was so minimal. I glean no pleasure from getting the better of an NPC. 'Instances' seem to me to completely miss the point of an MMORPG, and you are jarringly asked to accept the notion that you can travel to a special parallel universe where only you and your friends exist. There was no sense of the unexpected, since the monsters seemed to be grouped geographically by how hard they are to kill.

      UO became something more than it's design, through the emergent effect of everyone being out for themselves. WoW has no room for adventure, and it gives you no scope to become something new or try something different. At least, that's the overwhelming impression I got from 2 weeks of the most tedious gameplay of my whole life. Boring.

    37. Re:UO wasn't that much fun really by CarbonShell · · Score: 1

      Ah, yeah, thanks. Damn spell checking for my dyslexia does not work when the misspelled word actually exists. :D

    38. Re:UO wasn't that much fun really by Skuld-Chan · · Score: 1

      World PVP in wow was kinda lame. Say you did win an actual encounter with another player your level - you'd die 10 minutes later when said play came back with their high level toon.

      And running around hellfire with a million DK's is fun for an undergeared priest right? Its too one sided for many of the same reasons. Its not uncommon to hit level 60 and be wearing the same crap you had at level 20.

      The problem is - to grief you have to have people to grief, and eventually they get sick of it and go pve.

      If WoW had some sort of Karma system like Lineage 2 - I think it would be far more balanced (basically penalities for killing players who can't or don't fight back) - but alas I doubt we'll ever see player controlled factions or PVP in wow ever.

    39. Re:UO wasn't that much fun really by Greyfox · · Score: 1
      Pre-tram UO didn't have a lot of variety, but it was an ideal PvP environment because even if you lost all the stuff you were carrying, you were never really out all that much. It was pretty well balanced and most people had no idea what they were doing anyway, so even a relatively new character could go up against someone who'd been around a while and have a reasonable chance of winning. The crafting system was excellent and you could actually make reasonable gold just doing that, if that was your thing. The interface was always clunky though, and there were a lot of potential exploits in the world which a lot of people used to their advantage.

      The changes EA made to them, the all-pve zones, insurance and the WoW-like item grind really took the game downhill. At the same time people knew what they were doing a lot more than they did in the early days and started min/maxing their skills. It's a lot harder to be a casual player once that starts happening.

      EvE online is very much like UO in a lot of respects. You can take a relatively cheap ship out to the PvP zones and have a reasonable chance if you know what you're doing. You can also take a ship you spent all your money on, if you're a fool, and get it blown up the moment you jump through the gate. If you liked old-school UO, you might give EvE a try.

      --

      I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

    40. Re:UO wasn't that much fun really by Skuld-Chan · · Score: 1

      Players who endorse PVP realms and trudge through that leveling process tend to be a tad more hardcore. I think this will change however since they allow realm transfers from PVE realms to PVP realms.

      I noticed this however when I played on Tichnondrous - it was rare to run into a player who had no idea what they were doing. When I moved to Korialstraz its REALLY common (things like hunters wearing defense trinkets at level 80).

    41. Re:UO wasn't that much fun really by Anonymous Coward · · Score: 0

      The server those folks are on has nothing to do with their status. It's just a name. Especially with server and now faction transfers. The top guilds aren't based on a server, they're based outside the game.

    42. Re:UO wasn't that much fun really by Greyfox · · Score: 2
      Yep, I likened WoW world PvP to a mall controlled by a gang. Every time non-gang members go to that mall, they're anally raped by members of that gang. The gang tells people "If you don't like it, go to a different mall." And then they're surprised when people do.

      A lowbie being repeatedly killed by someone 20-30 levels higher than him is not having fun. Sure, once you get a character to max level you can go back and kill the guys doing that because they're usually scrubs who can't handle people at their own level, but honestly why put up with 80 levels of getting anally raped just to get to that point?

      --

      I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

    43. Re:UO wasn't that much fun really by Anonymous Coward · · Score: 0

      Well, yeah, obviously. They are both obsessive min/maxers and power-levellers more often than not.

    44. Re:UO wasn't that much fun really by cprice · · Score: 1

      I've been playing wow on a fairly regular basis for a number of years now and always on a PVP server.

      I've found that the majority of what you would call 'world pvp' is really just cyber-bullying. As I level new toons through the game, I find that the people who chose to engage me in PVP are players of significantly higher level than I. I can count on one hand the number of times a player of roughly equivalent level to me engaged me in what one would call a 'fair fight'. The VAST majority of PVP incidents I have experienced have been where my lowly level 20 gets 'ganked' by a level 80. Often, the level 80's are working in groups and attacking low level towns for long periods of time, effectively bullying the lower level toons populating the area. Well equipped level 80's of the same faction often come to help the low level toons drive off he bullies, but its usually a case of too little too late.

      Battlegrounds and Arenas are popular as they make for a relatively 'fair' PVP fight and this much more enjoyable.

    45. Re:UO wasn't that much fun really by Anonymous Coward · · Score: 0

      maybe the right amount of in-game justice with permadeath may keep the thieves/killers low enough so that only the skilled and moderate ones may continue to play undetected. This could be done placing higher density of guards on low level areas and vice versa. or just put in lot of guards letting them gang up on killers on sight or trying to fine thieves for 10x the stolen item plus restitution, letting be those that via skillful maneuvering or quiet ambush on uncivilized areas remain undetected.

      There is no problem in having a modicum of considerate thieves/assassins in a game, it may make going to those uncivilized areas so more rewarding... the problem is where this becomes rampant. Quick and effective justice may help. maybe. not that there actually was an experiment in that direction, I think.

    46. Re:UO wasn't that much fun really by Anonymous Coward · · Score: 0

      Most of those realms aren't empty...and you're a moron for making a generalization like that obviously talking out of your ass.

      Yes, the PVP servers are opt-in...but the whole "griefing" thing is blown way out of proportion. It happens rarely, if ever, and the most important places you can't pvp/gank anyways. Instances protect ya from people coming and screwing with your group/raid...so, please, learn first, before opening your mouth.

    47. Re:UO wasn't that much fun really by PPalmgren · · Score: 1

      There was never an incentive to PvP in WoW other than the adrenaline. Before the honor system was implemented, PvP players would roam around looking for a good fight. The only people fighting were those who enjoyed it. However, there was no risk involved, which caused it to get very stale very fast. They then proceeded to implement the honor system, a system that rewarded time rather than skill. After that came arenas, which took out the random factor and the fear variable when out in the world.

      The Author's friend is looking for something like AC or UO where being out in the world involves risk. In both of these games, when you die you lose stuff. Shadowbane did a good implementation of land ownership so clans had something to fight over. Darkfall included cities, full loot pvp, and completely different gamplay (aiming not just random numbers) but failed due to a poor launch, a few lackluster implementations, and easily exploitable mob AI and siege mechanics.

      The thing all of the games I listed in the above paragraph have in common is there is a constant presence of risk vs. reward. WoW and other vanilla MMOs do not have this. There aren't many feelings in gaming that compare to looting your 15th mob, holding 2000 gold, and hearing a bow draw behind you like in Darkfall (there was no radar), or assaulting an enemy city with 100 other people to try to take their land.

      To answer the OP, the reason is that most MMOs fail in general. I'd argue less than 10% of MMOs are truly successful, and the fact that you can count the hardcore FFA PVP MMOs on one hand doesn't put the odds in their favor. For every PVE MMO thats successful dozens fail, they just never get the attention the risk MMOs do. Be patient, one of these days a well-funded indie studio with a good idea and skilled developers will code a game that will win your heart. Until that day comes, we'll just have to settle for less. Another reason is that most people play games to relax rather than compete. Risk PVP MMOs are inherently extremely competitive, and only caters to a small portion of the gaming community. As such, a successful MMO catering to this niche will probably reach 1 million players at most (case in point Eve).

    48. Re:UO wasn't that much fun really by Moryath · · Score: 1

      Alternatively, the "hardcore" types tend to PvP, while everyone else stays away from them since it's no fun being level 30 and constantly ganked by the previously-mentioned "griefing fucktards" who populate the free-PvP servers.

      Thus, the casual players explore over time, and there are a LOT more of them, whereas the "top guilds" from the PvP servers make sense because they're the only ones with so little social life (or even just job responsibilities) that they can handle playing the 18+ hours per day required to retain "top guild" status.

    49. Re:UO wasn't that much fun really by Anonymous Coward · · Score: 0

      I played and miss UO pre-trammel and I didn't go around PKing people. But I DO miss the fear. You had to be careful when you left your house or went into a dungeon. The world was dangerous and you stood to lose quite a bit when you died, especially if you had some sweet gear (which was actually rare). And when you or your buddy got PKed in a dungeon, you rounded up a posse and went for revenge. Most of the time they just recalled away, but sometimes you got a really cool fight, where dying mattered. Modern MMO's don't have any fear. Oh no! Not a 5 minute walk from the graveyard! And having a house in UO was a luxury. There wasn't an empty house plot in the whole world. Whenever you opened the door you were vulnerable, because people would do anything for a chance at getting in to loot your stuff. Maybe casual players found all of that annoying or off putting, but the really hardcore players lived for it.

    50. Re:UO wasn't that much fun really by krotkruton · · Score: 1

      I, for one, miss UO and was not "into the PvP scene" as I think you mean it. Sure, I had a PvP character and a thief as well, but those were for revenge, not the greifing everyone has been talking about. I had two accounts and the whole range of characters. I played with friends that I knew in rl and met more than a few in-game. I joined guilds and ran guilds. I got involved with quests and in-game events. I loved playing UO. I played UO for 6 years until EA took over, banned one of my accounts for dying clothes purple, and started giving out old, rare gifts to newbs (yes, that's how it was spelled when I played UO) which destroyed the value of things I spent years collecting. I've tried other games, but haven't spent more than a month on a MMO since. Nothing else compares, and I think it's the skill system, not the griefing. Sure, that isn't the point of the summary, but there are plenty of people out there who miss UO for reasons other than PvP. Despite PKs, I would still be playing if it wasn't for EA.

    51. Re:UO wasn't that much fun really by bishiraver · · Score: 1

      Then again, things like the Shadowclan Orcs don't really translate well to anything other than pre-Tramell UO :) And that was a huge factor in making Catskills a great server to play on.

    52. Re:UO wasn't that much fun really by bishiraver · · Score: 1

      UO proved that you could build a large enough base of people around it.

      Just look at the glut of houses pre-Trammel..

      They just wanted it to be bigger. They didn't realize they had something niche and magical.

    53. Re:UO wasn't that much fun really by Duradin · · Score: 1

      You could just delete your character every time you die. Nothing is stopping *you* from doing that. Then you could have your "real world" pvp and the rest of us can have our fun.

    54. Re:UO wasn't that much fun really by bishiraver · · Score: 1

      Thanks for the thoughtful post.

      I wonder what the game would be like if they had encoded virtues into it instead of the half-baked notoriety/honor system.

    55. Re:UO wasn't that much fun really by dan828 · · Score: 1

      Good for you. Just realize that most people don't share your interest, and that MMORPGs based on what you're looking for don't do well. You can get that sort of fix on FPSes without the monthly fee.

    56. Re:UO wasn't that much fun really by ShakaUVM · · Score: 1

      >>Beign griefed is not fun for such a person so UO failed to grow.

      No, but the sheer openness of UO was what made it fun. Knowing that at any time someone would try to rob you or kill you meant that you had to be on your toes all the time, transforming the mundane (walking down a dirt road back to the mines) into something interesting.

      >>No other game that allows griefign will be fun so you won't see them get developed or launched.

      WoW world PvP is one of the worst designed pieces of shit ever, so you won't hear me arguing for that system, but every once in a while, when you get into world PvP situations between yourself and opponent(s) of equal level and gear, it would actually be quite fun. If they'd given it official game mechanic support (say, badges of some kind for killing equal level opponent, and no, the Icecrown gank quests don't count) then it could have been a much better game than the grindfest that WoW is. I prefer much more open and freeform games, with some degree of structure.

      UO would have been an awesome MMORPG, except there wasn't anything to do, officially. There wasn't any structure to it at all.

    57. Re:UO wasn't that much fun really by Anonymous Coward · · Score: 1, Interesting

      I disagree. Maybe I'm the only one? (I played the whole original series, BTW.) I spent the first 8 months of UO running around naked in the forest getting killed by *rabbits*. You call that fun? But little by little I grew stronger, faster, smarter, etc. And I RPed the whole time. I was that crazy backwoods guy from SB. Sure, I could have GMed in a few days using the legal (and illegal) tricks, but I didn't. I cut wood, made arrows, made bows, hunted and skinned and cooked animals (and the assorted weak monsters), got very good at taming and hiding, ran (or hid) from PKers and big monsters, helped other players who needed help, fought brigands and orcs, supported the local economy, etc. I eventually became extremely capable -- within the bounds of my style of gameplay; I could still be wiped off the map in a few seconds by a bunch of teenage jerks with too much time on their hands, but I rarely held it against them ("they know not what they do.."). I helped free Trinsic from the Undead Horde, defended Britain against the Ratman Army, the Troll Army, et al. I sailed to and explored all the distant islands, killed pirates and kraken and sea monsters. I explored the Lost Lands (financed through horse trading), and most of the dungeons. I also got both my kids playing; we bought a house, and had 5 chars between the three of us. We had a lot of fun.

      When EA raised the price, we quit UO, and moved to free servers. We played on Hybrid for a while, and several others. But I haven't played for a few years now. Despite all the orthographic weirdness, the half-3D, the lag, and all the other little annoyances, I miss UO. I toyed with the idea of setting up my own Sphere or RunUO server, but never found enough time to work out all the bugs, and tweak things to be the way I wanted them to be.

      While I also enjoy closed games like Diablo, D2, etc., I find the ease of advancement cheapens the experience. UO was far more "real" in that you could spend an entire afternoon wiping out savages or undead or whatever, and barely justify it, given the material rewards. But it was a darn hoot. IMHO :)

    58. Re:UO wasn't that much fun really by gknoy · · Score: 1

      Someone who deliberately pursues a fair fight is a FOOL. It's not tactically sound. Surprise is your biggest asset, no matter what class you're playing, and especially if you're a class that cannot heal or escape. This is why world-pvp fights are invariably gankfests:

      - If you see someone more dangerous than you, run the hell away or pray they're feeling nice
      - If not, /gank.

      This is also why people "camp" in defensive positions when playing CounterStrike or Call of Duty objective-based matches. Some call it "cheap", but it's usually just applying sound tactics. (I agree, it certainly is not fun to be on the receiving end of being ganked.)

    59. Re:UO wasn't that much fun really by Anonymous Coward · · Score: 0

      I wonder what the game would be like if they had encoded virtues into it instead of the half-baked notoriety/honor system.

      That certainly would have been interesting, because the Ultima's Virtues were like a medieval version of Secular Humanism. Even "Spirituality" was presented in such a way that it could be equally upheld using the strictures of many different real-world religions.

      However, I can understand why they didn't try, even though it probably would have been a glorious type of failure. It is hard enough to code a convincing system of ethics and moral philosophy when you are only worried about the actions of one player. For instance, as well as the systems pulled it off in Ulitma 4 & 5, they weren't perfect and if you really wanted to there were a few parts could be "gamed" and exploited just like any other RPG mechanic. Now imagine instead of tracking and trying to figure-out the morality of one player's actions, the system is trying to do it for possibly thousands at a time who and are often interacting with each other! I'm not saying it's impossible, but it would be extremely difficult and given the flaws UO's original notoriety/honor system...

    60. Re:UO wasn't that much fun really by blankinthefill · · Score: 1

      Yet most end game progression in PvE also occurs on PvP servers. The first move many end game guilds made when PvE--->PvP transfers were allowed was to move to PvP servers. Beyond that, there was a huge call for RP-PvP servers, enough that Blizzard created that 4th server type. I'm not sure what this proves, if anything, but I do know from experience that realms with a strong end game progression tend to have more active, and more healthy, communities overall.

    61. Re:UO wasn't that much fun really by NoSleepDemon · · Score: 1

      Of course, Natural Selection is one of my favourites. The worlds in MMOs are usually far more engaging than ns_eclipse though, the exception being Aion Online, which is the most soulless korean grinding drivel I've ever thrown my money at.

    62. Re:UO wasn't that much fun really by cynyr · · Score: 1

      I'm on a pve server do t limited play time. I want to get one, get in that raid, and kill stuff. Then the next day do my dailies to pay for my habit. getting ganked/greifed/camped does not help towards this end goal. even if i want to pvp 90% of the time, i could by BGs, arena, WG, etc. no need to get griefed in the normal world.

      --
      All of the above was encrypted with a Quad ROT-13 method. Unauthorized decryption is in violation of the DMCA.
    63. Re:UO wasn't that much fun really by haruharaharu · · Score: 1

      And the whole point of MMOs is that they aren't the real world, so things are set up to make the fights more fair.

      --
      Reboot macht Frei.
    64. Re:UO wasn't that much fun really by jythie · · Score: 1

      I think you are not far off there. PvP groups tend to require dedication, otherwise you get kicked as 'deadweight', so in general only very active players can really participate in them.

    65. Re:UO wasn't that much fun really by jythie · · Score: 1

      EVE Online managed to find a balance that UO did not. The game has plenty of room for PvE people. Though just like the split UO went through when they mirrored the world, most people in EVE stick to the PvE areas (including alts of PvP players since PvP is.. well.. not very profitable). EVE survives because they have learned to cater to both groups, not giving either the full experince they want, but enough that they enrich eachother.

    66. Re:UO wasn't that much fun really by jythie · · Score: 1

      They were also running in the red. Pre-Trammel they were not pulling a profit,.. they were too niche to maintain themselves.

    67. Re:UO wasn't that much fun really by jythie · · Score: 1

      Well, in theory the developers wanted political conflict, not griefing. And EVE does not have death, just 'loose your stuff'. EVE PvPers like talking how hardcore they are, but I doubt they would be so full of themselves if they played one of the old permadeath MUDs.

    68. Re:UO wasn't that much fun really by Cederic · · Score: 1

      Anybody that's any good relishes a good fight. My favourite online experiences have often involved a balanced fight, where it's my skill against someone else's, no equipment/link/class advantages at play.

      Losing a fight like that gives you incentive to get better, go back and win.

      Losing a fight where you're heavily outnumbered, outgeared or inherently disadvantaged due to game design (hello Warhammer) gives you incentive to find a different game.

      Winning a fight where you have overwhelming advantage is just boring.

      Wanting a fair fight isn't being a fool, it's enjoying the gaming experience. It's enjoying the challenge. Hell, I'll go up against superior numbers if I have a chance of getting at least one of them, for the challenge and the enjoyment of trying.

      If I see two people having a fair fight, if there's nothing strategic at stake then I'll often happily sit by and watch them finish it off.

      Sure, people camp, they use aimbots in FPS games, they gank, and they act like 14 year olds. It's unfortunate, but online games don't generally ban 14 year olds.

    69. Re:UO wasn't that much fun really by Reapy · · Score: 1

      Shadowbane failed due to not having the tech to support the point of the game. Whenever you put 200 players in one location the game would consistently crash to desktop. When the whole point of the game is to participate in city sieges, and then when you do, the game crashes...that'll drive people off... at least that is why I left. But I thought SB had a lot of potential and it was a well developed system... they just didn't have the $$ to pull it off imho.

    70. Re:UO wasn't that much fun really by MeanderingMind · · Score: 1

      Keep in mind as well that the situational awareness and correct reactions required to survive or really accomplish anything on a PvP realm are valuable skills to bring into a PvE context. They alone don't make a good raider, but they are the hardest skills to teach.

      At the same time, not all PvE realm players are there because they don't have the mentality to deal with challenges. Some people simply don't enjoy having their play schedule impeded or interrupted at random by other players.

      --
      Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
    71. Re:UO wasn't that much fun really by Elshar · · Score: 1

      Interesting post. What was the comic you wrote? I remember reading quite a few UO based comics back in the day. ;)

    72. Re:UO wasn't that much fun really by Anonymous Coward · · Score: 0

      That's cause I'm a melee hunter.

    73. Re:UO wasn't that much fun really by Hubbell · · Score: 1

      2+on1 should be the most fun fights. The problem is wow is entirely based on class/item/level, with an incredibly minimal amount on playerskill. The lack of collision detection (aka the game is all based on autohit so you can't dodge anything manually) makes the class/item/level based existence even more solidified. In games like Asheron's Call and now Darkfall Online not only are the games less based on character skill/items/level, you can manually dodge most (in AC) or ALL (in Darkfall) attacks if you were good enough. My favorite fights in AC were on my level 140 (max level was 245, you would earn experience and 'buy' points into each skill on a diminishing return curve, each point costing more than the next, last 5 points costing more than the previous 200 or so) fighting 5-15on1 against levels 120-245.

    74. Re:UO wasn't that much fun really by Darinbob · · Score: 1

      "Top" by someone else's standards of course. Top raiding guilds, or top pvp guilds, or top casual guilds, or top leveling guilds, top drama queen guild, or top crafting guild, or top in terms of population, or top in terms of marketing themselves as being the best, etc.

    75. Re:UO wasn't that much fun really by Darinbob · · Score: 1

      PvP players tend to be hyper competitive, and for PvP you can't settle for generic gear, you have to have the best at all times. The same mental attitude/flaw that makes you want to kick everyone's ass and strut your stuff is the same attitude/flaw that makes you grind out every last point of advantage. Even in PvE worlds and games, the players who are doing best in the hardcore end-game content are the ones most likely to shout abuse and trash talk others who aren't as good. Bunch of geeks who didn't get to play sports are now expressing their testosterone overdoses online instead.

    76. Re:UO wasn't that much fun really by Anonymous Coward · · Score: 0

      I don't know about having a chance of winning... In my experience, this was 2 of them against 1 of me, or 1 of them and 1 of me with mobs on me and half health.

      If you think I had a chance of winning those, you probably think I played a shaman =p
      Then again, I was a resto druid

    77. Re:UO wasn't that much fun really by Delusion_ · · Score: 1

      Killed on Sight. Sadly, I do not have a complete archive between what I have on one computer backup and what's up on archive.org.

    78. Re:UO wasn't that much fun really by NecroBones · · Score: 1

      I was about to say that this was a well-thought out post, one I might have written about UO myself, until I got to the part about "a screenshot comic series", and then thought maybe I _did_ write this in my sleep or something. :)

      Hey there Delusion, good to see you. Long time no see! I was Bones Dragon, in another life. :)

      I urge everyone here to read Delusion's post if you want to understand UO and its player-base, in the context of the nascent 1997 MMO community. He really nails it.

      --
      I have not lost my mind... it's backed up on disk somewhere!
    79. Re:UO wasn't that much fun really by Delusion_ · · Score: 1

      Thanks, good to hear from you again. A few years ago, I tried to get a KoS archive together, but I didn't have all the content (even with the help of archive.org).

      I think the WoW-centric playerbase of MMOGs have a difficult time understanding how different UO was from even its immediate successors, let alone WoW, for good or bad.

      I had the misfortune of having to explain a UO joke a few weeks ago that required re-hashing a lot of things that simply aren't common in MMOGs anymore (ridiculously loose interfaces, the lack of consent-based PvP, and the whole gear issue). I'm glad I was there for the UO experience, but honestly, I don't miss it. A lot of the old r33t.org people sure do, and it's sad to see them pine for glory days (for them) that will never return, simply for lack of unwilling victims.

    80. Re:UO wasn't that much fun really by Elshar · · Score: 1

      Ah, cool. I remember reading your comic, along with a few others. Bonedude and platedude come to mind, and a few others.. some jester guy? Hrm.

      Anyways, the satire always made the problems with the game seem funny and more bearable.

      At this point I haven't played in years, and I doubt I ever will again.

    81. Re:UO wasn't that much fun really by coxymla · · Score: 1
      Just to backup that PVP realms are hardly empty, I looked up some stats. These are from warcraftrealms.com, and rely on players running 'censuses' on their realms. The results are then upoloaded to the site.

      PVE realms - 2,915,502 active players A to H Ratio: 1.6 : 1

      PVP realms - 2,200,206 active players A to H Ratio: 1 : 1.6

    82. Re:UO wasn't that much fun really by Koby77 · · Score: 1

      This is why most PvP is a long term failure. Players typically envision themselves as the ones doing the killing when they begin playing. When the reality sinks in that 95% of the playerbase will be on the victim-end of the killing, the playerbase abandons the game. Pre-Trammel UO was fun for the griefers because it was a captive audience; if you didn't prefer a PvP-enabled environment, your alternative was to quit the graphical MMO scene altogether, so griefers had a target-rich environment. The pre-trammel UO days will never be recaptured simply because there is competition. Griefers naturally force non-griefers out of the game environment until there is either noone left, or only griefers remain, both scenarios of which which defeats the purpose of being a griefer.

    83. Re:UO wasn't that much fun really by youngone · · Score: 1

      Maybe we could spell Care Bear correctly instead.

    84. Re:UO wasn't that much fun really by JakFrost · · Score: 1

      Odds are, UO was actually just a pretty bad game. The reason he goes on about it is because his brain is infected with the nostalgia disease, which makes everything old look good even if it wasn't.

      Absolutely correct! Ultima Online was a pretty bad game overall, the implementation was buggy as hell not from a crashing application point of view (that did happen sometimes) but from a poorly thought out design and logic aspect coupled with inconsistently implementation of that bad design in software on the server side. The sheer number of changes that happened to the game during closed beta and open beta in 1997 to the launch and major world design changes in 1998-1999 were just staggering. Anytime there was a major patch release huge swaths of the game would just be dramatically altered and changed and this rippled throughout the game world every 3-6 or so months until the economy, the skill and player design settled, and then the talk of the next major patch would arrive.

      The thing that kept UO interesting was that it was the only real graphical MMORPG game available at the time in the US that was easy enough for people to get into, buy the game, install, run update patches for an hour or more, and try to create an account without losing connection, and hope to jump on a server without lagging into black. If you did finally make it into the game world be amazed and confused completely at everything around you since none of the instructions you had explained anything at all and all were worthless because of the last few years of major patches that changed the world. You literally had to learn like a baby through game experience and mistakes. Sometimes you would glimpse some wisdom online from some tutorials or forum posts but those would get obsolete with the next patch release and wouldn't be updated.

      Everyone just remembers UO through Rose Colored glasses of Nostalgia (+1) because it was most likely one of their very first MMORPG experiences of the time. It was mine and it shaped my adulthood in a negative way and but it also immunized me against future grindfest MMORPGS like EverQuest 1 & 2, World of Worldcraft, etc. I never played any other online RPG games because I put in my time grinding away my time at UO and I never wanted to repeat that ever again.

      I look at my friend who pushed me into got me into UO and who stayed with MMORPGs, played Shadowbane hardcore and who got addicted to WoW spending the last 10-years doing the same shit again over and over and over again. He's nowhere now, still living with his parents without any prospects for a normal life or job in the future.

      I look at my time in UO as interesting but ultimately bad.

    85. Re:UO wasn't that much fun really by JakFrost · · Score: 1

      Yep I saw the period when folks with non-dial-up connections from college, work, or lucky enough to have ISDN would run at twice or thrice your speed and they would be impossible to target or even hit. On Cheapeake server we had a few hardcore PKers who were unstoppable because of this huge speed advantage coupled with experience in PKing and developed characters to boot. Even when I went out of my way to get ISDN to drop my latency from 130ms to 50-60ms I was glad to get away from many dial-up wanna-be PKers but would every so often encounter someone who'd take me out with a better connection, surprise, or just better game skills.

      This difference in performance is just like the old days of Doom where you CPU speed would increase your frame rate making you run faster, or Quake 1 where your faster computer would make you shoot lightning or nails faster and do more damage per second.

    86. Re:UO wasn't that much fun really by JakFrost · · Score: 2, Insightful

      I would say that OSI then EA (Electronic Arts) slowly started killing Ultima Online right after the PvP shard split to Felucca (PvE) and Trammel (PvE) shard mirrors. After that the game became segregated into two different cultures and future patches started driving the game more towards a PvE environment that was newb friendly. After that the game started moving away from a skill based system to an item oriented one further devolving the game into a grind fest for goods which ultimately lead to free rate item awards for players based purely on the age of the characters regardless of skills. Not to mention increased stat caps based on age also that put all new players at a disadvantage that could never be overcome due to the younger status of their new characters. The Champion Spawn and Power Scroll drove the game insane with quests for rate +20 skill increase scrolls and +25 stat (int, str, dex) scrolls along with custom smith crafting hammers. Item insurance, no-body loot rules, item lockdown, and bags of teleportation just added into the item hoarding aspect of the game that slowly turned it into a grind for stuff.

      I played mostly as I lawful good character in the game, not a NotoPK, just a real good and honest player from the 1997-8 release until a few years later, with multiple periods of not playing in-between. I build my characters through normal playing and progression of skills fighting in dungeons with other blue's and ad-hoc formed groups of people just crawling through dungeons for loot and skills. The constant danger of random PKers was there and always the fear of a PK raid would exist but they made the game more exciting and interesting because they created real risks. The PK and NotoPK wars were the most interesting in pre-Trammel days since those were the early frontier times where you were only marginally safe in the cities since there auto-kill guards were not very effective to being completely on your own with ability to lose all of your loot, time, and sometimes skills for anyone turned red when you died.

      An accidental venture too deep into the forests north Britain could have you run into a lonely gazer who'd combo you with explosion, energy bolt, and lighting to turn you into a corpse as you're trying to run away, only to end up having to run on foot to the closest shrine for resurrection and hope that you can get to your body with no health without getting killed by a passing by red, a lowly monster, or bad luck on the way before you body expires along with all of your gear and loot inside requiring you to reequip everything. Those were the most memorable moments for me playing that game, the risk heightened the whole experience and the adrenaline dumps you would experience from the things that happened in the game since you knew the risk and the loss you could really sustain.

      Honestly, never being a PKer or griefer I preferred the original risky UO experience than the softened up consensual PvP that exists in games today, there is no risk to your game and the whole thing just devolves into skill grinding, item gathering, or a huge boring chatroom.

    87. Re:UO wasn't that much fun really by Anonymous Coward · · Score: 0

      Come to EVE, where you can lose a month's worth of value in the space of an evening (or an hour).

      Although at least most people learn to follow the mantra of "don't fly what you can't afford to lose".

    88. Re:UO wasn't that much fun really by Wildclaw · · Score: 1

      . I don't know if it has changed since then.

      It has changed a lot. There are about 25 more PvP realms than PvE realms in Europe, but the population figures are quite grim for PvP realms. Now, I am using warcraftrealms for these figures, so they aren't offical or really accurate as it depends on actually people using an addon and submitting data. But they do tell an interesting story.

      Out of the top 50 realms only 10 are PvP. On the other, hand out of bottom 50, 36 are PvP realms.

    89. Re:UO wasn't that much fun really by Wildclaw · · Score: 1

      It is like backyard basketball, either you play for fun or you play seriously.
      In the first, it is a friendly match between friends and the outcome is irrelevant.
      In the latter you will go up against people who do not know you, don't care about you and just want to show you who is best. And you might wind up hurt.
      uhm .. -might +probably will

      en let's just cut the BS

      Yeah, let's cut the bullshit. Those who live for the kill are simply shitheads, all of them, no exception. They are no different than the dirty politicians taking bribes or lying, thieving bankers. They don't create, they just destroy. And yes, a lot of sport elites are in this group also.

      The real winners are those who live for the action. Their objective is not to defeat the opponent by any means necessary. Instead it is to create a masterpiece from the actual experience. Most winners will do their best to stay away from shitheads, because shitheads simply ruins your inspiration and experience.

      Fortunately, shitheads are mostly attracted to other shitheads and are easy to spot, because of their radiance of a false sence of self importance combined with gloating and talking down on others. That makes them easy to avoid for those how actually prefer to create instead of destroy.

    90. Re:UO wasn't that much fun really by evocarti · · Score: 1

      The reality is that the number of people who find being griefed fun is smaller then the number of people who don't.

      There's a distinction between pvp and griefing.

      For me, the beauty of world pvp was that you were never safe while levelling, farming, gathering, whatever. Humans are sneaky and intelligent - unlike npc's - I was always keeping an eye out for surprises. Some of my fondest wow-memories involve breaking up the monotony of npc-related activity with some adrenaline-pumping player combat.

      The reason I play MMO's is to interact with a large number of other players. As I prefer human team-mates, I also prefer human opponents - they generally behave in much more interesting ways than npc's.

    91. Re:UO wasn't that much fun really by Anonymous Coward · · Score: 0

      Amen, I played EverQuest for about 5 minutes and thought it was complete crap. I even didn't bother trying WoW until it had been out for a few years. WoW has been so successful because it caters to the majority of gamers. And thank you for pointing out the nostalgia disease. It's the same with, music, movies, society, etc. etc.

    92. Re:UO wasn't that much fun really by ottothecow · · Score: 1
      Yup...When I played wow, it was all PvP (because PvE felt lame). It added a *little* bit of fun to some of the shared areas...it even added a little bit more fun to the unshared areas with areas the enemy might like to go: typically low level areas belonging to the opposite faction...like allies going to scarlet monastary. They are bigger than the normal horde hanging out in that area, so it is not so hard to move around...but every once and a while somebody big will be coming/going from UC...

      Most of the time however...it did not matter. World PvP never really got big and ganking was pretty infrequent for most of the world so other than a few moments of tension, the game was exactly the same.

      --
      Bottles.
    93. Re:UO wasn't that much fun really by Pollardito · · Score: 1

      I've never been in a server top guild, but I've been in a guild that was close. And I've known several people who have left my smaller guilds to join a top guild. In the guilds I've been in it wasn't necessarily the best of the best that left to go to the top guilds and it wasn't the worst who stayed. I've known people who could easily have been in the top guild but chose to stay in the one they were in because they either A. would rather be a guild or raid leader in a small guild than a peon in a big one, B. just had too many friends to want to leave, or C. liked the smaller guild atmosphere. I would imagine that the decision on a PVP server is a lot different, with way more advantages to being in *the top guild* on your server. Back in the MC/BWL days I remember hearing how hard it was to even get your raid force into the zone if another group wanted to keep you out, let alone all the open world raid targets they had back then. That's not really the same now, but I bet there are still a lot of advantages that a top guild gets on a PVP server that they don't get on a PVE one. So it doesn't surprise me that the top guild on a PVP server would have a denser collection of good players than the top guild on a PVE server, and that there would therefore be more of them in the list of top guilds overall.

      I remember another interesting twist on your calculus back when EQ was running all-server Test of Tactics PVP events. A lot of hardcore PVP players figured that would be their opportunity to eat the lunch of the PVE guildmembers who got all the "world first kill" headlines. The PVE top players certainly had a gear edge on the PVP guys, but the PVP guys were sure that their day-to-day experience in PVP would let them win handily. From what I remember it didn't turn out that way at all, as some of the PVE regulars were extremely good at PVP because they were smart players in general.

    94. Re:UO wasn't that much fun really by Anonymous Coward · · Score: 0

      funny how that emulates life, "Being killed and robbed is not fun for most players." Obviously not the killed part.

    95. Re:UO wasn't that much fun really by Hythlodaeus · · Score: 1

      Shadowbane failed because they couldn't keep the server up for more than 4 hours at a time for the first 3 months after release, and couldn't keep the server up during a city siege within a year after release. Eventually they hemorrhaged enough players that the servers could handle it, by which time critical mass for any kind of commercial success was long gone.

      --
      For great justice.
    96. Re:UO wasn't that much fun really by monique · · Score: 1

      If you don't think raiding is important and, even if you did want to raid, your work schedule won't allow you to participate in a particular guild's raids, why do you care whether or not they'd want you in the guild? Don't you get it? It's like complaining that a particular chess team won't let you join just because you can't attend any of their competitions and you actually prefer backgammon, anyway. Or complaining that a competitive racing team won't let you join just because your only bike is a Huffy that you ride 2-3 miles around the neighborhood every other weekend.

      I was the recruiter for an uberguild back in the EQ days. It was amazing how many people had your attitude. Loathed raiding, raiders, and our obviously crippled personalities and inadequate lives, but felt insulted that they wouldn't be invited into the group they hated.

      --
      -monique
    97. Re:UO wasn't that much fun really by Bat+Country · · Score: 1

      the only people who really miss pre-trammel UO are the killers

      ...And the cops... and the people who want something more out of an MMO other than endless grinding and football matches (organized pvp).

      There was something to be said for actually entering a world which contained some vague simulation of real danger and some consequence for failure. It's true that pre-Trammel UO was extremely unfriendly at the entrance to the learning curve, but someone who was actually interested in a challenge could thrive in UO either despite or because of the constant predation. It drove the in-game economy for the "sheep" as you put it. It made a niche for those people who kept the griefers under control. It allowed for interesting social constructions like bounties (although the in-game bounty system was useless, far better when dealt with informally by players).

      More to the point, it made you value what you had more and be less interested in minmaxing your equipment when it could go away at any time. The things you had were ones you worked hard to get and fought hard to keep. It made the uncontrolled and unguarded (by players or NPC) areas more lively. Contrast the Darkness Falls from Dark Age of Camelot to any other dungeon in the game and you'll see the one with unregulated PVP that you had to fight hard to keep out of the hands of your enemies was more populated.

      Finally, there are other forms of griefing than just killing people and not letting them get their stuff. Annoyance tactics and social griefing is far more disruptive than PVP ever was. UO had a rather expedient way of dealing with that - if somebody was really annoying you and the people around you, you cut their head off and sold it at the bank on a vendor.

      I played for 2-3 years as a "local militiaman" for the largest player-run city in UO (at the time) during my days off from work (I worked a 14 hour graveyard shift 4 days a week). It was considerably more personally rewarding than any subsequent PVP or PVM-based game I've yet seen.

      --
      The land shall stone them with the bread of his son.
    98. Re:UO wasn't that much fun really by Bat+Country · · Score: 1

      I had that too in the Seattle area on Comcast's cable setup. It was nice being able to run down two horsebacked PKs on foot and kill them with your miner, then return to mining.

      --
      The land shall stone them with the bread of his son.
    99. Re:UO wasn't that much fun really by Bat+Country · · Score: 1

      I completely agree. I got involved in the Anti-PK side of the wars shortly after you'd have Great Lords who were walking around killing everybody left and right and never seeming to lose karma. But up until that point (which was caused by Origin trying to "fix" what was "wrong" with UO) I'd enjoyed the experience of actual risk caused by hostile players alongside negligible loss (equipment was take-it-or-leave-it). Boo hoo. Somebody killed you and took all your stuff? Stop by the bank, pick up some random gear you got from killing some unlucky orc, head for the dungeons and get some better gear and gold. Or go back and find the bastard which ganked you and take his.

      --
      The land shall stone them with the bread of his son.
    100. Re:UO wasn't that much fun really by Surt · · Score: 1

      Not only is the jerk pool not as large as the victim pool, you can't even get the jerks to accept being the victims, so even if you had jerk world online, you'd find the jerks complaining about the unfairness of it. So no matter how large that pool is, unless you can find a pool of people who enjoy losing, you're not going to have a viable pvp game.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    101. Re:UO wasn't that much fun really by JakFrost · · Score: 1

      Yep, I remember exactly those days when OSI was trying to figure out how to deal with PKing and their solution was the notoriety system. I even remember an overflow bug in the notoriety system where Dread Lords could flip to a Great Lord if they did enough PKing. I remember the just as bad bastard NotoPK Great Lords jacking up their titles so high by killing random reds or more often their own alternate characters or red friends that they would go on spurts of PKing as blue's until they go low enough in notoriety to rebuild it again by red killing.

      Much later OSI implemented a time-wait solution that required in-game login-time for their toons to work off the killings. They did the same thing for the skill system, Rate Over Time of limited skill gain progression per day. This just made the PKers leave their toons logged in over night for day at a time to ride out the timers and get back to PKing on that character while they used the other half dozen accounts in the mean time to do the same and still PK. Then there was the whole Notoriety system revamp that put in limits on how many reds you could have per account and then per shard (server instance) to try to whittle down the PKing community.

      Item Insurance, No-Loot Rules = Newb (Baby) Safe Game

      All of this newb-proofing of the Ultima Online game experience slowly started ruining it for the hardcore PvP crowd by driving away the red PKer's who were suffering undue amounts of pressure from OSI to stop PKing. They succeeded with the server split of PvE = Trammel and PvP = Felucca mirroring and then drove the nail further into the PK coffin when they introduced item insurance making PKing completely worthless for the PKers and risk-free for the newbs. Then we had automatic no-loot rules introduced for dropped bodies on top of item insurance and automatic-keep items that would never drop on the body, including that special gift you got to make any item non-drop.

      Item Hoarding = No PKing

      These two things were the beginning of the first steps of the game turning into an item hoarding endeavor where it wasn't only about skills like in the beginning of UO since all items were fairly equivalent with the NPC bought stuff. Since the PKers couldn't effectively loot anything of value anymore their lost interest because of this, except for an occasional fun-gank. This item protection scheme is what started driving PKers away from the game because now the game was worthless for them since there was no risk for the newbs at all, or hardly any.

      I don't quite remember the item protection rules in Felucca though but I just remember that mirror to be practically deserted except for a few juicy dungeons which always had folks in them due to the good drops and monsters.

      Rate Over Time

      I actually thought that all this *-Over-Time for the PK-timer and Skill system was damn useless and annoying because it punished the hardcore players for being hardcore. They tried to balance out the game inefficiently through artificial timers thinking that your regular newb Joe Schmoe will be somehow protected and put on equal footing with the macroing hardcore player but it just penalized hard workers, wheter legitimate players who liked to play a long time, or hardcore macroer's and botters.

    102. Re:UO wasn't that much fun really by Psychochild · · Score: 1

      This is inaccurate from what I remember. After launch, there were more PVP realms (servers) than PvE realms. You couldn't see exact populations on each server, but the PvP realms were reported to be just as full as the PvE realms, leading most to believe that the PvP realms were more popular. This lead some MMO developers to hope that this might spark an interest in PvP again....

      However, WoW has always been a PvE-focused game. Not surprising that things have shifted over time.

      The reality is that the number of people who find being griefed fun is smaller then the number of people who don't.

      Actually, I think it's more accurate to say that people don't like losing. Most games, WoW included, make fighting a virtually zero-sum game in that each winner requires a loser. It doesn't help that most PvPers will take any advantage they can, and the winning strategy is to pick a fight you will most likely win (much higher level, opponent is fighting NPCs, etc.) If you feel like you're only ever going to be on the losing end, PvP competition loses a lot of its appeal.

      Actual griefing is pretty rare these days. Losing a fight, however, is very common.

      --
      Brian "Psychochild" Green
      MMO developer's blog
    103. Re:UO wasn't that much fun really by whoda · · Score: 1

      Eve Online seems to be doing pretty well.

    104. Re:UO wasn't that much fun really by Anonymous Coward · · Score: 0

      It's not that "allowing griefing" made the game fun, it was that it was a sandbox where griefing wasn't explicitly denied. If you wanted to, you could, if you didn't know the game it was easy to be victimized. If you knew how to avoid griefers, it was almost impossible to have any problems at all sans exploits, which were never intended and usually dealt with somewhat quickly.

      It's depressing to see mmog-players move towards the game on rails which we see now, wherein you are garunteed success and have only one route to get there now: play a lot. The amount of education you need to conquer world of warcraft or other such similar MMOS, or for that matter creativity, is staggeringly low compared to Ultima. Nothing is original, there are HUDs and tutorials for every aspect of the game, nothing feels immersive, and whats worse the world is completely static and unchangable.

      I'll stick to playing on uosecondage.com until someone comes up with another good sandbox MMOG, the only thing that has even come close was Eve.

      One thing that will happen as you mature as a gamer is you will stop being afraid of "griefers" and "pks", or as we called them back in 97' "l33t dudez." You'll actually come to appreciate them as they add a human element to the game which makes for far more interesting experiences.

      And one last point, while it is good for business to make a game that is broadly popular, it is a false dilemma to suggest that making a game everyone likes is the sole reason why games are created or for that matter should be created. Frankly, I believe that market is saturated. If you want to have a successful game now, I think it would be wise to target nice audiences. There's a lot of people like me who would like to have another playground like UO, also we tend to be an older crowd who would pay more and be less burdensome as customers. I don't even care about graphics, the graphics in UO are perfectly fine.

  4. People want their cake and eat it too by Anonymous Coward · · Score: 0

    Constantly we see games becoming more "realistic". Player want more "realism". Want realism, stay with RL.

    For me, games provide a disconnect from real world worries. I love cheats and truly enjoy doing the "impossible" stuff.

  5. Casual gamers by stjobe · · Score: 5, Insightful

    Casual gamers are what makes up the bulk of MMO subscriptions. These gamers don't want to be robbed of their progress by full-loot, robbery and other nasty things.

    The casual gamer will happily spend his $15 if he knows nothing stands between him and the phat loot but time.

    --
    "Total destruction the only solution" - Bob Marley
    1. Re:Casual gamers by Xugumad · · Score: 5, Insightful

      > These gamers don't want to be robbed of their progress by full-loot, robbery and other nasty things.

      Also casual gamers are much more likely to be robbed, and much less likely to be able to rob back.

    2. Re:Casual gamers by Tom · · Score: 4, Insightful

      I claim you are wrong.

      I'm halfway a casual and halfway a hardcore gamer - due to job and hobbies, my time for a game is pretty limited, but when I like it, I put my teeth into it and my satisfaction is getting as much or more return in a few hours as a lot of the "hardcore" kids with unlimited time on their hands get in playing all day.

      Most of the laid-back people that I play with don't mind losing progress. What they do mind is the constant grieving that goes along with it. Many of the thieves, PKers, robbers and yes, cheaters and exploiters in those games are not taking from your character to progress themselves. Heck, I've heard so many stories about thieves immediately destroying their stolen goods that it would fill a book. They're doing it because they can and because they enjoy annoying other people. Typical behaviour for a certain part of the 13-15 age bracket.

      Casual gamers are usually adults. They've been there, done that, realized a few later how dumb and asine it all was, and cringe when they see it in others because it still is dumb and asine plus it reminds them of their own faults back then.

      The other part that comes with it is why, in fact, for some cases many people do (contrary to my words above) hate losing progress: The stupid grinding to get it back. If there were less grind and more fun in progress, it would matter less if your progress is from 15 to 16 or from 14 to 15 - again. But since in most MMOs, losing progress or starting over means doing the same boring thing again, yes that is why losing progress sucks.

      --
      Assorted stuff I do sometimes: Lemuria.org
    3. Re:Casual gamers by Anonymous Coward · · Score: 0

      So what's the challenge?
      Surely that's like playing with 'God Mode' on?

    4. Re:Casual gamers by bloodhawk · · Score: 1

      Could not agree more. I don't mind loss of progress or even some loss of gear or money, however in every friggen new MMO that tries to implement these things there are griefers that go out of their way simply to make the experience miserable for everyone else, using everything from spawn point camping, to things like killing people as they are zoning (man that one really pissed me off in conan) to just plain cheating and using exploits to make everyone elses life misserable, the end results is those MMO's fail as people like me who also enjoy the play style, but not the Morons it attracts, all leave.

    5. Re:Casual gamers by Anonymous Coward · · Score: 0

      Check out reading novels - nobody says "Man, how did this thing win an international prize for fiction? You just read one word at a time and inevitably you'll get to the end."

      For most people, the possibility of outright failure is not a requirement for fun.

      Games like WoW do contain objectives most people would fail, but they are a tiny minority, and that reflects the fact that only a tiny minority of players respond well to them. In fact they're outnumbered by objectives that rely purely on patience - anyone could achieve them, but most have something better to do with their time, a famous example is "the Insane" which involves repeatedly doing the same things over and over to "grind" reputation with factions that give little reward for it.

      A lot of early games are actually MORE fun with "god mode" or "infinite lives" because the lives element was included only to suck quarters into an arcade machine. Bubble Bobble for example, gives almost the same feeling of achievement for completing it with infinite lives as without.

    6. Re:Casual gamers by stjobe · · Score: 3, Interesting

      I claim you are wrong.

      Claim away.

      I'm halfway a casual and halfway a hardcore gamer

      So you're not a casual gamer, which kind of invalidates your claim.

      Anyway,

      I'm not a casual gamer either, more like yourself in fact, but the bulk of MMO subscriptions are filled with people who DON'T want to lose any progress, be it from thieves, robbers, PKers, server crashes, whatever. They'll spend their time in the game happily as long as it's a constant progress.

      You're right that it's the grind to get back what was lost that makes the casual gamer not want to put up with losing progress, but I'd wager that even if the grind was lessend, a full-on PvP game will never have the mass appeal of WoW. MMO players in general are quite protective of their shiny pixels and don't like to lose them.

      --
      "Total destruction the only solution" - Bob Marley
    7. Re:Casual gamers by Sycraft-fu · · Score: 4, Insightful

      If you look at human history, you come to realize that the strong few imposing their will on the masses is extremely common. The relative justice and equality enjoyed in some nations today is an anomaly, not the rule. Most of history, and plenty of places today, are the few oppressing the masses for their own enjoyment. The places that are not, well it took a lot of work, not to mention some extremely talented people to bring about.

      So, what this means in games is we are stupid to assume it'll be any different. If you make a game where people can steal from each other and so on and create their own rules, you are an idiot if you think anything will develop but a situation where a few oppress the many. This is even more true in games for three reasons:

      1) There's no permanent consequences. At least in real life a dictator can be killed or sent to prison or the like. In a game, you can't do that. So even if players band up and take down a trouble maker, that guy can just respawn, work to reclaim what he lost, and come back after them.

      2) People can, and will, take their money elsewhere. In the real world there's some motivation to try and stand up for others and make things better as this life, this world, is all you've got. In a game it is much easier to just say "fuck it" and take your dollars somewhere more fun. As such someone who might have the potential to be the leader needed may well just leave.

      3) Along those lines it is just a game, there's only so much effort many people are willing to spend on it. So again while someone might be the leader needed to try and fight against the griefers, they could well not be willing to spend the time.

      All in all what you have is a situation where the sociopaths WILL make life difficult for everyone else, if they are allowed to. You can't expect anything else and you have to design a game knowing that. That means, if you desire to cater to anyone but those people, you are going to need to enforce order at a higher level. You need the game to have mechanics to prevent that sort of thing from happening, you can't tell your players "Oh just deal with it yourselves."

    8. Re:Casual gamers by Tom · · Score: 3, Funny

      I don't think we disagree very much.

      If getting back what was lost were interesting and challenging, not many people would mind all that much. In fact, quite a few books and movies are, if you reduce the story to the bare minimum, about just that. But very, very, very few books and movies go "harvest tree. harvest tree. harvest tree (20 more pages). bring wood to storage. repair axe. return to forest. harvest tree. harvest tree. harvest tree (20 more pages..)".

      --
      Assorted stuff I do sometimes: Lemuria.org
    9. Re:Casual gamers by Tom · · Score: 1

      Which is why I say balancing this correctly will make or break Mortal Online.

      It already broke Darkfall.

      --
      Assorted stuff I do sometimes: Lemuria.org
    10. Re:Casual gamers by zippthorne · · Score: 1

      Think about what you just said for a minute. The grinding is bad enough the first time.... Frankly, I'm surprised that any MMO manages to last as long as they do once people realize that. I'm dumbfounded at WoW's success, though.

      --
      Can you be Even More Awesome?!
    11. Re:Casual gamers by Shivetya · · Score: 2

      Also casual gamers are much more likely to be robbed, and much less likely to be back.

      Fixed it for you.

      The article is typical, things are best remembered than experienced. I played UO at launch, got banned for posting a gold dupe bug with such outlandish steps as to openly declare what you were doing, only to be unbanned by a week or so later and yet I still only like the old game as it was, minus the PvP. The Chessie two step lag and such were such fun, green acres hacks and the like were what made UO interesting. Housing on mob spawn points got to be silly, the game turning into a trailer park. No, better remembered.

      Yes, you could lure people into guards, yes you could get ganked outside, but it wasn't nearly as much fun or prevalent as people suggest. It became so when people got to gear and skill levels which made it more likely they would win. The common denominator with PvP I have found is that people glorify it only when they win. Otherwise its "gank fest". When they win its great!!!!

      Why should people pay to be griefed? Hell at least in WOW you could be on PvP servers and not be flagged PvP if you choose (they may have changed that later).

      PvP in a MMORPG is just plain dumb. It is like having the seniors being able to play games against the first graders.

      --
      * Winners compare their achievements to their goals, losers compare theirs to that of others.
    12. Re:Casual gamers by LandDolphin · · Score: 1

      My most depressing moment in UO was when I was killed and after making the run back to my corpse, all of my gear was still there. Nothing says your character blows like having his gear not be worth looting.

      --
      Spelling and Grammar errors have been added to this post for your enjoyment
    13. Re:Casual gamers by Tridus · · Score: 1

      Which is exactly why games made like that do poorly in the market compared to games that don't allow it. Most people wind up as victims, the victims don't find that very fun, and when it comes to games it is very easy for them to take their business elsewhere.

      Compounding that is that most griefers don't like the idea of being victims themselves. They don't want a level playing field. That's all world PvP in WoW is, for example. It's just level 80s picking on level 30s who are completely incapable of defending themselves. In games like UO where the victim stands to lose a lot, the problem is even worse.

      The problem is these type of griefers are small in number but disproportionaly loud on MMO forums, so people think that's what the market wants. That isn't what the overwhelming majority of the market wants.

      --
      -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
    14. Re:Casual gamers by Grygus · · Score: 1

      Think about what you just said for a minute. The grinding is bad enough the first time.... Frankly, I'm surprised that any MMO manages to last as long as they do once people realize that. I'm dumbfounded at WoW's success, though.

      I honestly believe that if Blizzard ever manages to balance WoW it will die a swift death. As it is, playing different classes can be a completely new experience; what is a grinding, boring test of patience on a Warrior might be an exciting swath of destruction on a Death Knight or a Mage. What is a pointless effortless quest on a Paladin might be a challenging test of skill on a Rogue. And so on. You do repeat the same content, but it isn't always the same experience. This doesn't explain WoW's staying power by itself, but I think it's a major factor.

    15. Re:Casual gamers by AntiNazi · · Score: 1

      Now you could level to max without ever flagging on PVP. Just get to 15 in a friendly zone and do random dungeons the rest of the time, never leave town. Prior to being able to instantly port to dungeons (available for less than 1/3 of the games history) from anywhere it was impossible to progress past level 25 or so without entering a neutral zone (and thus being auto flagged).

    16. Re:Casual gamers by PopeRatzo · · Score: 1

      Well said.

      --
      You are welcome on my lawn.
    17. Re:Casual gamers by delinear · · Score: 1

      A lot of early games are actually MORE fun with "god mode" or "infinite lives" because the lives element was included only to suck quarters into an arcade machine. Bubble Bobble for example, gives almost the same feeling of achievement for completing it with infinite lives as without.

      Fun as the game is regardless of lives, I'm not sure anything beats the feeling of being a teenager and beating the game on a single 10 pence playthrough (and having it loop after level 100 IIRC, so you get to do it all again). Not to mention the kudos from fellow arcade dwellers :)

    18. Re:Casual gamers by Sycraft-fu · · Score: 4, Insightful

      You are very right about the grifers not wanting to fight. I played WoW for many years on a PvP server and one of my very favourite things was to track down griefers and use them as a scratching post (I played a feral druid). Well funny thing, many of the griefer types (at least on my side) claimed that they did it to start a fight. Go in, kill low level people to pick a fight. Ok, but when I showed up and started chewing on them, they couldn't run away fast enough. Suddenly when there was someone who could beat them (since they were usually bad at PvP having little practice fighting their equals) it wasn't fun anymore for them. The reason they griefed was because they wanted to be jerks with no threat to themselves. When a threat showed up, they ran.

      In general though, I don't think it is such a problem as you make it out to be. While they may be loud on forums, and perhaps convince some people on /. that they are the major market, game makers seem to know better. MMOs these days do NOT cater to that type of player except with extremely rare exceptions. Seems the actual game developers understand that the market is people who want to have fun playing the game, not the griefers.

    19. Re:Casual gamers by Anonymous Coward · · Score: 0

      I've always wanted to see a real full on PvP, but with real world style punishments.

      If you steal from or kill another player when there are witnesses your character is imprisoned for years of game time. You would be able to log in to your character but be confined to 10' x 10' cell, no gear, and only be able to send letters once per week. If you are caught several times it becomes a life sentence with no ability to delete the character. If you kill an official person sort of NPC (guards, mayors, etc) it's a death sentence. Perma-death. To be kind, your items, sans weapons, could be inherited by another character.

    20. Re:Casual gamers by Anonymous Coward · · Score: 0

      > If getting back what was lost were interesting and challenging, not many people would mind all that much. In fact...

      Hogwash. Pure, absolute HOGWASH.

      Unlike whatever fantasy planet you live on, MOST people WILL mind very GREATLY. Regardless of how "interesting" you might find it, most people do NOT want to spend their time reacquiring what they already had. It doesn't matter AT ALL if I enjoyed the experience the first time, I don't not want to spend my money and my infinitely-more-valuable TIME re-doing things just to get back to where I was, to get what I already had. I want to PROGRESS in a game, just as I want to do those things in life.

      What you are saying is comparable to: "Oh, it's ok that those guys stole my new car. I really enjoyed writing code on that cool project for the last year, and I'll enjoy writing code on another cool project this year, so when I get the bonus at the end of NEXT year I'll buy myself another car. In the meantime I'll just buy another clunker to geat around." It is most certainly NOT all right.

      What you are spouting is self-serving, sanctimonious, rationalized-but-unjustifiable B.S.

    21. Re:Casual gamers by Anonymous Coward · · Score: 0

      in UO you don't need expensive shit to progress. infact you need minimal gold, in range of 300 as a fighter. As a mage your could be walking around naked and still cause havoc with 50 gold worth of reagents. This is what probably pisses people off, all of you shiny crap can be taken in one switf whoosh by a nice little poison dagger from a mostly naked character no matter what kind of invulnerability armor you wear. Or may be a nice trap from a mostly naked GM. It's sometimes hard to tell the difference. Or even better... what a nice stake is there on the ground. I am gona eat it! L5 poison... followed by a nice little ES EXP+FS combo ( just to get you faster to grey world as an encouregment).

    22. Re:Casual gamers by mqduck · · Score: 1

      If you look at human history, you come to realize that the strong few imposing their will on the masses is extremely common. The relative justice and equality enjoyed in some nations today is an anomaly, not the rule. Most of history, and plenty of places today, are the few oppressing the masses for their own enjoyment.

      Note quite true. While it's the case that everywhere civilization has sprung up, class differentiation came with it, civilization is an incredibly recent development. While there's been a division of labor between men and women in all societies yet observed, which necessarily brings some kind of inequality with it, the most "primitive" (a loaded, but not invalid term) societies are usually highly egalitarian.

      The places that are not, well it took a lot of work, not to mention some extremely talented people to bring about.

      It's the construction of social systems where one group of people are systematically oppressed by another that took a lot of work. As for your (apparent) implication that (some) modern, capitalist, liberal democracies are not characterized by the few oppressing the many, it's highly dubious.

      --
      Property is theft.
    23. Re:Casual gamers by Endo13 · · Score: 1

      Yes, there were some of those players, but most of the players referred to as "griefers" weren't. Most of them were just as they claimed - only picking on lowbies to start a *real* fight. I've had lots of fun participating in world PvP in WoW. Even as recently as last month, I had a ton of fun forming a raid to defend Goldshire and Stormwind from a horde raid. (Yes, we were successful, though they didn't give up for quite a while! :P) I can't tell you how many times I got into a good battle between southshore and tarren mill, or at gromgol, or darkshire, or in arathi highlands, or even astranaar back in the day. I've also done my share of lowbie-killing to entice them to get onto their mains. Sometimes, that's what it takes to get a real fight going, and yes sometimes it doesn't work and after a while you just get bored and quit.

      I've also seen it from the other side: my first true main was a warlock started about 9 months after release (though I had a pally and a rogue before, both axed before level 15 due to lack of interest). Yes, I got ganked a lot. Yes, I complained about it. Other players said once I hit 60 I'd understand. I didn't believe them. Then I hit 60. They were right. Sure, being ganked while you're on a lowbie is annoying - but that's all. Even starting a new main on a new server, it wasn't that big a deal because you know it's just part of the process. And, once in a while even while leveling you get a good fight going.

      --
      There is no -1 Disagree mod. Slashdot.org/faq defines mod options. USE IT.
    24. Re:Casual gamers by Tom · · Score: 1

      You are assuming a singular linear progress. In that case, I agree. However, most games of any complexity are not that linear. While you are trying to regain, say, 50 gold you lost, you will not be doing the exact same things that you were the first time around. You'll be doing different things, and those can be exciting.

      In any game of some complexity, progress isn't singular. You suffer a setback in your valuables, but your skills don't suffer, and the exploration of the game world has not been reset and neither has your quest status.

      --
      Assorted stuff I do sometimes: Lemuria.org
    25. Re:Casual gamers by bloodhawk · · Score: 1

      Yep, an MMO has to get the balance of risk and reward for such behaviour right as well as making the environment robust enough with proper planning to allow Open world PVP without creating an easily exploitable system. So far they all fail on at least one count.

    26. Re:Casual gamers by Tom · · Score: 2, Interesting

      mod parent up :-)

      Indeed, the griefers are always the first to cry if someone gives them a beating. They're the first to cry when their favourite trick to annoy others is nerfed. They're the first to cry when the game balance is changed so that pure griefing isn't as easy any more. They're the first to cry if they ever have to face any actual consequences for their actions.

      Which is what an FFA game should be all about - choice and consequences. Unfortunately, the first thing that most FFA games do is remove the consequences that help keeping real life afloat - the personal, immediate ones. I would love to take a game like Mortal Online and open a server with permadeath. Just to test it.

      --
      Assorted stuff I do sometimes: Lemuria.org
    27. Re:Casual gamers by Pollardito · · Score: 1

      EverQuest had a death system that involved loss of experience and running back naked to try to get your possessions. Before everyone had a monk friend that could drag bodies (heck you couldn't even drag bodies at game launch) and a cleric friend to give you 96% of your experience loss back, deep dungeon diving or going on a raid where you'd most likely die a lot was really painful.

      I know for a fact that the system bothered people, because several aspects of that were changed and the other parts that weren't changed were part of the reason that WoW ate EQ's lunch. Most people don't like their characters to regress in games, they want a good night to be solid progression and the worst night to be staying in place. They definitely don't want to spend 4 hours playing one night and be worse off than if they hadn't logged in at all. It tends to make them start evaluating just how fun the things that they do while moving forward are, and it tends to make them weigh that backsliding game experience with every other thing that they could have spent that 4 hours doing. The people that made the game don't want you to spend a lot of time weighing those options either, because even the most fun game in the world will grow tiresome and they'd rather you kept playing anyway even if it is only because of how much you have invested in your characters.

    28. Re:Casual gamers by bckrispi · · Score: 1

      You nailed it. Every class has a unique style of gameplay. The quests and dungeons are the same, but the experience is entirely different.

      --
      Xenon, where's my money? -Borno
    29. Re:Casual gamers by Tom · · Score: 1

      Again, I agree with the caveat that real life is not linear nor simple.

      People do suffer and accept setbacks in games. The magic is all in how it is packaged. If it were otherwise, 90% of the games currently on the market would fail, because they all give you setbacks in one way or the other.

      So yes, people want a good night of progression. But that progress can contain partial setbacks, as long as the sum total is progress, people will be more or less happy. And that's what I've been saying all along.

      --
      Assorted stuff I do sometimes: Lemuria.org
  6. They've become games not worlds by jbb999 · · Score: 5, Insightful

    My title sums it up really. Wow in particular has ceased to be a world full of adventure and exploration and has rapidly become just a game full of people who complain if there is anything to do that slows down their getting their loot. The whole game has shrunk from a huge world full of adventure into a tiny game with about 10 instances and raids that people do over and over and over, and complain if there is anything that slows that down. Many other games have followed WoW down this route, and yet I think it's success was despite that, not because of it. The other games may well be "obscure" but that doesn't mean they don't exist or they are no fun to play. Does it matter is there are 3 servers full of people you'll never meet in game, or 200?

    1. Re:They've become games not worlds by carp3_noct3m · · Score: 1

      Take a look at MO. It is very much a game World.

      --
      "It's ok, I'm completely secure as long as my iron is off"
    2. Re:They've become games not worlds by flimflammer · · Score: 3, Insightful

      I'm gonna have to call bull on a lot of this.

      Rose colored glasses have always been a thorn in World of Warcrafts side. This world of adventure you speak of is the first reaction you get being in a world you don't know, filled with dangers you haven't yet seen. Once it finally sinks in that the big bad world is actually rather small, and once you reach the level cap there isn't much to do, then that's a whole other thing altogether. You're never going to get back that sense of adventure and it's borderline ridiculous to expect Blizzard to somehow restore it to its complete former glory.

      You speak of the low instance and raid count as if it is something new. Those were all you had to do back in the early days too. Hit the level cap? Time for raids. You want to do something else? Too bad. Want to do something other than raids, like PvP? I hope you like being curb stomped by the guy in full T2. Hell right when release hit-- available options was even worse. All you had was Molten Core and Onyxia that you spent wiping to with 39 other people for weeks and weeks until the poorly itemized blue gear you were wearing was either buffed or the encounters were finally tweaked once Blizzard realized how bad they were.

      There has always been complaints about progression and inhibitors. Always. Blizzard finally realized it was in their best interest as a business to start listening to some of the complaint that had been heard far and wide. The primary ones were progression for less-than-cutting-edge groups to see the new content, and Blizzard opened it up. Honestly given your argument about how few things there is to do, this should have been seen as a blessing.

    3. Re:They've become games not worlds by Clover_Kicker · · Score: 2, Insightful

      Does it matter is there are 3 servers full of people you'll never meet in game, or 200?

      It matter if the publisher decides the game isn't profitable, how many MMOs have gone away in the last few years?

      I'd love to spark up my Hellgate London Summoner and farm heads, but the servers are long gone.

    4. Re:They've become games not worlds by jbb999 · · Score: 1

      No, actually they are simply pandering to the "Waaah I want it NOW!!!" crowd who complain so loudly. it's ruining WoW, I suspect that the next expansion won't be nearly as successful as they hoped, I know an awful lot of people who are still playing but don't plan to buy the expansion as they don't like anything the game has done recently and that will be a suitable time to stop playing for them.

    5. Re:They've become games not worlds by Tridus · · Score: 1

      People have been saying that since Vanilla. It's never held up. People like you just whine because the "casuals" now have a way to advance to keep up.

      In fact, the recent changes were good. I saw a lot of people who had stopped playing come back, because they had something to do. WoW now has multiple paths to advancement, including one that doesn't require raiding. In the past, you'd hit a wall and then simply raid or quit, because the game ended.

      Since an awful lot of people don't like the nonsense that is hardcore raiding (and I was a hardcore raider for years until 5 days ago), having something for them to do is good for the game and not bad for it.

      Much like people said Wrath wouldn't sell because it catered to casuals and much like BC wouldn't sell because it catered to casuals, Cataclysm will sell just fine as long as people find it fun.

      --
      -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
    6. Re:They've become games not worlds by Grygus · · Score: 1

      A suitable time to stop playing is when you're no longer having fun. I suspect most of these people won't actually quit when the time comes.

    7. Re:They've become games not worlds by gregarine · · Score: 1

      Totally agree with the OP. I remember how fantastic WoW was originally with its huge varied world to explore but there are many who feel the opposite. They only enjoy the end game and hate leveling with each expansion. Maybe that is why Cataclysm only gives us 5 more levels.
      I would like to see some world based end game objectives. Remember having to travel all over the world to complete quests to get the mount or build that weapon of ultimate power? Now all we do is grind tokens and hope for the hilt to drop.

      --

      I like traffic lights
    8. Re:They've become games not worlds by Anonymous Coward · · Score: 0

      I'm going to partially agree with this.

      It is true that unfortunately, there is probably nothing Blizzard can do to completely restore the amazement you had when you were leveling up your first character. After all, WoW was completely new to you.

      That being said, Blizzard's placating to the lowest common denominator isn't helping. Being able to fly over any obstacle in your way is convenient, but it makes your perception of the world's size change. Being able to port around to any instance has an even greater effect. WoW has never truly given strong rewards to players for fully exploring everything, but it is even worse now. Rather, you are rewarded for bypassing content altogether. The game now even has a built in "quest helper" that tells you exactly where to go to complete quests. (Yes, you could always go to Thottbot or Wowhead in the past.)

      I thought Classic WoW was an decent balance between being accessible and forcing you to work and explore, but I think that the pendulum started to swing a bit too far in the other direction starting in BC. It is now way to far in the "having everything done instantly for you" direction. That being said, it seems that most of the players like it this way, as WoW remains popular and many "sandbox" type games seem to have been relegated to niche markets.

    9. Re:They've become games not worlds by KnownIssues · · Score: 1

      I've slowly come to realize this is why I keep popping from MMO to MMO. When I played WoW, I wanted to explore the world and I wanted to explore it with others, but everyone already has 10 alts and the goal is to power-level to the level cap ASAP. Because once you've leveled a "toon" (character, PC, avatar, whatever) up to cap a few times nothing's new. I might be lucky enough to get through a few levels with others before one of us out-paces the other, but then I'm back on my own.

      I had an unexpected blast playing the Free Realms beta, because I was experiencing everything fresh with everyone else. You hooked up with groups and said, "what should we do next?" and someone knew this place you hadn't been and you knew a place they hadn't been. There weren't three-letter acronyms for everywhere and tank-dps-aoe jargon in every sentence.

      I spent an hour having some kid drag me through the ocean till we got to a part the devs hadn't de-bugged quite right and you could walk on the ocean floor. It felt like we really discovered and shared something new. Even though it was just flat feature-less expanse.

    10. Re:They've become games not worlds by shadowrat · · Score: 2, Interesting

      When i first started wow, i felt that sense of adventure. I talked to the quest givers. I epathized with their plights. I went into the low level instances with a nervous band of friends actually looking to give those dreadful pirates what-for. I had fun.

      Then it became a level race. instances were lead by a high level char who told me, "stay here while i kill this guy." After a while, i was like, "WTF am i doing?"

      I wasn't having adventures anymore. i was just racing through everything. I wasn't savoring. I was leveling up and realizing that i hadn't felt like i saved the world in months.

    11. Re:They've become games not worlds by Endo13 · · Score: 1

      The difference is that now (as of patch 3.3), you directly zone or fly to wherever you're going. There's no longer even an adventure in the journey (if there even IS a journey). Now, as soon as you hit level 15 you can level the rest of the way to 80 without ever setting foot outside of a city. This is what GP was referring to, when he said that all WoW is now is "a tiny game with about 10 instances and raids". I would wager you'd find more than 99% of logged-in players at any given time now are either in a major city or in an instance somewhere. Hell, probably 75% are in Dalaran or an instance.

      --
      There is no -1 Disagree mod. Slashdot.org/faq defines mod options. USE IT.
    12. Re:They've become games not worlds by jwhitener · · Score: 1

      "Wow in particular has ceased to be a world full of adventure and exploration and has rapidly become just a game full of people who complain if there is anything to do that slows down their getting their loot."

      Just out of curiosity, was WoW your first mmorpg? The only mmorpg that I felt played like a real world, was my first, EQ. Every single mmorpg since then (and I've played most of them) felt like cheap replicas in comparison.

      And in general, every mmorpg population morphs into hardcore reward addicts once content has been fully explored.

    13. Re:They've become games not worlds by krisbrowne42 · · Score: 1

      For hardcore players perhaps, but for the Casual majority WoW is still a larger world, at least the first time through. It's at "End Game" where you end up cycling through the same instances over and over to get every drop you need...

    14. Re:They've become games not worlds by Anonymous Coward · · Score: 0

      WoW has *always* been a game first and world second. The only thing that has changed since its release is the efficiency at which they deliver this game. This is not a negative and in fact the true secret to its success compared to other MMO's. The only reasons it seemed to be a world at the start is that, firstly, the developers were still closely following the EQ mold because that was the only model they really had to work with, and secondly because most of the original players had come from EQ and similar games and were treating it like a world rather than a game because that's what they were used to. Add in that a solo-friendly level up experience lends itself to "world exploration" style gameplay and you get an illusion at WoW's release or for new players that it's a "world". But the reality is and always has been that it's a "game" first.

      Read some of the interviews with the original WoW developers or about its development process. It was, from the very beginning: "How can we take the fun (read: "game") parts of EQ and drop all the bullshit everyone hates?" WoW is the distillation of the game-y parts of EQ.

    15. Re:They've become games not worlds by ildon · · Score: 1

      Then it became a level race. instances were lead by a high level char who told me, "stay here while i kill this guy." After a while, i was like, "WTF am i doing?"

      That's your own fucking fault. Not Blizzard's.

    16. Re:They've become games not worlds by bckrispi · · Score: 1

      If you enjoy soloing PvE content Nothing is frikking stopping you! All of the old content is still there. All of the quests are still there. If flying on your drake "ruins the experience" of exploration, don't use it. Pull out your horse and do the whole thing on foot. If you don't like the idea of the Dungeon Finder, don't use it!! Feel free to spend an hour in trade chat spamming LFG messages to get a group together.

      --
      Xenon, where's my money? -Borno
    17. Re:They've become games not worlds by Endo13 · · Score: 1

      Way to totally miss the point of an MMO.

      --
      There is no -1 Disagree mod. Slashdot.org/faq defines mod options. USE IT.
    18. Re:They've become games not worlds by bckrispi · · Score: 1
      What "point" is that, exactly? That I can find 100 people in the barrens to /wave at? WoW was never built around group questing. If you want to put a group together you're likely either 1) doing an instance, or 2) raiding or 3) looking to pick a fight with the opposing faction. And guess what? All of these are going to be arranged in a major city, since only cities have linked chat channels.

      To be fair, the dungeon finder does make the world feel "smaller". There's no more cleaning out armies of trash on the way to an instance, no more getting two people in your group 1/2 way across the world to summon the rest of the party, no more mountains of PvP corpses leading up to the entrance of the Daily Heroic...

      ... But it's worth it.

      Try leveling a toon with the goal of seeing all of the instanced content. Unless you're on a very high population server, it ain't going to happen. First off, you'll be wasting hours upon hours in Trade chat trying to get your group together for the dungeon you want to visit. Secondly, good luck getting a group together for the 58-60 Classic dungeons, or the 68-70 BC dungeons. The only way I was able to see these was by soloing them as an 80.

      Now, with the dungeon finder, my time investment drops from hours to seconds. I pick my dungeon, click "find", and I'm on my way. I can actually LEAVE THE CITY and get back to playing the game while the DF puts my group together for me.

      Prior to the DF, I could, if I was lucky, run one instance a day while levelling. Now, I can run instances pretty much at-will. If it's "Group Play" you're concerned about, this is exactly where you want to be!

      --
      Xenon, where's my money? -Borno
    19. Re:They've become games not worlds by Endo13 · · Score: 1

      What "point" is that, exactly?

      To have the potential for interaction with other players wherever you are (that's the multiplayer part) in a massive world (that's the massively part). Those elements are what has always made MMOs a genre of themselves.

      The way it currently operates, WoW is no longer an MMORPG. It's now merely an MORPG, with the "M" standing for either "massive" or "multiplayer". You no longer participate in both at the same time. It's now either one or the other. If that's what you really want, that's fine, but you can get the same sans subscription fee by playing Diablo 2 or any MUD + Oblivion, or just Guild Wars. Couple that with the added anonymity and complete lack of accountability when grouping with random players from other realms, and WoW's biggest strength - community - is gone.

      Sure, when it first came out I liked the dungeon finder tool as much as anyone. It was awesome at first, being able to get to dungeons instantly, getting groups in 20 min instead of 1-2 hours, etc. But in retrospect, it's probably the single worst addition they've ever made to the game after Arena. Even players that previously were quite considerate and fun to play with are now greedy asshole pricks in the strongest sense of those terms. They roll Need on anything they can, if they feel like it. They leave group on a whim, after the first boss if they feel like it, because something didn't drop. There's even players that load into the instance and AFK while the other four carry them, just like in battlegrounds. And they can get away with it, because there are no repercussions or consequences for any of these actions. After all, you're in a group with four players you'll probably never see again, and what are they going to do about it? Vote-kick you? They can't even do that for at least five minutes, so you're almost certainly going to get some emblems at least. And when they do kick you, who cares. Hit up random dungeon queue again.

      All that, and we still haven't gotten to the part where it eliminates any fun interaction you may have had with other players on your way to the instance. Or how all 5-mans have had to be tuned to faceroll difficulty status to allow for any combination of 1 tank + 1 healer + 3 DPS. Or other downsides that I haven't even thought of yet.

      My WoW subscription ran out a few weeks ago, and I have no desire to renew it. I'll probably read some reviews about Cataclysm after it's been out a few weeks/months to see if they've corrected any of these glaring issues, making WoW fun to play again. I'm not holding my breath though.

      --
      There is no -1 Disagree mod. Slashdot.org/faq defines mod options. USE IT.
    20. Re:They've become games not worlds by shadowrat · · Score: 1

      I never blamed Blizzard. On the contrary, I feel they made an excellent game.

      i blame my friends, but mostly I blame me for not having the same motivations as them.

      in the end, wow isn't for me. I've talked to people who have found guilds that play at a slower place. That sounds fun, but I've moved on.

  7. EvE Online? by OS24Ever · · Score: 5, Interesting

    As far as penalty driven PvP and PvE (your ship goes boom, no getting it back, and stuff you fit to your ship can go boom with it along with stuff you were carrying)

    Owning space regions is expensive & cumbersome, but to be honest I don't remember the housing mechanic real well but it's similar. You can own a Station as well has have Towers referred to as 'POS' (Player Owned Stations)

    anything outside of account stealing and real money stealing is allowed and not reversed.

    But you're not an elf running around casting things, you're in a space ship.

    --

    As a rock-in-roll Physicist once said, No matter where you go, there you are.

    1. Re:EvE Online? by AuMatar · · Score: 2, Interesting

      The problem with EvE is that you're looking at months of real life time to fly a ship that's halfway fun. If you want to fly a bigger ship, it will take over a year to fly it T2 (and T1 is worthless for anything but making money in). THat's not time spent that can be altered by player skill and strategy, that's clock time due to their skill system. Give me a character with 30 million points and I'd subscribe tomorrow. Starting from scratch I wouldn't advise anyone to bother.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    2. Re:EvE Online? by tero · · Score: 5, Insightful

      That's just bullshit, starting from scratch is equally fun and you don't "lose" anything in the process.
      EVE is a slow moving game and there's a point in not letting everyone fly everything from the start.

      But to answer to your main point - it's /perfectly legal/ to purchase a character with 30M SP from the EVE forums (check the Character Bazaar part), if you don't feel like starting from scratch - you're allowed to buy a character.

      So I guess I'll see you tomorrow then...

    3. Re:EvE Online? by AuMatar · · Score: 1

      No, starting from scratch isn't fun. First you have to spend over a month just learning the learning skills. Or you can skip those, but fall even further behind in real skills (admittedly, you'd probably do a mix of them over time, get a few helpful skills and do learning overnight). That'd be f

      Secondly, flying a little tiny ship that can't kill anything serious isn't fun. Maybe you like it, but most people's idea is to fly something at least battlecruiser size, if not bigger. That takes years. And it isn't a fun ride getting there- it's a lot of doing things you don't really enjoy waiting to get a ship you will really enjoy. It's be fine if it was a WoW like leveling curve, but it isn't- its based on a real time system. If you want to fly a T2 battleship, it will take you X amount of clock time, no matter what you do. And X isn't measured in days or weeks- its in months or year+ for some ships. Its a horrible, braindead system. Any system where its impossible to ever catch up is idiotic.

      And buying a character for a hundred bucks or more is not a satisfactory answer. Not to mention you get stuck with whatever rep the guy who made the character had- I have friends who did that and got fucked over because the guy who used to run the character was hated.

      Hey, you like the game, go ahead and play it. But there's a reason why EvE is a niche game- it had some good ideas but its skill system means it will never hit the big time.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    4. Re:EvE Online? by club · · Score: 1

      But to answer to your main point - it's /perfectly legal/ to purchase a character with 30M SP from the EVE forums (check the Character Bazaar part), if you don't feel like starting from scratch - you're allowed to buy a character.

      Yeah, you typically find these people sitting in lowsec at a gate to highsec in a cap ship wondering why they can't jump :yarr: And yes, the GPP is full of bullshit, you can make a character right now, hop in frigate, fit it with a web and a warp scram and be useful in fleet fights.

    5. Re:EvE Online? by Calinous · · Score: 1

      Flying frigates can be really fun - if you know what you are doing (and usually if you are part of a group). There are frigate builds that can take on some cruisers and win - on the other side, with similar ships a new player is extraordinarily behind an experienced (skill wise) player, as the experienced player will have improved every skill that matters (5% here, 10% there, 15% there and so on). Longer range, improved accuracy, more energy, better armour, higher armour/shield regeneration. He could also have better things and could know how to use them better, not be lost in the rush of the fight and so on.
            http://go-dl1.eve-files.com/media/0903/learning_curve_of_eve.jpg

      (these being said, I wanted to play a battleship but the time needed to be theoretically able to fly one was too long, not to mention the ISK or the beneficial skills needed)

    6. Re:EvE Online? by CarbonShell · · Score: 1

      The only problem I saw with EvE was the near total lack of flexibility (trading sucked when I had played it, and mining was the best way to get credits) as well as the typical gang mindset often found in online games.

      Though generally yes, EvE is a very nice example of a better gameplay.

    7. Re:EvE Online? by cbhacking · · Score: 4, Insightful

      Wow... you sound like you've actually played the game, but have some extremely odd notions about it.

      T2, in and of itself, doesn't take that long. With a knowledgeable friend and/or careful planning, you could do it before finishing a three-week trial if they didn't limit those ships to non-trial accounts. You can certainly do it in a month or so. Sure, an Interceptor or Assault Frigate is no Black Ops battleship or Command battlecruiser, but it's Tech 2 and perfectly usable in PvP. Of course, well within the trial period (I've done it), you can have a powerful T2-fitted Rifter or similar. Sure, it's T1, and it's a frigate... but hell, with the right fittings you can kill interceptors (despite them being T2) in such a ship. That said, a tech 1 hull with tech 1 fittings can still be perfectly valid as a PvP ship, for roaming gangs or gate camping or scouting a convoy or any number of other things. If you want, that's a valid approach right up through battlecruisers and battleships; the largest non-capital military ships, and you can get to battlecruisers in about a month if you really push it.

      For large ships, T2 does indeed take longer. A Vagabond (T2 cruiser) - one of the best PvP ships for solo or small gang warfare, due to its incredible speed, decent durability, and decent firepower - will take at least two months to train for (longer if you want all the support skills that such a ship's pilot ought to have, but not *much* longer). Of course, that's not really a *large* ship, although a well-fitted one can kill most battlescruisers. Command ships are at least a few months more, and at a guess I'd estimate 8 months for a T2 battleship. Of course, it's not like you can't do anything until you get there. Fly a T1 frigate until you can fly a cruiser or T2 frigate. Fly cruiser or T2 frigate until you can fly T2 cruiser (Vagabond or similar). Almost any combat ship can be valuable in PvP, and even relatively new characters can have the skills to succeed in solo PvP if they get a pointer in the right direction.

      The times above are assuming you train straight for that ship's skills; after over 2 years of EVE I still can't fly Black Ops because honestly I don't give a damn. They're awesome ships, and fill a very valuable tactical role... and yet their hulls alone cost several times what I spend on a fully fitted fleet battleship or even T2 battlecruiser. Most of my PvP is in a T1 battlecruiser, because frankly the Hurricane is fantastic PvP ship; it's got DPS comparable to a battleship, can tank well enough, is fast, and full fittings, rigs, and insurance for one costs like 70M tops (of which you'll get 30-odd million back from the insurance if you die). I use a fully T2 fit (rigs aside), and the skills necessary for my exact fit would probably take about 7 months or so to train from a new character. Within three months though, you could be perhaps 90% as effective; it's not actually that important to have a T2 MWD, or even T2 guns.

      In any case, the suggestion that you can't PvP for a freaking year is *complete* bullshit. It's not typically practical to try PvP in your first week, but I have a friend who tried the game and was brining his cruiser on roaming gangs with me before his two-week trial ended (you can get three-week trials now, and early characters now receive a bonus to skill training speed to get them started even faster). Hell, I don't even suggest rushing T2; cost for cost, T2 hulls aren't close to worth it. T1 is easier to train and typically the hull costs literally 1/10 as much, for a ship that is well over half as effective.

      --
      There's no place I could be, since I've found Serenity...
    8. Re:EvE Online? by Calinous · · Score: 2, Interesting

      You can fly a cruiser in less than two weeks (just ignore high level learning skills), and if you want to go battlecruiser route, it shouldn't take much more than that (less than half a year). To fly it well, that takes training (both in game skills and in your skills).
            As for fun, frigate plus warp scrambler (to block the target from warping away) plus web (to slow down the target) is fun if you know what to avoid. Remember that some of T2 ships are actually weaker than T1 ships in a one-to-one fight, and there are some very powerful frigates there, which you could fly in a week (skills and money-wise)

    9. Re:EvE Online? by CarbonShell · · Score: 1

      Why are you complaining about an 'RPG' game not being a Wingcommander style game?

      You seem to be the kind that do not want to do anything, but want all the nice bling.

    10. Re:EvE Online? by club · · Score: 1

      No, starting from scratch isn't fun. First you have to spend over a month just learning the learning skills. Or you can skip those, but fall even further behind in real skills (admittedly, you'd probably do a mix of them over time, get a few helpful skills and do learning overnight).

      You don't HAVE to do the learning skills, it pays off later if you do but even getting them all to level 3 is enough to begin with.

      Secondly, flying a little tiny ship that can't kill anything serious isn't fun.

      If you don't understand the value of a Frigate in a fight you really don't understand the game and should probably read up on it more before commenting. And you can get into a Battleship with less than 5 days of training, starting from scratch.

      Maybe you like it, but most people's idea is to fly something at least battlecruiser size, if not bigger. That takes years.

      My troll-o-meter is starting to go off. You can into a Battlecruiser after 4 days and into a Battleship in less than 5.

      it will take you X amount of clock time, no matter what you do. And X isn't measured in days or weeks- its in months or year+ for some ships

      A Titan, which takes the longest possible amount of time to train for and which there are less than 400 of in the game takes around 250 days to train for. That's the worst case scenario. Most people have no use for a Titan and would never need to train for one.

      Its a horrible, braindead system. Any system where its impossible to ever catch up is idiotic. No, idiotic is complaining about a system that you obviously don't understand. There are only so many skills that can affect, lets say Battlecruisers. So even if I have over 10 million skillpoints and you have 1 million, only 1 million of my skillpoints after affecting what I can do in a battlecruiser - so if you're 1 million are dedicated to bettlecruiser combat than you're tied with me, even though you're a 2 week old character. Yes, there is still a hurdle and some catching up to do - like in any MMO, unless you start on launch day you will be behind, but it is not as bad as you're making it out to be.

      And buying a character for a hundred bucks or more is not a satisfactory answer. Not to mention you get stuck with whatever rep the guy who made the character had- I have friends who did that and got fucked over because the guy who used to run the character was hated.

      Your friends are idiots for not doing background checks on the characters they were buying. And you buy the characters for in-game currency (although it is possible to use the time-card system to convert money to currency). But your complaint is the same as the WoW equivalent: "Why should I have to grind for a month before I can actually play the game?"

      Hey, you like the game, go ahead and play it. But there's a reason why EvE is a niche game- it had some good ideas but its skill system means it will never hit the big time.

      EVE is a niche game because CCP designed it to be a niche game. If it wasn't niche it would have already been steamrolled by WoW, STO etc. The funny thing is that people are under the delusion that the player base acutally want WoW-convert carebears playing, we do really because their rants and tears are hillarious but we also don't mind when they leave. Unless they start spreading bullshit like you are.

    11. Re:EvE Online? by Xveers · · Score: 5, Informative
      I'm always amazed about how ignorant people are about the system.

      Yes, you do have a timed learning system, but you crucially forget that the time scales logarithmically but the bonuses are linear. You can spend a quarter the time skilling and achieve over 90% of the same performance as someone who's skilled for years. That last 10% can easily be made up by skill, some planning, or a friend.

      The second thing is the obsession with T2 ships being OMGPWNZRS. You can credibly fight with a basic T1 frigate or cruiser for much lower cost and time investment. Hell, you can even make it a profitable proposition with some planning. Lost your ship? No matter, the insurance payout is more than the cost to buy and fit it! Can't do that with T2 in the least. T2 ships are specialized beasts. They do one thing and do it well, but at a penalty at doing anything else, and at a much, MUCH higher cost. You know what the most popular frigate is to go out and kick ass? It's the Rifter, a basic T1 frigate that you can be flying in less than three hours. With bad attributes.

      Thirdly, guess what, there is only a fininte amount of skills that can help with anything. Myself, I have almost 70m skillpoints. Ooh I should be a combat monster. But I'm not. Most of it is industrial skills for manufacturing. Want to fly and make others die? You can have a character that can whomp me in less than six months by yourself. Fly with a friend and you can be in that same postion in perhaps a month.

      But hey, what do I know about this anyways? I'm just a manufacturer....

    12. Re:EvE Online? by Anonymous Coward · · Score: 0

      Even online is has the most terrible PVP of any game. Because you lose your ship and all your gear when you get killed, it encourages people to never fight unless the odds are extremely in their favor. Eve online PVP consists of groups of ten ships flying around for a half hour to find one ship who had the nerve to fly around alone, resulting in a 10 vs 1 fight. Or a thirty man fleet stumbling into the ten man fleet for a 30 vs 10 match. Hardly, fun, even if you are on the winning side. Every large fleet has a person in a cheap ship scouting, so players are usually always aware of whether or not they will win the fight before engaging. I rarely ever saw any PVP occurring without the odds in one sides extreme favor. There is very little solo PVP. The solo PVP that does exists usually consists of a veteran player blowing up some newbie mining in lowsec.

      The only thing mildly fun about EVE PVP is conquering territory. Even then, however, it usually involves flying in a 400 man fleet to fight some other 400 man fleet, which are laggy as hell. Most of the time you usually get killed before before your screen even finishes loading the system. If you do actually make it in, most targets that get called primary die before you even finish locking on to them and getting one volley of ammo off. If you are on the winning side, you have the joy of spending the rest of the night orbiting a defenseless space station and firing all your ammo at it until the station blows up many many hours later.

    13. Re:EvE Online? by Anonymous Coward · · Score: 0

      The problem with Eve is that building up your character takes time. You cannot grief people straight away by waiting for when they are at half health. The benefit of crowds is bigger, and the death penalty as well.

      The balance has therefore shifted in favour of the builders, and has forced the PKers to become builders as well. Not everyone likes doing this or relying on someone who does, so they leave.

      It's therefore simply a sign of what an angry baby the PK mentality is. "I like kicking over other people's sandcastles. But no wait, in this place there's too many people with bigger castles than mine, let's go somewhere else. Wait, in this place it's too easy for the people to gang up on me to take revenge, let's go somewhere else. Wait, in this place everyone is out to kick down castles and there aren't any noobs that just build, let's go somewhere else. Can't you find me a place I like, like where everyone struggles with tiny shovels, and just me and my friend do the kicking?"

    14. Re:EvE Online? by Sobrique · · Score: 3, Interesting

      1/ Learning skills don't do anything. You don't have to spend any time on them at all. If you do, they take days to get to an acceptable level (4/4 in each takes maybe a week in total).
      2/ Flying a tiny little ship is lots of fun. Arguably more fun than flying a battleship. I've been flying a Merlin recently - a little piddly T1 frigate - and having much fun flying it, even after 5 years of playing EVE. Despite being able to fly really big ships, I rarely do, and find I'm flying cruiser sized hulls most of the time.
      3/ You do catch up. There's only 5 ranks in each skill, once you've got there, you've 'caught up'. By then, you've probably overtaken most players already, as the 5th rank takes 80% of the time, where you can go from 0-4 in 20%. 80% of the benefit, 20% of the time. Even that doesn't make much difference though - square off two pilots, with one on 10x the skillpoints, and you can't predict who would win. The only thing that more skillpoints gives, is more options. It's like in other games, where you've leveled up to the level cap in one class, so you start a new character to find out what a different class is like. Only in EVE, you do it with the same character.
      4/ It takes a while to hit the level cap on some of the top tier stuff. Yeah, that's so. So what? It's not like the intervening classes aren't interesting or useful or fun.

    15. Re:EvE Online? by Calinous · · Score: 1

      Then the solution would be Netrek - you can fly any ship (other than a starbase) from the beginning, it's PvP only - the issue is finding a place with many other people to play. The learning curve is somewhat steep, though.

    16. Re:EvE Online? by Thrashalot · · Score: 1

      Hmm, it doesn't take THAT long to fly something fun in Eve. I started my character December 29th. Now he's running level 4 missions in a battlecruiser. (Missions range from level 1 to 5, with 4 being the highest which you can reasonably expect to solo.)

      True, I can't fly the truly awesome yet, but I am having a lot of fun none-the-less.

      On another note, of course, "catching up" is quite impossible compared to the true veterans, but specialize in a certain field and you'll be quite effective within a reasonable time period.

    17. Re:EvE Online? by Tromad · · Score: 1

      I tried the 30 day trial. Other than maybe EQ it was probably the buggiest MMO I've played; I had to file more bug reports in 30 days than I have in all the MMORPGs I've played combined (I was mission running, which is only slightly more horrible than mining, an activity even more boring than MMO fishing). If you invest hundreds of hours and join huge corps running PVP you can probably have a great time, but the journey there passed my tolerance of boredom. The one great thing about EVE though is that it weeds out all the morons, there is a lot to figure out in the beginning and if you can't read up on things you won't last.

    18. Re:EvE Online? by Sobrique · · Score: 1

      Trading sucks if what you do is buy goods at station x, move them to station y and place them on an NPC 'buy' order, like you would have done in Elite.
      It's actually very profitable indeed if you're smart with your buy/sell orders - set a buy order in a trade hub, and sell the item at a small markup. Keep the orders just a bit apart, and each time someone buys or sells that item, you're making a profit. Not a big profit per transation, but actually a lot of money in a relatively short amount of time.
      Direct hours:cash isn't that much fun, and ... well, grinding never has been, has it? Missions and mining in highsec are quite a reasonable return on isks/hours, but would it suprise you to find it's been 2 years since I last did either of those for profit? (I've done a few missions with an alt to get standing for factional warfare, but otherwise I've done none).
      Have made money on industry and market, and in terms of 'isks per real day' it's not that great - I go do a couple of L4s and fill my wallet - but in terms of isks for time spent, it's superb - a couple of hours a week, and probably turning over about a billion a month, with a good profit margin. Enough to keep me in ships, despite being PvPing the vast majority of the time I spend online. (Not losing ships often, and thinking about cost/benefit ratios does help there too).
      EVE ... isn't like other MMOs though. Lots of people hate it, because they just don't 'get' it. EVE is actually an RTS. Might not look like it, but it is. You've got resources to manage - isks, manufacturing materials, and other less tangible ones. There's logistics and supply lines. Intelligence and diplomacy. You've got 'unit' veterancy, morale and skill levels, and you've only got control of your own. And you've got leadership, and clarity of orders - and you don't automatically get to be 'commander' either - you need to inspire your troops to follow you.
      In EVE, grudges, politics and diplomacy have a _real_ impact on the game, because they are the game.
      To top it all off, you have a 'real' economy - market and industry are all player driven. You'll see prices on commodities and components shifting, day to day, with political changes, tactical variance on the field, and just what's 'cool' at the moment.
      Which is in large part why EVE doesn't appeal to everyone - a lot of people come to it, looking for a game where they're told what the next quest is, and what to do next. EVE is not that sort of a game - to do what you think you should, is like volunteering to be the SCV in Star Craft. You gather minerals for the industrial machine, then get blown up and wonder what the point was. When what you could be doing is driving a Siege tank, flying a corsair, or a battlecruiser, or just being a Marine in a bunker screaming YEAH COME GET SOME!.
      I've just passed 5 years of playing EVE, and I've still not got bored, any more than I could get bored of playing chess - each day I have a similar game framework in front of me, but I'm always playing against another player - or multiple players - and even if it's the same person tomorrow, then they can innovate, improve and just be downright sneaky, where a computer never really can.

    19. Re:EvE Online? by AnonGCB · · Score: 1

      Learning skills cut down significantly on your skill training time if the skill is dependant on that learning skill attribute. It's worth it if you're going to be training long skills, days or weeks.

      --
      http://CryoLANparty.com/ A lan I'm staff on!
    20. Re:EvE Online? by Anonymous Coward · · Score: 0

      Eve is just a really bad game. The only reason it has any success is that it's been *marketed* as a really bad game. But seriously, it crashes non-stop on pretty much any hardware, the game design is extremely poorly thought out with economy-wrecking changes coming every patch or so (that is to say, it's getting worse fast)... its just not worth playing if you haven't already invested serious time into a character.

    21. Re:EvE Online? by Greyfox · · Score: 1

      Bah! You could roll a new Minmatar character today, be in a rifter inside of an hour and have a hell of a time running people around lowsec until you get it blown up! Why drop 20-30 million isk and weeks of training (And it really is only weeks) to get into a T2 ship when you can have as much fun for less than a tenth the price in a T1-modded frigate?

      --

      I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

    22. Re:EvE Online? by Unoti · · Score: 1

      No, starting from scratch isn't fun. First you have to spend over a month just learning the learning skills...

      Important to note: Eve's time-based training system can at first glance seem like it's going to take a very long time to get where you want to be. But it's way better in many ways than the traditional leveling system in two ways:

      • Wow or any other MMO takes at least that much time. It's going to take you a month or 3 to get to max level in Wow. Only in Eve, you're not chained to your keyboard. You're free to pursue whatever aspects of the game interest you most while you're training. And there are many more aspects than there are in other MMO's.
      • In Eve, you can be useful to your friends even before you're a badass. In level-based games, if you're not on par with your teammates' levels, you're useless. Not so in Eve. You can jump in and play with your friends pretty close to right away-- always helpful to have another gun (or at a minimum, target!) along. This is one of the many ways in which Eve is similar to the innovative ideas of UO.
    23. Re:EvE Online? by Plekto · · Score: 2, Interesting

      The problem with EvE is that you're looking at months of real life time to fly a ship that's halfway fun. If you want to fly a bigger ship, it will take over a year to fly it T2 (and T1 is worthless for anything but making money in). THat's not time spent that can be altered by player skill and strategy, that's clock time due to their skill system. Give me a character with 30 million points and I'd subscribe tomorrow. Starting from scratch I wouldn't advise anyone to bother.

      Nor would I. But the easy solution is to buy a character that's 6-12 months or so old already(since the game is going on 6 years now, that's a non-factor). The game itself is free to download, so if you pay the $50 that you normally would have paid for the program itself for most online games, but apply that towards in-game credits to buy a character in EVE, you're half way to your goal of just flying and having fun right from the start.

      The way I see it is that if you were going to spend 6-12 months on fees to get to where you wanted/or get burned out and leave it anyways, why not spend that up front and save yourself the year of grinding? With a year old character that's reasonably well set up, you're able to skip all of the annoying nonsense and get right to playing the game. And without that mind-numbing boredom, you're more likely to remain playing as well.

      That said, EVE does have one major issue for U.S. players, and that is jaw-dropping lag. Everything is in Europe and the majority of players and guilds are also over there. So North American players are the night shift. So we get double-nerfed.

      Still, It's not perfect by any means, and the game as some serious flaws, but it's the best we have. The community keeps waiting for some new game to come out to replace it, but so far, nothing else has. The WoW/Everquest model of dumbed-down quests seems to have become the norm since it's easier and simpler to program and manage than a giant 50,000 player sandbox.

      BTW, if you do like the WoW type of game, try out the D&D version that's out. It's no better or worse, IMO, but is 100% free to play. This mitigates most of the problems right there.

    24. Re:EvE Online? by illectro · · Score: 1
      You're so wide of the mark, sure you start out with few skills, but real world skills make a huge difference. There's a great video showing a couple of 2 day old characters flying into 0.0 and PVP'ing in rifters successfully - real world skills and teamwork make a huge difference. I have 30million SP, but I'm not a great solo PVP legend, I do occasionally get on a few killmails as part of fleet actions with a team of people that know what they're dong, and there it's T1 battleships, which I've been able to fly since 3 months after I started. Sure I can fly all sorts of fancy t2 ships - Heavy Interdictors, Recons, Logistics, but I don't generally bother because there are usually better pilots filling those niche roles.

      My kids got interested, and since I had some use for a spare character they both got low level pilots who *love* flying around with me in frigates and blowing things up, they don't have SP or real world skills but they get excited and have a whole lot of fun.

    25. Re:EvE Online? by Anonymous Coward · · Score: 0

      Trading sucks if what you do is buy goods at station x, move them to station y and place them on an NPC 'buy' order, like you would have done in Elite.

      It's actually very profitable indeed if you're smart with your buy/sell orders - set a buy order in a trade hub, and sell the item at a small markup. Keep the orders just a bit apart, and each time someone buys or sells that item, you're making a profit. Not a big profit per transation, but actually a lot of money in a relatively short amount of time.

      So instead of promoting the economically useful service actually moving goods from a place where there is high-supply, low-demand to another with low-supply, high-demand; EVE's trading system rewards acting like an unnecessary middleman whose only effect is to artificially raise the final selling price? Granted, you can see this in a lot of other MMORPGs, but I thought EVE's economy was supposed to be one of the main game systems and not a bolt-on after-thought like in most other MMORPGs. Well I guess you could say it's a fairly accurate simulation of modern-day stock markets...

    26. Re:EvE Online? by slashdotjunker · · Score: 1

      The typical skill in Eve grants a 2% to 5% bonus per level. There are 5 levels to a skill. The parent poster is estimating that the difference between a young player (level 4 skills) and an old player (level 5 skills) is only 10%. A lot of complexity has been brushed under the rug, but this estimate seems reasonable to me.

      The combat system in Eve differs from the traditional RPG system. A traditional, D&D style RPG uses the hit points system. In that system you deal damage to the enemy every round. The enemy is defeated when the accumulated damage exceeds their hit points. A 10% damage bonus means that you can kill your enemy 10% faster.

      In Eve, ships have the ability to indefinitely ignore damage due to shield and/or energy regeneration. The actual damage accumulated in each round is X minus Y. X is the raw damage dealt. Y is the amount of hit points regenerated. If X is less than or equal to Y then the attacker will never be able to destroy the enemy. A 10% difference can push you over this critical threshold. You can't put a quantitative value on that. It can mean the difference between achieving your goal, or completely failing.

      In the case that X is greater than Y, the effective value of a 10% bonus is (X*1.1-Y)/(X-Y).

      For example, suppose the attacker can do 250 damage per second (dps) and the defender can regenerate 150 dps. These numbers are based on an actual ship that I fly in Eve (Hurricane). The inflicted dps is 100. With a 10% bonus the attacker can do 275 dps. The inflicted dps is 125. Thus, the 10% bonus allows the attacker to destroy the enemy 25% faster.

      It becomes even more complicated when you consider the MMO aspects of Eve. Basically, dps equals money. Expensive ammo and expensive ships give you damage bonuses. In a typical MMORPG you just try to maximize damage. In Eve you actually try to minimize damage. The goal is to destroy the enemy without risking too much money. The risk cannot be ignored because of the open ended PvP environment. You are always vulnerable to an ambush by your enemies or pirates.

      Thus, you want X>Y so that you can achieve your goals, but you also want X as small as possible to reduce risk. In practice this means that you build a ship with a cost optimal dps which is Y+K. This is why Eve players fly leaky ships held together with duct tape and WoW players walk around in solid gold, jewel encrusted suits of armor.

      Eve is sometimes called "Spreadsheets in Space" for a good reason. You have to do your math. Without doing these kinds of calculations you can flail helplessly against an enemy forever and lose stupidly expensive ships to pirates. In a typical PvE MMORPG you don't need to do the math. Just keep rolling the dice and slurping potions; eventually you will prevail.

    27. Re:EvE Online? by Anonymous Coward · · Score: 0

      Basic strategy and tactics are major equalizers in EvE. I won't forget the first time I knew I had a working setup:

      I had my Rifter and an agility-based skillset in lowsec, up against an NPC battleship in the belts. I'd stripped its support ships (lone NPCs do get boringly stupid but en masse they constitute puzzles) and was in close dodging when a player in a cruiser showed up. He went for me, of course. Took me about a minute to realize there was only one hope: pray I could live long enough to get in close on him instead and hope my setup would work on him too and the battleship would decide he was the bigger threat. It worked, I just barely had enough shields to survive until I got in close on him. I couldn't get through his tank at all, but my agility skills and fit meant he couldn't get a lock on me, any more than the battleship could.. This against a guy used t0 taking on human-piloted battlecruisers.

      After a few minutes it was clear that it wasn't just low odds of either of us hitting, but no chance. We called it off and were amicably chatting when another small NPC fleet showed up, enough that they were shooting at both of us, he could take them but for me it was a choice of trust him or die. I think now I should have trusted him, but I warped out. I never bothered to hunt him up again — it's a big, big galaxy, and the high/low/no security setup means you can finetune for the PvP level you want; a smallish team of two-week-old newbies can beat even high level pirates with a good leader to show them the ropes.

      And that's just the combat game. The single-image server means the galaxy is truly vast, and that means there's room for actual countries: player-owned real large-scale alliances with major capital investments controlling large territories, and the gradation from no- to low- and high-sec, which makes purely-evil griefing ... not impossible, but (a) genuinely expensive if you don't do it just right and (b) far less fun than other options if you actually do know enough to do it just right ...

      It isn't like WoW, where all the stuff you really want you can only get as drops from NPCs. Once you get past the truly clueless stage, with very, very few exceptions, everything you want is player-built and sold or held only for friends. Last time I played blueprints were the only genuinely WoW-style epic loot ... but even those take actual thought and opportunity-cost tradeoffs to use effectively. A corporation flat-out lost a war and was desperately running their blueprints to safety with an ally, their station being conquered and all. The courier didn't make it. That was a hardcore loss, and the point is: EvE has managed to incorporate huge, real PvP stakes where losses make real stories, galactic headline news, without ruining the game for any of the individuals.

      It's not just not easy to get good, it's interesting.

    28. Re:EvE Online? by Anonymous Coward · · Score: 0

      #4 is one of the real differences between EVE and WoW. In EVE you don't have to be max level with great gear (Titan pilot with officer mods) to be useful, in WoW you do. A month-old character in an interceptor is just as useful as a year-old, since they'll probably both have nearly all the relevant skills at the same level.

    29. Re:EvE Online? by sabs · · Score: 1

      People still play netrek?
      I haven't played since 1991..

    30. Re:EvE Online? by Anonymous Coward · · Score: 0

      EVE rewards both. Or rather players playing EVE reward both, just like real life.

    31. Re:EvE Online? by Grail · · Score: 1

      Flying tackler frigates in EVE Online is quite enjoyable - you just have to get used to the idea that in this game, things blow up and you don't just run back to your corpse to start playing exactly where you left off.

      You can be flying a battleship in a month, and have it T2 geared in about 8 months. After that, you can keep flying T2 ships. But EVE is more fun when you're pushing the limits - tackling in an assault ship for example. Doing silly things because other people don't expect it, and getting away with it.

      The game's not about "catching up", it's about finding something to do that you enjoy. You don't have to fly a T2 batleship to have fun - you could fly a covops astrometrics frigate and act as a forward observer/scout/covert cyno pilot. For those who don't know EVE, a Cynosaural field is a marker for capital ships to jump to, so rather than being a forward observer watching where the artillery is hitting, you're the guy opening the door for the big guns to arrive through.

      Most of the combat in EVE is decided before ships start shooting at each other - it relies on military intelligence, spies infiltrating enemy corporations, analysis of markets, interdicting supplies - there's a lot of strategy involved for those who'd care to take part in the game.

      The intelligence, market analysis and interdiction is all important - people flying fast tackle frigates are just as important as people lighting cynos for cap ships, and just as important as the guys running materiel back and forth to keep stations running, ships fuelled and ammo supplied.

      You might end up buying a character who was hated - big deal. Lie low, learn to use that character, then rebuild the reputation for yourself.

      EVE, more than any other game, is about being social and learning to deal with other people. In WoW you are rewarded for being an ass (roll need on everything, who cares). In EVE, being an ass will affect you to the point that you want to sell your character to escape the consequences of your actions.

    32. Re:EvE Online? by Grail · · Score: 1

      You're flat out ignoring the fact that most combat will end up with five ships focussing fire on one ship. Regeneration of shields or armour through local repairers, or even in a RR fleet doesn't count when one salvo from the enemy fleet obliterates all your HP.

      ie: you can't quaff a health potion when you're dead.

      A typical expression amongst mission runners is "gank tank" - where you specialise in dealing damage in order to reduce the incoming damage (by killing the bad guys before they kill you).

      For PvPers, the preference is for "buffer tank" - slap on a few armour plates which double or triple your ship's innate HP, get into a fight and hope you can burn the other guy's HP away before he gets through yours (this is also why tackle ships are important - you don't want them fleeing the fight to repair their buffer).

      There are different tanking styles: passive, active, buffer, speed and gank. Each one works a different way (with passive and active being the most closely related).

      Having 5% more innate HP due to Mechanic 5 will help you a teensy bit, but being able to fit 1600mm Rolled Tungsten plates gives you a much larger boost to HP. Being able to fit meta 4 blasters might mean you'll do more DPS than the guy with the T2 blasters, since his ammo impedes his tank (he can't move as fast).

      And despite all the 5% bonuses here and there that the all-5 player has, that doesn't make up for the difference in firepower when you bring more friends than he has.

      He might be flying a T2 fitted Brutix, but you'll rip him to pieces because you and your three friends flying Imicus frigates have good drone skills, cold-gas arcjet afterburners, and tracking disruptors.

    33. Re:EvE Online? by Grail · · Score: 1

      More importantly, when you get your friend to join the game, they can go and play with you right from the first second they log in.

      There are no level caps on instances, so you can fly your Velator (rookie ship) alongside your friend's carrier while clearing out a 10/10 plex. The game won't stop you being social.

      In WoW, you have to get your friend to level to 80 before they can join your raids. So either you drop out of raids for three months while you run your friend's character through instances, or you ignore your friend for three months while he levels in PUGs.

      Even worse, if your friend wants to try playing another class - there's another three months that they're not playing the same game as you!

      In EVE if you want to fly a different class of ship, you'll have some lead up skills (eg: training Minmatar Frigate 4 in order to fly Minmatar Cruisers), but most of the weapon skills translate (unless you're moving from a turret to a launcher ship), and all of the engineering, electronics, mechanic and drone skills are portable.

      Today you're flying an Omen and firing pew pew lazors, next week you're flying a Guardian and being a space cleric. The next week you're wandering through w-space in an astrometrics frigate.

      And your friend's day-old character is right there with you, having fun and being useful.

    34. Re:EvE Online? by OS24Ever · · Score: 1

      Sounds like you tried to join an elite pee vee pee alliance and not one that actually understands how to play the game.

      A two day old character in a rifter can make a huge difference in a fight. People who say otherwise are clueless. The larger alliances (that are competent) keep rifters around and give them out like candy from a van. yes they can die fast but still the can lock faster on those big expensive ships and ruin their day. Yes, there are bigger & shiner ships out there when you don't care if you lose your ship because it costs you nothing, and in fact makes you isk by insurance payments for the lost ship, you are much more gung ho about killing things and getting a 'tackle' (stopping a ship from warping) on those big ships that people who have played for years with.

      That tackle is enough for the other guys in your corp to get a stronger hold and to melt the guy however that two day old rifter made all the difference.

      As an old Goonfleet motto said: My Ship Cost Less than your ammunition, My modules were picked off rats, I don't even know if my guns are loaded, and I'm about to ruin your life.

      --

      As a rock-in-roll Physicist once said, No matter where you go, there you are.

    35. Re:EvE Online? by OS24Ever · · Score: 1

      Keep in mind the new player changes it's better to train up stuff to 1m skill points and then add the learning skills later.

      Learning skills only work if you're around more than 90d or so. Before that, if you get frustrated and quit the learning skills only accelerate that process.

      --

      As a rock-in-roll Physicist once said, No matter where you go, there you are.

    36. Re:EvE Online? by Calinous · · Score: 1

      Not really - at least not in European time zones. However, there is a newsgroup, and Netrek clients are being actively developed

    37. Re:EvE Online? by WuphonsReach · · Score: 1

      The problem with EvE is that you're looking at months of real life time to fly a ship that's halfway fun.

      Bullshit. You're doing it wrong. Stop getting caught up in the myth that "more expensive ships are more fun".

      Get a pack of friends in Rifters and assorted other T1 frigates and go roaming in lo-sec / null-sec. Sure, you'll probably get spanked at some point, but in the meantime you've raised hell and caused havoc without spending a lot of ISK.

      --
      Wolde you bothe eate your cake, and have your cake?
    38. Re:EvE Online? by holychicken · · Score: 1

      Nonsense. I started Eve in November 2009. I joined a piracy corp and was immediately doing roams finding other ships in my crappy little Rifter. That wasn't exactly for me, so I joined a blob and was immediately included in some huge battles. I also have a trader who I spend a lot of time just making a lot of ISK in the markets.

      Sure, you can't be some uber soloer very quickly in the game, but to act like you can't do anything without having played for a year is an outright misrepresentation. . .you just can't be a loner and you have to know how to work in a group.

    39. Re:EvE Online? by ZachPruckowski · · Score: 1

      "Less than half a year" to fly a battlecruiser? I'm 5 days away from my Alliance's reimbursement fit Drake, and I've been playing for 6 weeks. Yeah, that's named T1 launchers instead of T2, but it's certainly a decent ship. And I don't see why this is seen as an EVE-only flaw. Unless you hook up IVs and play 24/7, it'll take you a few months to hit the level cap in WoW. I'd wager "time to level cap" and "time to T1 battleship" (which are decent PvP ships) are roughly equivalent, and when you throw in the WoW gear grind, getting into Interceptors, Interdictors, or T2 Cruisers probably takes as long as getting all the epic loot you need to go knock on the doors of Icecrown Citadel (WoW's top raid).

    40. Re:EvE Online? by ZachPruckowski · · Score: 1

      According to EVE Online's quarterly report that just came out, the most common ships in PvP are the Rifter (T1 cruiser you can fly by day 2) and the Drake (takes 3-6 weeks to fly well).

  8. EVE: Online by DylanDarko · · Score: 1

    It isn't fantasy, but EVE: Online has all the things you mentioned. Thieving, looting, emphasis on killing other players. It is set in space instead of fantasy, but that is a plus in my opinion.

    1. Re:EVE: Online by ahaubold · · Score: 1

      I also had some doubts towards EvE-Online because it is MMO in space nad not fantasy, but you get used to it really quick.

      --
      Nope, I think you mistook me for someone else.
    2. Re:EVE: Online by Calinous · · Score: 1

      Also, you could stay in high-security space and not fear being killed by other players (frankly, decided players in groups could kill any beginner even in the highest security space, but it's not worth the effort and loss).

    3. Re:EVE: Online by Anonymous Coward · · Score: 0

      Bwahahaha

      You don't play much eh?

      The whole point of eve is non-consensual PvP, at any time a bored battleship pilot with a fully insured ship could just open up on whatever you are in, and if you don't have a good tank fitted, bye bye :)

      That said, when playing eve, NEVER fly anything you can't afford to lose.

    4. Re:EVE: Online by EmperorKagato · · Score: 1

      Hulkageddon. That is all.

      --
      ----- You know you have ego issues when you register a domain in your name.
  9. Ultima Online by Anonymous Coward · · Score: 0

    UOGamers is where everyone went. There will never be another Ultima Online. Those who have played and enjoy will never again find tha hole to fill. UO was like that one drug that once you do has you messed up forever. I miss UO!!!

    1. Re:Ultima Online by bronney · · Score: 2, Interesting

      And I agree. Spent 8 years from 1998 to 2006 on UO. Every other MMORPG I tried, guildwars, eve, etc. Didn't give me that warm feeling when I first started UO. Walking up from Vesper to Minoc and didn't know what I will see. And I tried hard, pretty hardcore I'd say spending way beyond normal hours on each games to fully explore the possibilities. Nothing came close to UO.

      There's something about playing a medieval fantasy from Richard Garriott who knows his swords and knives. The amount of detail in the games, and mostly the carried over legacy of the Ultima series was what made UO so enjoyable. But even that only lasted a few years. The last few years of my subscription is basically just banking (chats at the bank), and script mining for fun.

  10. Re:the way i see it by AuMatar · · Score: 2, Informative

    Because any private server would suck some subscriptions from them. Companies open source things because they have something to gain from it, or because its EOL and they want goodwill (or want someone else to maintain it). Where's the upside for Blizzard in doing it?

    --
    I still have more fans than freaks. WTF is wrong with you people?
  11. Classic UO by alex_royle · · Score: 5, Informative

    You can still play classic UO on independent servers. The biggest one is http://www.uogamers.com/

    1. Re:Classic UO by ramprat · · Score: 1

      I love Hybrid as much as the next guy (I've played it on and off for the last couple of years) and UO in general, but the client is the main drawback for me. With the 2d client (3d is still not supported by RunUO IIRC), the resolution is only 800x600 and the client screen takes up less than quarter of my 1920x1200 screen. Playing it in fullscreen shows how outdated it is as you have an 800x600 window blown up 5x and the pixellation is very noticeable. That, along with Razor not being able to work with Aero enabled makes the game unplayable for me.

    2. Re:Classic UO by Kethinov · · Score: 1

      Razor can increase the screen resolution beyond this. As for the Aero thing, as a gamer, what are you doing with those fancy effects enabled in the first place? ;)

      --
      You're right, I wouldn't steal a car. But if it were possible, I sure as hell would download one!
    3. Re:Classic UO by ramprat · · Score: 1

      Razor will extend the resolution, but after a certain point it'll just show large chunks of black screen since the server isn't sending it. Aero gets turned off when I play , it should be turned off when i play the same game my pentium 2 was playing over a decade ago :p

    4. Re:Classic UO by Anonymous Coward · · Score: 0

      Not really classic UO when you can buy 1 million gold coins for $25 in their official online shop.. I don't know about this shard but such systems usually leads to inflation.

    5. Re:Classic UO by Anonymous Coward · · Score: 0

      www.uosecondage.com

      A large, active, and astoundingly accurate replication of UO Pre-Trammel. Even though the shard is free to play, the staff are as or more professional than OSI.

    6. Re:Classic UO by Anonymous Coward · · Score: 0

      I play on UOG and if you take some time to DL the uo client, install razor and create an account here you'll see exactly why games like this don't take off. The reason UO took off like it did back in the day was that there wasnt much else that existed like it at the time. When EQ came out UO started to die and Wow pretty much nailed UO's coffin shut. I love OU and UOG hybrid is awesome. They even have a custom rebuilt client called sallos that makes it even better. Though as good as it is, it doesn't have much appeal to the general gaming public. It's a harsh world and you probably won't make it 30 minutes without being killed, looted and possibly res killed 10 times. Skill gain is quick and you can hit the end-game in about a day and a half. PvP is insane, especially factions. You'll need friends, quick wits and quick fingers.

  12. I Guess Now Eve is Considered Hardcore by RobotRunAmok · · Score: 4, Insightful

    In Eve, the PvP happens alongside (well, sorta -- too complex to go into detail about here) the PvE. Players can build their own "home" -- a space station (but it's not a home for one character, it needs to be built by -- and more importantly -- defended by, a group of people). You can steal from the weak, who in turn hire mercs to have their revenge. Pretty much a complete player-run economy.

    No Elves in lederhosen frolicking about in the woods hoping to steal a kiss, but then again, there are the Gallente...

    1. Re:I Guess Now Eve is Considered Hardcore by CarbonShell · · Score: 2, Insightful

      For todays 'RPG'-Gamers, actually (pseudo-)dieing is Hardcore enough. Their heads would explode if you did anything worse to them.

      Bad enough they have to actually WALK 1 min back to their corpse and regain ALL their stuff...

    2. Re:I Guess Now Eve is Considered Hardcore by Anonymous Coward · · Score: 0

      Hehe, and in eve, by the time you get back to your corpse, someone has looted it, another person salvaged the bits of burnt and broken hull and they are un-stealthing to take another shot at you :)

    3. Re:I Guess Now Eve is Considered Hardcore by CarbonShell · · Score: 1

      Well that is griefing but in general, yes, that is EXACTLY how it should go.

      I especially love the players who will come back an actually seek revenge .. you know because somehow the last 5 mins of your live is sent via sub-space transmission to your clone.

    4. Re:I Guess Now Eve is Considered Hardcore by Sobrique · · Score: 1

      Thing is, in EVE, you are not your ship - I have a collection of them, so yes, when I pop I go get another one for some payback if I can. I'm not in any way 'crippled' because I have spares - as many as a I can be bothered to outfit.

    5. Re:I Guess Now Eve is Considered Hardcore by Cimexus · · Score: 1

      Indeed. It seems as if gamers want all of the reward, but none of the risk. Which is partly why most Asian MMOs aren't that popular in the west (most are generally risk v reward, open PvP and have harsh penalties for death or failure). At high levels in those games, the XP death penalties alone represent hours of lost (and irrecoverable) progress. Items that take months or even years to obtain can be dropped and lost forever in the blink of an eye. Not to mention the crafting systems that require months of farming/gathering/etc. for an attempt at making an item, which has a reasonable chance of failing completely leaving you with nothing.

      I kinda like that style of game. Keeps the kids out. But I'm a minority these days it seems.

      Evidence: Look at the EU/NA subscription numbers of Lineage 1 or 2, or Aion (to a lesser extent ... it's sorta a hybrid between eastern and western styles). These are big-budget games that are insanely popular in their native Korea (WoW-like subscriber figures in the 5-10 million range). But in the West they struggle to pull much more than an 'average MMOs' numbers (tens to hundreds of thousands), even though they are very polished games that have had a lot of effort put into their game mechanics, artwork and music.

    6. Re:I Guess Now Eve is Considered Hardcore by Wildclaw · · Score: 1

      I Guess Now

      Now????? What the fuck have you been smoking. Eve has always been a super hardcore game. Huge losses with failure. Huge amounts of grinding to get anywhere. Free PvP in a huge portion of the world, which also happens to be the most important portion. A "leveling" system that heavily favors those who have played the longest. The drama that comes with all of that. And on top of that, developers that directly interfere in the game.

      I would never recommend Eve as a game to anyone because of that. Eve is basically your modern day hardcore MUD. Suitable only to a small minority of people. But they have done well, building on that small niche.

  13. Griefing was King! by Jaybird1981 · · Score: 2, Interesting

    I always wondered how long it would take before an Ultima Online post made its way to slashdot. I played several years on the Lake Superior shard, and after finally selling my account and moving on in 2003 i kept in touch with over 25 people that i was friends with from the realm. from those people 4 or 5 were still playing a UO Hybrid on a private server while others merged into other popular MMO's yet i never found anyone that is still playing a particular MMO. I've played Several MMORPGs after UO but i find the same thing to be true: You just cant compare 2D to 3D when it comes to Online Games like UO. The griefing was pretty widespread, even when OSI/EA released a mirrored world (Felucca/Trammel) for the PvE crowd to play in. Insurance on items so you wouldnt lose them quickly came after that, and the good old Ultima that we all knew started to dwindle and lose its sparkle. The Skill based characters with cap limits also made for more interesting PvP, Only the non-elite would complain about Griefing or PKing. Bringing Harrowers into the game with AoS ment actual boss fights with multiple people. And to think that was almost 6 years after they released the game. and its still going on what, expansion number 7 now? The 2D platform made larger fighters and group battles much more fun. Easier to see everything on screen but you have to know where to look to see where the danger is coming from. An old friend of mine once had a long discussion on why UO was so popular, and especially when it came to PvP i believe it to be the most skill based option for gamers out there. When it came to Dueling you had to time everything right, keyboard shortcuts with UOAssist over clicking spells were key, insta-switching weapons and knowing when to time that stun punch or arm a halberd. As for recreating a success of underground status with lost UO players i dont think it will happen... Most people that enjoyed it will just go back to a player run shard that was pre UO:R.

    1. Re:Griefing was King! by uolamer · · Score: 1

      What were your characters on LS? I bet I knew you lol..

      i (just that letter), Akira, Bozo, Tom Hanks, were some of my more popular characters.
      UOF, T C, *S*, A K, T69, and a few other guilds i was in.

      --
      s/©//g
    2. Re:Griefing was King! by Bad+Ad · · Score: 1

      I played on LS too

    3. Re:Griefing was King! by bxbaser · · Score: 1

      anyone from LS remember the angry farmer fun ?

    4. Re:Griefing was King! by Jaybird1981 · · Score: 1

      Miles/Frosty from Lake Superior Baby! What What! Good to see Bad Ad on here as well!

  14. Re:the way i see it by WalesAlex · · Score: 1

    But the pirate servers are already here, and the pirates will keep reinventing the wheel that was sold to them, wouldn't it save all of us a lot of time just accepting that there will always be order(blizz server) and chaos(pirate server) and if they'd just communicate more (the current communication cap is the user interface, limited by the players ability to write Lua or ability to find people good at writing Lua) we'd build a better playhouse for the children

  15. Tibia by Anonymous Coward · · Score: 0

    Have you looked at Tibia (www.tibia.com)?

    It was developed and released a bit before Ultima Online, and has somewhat similar graphics and gameplay. There are three server types: Full PVP where PVP is encouraged and unpenalized, Normal PVP servers where PVP is allowed, but players are penalized for murdering too many people in a short time span, and Optional-PVP servers, where PVP is impossible except during guild wars. The Tibia community is usually pretty hostile, especially on PVP servers, with players quick to kill and slow to forgive, and each server has its own politics. Besides the botting problem which CipSoft, the developers, have only just begun to address, it's a great game.

  16. Siege Perilous by Quazion · · Score: 2, Interesting

    I used to play UO on Siege, the only hardcore pvp server UO has left. I left Siege due to the fact that it didn't have enough players on when i was playing, hours of running around to find a player. Its mostly americans that play there and the europian all leave, because of lack of players in their timezone.

    So, i started looking for a new UO like game just like you. I found Darkfall, which was a grindfest and didn't give me the same adrenaline shots UO gave me when running around its forests. Also the Europian server was full of cheats and they didn't wan't to do a server wipe. Recently i tried the open beta of Mortal Online, wow the combat engine really felt sluggish, i hope i was wrong and it will be better, but i haven't logged in after the first hour. Guess thats another game that won't give the UO feel, although its mechanics looked more promising.

    But what all these new games lack is the roleplay tools, UO has all these small parts as tables, chairs, flowers, paintings, etc.. You can really build your own scenery to play your character in, combined with a death penalty which makes life in the world much more intense.

    If you find a good UO like game, please let me know ;-)

    1. Re:Siege Perilous by Anonymous Coward · · Score: 0

      I agree. I played UO since beta, and played it for 6 years. UO had a social aspect that no other game had. In fact there was little true "ganking" as it where in UO as a whole. There was some but not a game ruining experience, and the fact that standing at the Brit bank made you subject to robbery was more fun then not, hiding possessions in bag after bag, and watching that poor thief die by guards was very fun! "Vendor, Buy, Bank, Guards!" EQ was next in line for social aspect to MMO's and a true social environment. I have gravitated to almost every major MMO since, and what truly made the social aspect so great was that those games didn't really hold your hand. I played WoW for 4 years from beta on, and I can say it is WAY easier to play as a whole and you need far less skill to play it, and hence rely less on your fellow gamer then you did in say EQ. Lets not forget no game truly allowed you to customize your toon as far as UO, be it equipment, clothes, houses etc.

      My 2 bits,
      Sokol

    2. Re:Siege Perilous by Anonymous Coward · · Score: 0

      Mortal online has excellent combat ;) It's just that you start with an axe for wood cutting and no agility or strength at all. Also, it's made of steel. When you got the stats up and a swift weapon, that's when the real game begins!

    3. Re:Siege Perilous by donatzsky · · Score: 1

      The devs are fully aware that combat in MO isn't quite as fun as it should be and is working on it. I believe that the latest patch introduced the first part of the overhaul. (No, I'm not playing it myself - my current computer can't handle it)

    4. Re:Siege Perilous by Raptor851 · · Score: 1

      Role-playing is the big one, I've yet to see that...at all in any current game. I miss setting up the conference table and chairs in the middle of our guild castle and having a (in character) meeting about the state of our alliance. I know about the UO freeservers too, they'd be great if they weren't so vacant of life, laggy, plagued by cheating, and the AI being ridiculously dumb even in comparison to the original. Not to mention there doesn't seem to be any role-players on them anyways.

  17. Ultima Online; The Second Age. The way it was. by AntiLaVista · · Score: 2, Informative

    You want this. http://uosecondage.com/ "Second Age is a free Ultima Online Shard that can be accessed by anyone with UO client software. Second Age is the most accurate emulation of the UO: T2A era online today. There are no giveaways. On UO Second Age you will build your character(s) from the ground up." Been running for about 2 years now, good user base and well moderated.

    1. Re:Ultima Online; The Second Age. The way it was. by oinasz · · Score: 1

      I second this - awesome shard, even more awesome staff. Very era-accurate, tons of fun for players of all types. Take the time and check us out, chances are you'll love this if you loved the oldschool UO experience. See you in-game ;)

  18. Re:the way i see it by gmhowell · · Score: 1

    It's not the private servers that would be a problem. It's new for pay servers that would be a drag to Blizzard.

    --
    Jesus was all right but his disciples were thick and ordinary. -John Lennon
  19. Of course they wouldnt work. need to be stupid by unity100 · · Score: 2, Insightful

    to play and put every 2-3 hours of your daily life into a game to increasingly progress and then get jumped on by a random group of 2-3 somewhere and all your progress stolen.

    it only works when you are a teenager and you have unlimited time in your hands, so you can stomach the loss. but doesnt work for people with little time.

    back then in uo days we had that kind of time, and we were stupid enough to stomach that kind of gameplay. but, curiously, i see that contrary to what we did back then, kids of today's generation do not waste their time in that fashion. they just go play proper mmos.

    that kind of gameplay only can work in a setting in which you are not required to put inane amounts of time to make progress. if you could make up for the stolen items/whatever in a single session (2-3 hours) that would maybe work. but, else, cant.

    1. Re:Of course they wouldnt work. need to be stupid by Tom · · Score: 1

      It also works if you don't lose all your progress, but only a part that you can quickly recover.

      --
      Assorted stuff I do sometimes: Lemuria.org
    2. Re:Of course they wouldnt work. need to be stupid by BlackHawk-666 · · Score: 1

      The easy way to get it back is to group with 5-6 and jump the groups of 2-3. Sorted.

      --
      All those moments will be lost in time, like tears in rain.
    3. Re:Of course they wouldnt work. need to be stupid by Anonymous Coward · · Score: 0

      If you are able to carry "2-3 hours" of progress, you probably only put in 20-30 minutes of effective work. There's no way to just keep farming for three hours and still being able to carry it all, and it's very easy to store your progress safe from the hands of others.

    4. Re:Of course they wouldnt work. need to be stupid by Anonymous Coward · · Score: 0

      You forgot that lots of us are jobless and actually have lots of time to put into ganking a nub and getting ganked.

      I would of thrown out shadow bane since that went free but the recently shut down the servers. That was a great game always got my blood pumping.

    5. Re:Of course they wouldnt work. need to be stupid by Anonymous Coward · · Score: 0

      That's the beauty of UO. Your progress isn't robbed by dying, because your progress isn't measured by the items you've collected. You gain SKILLS. That's what every single person in this discussion has missed. You cannot compare a game like World of Warcraft to a game like UO, because WoW has item-based progression, and UO had skill-tree progression. And you gained skills as you played, regardless of the items you picked up. The items you wore didn't affect your health, your magic skills, your weapon skills, anything like that. The best magical weapon in the game did about 6 more damage (on average) than the more-than-common player-crafted weapon. That was the beauty of it- items were virtually worthless. The items that got value were completely useless- rocks, paintings, black cloth, purple armor, used to decorate your house.

      The lack of dependence on items for character viability also allowed for players to customize their appearance way more than the current MMOs. Want to be naked? Sure. Want to wear a dress, even though you're a man? Go for it. Wanna wear a fancy shirt and a sash and a skirt and have your spells be as effective to a naked person or someone wearing armor? No problem. It seperated cosmetics from gameplay.

      Also, it rewarded intelligent players. If you have more gold on you than you've ever had before, why the fuck WOULDN'T you put it in the bank? Do you walk around in real life with 2500 in your pocket? No, and it's probably WAY less likely that you'll get jumped in real life than a video game. AND YOU KNOW YOU'RE PLAYING A VIDEO GAME. If you can't afford to lose it, don't take it out of town with you. And jesus, you can INSTANTLY TELEPORT ANYWHERE with just a tiny bit of magic skill. It's PURE LAZINESS that people lose all their stuff.

  20. Mortal Online by carp3_noct3m · · Score: 1

    If you want a UO like game, Mortal Online is where it is at. The summary is very unfair, because unlike darkfall, MO is still in beta, with plenty of want for polish. Despite this, I did a long evauluation of current and future MMO's, and keeping in mind I have little time to play in the first place, I wanted one and only one, I ended up getting MO. It is a great game, is very user unfriendly at the moment, but I really love having to theorize about this and that and not having everything handed to me in a cookie cutter style. So I highly suggest you ignore the quick dismissal of MO, and give it a shot. It should be noted that there are massive patches to the beta almost weekly.

    --
    "It's ok, I'm completely secure as long as my iron is off"
    1. Re:Mortal Online by Tridus · · Score: 1

      "is very user unfriendly at the moment"

      Doomed to a niche or worse, then. That's all I need to know about it. If there is only one lesson MMO developers need to take away from WoW, it's how important being user friendly is. Without it, the game will never compete successfully against similar games that are user friendly.

      --
      -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
    2. Re:Mortal Online by carp3_noct3m · · Score: 1

      it is not meant to directly compete with wow, a common misconception about any new mmo is that it aims to compete with the big wigs. Some games are just fine with 100k subscribers. UO was (especially in later years) a niche game as well (although more widely accepted because of lack of competitors). The thread is about UO and its sucessors, not WOW.

      --
      "It's ok, I'm completely secure as long as my iron is off"
  21. Re:the way i see it by therealobsideus · · Score: 1

    It's a moot point, there is a lot of WoW content that has been reverse engineered and are now running on hundreds of shard servers, some with several thousand players playing :) Heck, I just re-upp'd to WoW and once my 7 day free subscription ends I'll probably switch my client to run on a shardserver and be done with it :)

  22. balance by Tom · · Score: 4, Insightful

    I'm playing (well, trying to, it's laggy and buggy) the open beta of Mortal Online, and I've followed Darkfall a little, as well as playing EVE and a bunch of others MMOs. What I've learnt there is it is very, very hard to balance a game that allows players to act against each other freely.

    Most MMOs restrict PvP to zones, disallow looting, etc. etc. - all those restrictions are mostly there because they make balancing a TON easier. Just read the Mortal Online forums and you can see how difficult it is to get thieving right. If it's too difficult, nobody will use it and you can just as well leave it out. If it is too easy, it attracts all the griefers and assholes who don't steal from people to advance their own character, but merely to annoy other players.

    It is unbelievably difficult to find the correct balance once your game has a certain amount of complexity, because all those features interact with each other. EVE did one thing right, and that's why they are still top dog. By setting things into space and a SciFi setting, they eliminated a lot of complexities. The seperation of the game world into solar systems is a natural seperation that players accept. It solves a ton of technical issues without the disturbing portals of other games. The whole cloning and insurance system covers the looting, death and resurrection part from a believable angle that gives the designers lots of freedom in tweaking things. And finally, having security ratings from 1.0 to 0.0 with a smooth transition from "carebear space" to "free for all hardcore space" is a brilliant idea.

    Any MMO that doesn't learn from EVE is doomed to fail, I say. And I don't play EVE any more, it's not my game. But they made a good number of brilliant design decisions and have the ability to learn from their mistakes. Kudos for that. Now if you look back at the failed or failure-in-progress games, you will often see devs fanatically defending an original vision that turned out to be impossible to implement. Those who can not adapt, fail.

    I still hope MO turns out to be right, but my hopes are fading.

    --
    Assorted stuff I do sometimes: Lemuria.org
    1. Re:balance by zwei2stein · · Score: 1

      Ballance is also about playerbase.

      No matter how you set up looting/xp losse from death/whatever, you need to have sheep ready to be killed. You need to convince prey to play game so that predators can hunt them down.

      Many players join theese games with visions of being on top of food chain (because, they, like, rox and have leet skillz), but reality pans out differently and they end up being much lower than they would expect - they will get frustrated and eventually leave. And same repeats with those that were just a bit above them in food-chain, and with those aove them, etc. You just do not hang out in game that you keep loosing at unless you enjoy loosing. Only chance of retaining them is to have constant influx on newbies to slaughter.

      Only reason why UO worked was because back thne people did not have option of playing in Non-PvP server, so anyone playing had to suck up being target practice, and since carebear population was huge, it did not happen as often. Only reason why it works in EvE is because it has safe zones that you never have to leave but which you can

      --
      -- Technology for the sake of technology is as pathetic as eschewing technology because it's technology.
  23. Re:the way i see it by Tridus · · Score: 1

    What's in it for them, other then absolutely nothing?

    That's kind of the problem here. Blizzard has no reason to do that. They have enough developers, artists, and money that if they want to do something and it's technically doable with their infrastructure, they can. Things that aren't in the game are likely not there for a reason.

    All you'd get with them releasing the code is more pirate servers, and people adding stuff to the open source version that Blizzard wouldn't add back into the main game anyway.

    --
    -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
  24. MMOs ain't what they used to be by selven · · Score: 1

    Everything on the internet starts off as a group of reasonable, intelligent people. MMOers in the olden days were willing to take sudden extreme losses like having most of their stuff looted and being camped for a few hours, with the understanding that they themselves, with their guilds, were responsible for retribution. Butt then, as with everything, the size grows and the quality of the users and community gets diluted down. Now, we have things like MMOs like WoW where 90% of the effort put into them is just there for the first 6 months of your playing time, until you get to level 80 and just teleport between your favorite instances. The only cure is to start over from scratch.

    1. Re:MMOs ain't what they used to be by RoFLKOPTr · · Score: 1

      Everything on the internet starts off as a group of reasonable, intelligent people. MMOers in the olden days were willing to take sudden extreme losses like having most of their stuff looted and being camped for a few hours, with the understanding that they themselves, with their guilds, were responsible for retribution. Butt then, as with everything, the size grows and the quality of the users and community gets diluted down. Now, we have things like MMOs like WoW where 90% of the effort put into them is just there for the first 6 months of your playing time, until you get to level 80 and just teleport between your favorite instances. The only cure is to start over from scratch.

      Good thing we have EVE. People hate it because it's exactly what you described in your first two sentences. That just happens to be why I love it.

    2. Re:MMOs ain't what they used to be by Anonymous Coward · · Score: 0

      I can't speak for all of Eve, but the Caldari starting corporation seems to be infested with nothing but trolls and people you'd stay away from in real life. Roll a character in that starting corp sometime. The local chat in Jita and recruitment don't seem to be much better a lot of the time.

      Hearing the excuses people make up for why the game doesn't offer basic functionality such as UI scaling or font-size changing (other than the chat window) is always hilarious as well. The stock answers I see are: "get better glasses" and "get a bigger monitor." I've found forum posts going years back with the same stock answers and yet the functionality has never been put in.

      I've also always enjoyed the parroting of "Eve is great if you don't have a lot of time. You can learn skills while you're not even playing." The one thing people fail to mention is that clones, ships, and ship insurance have a cost, so unless you plan to spend 24/7 in a space station, that money has to be grinded (or bought) from somewhere.

  25. Anyone care to define? by Lord+Bitman · · Score: 1

    I've never played UO. What is "UO-like"? What defines it? What do current games lack? Are you sure that they actually lack it?

    I can't help but be reminded of people who complain that D&D 3rd-edition focuses too much on moving little figures around a grid, as if it were somehow not the fault of the group playing the game, that they chose to focus on a minuscule subset of the rules.

    --
    -- 'The' Lord and Master Bitman On High, Master Of All
    1. Re:Anyone care to define? by carp3_noct3m · · Score: 1

      jump over to http://www.mmorpg.com/discussion2.cfm/thread/206045 Basically UO was one of the first sandbox style persistent worlds. When we say UO like we generally mean the entire world is PVP and is full loot. Full loot meaning, when I kill Abe, and abe is wearing a sword and armor, I get EVERYTHING he had on him. It makes death a serious thing and not to be taken lightly. Also sandbox in that you are not forced intoa role, such as "tank" or "Mage". Actually it is basically about breaking down barriers of all sorts and giving the player freedom to choose as much as possible, their style, their skills, their adventures.

      --
      "It's ok, I'm completely secure as long as my iron is off"
    2. Re:Anyone care to define? by LordLucless · · Score: 1

      It generally revolves around killing people and taking their stuff. With 1% doing the killing and taking, and waxing lyrical about how nobody queues up to the slaighterhouse anymore, as modern MMORPGs are less "realistic", and don't allow griefing.

      --
      Just because you're paranoid doesn't mean there isn't an invisible demon about to eat your face
    3. Re:Anyone care to define? by Anonymous Coward · · Score: 0

      4e is *ALL* about moving things on a grid. There is ZERO emphasis on what RP actually means. 3e was the end of D&D as an actual Role Playing game.

    4. Re:Anyone care to define? by Anonymous Coward · · Score: 0

      This is half-true. 4E combat is entirely miniature-based, but whether you role play a pen and paper game has absolutely nothing to do with the rule books. If you need a Players Handbook to tell you how to play a role then you're doing it wrong.

  26. DAoC? by AlgorithMan · · Score: 1

    Some UO fans, that I know, went to "dark ages of camelot" after UO servers became to empty...

    --
    The MAFIAA is a bunch of mindless jerks who will be the first up against the wall when the revolution comes
    1. Re:DAoC? by Xest · · Score: 1

      Yeah I did, I played it for 5 years in fact, but it still wasn't UO unfortunately, and even DAoC is now deader than UO ironically.

  27. Re:the way i see it by Svartalfar · · Score: 0

    Blizz will never *ever* open source their game or let players develop areas because of one main fact. Blizzard is extremely focused on their storyline. Say what you want about their servers, the graphics, or how terrible you think their pvp is. The company can tell a story. Yes, they kill off a bad guy every expansion and are probably running out of baddies to off.. but they stick to their lore. If you're curious about why anything happens in almost any part of the game you can pull out a book and look it up. If any Tom, Dick, or Harry could code an area, throw it up, and let people run wild over it, they will lose complete control over the lore aspect. If the dev's would shitcan anything that isn't 100% in keeping with the lore, they would probably deny 99.9% of areas. We'd hear more bitching about denials on /. then we do about apple's appstore. What's the point? They already have in house people who they can hand a book to and say, Read this, write an instance around the place between pages 55-70. As much as I hate how Blizz does things sometimes, they have reasons.

  28. Heres why: by brillow · · Score: 2, Insightful

    1) Getting your shit stolen isn't fun. 2) A game has to be pretty lame if you're spending time in your virtual "house." I don't need to log on to sit around my house.

    1. Re:Heres why: by xouumalperxe · · Score: 2, Insightful

      A game has to be pretty lame if you're spending time in your virtual "house."

      Yet The Sims is one of the most successful franchises ever. Just because it doesn't work for you doesn't mean there isn't a market for it.

    2. Re:Heres why: by brillow · · Score: 1

      The Sims is not an MMORPG. In fact, the very fact that this guy doesn't know of an UO-like RPG which is out now is because there isn't one, because people don't want to do that. If they did, they could play Second Life, its still around, and its still free.

    3. Re:Heres why: by Ogive17 · · Score: 1

      I agree that having stuff stolen is sucks. I doubt I'd stay with a game where items/money could be taken.

      But I disagree about houses. SWG was (and thanks to the SWG EMU project) and continues to be my favorite MMORPG. While the emu hasn't implemented player cities/buildings yet I remember player created cities. The good ones had all the amenities of the static cities and you could have your own house. Most people used it more as a warehouse but some people put forth great effort to decorate the house. Crafters could use their house as a store front. Until SOE flexed their "creative" muscle and tried to copy WoW, that game had me hooked.

      --
      "Action without philosophy is a lethal weapon; philosophy without action is worthless."
  29. Re:the way i see it by dave1791 · · Score: 1

    Reverse engineered gray shards are a FAR cry from what would happen if WoW were open sourced. If you could create your own WoW shard, would you play on any of Blizzards? Sure they lose people to gray shards now, but they would lose a lot more if they open sourced it. MMO are fundamentally a service business and open sourcing your MMO is essentiaslly saying, "feel free to skip using our service". Where exactly does Blizzard gain here? I know where players and those advocating that it be open sourced gain, but where does Blizzard gain?

    The only way it might work is if the servers were still closed source, but the content was OSS ( with a restrictive license such as GPL) and modifiable and you essentially rented a server from the company. If you want your own highly customized world, then you can create one and pay the rental fee on the company's cloud. Richard Bartle advocated exactly this on a Terra Nova thread yesterday and I think it has merit.

  30. Fuck world pvp by unity100 · · Score: 4, Insightful

    what was that ? 10 minutes wait to gather some 10-20 or so people to create a raid, 10 minutes to go to the location of the raid, 10 minutes of killing lowbies there until the high levels come, 10 minutes of killing 2-3 high levels until a serious raid forms up from the other side and arrives in your location, then 30 seconds of pvp, death, 5 minutes of running from gy, rezzing and repreparing. after 10 minutes, going back again.

    all that 1-2 hour hassle for only a total of 5-10 minutes of pvp. fuck that

    there is a reason why pvp battlegrounds are accommodating over 8000 players at godforsaken 03.30 at night in eu servers alone - instant, incessant action.

    1. Re:Fuck world pvp by AntiNazi · · Score: 1

      That wasn't world PVP, that was honor farming prior to BGs being released. World PVP was, you are mining that node, I want that node, we fight for it. Or me and my buddy are killing boars for a quest, you are your buddy are killing boars for a quest, it'd be a lot easier if you didn't exist, perhaps we fight for it. This is 10x the fun of BGs for the same reason that Arena is. Because BG is your same 5s gibfest you just complained about with a shorter wait and rez timer.

    2. Re:Fuck world pvp by unity100 · · Score: 1

      thats not world pvp. what you are talking about 1-2 people jumping on each other. you dont need a fucking massively multiplayer game for it. you can just log into any counterstrike server and get the exact same thing.

    3. Re:Fuck world pvp by xouumalperxe · · Score: 1

      thats not world pvp. what you are talking about 1-2 people jumping on each other. you dont need a fucking massively multiplayer game for it. you can just log into any counterstrike server and get the exact same thing.

      Except you do need an MMO behind it. Organised PvP like battlegrounds are comparable to Counterstrike: they're isolated matches over abstract objectives. The sort of PvP you're saying is the same as Counterstrike is in fact the only sort that's fundamentally different from the FPS experience: It's spontaneous, it crops up as one single element of a bigger experience, and it is often fought over much more concrete rewards (as concrete as virtual goods in an RPG can be, at any rate).

    4. Re:Fuck world pvp by DarthVain · · Score: 1

      Apparently you have never PvE Raided then...

      About 90% waiting around for people to join, for 10% fail and quit. Repeat.

      That said this is fixable with a really good guild organization, however from my experience most are not.

      Also to even join a raid most get caught in a catch-22. You have to be geared and know fights to join. In order to know fights and get gear you need to run. Paradox!

      Anyway I play all the time, but I find the above frustrating, particularly if you want to join a guild and not HAVE to play 5 times a week for 4 hours.

    5. Re:Fuck world pvp by suomynonAyletamitlU · · Score: 1

      You guys should join the military.

      They sit around on their asses for years only to enter a 30-second engagement and die.

    6. Re:Fuck world pvp by jbezorg · · Score: 1

      World PVP was, you are mining that node, I want that node, we fight for it. Or me and my buddy are killing boars for a quest, you are your buddy are killing boars for a quest, it'd be a lot easier if you didn't exist, perhaps we fight for it.

      No. Not on a 5 to 2 Alliance to Horde ratio server. It's fun at first. Someone on the Alliance side thinks "Hey, I'm bored. Lets attack the Crossroads!" we fight, have some fun, each side goes on their merry way. We try to pick up questing again but about that time, a new group of Alliance players have logged on and come to the remarkable conclusion of "Hey, I'm bored. Lets attack the Crossroads!"...

      Blizzard could have probably save a whole bunch of network traffic by simply adding the following code for anyone who was playing Horde on our server.

      while ( true )
      {
          if ( echo_world_defense )
              print "Crossroads is under attack!\n";
          sleep( 5 );
      }

      The Crossroads was a major questing hub for horde so, yeah, you are your buddy have finished killing boars for a quest. Now you've got to wait for the last wave of Alliance to clear out so you can turn in. Or hope there are some level 60s on who haven't turned off world defense. If you're lucky, maybe you can turn in a quest or two before they gank the quest givers again. Heck, one group was even nice to me and let me turn in quests, then ganked them.

      Or say "F this!" and roll Alliance like most players did and contributed to the imbalance in faction ratio.

      --
      I've lost all my marbles except one & It's fun to test angular & centripetal acceleration in my skull
    7. Re:Fuck world pvp by Reapy · · Score: 1

      Nail == Head.

      PVP is great in our minds before mmo's were popular and it was just cool to be in a virtual world. In the long run, world style pvp sucks for just what you said.

      In addition... it is always a gank fest. 1 in 10 fights would be 'even to close', usually numbers swing wildly in one direction or the other that the fight is just not interesting.

      Wow's BG's are a good solution but you end up with a "pub FPS game" feel to it and that has its own set of problems.

      PVP with an RPG combat system is tricky. I don't think anyone has done it perfectly yet.

    8. Re:Fuck world pvp by unity100 · · Score: 1

      you dont need MASSIVELY multiplayer for counterstrike.

       

      sort that's fundamentally different from the FPS experience: It's spontaneous, it crops up as one single element of a bigger experience

      basically you jump on people unawares. thats it. you can do it in counterstrike too.

    9. Re:Fuck world pvp by unity100 · · Score: 1

      i have done every single shit that can be done in wow.

      pvp wasnt 'fixable' with a good guild organization. guild organization requires schedules, timetables, arrangements, and everyone sticking to all of these to work. and even with ALL that you couldnt provide all day long 40v40 pvp action on a continuous basis, nomatter how hard you tried.

      pvp battlegrounds provide that. it doesnt take total of 10 seconds from clicking the wow icon on your desktop until you get into alterac valley itself. (not the queue, the battleground itself).

    10. Re:Fuck world pvp by Andy+Dodd · · Score: 1

      DAoC did pretty well. There were specific areas reserved for PvP (kind of like BGs), except that they were VERY large areas with widespread objectives. To achieve some objectives would require a many-hour cooperative campaign involving many players (frequently 100-200+) from each realm.

      Relic raids in DAoC could easily start out in early morning and constantly pick up in pace all day, usually taking 2-3 hours of escalation before anyone even declared "Call to arms, this looks like a relic raid in progress!"

      --
      retrorocket.o not found, launch anyway?
    11. Re:Fuck world pvp by Anonymous Coward · · Score: 0

      that sounds more like the Champ Spawns of UO more then WOW.

  31. Tibia! by fadir · · Score: 1

    If you really are into Ultima-like gameplay then have a look at: http://www.tibia.com/
    It looks really old compared to WoW & Co. but the gameplay is amazing and you have all you ask for in it: housing, thieving, looting - everything is there!

    I play Tibia since 1998 (with interruptions) and always return, just started again a few weeks ago. I've played many other mmorpgs and they are all fine and nice for a while but grow boring quickly because it's just no thrill involved. In Tibia you'll have plenty of thrill because you can actually lose something. It's probably the hardest mmorpg that you can find on the market, so be warned!

    If you need some assistance: drop me a message and I'll let you know who to contact to get started.

    1. Re:Tibia! by Tibia1 · · Score: 1

      Yes, I played tibia for years also (see username). It was a truly great game, because when you died you lost a ton of experience, and killing people meant taking their loot. This sounds annoying (and can be) but it adds that realistic aspect to the game which makes it feel like your work in the game is worth more. Although if I remade tibia I would do it differently now (although they've made some good changes over the years) it was still an epic game. Just for the record, I was a pking king who never lost a looting war and had a pimped house to show for it, despite being involved in several 'gang wars' (people get really emotional when they die and become bent on revenge).

    2. Re:Tibia! by Anonymous Coward · · Score: 0

      qu

      ATTENTION!!!!!!

      this game is very ADDICTIVE!!!!!!better dont even start it!!!!!it ruins your life!!!!!

  32. Re:the way i see it by KDR_11k · · Score: 1

    Realistically why would Blizzard make it easier for people to build a competitor?

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
  33. 3D breaks the text/action connection by Anonymous Coward · · Score: 0

    3D is the problem, and the usual solution, chat channels, only compounds the issue.

    What worked about social interactions in UO is that you could read what people were saying only when you were close, and if they were close, you couldn't miss what they were saying if you were pointed the wrong way, because there was no wrong way.

    With 3D you can miss what people are saying by facing away from them, and if you sticky the chat bubbles to your UI, identifying which text belongs to whom quickly becomes a real mess.

    As soon as you have a chat channel to deal with the problem, you sever the direct connection between the player and their words, and you lose the dierect and potentially intense, interaction between a player's words and their actions.

    When EQ came out it was clear to a lot of us what was going to be lost, but as we each in turn got exhausted with the intensity of the UO social experience, we drifted off towards the less-taxing eye-candy of EQ and AC.

    I have yet to see social interaction in any 3D game come close to UO. Chat channels severed that connection.

  34. Classless systems by Anonymous Coward · · Score: 0

    The reason that games like UO aren't developed any more is partly due to the success of Everquest and their choice to go with the D&D class system. Classes are supposed to stop players from rolling a Tank/Mage with the best Health and Mitigation and the highest Damage. However even Everquest and WoW clones are finding out that it's just as possible to make an OP tank that can out parse a DPS class and DPS that can act as a tank. Class systems instead only resulted in the same old story and constant patches to try to achieve the fabled balance.

  35. EVE Online by gaggle · · Score: 1

    I put forth EVE Online as the new UO. As far as I can tell (I didn't play UO but friends of mine did) EVE has a similar cutthroat PvP oriented culture where exploits are allowed within the gamerules. I'm not judging either game, just drawing parallels between the two worlds and their willingness to let players make stupid mistakes and pay for it.

    1. Re:EVE Online by dushkin · · Score: 1

      I second this.

      EVE is not my type of game... but it's pretty awesome.

      --
      o hai
  36. Re:the way i see it by Anonymous Coward · · Score: 0

    I still dont understand why blizzard cant release the WoW engine as open source, I mean if I just want to "steal" the game I'd pirate it and run it on a pirateserver, I wanna play the game however (interaction between people all over the world) and to do that I need the infrastructure they're selling (Physical servers built by people paid SHIT and maintained by devs standing in a sea of fire of corporate interest) Now.. if they'd release the code, free-devs could code whatever idea they come up with and present it the way the custom UI structure of WoW already works, incorporating new and novel ideas to the existing system without having giant penises all over the place the way it ends up on the pirateservers or games that fail at understanding how humans work /rant off, ex-WoW addict

    Somebody please, for the love of God, mod this man.......... down. Seriously, what the fuck are you thinking? What in the world would Blizzard possibly have to gain by open-sourcing their game? Are you trolling?

  37. UO was a graphical MUD by DNS-and-BIND · · Score: 1

    Before graphical, pay-to-play MMORPGs, there were these things called MUDs that were exactly the same thing, only played in a textual medium. Some of you might wonder how anyone could possibly enjoy a game without graphics - it's the same difference between a book and a movie. Ultima Online was the natural extension of MUDs to graphics, and wow it's set in Ultima land! With Lord British (stupidest name ever) as an actual character, really played by Richard Garriot! You could have a house and travel throughout the land having adventures. I remember crafting was a cool part of the game, and was included as early as Ultima VI. The idea was to have a "real world", but set in Ultima.

    What happened? People started paying for entertainment, that's what happened. And when you pay for something, you expect to get it. People don't like it when the "real world" intrudes. In addition, there was a huge demand for *novelty*. People want something new, all the time, and Ultima already laid out. Sure, they can "discover" a new island or something, but that's just not the same. The newer MMOs have novelty in spades, for today's bored people.

    --
    Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    1. Re:UO was a graphical MUD by Datamonstar · · Score: 1

      People want something new, all the time

      Ironically, on the Iron Realms MUDs that I play things do change all the time. Some type of quest, major occurrence or world-changing event happens at least once every two weeks.

      It's WoW and other popular MMOs that are boring because they never change except after an expansion release, or an engine tweak. Which is what? Every two years or so. Oh, and someone might trigger a quest that does something "world-changing" every 30 minutes or so. Of course you'll be completely tired of it by the third time you see it.

      --
      The eternal struggle of good vs. evil begins within one's self.
  38. Looting by Aladrin · · Score: 2, Interesting

    I've only yet seen 1 game where I thought looting and theft was done 'right'...

    Theft - Have to practice your pickpocket skill to get better at it. The better you get, the higher level person you can steal from and the better stuff you can get from them, and from shops.
    Anti-Theft - Have to practice your 'perception' or/and pickpocket skills. The better you get, the harder you are to rob. In addition, if you see the theft but can't prevent it, you can report to the nearest guard and the town guards will be watching for them. Also, you can immediately attack the robber and killing them is perfectly legal.

    Looting - Known as 'graverobbing' because when you die, you create a mini-grave on the spot. The looter has to dig up the grave (takes about a minute) and then can take whatever. The items are marked as being looted for about an hour. Logging off or hiding in a zone where find-magic doesn't work will see the items returned to their owner immediately.
    Anti-looting - Killing a graverobber is fair game. For anyone. Pick on a newbie player and you'll likely find the mob has pitchforks and torches. And they are very eager for some excitement.

    What you end up with is a -lot- of petty theft that people generally only lightly protect against, with a few people that go totally nuts and fly into a rage about it. And just a little bit of looting, which everyone gets excited about and has fun with.

    I'm sure it wasn't easy to come up with the above solution, and it takes a strong community to make it happen... But it's the only one I've seen do it right so far.

    --
    "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    1. Re:Looting by naam00 · · Score: 1

      I assume you wanted to mention the name of that game as well? Sounds intriguing...

    2. Re:Looting by Kiffer · · Score: 1

      And what was this game called?

    3. Re:Looting by Aladrin · · Score: 1

      Actually, I didn't mention it on purpose.

      1) I didn't want anyone to think I was advertising and ignore my post because of that.

      2) The game's community has gone to pot, and without that, the game isn't nearly as good. There's a lot of grind, and it used to be that the community was good enough to chat while you grind and still have a lot of fun. Now, though... Well, it's just not like that. (I haven't played in the last year, though, so it might have gotten better again, I guess.)

      It's an older text-based MUD called DragonRealms. It's crazy expensive for a MUD, though. I left the last time they raised prices, and when I tried to come back, the community was dead. I assume the 2 are related, since I wasn't the only one disgusted with the price hike.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    4. Re:Looting by Anonymous Coward · · Score: 0

      What game is it?!

    5. Re:Looting by Anonymous Coward · · Score: 0

      thats great, care to share which game youre talking about?

    6. Re:Looting by Anonymous Coward · · Score: 0

      You didn't mention the name of the game that you used as an example.

  39. You can try iris by g4b · · Score: 1

    ...plain old UO Shards with Iris2. There are a couple of them.

    UO has in my eyes only one major drawback: the client. Since the protocol is fairly researched (see penultima online docs), and there are a lot of emulators very developped (runuo2, sphereserver, uox3, pol and the dead ones (nox, wolfpack, sunuo)), mostly even opensource, and there are a lot of freeshards with very different scriptpacks...

    the ideas on freeshards are very cool, often copied by OSI into their own.
    but mostly every combat and magic system is trying to mimic the old UO, which is also fairly the fault of the emucode being hard to tamper with at that levels.

    knowing the protocol, you can say that UO is pretty much like a webbrowser only reacting on what the server tells it to do, since every drag, every click is transmitted to the server. So basically in my opinion servers are still underdeveloped, a lot could be still implemented, and you can see that because some of them have developed completely unique gaming experience, custom maps, graphics, and everything.

    But it leads to one big drawback, and that's the client. The UInterface is somewhat tricky to get into nowadays.

    Luckily I think there is hope: iris2
    The iris2 client is built upon ogre, is pretty much evolved, uses custom 3d terrain with 3d graphics from UO:TD. It has a 2d rendering engine built in, is scriptable via lua, and could have the base for much more creative mmo's. Especially if someone would develop the graphics / models themselves, they would have a complete free platform (client and servers) to build their ideas upon.

    Some servers/freeshards already use iris2 (see list at http://iris2.de). But the scene needs developers. Especially on the server side. Ideas are there plenty. From the simple DOTA-like buildup for a freeshard, to more complex OSI like worlds, the engine could support pretty much everything.

    I am concepting a freeshard 7 years now, coming into first development stages, and worked as scripter/devel in some freeshards also in my 10 years of UO fandom. Graphics is not everything, UO has taught us. But a good client engine also allows different gameplay, more action oriented, or more sophisticated for customization.

    UO is like the HalfLife of MMO's, completely building upon it's massive freeshard movement, where the game is modded a lot. So if you searching your dream-mmo-server, maybe take on your gloves+1 and try to help some of those freeshards giving you your gaming experience you seek.

  40. Entropia Universe by meuhlavache · · Score: 1

    Entropia Universe ! The MMORPG with a real economy.

  41. Why no UO by Anonymous Coward · · Score: 0

    Multiple reasons why no one has made a successful UO type game

    First and most important, what many people forget is Pre Tram UO was a failing game (in subscription numbers), sure it had dedicated long term players (was one of them) but the drop out rate for new players was astronomical. Which basically meant, due to simple attrition, the subscriber numbers had started to decline. Any (levelling*) game that forces people to pvp and risk loads from day one is always going to have limited appeal and as the game progress's that appeal will decrease even more to new players due to being preyed upon by established players

    UO only reached it's peek after the abomination** that was UO:R, which basically gave people the option to play two versions of the game, one safe (and all reward) and one with pvp and thus risk but with same reward as the safe version, obviously majority went with the safe option as there was no downside. Basically it broke the risk vs reward model

    Next reason, a few people have made half hearted attempts to make a UO type game, but because they were all a mess and thus unsuccessful no company will put some serious money into developing a proper game. Every time I see another Dfo type cluster**k of a game (that always try to link themselves to UO) my dreams of having another real UO type game die a little more

    Another reason is changing MMO player base, more jaded, younger, more tards. In early days of UO majority were trying to "be good", even majority of PK's picked that path not to be dick's but because they liked the risk (being everyone's legal target, some even liked stat loss *shudder*). Then as more people got online, always on connections became more available you started to get younger and more jaded players, the type who were 7*GM going to newbie areas every night in gangs to butcher the newbie's, just "because they could" (and then of course these were the first to cry when they had no more targets when everyone moved to Tram). 10 years later these types of players have only grown in number and each one can single handily put off dozens if not hundreds of new players

    And lastly a personal one for me, fact no one has tried to do an decent Isometric view in a game, sure first person might be more immersive but for me isometric always added a certain "Je ne sais quoi" to pvp, there I felt like a individual combatant as well as a general. The feeling of "player skill" required to win has never felt as great in any other MMO I have tried

    Until someone does a decent non theme park MMO, that lets people start off safe before having to cross swords with other players, then gives them reason (beyond just the trill of pvp) to take the risk losing something, keeps massive guilds from dominating thus allowing individual players/small guilds to not only compete by the weight of their skills but also flourish as well we will not see a successful UO type game (Big guilds in PvP games kill individual skill, it all becomes about who has the most people)

    Until then, the closest (and also in many ways furthest) you can get to UO is EvE

    *And yes, UO like any MMO is a levelling game. 1 day old character in hand's of experienced player still had no chance vs. a 7GM character in a newbie's hand. It just does not hard fix those levels in a straightforward way

    **Don't get me wrong, UO:R was not an abomination because it created safe lands, they were more than needed to allow new players to get on their feet before they faced the established players, but rather because it just mirrored the existing lands and all content which meant players never had cross swords with existing players and were not penalised nor limited in any way if they choose not to

  42. Runescape by boweniant · · Score: 1

    I play Runescape. It seems to have a much better following than UO does, and it does have much of the flavor of it. I am also a an Ultima fan, Finished Aklabeth forward, and did play UO for a time, it just cost to much for to little compared to the free / $5 month expanded of Runescape.

    1. Re:Runescape by Jaybird1981 · · Score: 1

      Runescape is a game for 10 year olds that are skipping school and drinking kool-aid. UO still has over 200k subscribers, and they made Guiness with the best MMORPG of all time until WoW came along, it has no better following then UO. and if you cant afford 15 dollars a month then you are probably homeless.

  43. My guess by CrazyJim1 · · Score: 0, Redundant

    Newer MMORPGS are more fun. You don't perma die. You don't get stolen from. Thievery is only fun for one person. And if you can steal from an NPC, you can just farm it, so there needs to be limitations.

  44. Because most people are somewhat decent? by EWAdams · · Score: 1

    I'm not a thief.

    I don't choose to consort with thieves.

    I don't like to live in thievery-prone areas.

    Most people feel the way I do.

    Simple, really.

    --
    I piss off bigots.
    1. Re:Because most people are somewhat decent? by Boldoran · · Score: 1

      That is not a sound argument. If someone likes to play play Battlefield 2 that dosn't mean that he would like to go to war.

  45. Also WoW keeps it sane by Sycraft-fu · · Score: 5, Insightful

    While you can be griefed on a PvP server, all that does is make you lose time. You have to go back to where you were. In the event someone is camping you, you can't do anything until that's cleared up, but that's all. You don't lose gold, experience, loot, etc. So it is annoying, but little more. However in UO you stood to lose a lot, and most people don't like that.

    You are correct in that what it comes down to is that there's few people who like this sort of thing. There are a fair number who like to be on the giving end, but less who are willing to be on the receiving end. So even if you decided to make a game that catered to grifers, you'd have the problem that many griefers wouldn't want to play it. Since it would more or less be a griefer only fest, they wouldn't have casual players to pick on and it wouldn't be fun for them. A large number of them aren't interested in an equal playing field where they might be griefed as well. They want a situation where they can band together with other griefers to pick on the weak, but that doesn't work.

    As such there will be a small market for games like this. You can see this well with EVE. Not only is it rather small, compared to other MMOs, but many of the player base positively HATE WoW. I don't mean they dislike playing WoW so found a new game, I mean they hate that WoW exists and that people play it. Now why would that be? Shouldn't affect them. The reason is because they want all those casual people to come play EVE. They want weak, inexperienced people to pick on and take advantage of. They are mad that these people have other places to play.

    What it comes down to is people play games to have fun. What fun is for various people is different, but for an extremely large amount fun means "Not losing everything because of a jerk." They want something akin to a single player game with checkpoints and quick saves and such. A situation where you don't always move forward, but you never move backward. They don't want the equivalent to a single player game that deletes your save if you die.

    As such, game companies will make games like that. If they don't make games people want to buy, they'll not be in business for long.

    1. Re:Also WoW keeps it sane by krischik · · Score: 1

      Good posting. Put's it to the point.

      They don't want the equivalent to a single player game that deletes your save if you die.

      Strangely the Alternate Reality did precisely that and was quite successful. But then Character revival tools appeared quite quickly. Actually I wrote one of them ;-) .

    2. Re:Also WoW keeps it sane by Anonymous Coward · · Score: 0

      The reason is because they want all those casual people to come play EVE. They want weak, inexperienced people to pick on and take advantage of. They are mad that these people have other places to play.

      Nah, EVE players hate WoWers because EVE is 'hard' and WoW is 'for the kiddies'. EVE is more complex, so it attracts arrogant people who look down on anyone that thinks it is too difficult to play. Nearly everyone who plays EVE has played WoW so it's easy to associate the people who can't figure it out with the 'lolnubwtf!' idiots that populate some areas of WoW (Barrens, when I was last playing).

      I say this as someone who has played and enjoyed both games quite a bit.

    3. Re:Also WoW keeps it sane by Greyfox · · Score: 3, Informative
      Actually in pre-tram UO you really didn't stand to lose that much if you died. The top-end gear wasn't hugely better than what you could buy at a vendor, and two or three relative lowbies could drop a guy in the best gear in the game. Experience counted for a lot more, and it encouraged you to invest more in things your character couldn't lose, mainly his skills.

      The WoW-like item grind is what really threw off the balance of that world.

      --

      I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

    4. Re:Also WoW keeps it sane by sarahbau · · Score: 4, Interesting

      Maybe one way they could counter griefing is to give some kind of risk to the griefer. Most MMOs have no system of law. You can go around killing all the players/NPCs you want, with little more risk than being chased by few guards for 30 seconds. You can then go talk to the baker, who just witnessed you brutally kill 30 peasants, children, and low-level players, but thinks nothing of it. What if killing low level players had consequences, like your character being "executed" (obviously being killed just to respawn 10 seconds later isn't really a punishment, so it could mean something else). What's funny, is WoW originally DID have penalties intended for killing passive NPCs or low-level characters. The rule book talks about dishonor, and how getting enough dishonor would cause you own faction to stop talking to you, eventually even attacking you if you entered town before your dishonor wore off.

      By the time the honor system was implemented though, they had removed dishonor (I think initially they did give negative honor for killing passive NPCs, but not for killing low level players). There was no penalty for killing lowbies all day. I played WoW on an RP-PVP server for a while, thinking it would provide some of the world-pvp I missed on my PVE server after Battlegrounds came out. Unfortunately, pretty much the only PVP that exists on PVP servers any more is griefing. I leveled from 1-70 without encountering a single enemy player that wasn't a skull (more than 10 levels above me) until I got to level 61, where they would fly overhead on their flying mount, waiting for me to drop to low health so they could swoop in for the easy kill.

      Even though I'm not a "wolf," I wouldn't be opposed to a game including some kind of loss when killed, IF the person doing the killing faced some kind of risk as well. A level 80 player might not be able to get anything of value from a level 30, but they'd kill them all day just for the "fun" of causing them to lose something. In real life (most) people don't go around killing random helpless people because of morals, and a risk of imprisonment. In the game world, neither exists (most people aren't morally opposed to annoying someone).

    5. Re:Also WoW keeps it sane by Anonymous Coward · · Score: 0

      Nah, EVE players hate WoWers because EVE is 'hard' and WoW is 'for the kiddies'. EVE is more complex, so it attracts arrogant people who look down on anyone that thinks it is too difficult to play.

      If by "easy" you mean "boring"... then I understand. There's nothing "hard" about Eve.

    6. Re:Also WoW keeps it sane by bishiraver · · Score: 1

      Wish I could mod you up, but I've already put my 2c in to this thread.

      There were the occasional rare magic items, but they weren't /that/ much more powerful, and several kinds were limited in how long they were useful (a sword of lightning with 3 charges, useless after that).

      Much more lucrative were items crafted by server-famous people, or having a piece of fur (not leather).

      Or the "skull of soandso" rolling around in your bankbox.

    7. Re:Also WoW keeps it sane by bishiraver · · Score: 1

      In UO, if you attacked other players needlessly you'd drop in reputation, eventually getting instakilled if you set foot in town. It also allowed other players to attack you (and gain rep for themselves) with impunity, leading to something unique to UO - Notoriety PKs; "blues" who indiscriminately attacked and hunted down every last "red" they could find ;)

    8. Re:Also WoW keeps it sane by sabs · · Score: 1

      Cause having a bot walk you in and out of the stun field while you were at work. That's fun and interesting gaming.
      Any game where you gain skill by using, is going to suffer from the inbalance of "I use a bot to level up my magic skills" and "I actually play the freaking game"

    9. Re:Also WoW keeps it sane by loafula · · Score: 1

      UO did have a sort of law in the way it handled player notoriety. Every player starts the game with a neutral noteriety score of 0. You lose noteriety points by killing other players, looting, and stealing loot from the corpse of a monster you did not kill. Lose enough points, and eventually your character becomes evil. Evil characters stood out by having their names appear in red. If you were evil enough, town guards would kill you instantly and on sight. Players who choose to take the good side were actually encouraged to kill evil players. By killing evil players, you gained noteriety points. Each side of the noteriety scale had it's benefits. On the good side, you could earn the title Great Lord. As a great lord, you were entitled to special equipment and an overall sense of respect from other players.On the evil side, you could become a Dread Lord. As a dread lord, you had a cool title and automatically inflicted fear into other players. Time and time again, I'd encounter a random Dread Lord in the wilderness and the adrenaline surge I felt was intense. This mostly player governed legal system worked. It worked because there were definite repercussions to death. You die, you lose your loot. Sure, as a PK you tend to accumulate more loot than the average good guy, but you had more at stake. Because you could not access towns, you could not rely on secure banks to hold your things. Your only real option was to purchase a house. The house required a key, which you could lose if killed. If you lose your key, you better pray whoever looted it does not find your house or you are fucked.

      --
      FOXTROT UNIFORM CHARLIE KILO
    10. Re:Also WoW keeps it sane by dcollins · · Score: 1

      "They want weak, inexperienced people to pick on and take advantage of. They are mad that these people have other places to play."

      Meta-griefing the griefers. Priceless.

      --
      We know where leadership by an anti-intellectual "strongman" who scapegoats minorities and likes boisterous rallies goes
    11. Re:Also WoW keeps it sane by Jesus_666 · · Score: 1

      There are some MMOs with similar mechanics. Cabal Online (some random F2P MMORPG) has a system where people can simply turn off PvP but you can override it by shift-clicking them to target them anyway. Problem: If you attack someone without having successfully invited them to PvP first you accumulate penalties and are also free for anyone to attack.

      I didn't play long enough to see whether that system really works but it's there.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    12. Re:Also WoW keeps it sane by Elshar · · Score: 1

      The real problem with UO's system was that you never really needed to go into town at all. And if you needed to use a bank, you could just go over to Buc's where there are no guards to kill you. So there really was no real penalty for being "evil", except you had to do your banking in an unprotected town. But even then, you could just hand a blue alt a bunch of gold to turn into checks/deeds/etc, so even that could be mitigated.

      There really is/was no in-game mechanics to deter someone from being a murderer. There's no real risk.

      Even if you weren't red, once you hit a certain point (have your own housing, etc), there is no ooc reason to ever step into town again aside from gathering reagents, and even that could easily be done with a runebook and a blue mage alt to teleport around.

    13. Re:Also WoW keeps it sane by Anonymous Coward · · Score: 0

      The problem they ran into with dishonor and low-level players was "What happens when a lowby annoys you or when a dozen lowbies get together and attack you?" A fair world-pvp system is all but impossible, there are just too many variables. Battlegrounds are a much better solution.

    14. Re:Also WoW keeps it sane by McDozer · · Score: 1

      You guys are all leaving out statloss if you died as a red. That was a serious deterrant. It wasn't easy to get back the skill points you lost, especially if you were 5 or 6X GM. You'd lose days of grind time if you were red status and got killed......it really did suck. This is one reason all the reds always ran together in huge gangs. Also the bounty system, I remember there were some guys on my server ( Alice Cooper ), if you could get his head to turn in for the bounty you would be a VERY rich man for doing so. UO was the grief fest everyone made it out to be, I found it to be rather balanced and will always miss it.

    15. Re:Also WoW keeps it sane by Anonymous Coward · · Score: 0

      On a MUD I play (I know, not exactly what you're talking about) there is world PvP but it's opt in. Players start out as non-targetable and after a certain fairly low level which gives them time to learn the ropes and see the risks they can choose to register as PvP. After that they are valid targets for thieves, griefers and looters. On the good side, in the cities there is an active police force which will automatically know if a crime has been committed if it's witnessed by a player or NPC. There are different penalties for different crimes from being knocked unconscious and thrown in the river to fines or being thrown in jail for up to a quarter of an hour of real time. Anyone caught has all their stolen goods confiscated on top of this as a further penalty.
      There is also the possibility of putting as assassination contract on someone's head. Lives are limited and if they hit 0 it really is game over. They can be purchased at a not-insignificant price (after a few purchases it might take a high level player a week to make the gold for another life) and PvP deaths all take a life including assassinations, so annoying too many players may cause a constant stream of assassins jumping out of the shadows attempting to 1-hit the player.
      The system seems to work fairly well.

    16. Re:Also WoW keeps it sane by evocarti · · Score: 1

      What's funny, is WoW originally DID have penalties intended for killing passive NPCs or low-level characters. The rule book talks about dishonor, and how getting enough dishonor would cause you own faction to stop talking to you, eventually even attacking you if you entered town before your dishonor wore off.

      Just being a bit of a minor pedant - but dishonor wasn't in the game originally. It was part of a patch that added the 'honor' system (rank / rewards from pvp). The day that patch was released may have been one of the single greatest large-scale world pvp events that I can think of. Epic zerging :-)

      I knew some people who took dishonor as a challenge - it was leet to have 1337 dishonorable kills ;-)

      Battlegrounds basically solved the ganking issue more than the dishonor system - move the pvp rewards to an instance, and that's where the people will go. People you met out in the open after that were generally after the same thing as you - gathering, questing, whatever - and more likely to be on the same footing level-wise (rather than a bored level 60 looking to cause a ruckus). Dishonor was later removed because of this.

    17. Re:Also WoW keeps it sane by Raptor851 · · Score: 1

      ^ This ^ God i wish i had modpoints when i actually wanted to use them.. Every time i hear about the complaints about ganking and the like, that's UO past the release of WOW when they decided to make "WOW 2.0" really, and it sucked in every way. Looting armor was useless before, at best you did it to make sure they guy had to go back to town before coming back. And who traveled alone in UO anyways? It was all about the player run cities, and aside from small tasks you'd always have at least one person watching your back.

    18. Re:Also WoW keeps it sane by bckrispi · · Score: 1

      Unfortunately, pretty much the only PVP that exists on PVP servers any more is griefing. I leveled from 1-70 without encountering a single enemy player that wasn't a skull (more than 10 levels above me) until I got to level 61, where they would fly overhead on their flying mount, waiting for me to drop to low health so they could swoop in for the easy kill.

      The reason for this is actually pretty simple. There's a good shot that the number of lv 80's logged in to any PvP realm is greater than the number of 1-79's combined. When leveling, PvP against equal opponents is rare (my Druid just got his first Honorable Kill at level 46), but this is just a function of the population. On my realm, Kalimdor and Eastern Kingdoms are virtually empty compared to Northrend. Frequent world PvP doesn't really happen until you hit 80. Even on my low-population server, farming Hodir reputation invariably turns into a PvP bloodbath.

      --
      Xenon, where's my money? -Borno
    19. Re:Also WoW keeps it sane by Anonymous Coward · · Score: 0

      Being a killer-socializer type of player myself in Bartle's terms, and a former UO player, I never understood why mmo's cannot be designed around the people, including myself, who want to be the wolves for the others to hunt down. Let the wolves drive the storyline of the game. Game immersion for me is killing skilled opponents as a member of a skilled tactical unit. I don't particularly mind dying, and don't mind being limited to relatively weak characters, since I dont really attach to avatars, and I don't like the whole exploring, leveling, and hoarding thing that dominates fantasy mmo's. Wouldn't it be great if evil overlord's minions would be challenging to kill because they are smart?

      Since so many people bring up the wolves and sheep metaphor:

      The ideal embodied in [chivalry] offers the only possible escape from a world divided between wolves who do not understand, and sheep who cannot defend, the things which make life desirable.
      ~C.S. Lewis, Present Concerns, "The Necessity of Chivalry" (in Time and Tide, Aug. 1940)

    20. Re:Also WoW keeps it sane by Anonymous Coward · · Score: 0

      I agree with Greyfox exactly. It was great when things weren't based on equipment but were rather determined by skill, and not just by character skills, but the skill of the actually player and their keyboard. I got skooled by some incredible 5th graders back then who wore nothing but a halberd.

    21. Re:Also WoW keeps it sane by Bat+Country · · Score: 1

      That still didn't produce too significant of a power divide. There were always the asshats with a maxed-out magic resist, but they were usually not that resistant to deadly poison or a crossbow bolt to the face.

      --
      The land shall stone them with the bread of his son.
    22. Re:Also WoW keeps it sane by Bat+Country · · Score: 1

      That ultimately failed when you had grifers and PKs who were Great Lords due to exploits and bot-mediated Karma grinding.

      Then the "cops" had to become Dread Lords just to keep out the unwanted griefer elements. I spent quite some time as a Dread Lord for merely defending miners and reagent farmers from griefers. I will agree the title had some clout though, as even some of the tougher PKs would flee upon seeing a Dread Lord show up and kill two of them in a second, even being fully aware that by doing that he'd pretty much shot his wad.

      --
      The land shall stone them with the bread of his son.
    23. Re:Also WoW keeps it sane by loafula · · Score: 1

      Yes, that was a bit of a problem. It's a shame, too, because it could have been remedied so easily by putting a strict cap on positive notoriety points earned per day. Not much could be done about bug exploits other than telling a GM, though...

      --
      FOXTROT UNIFORM CHARLIE KILO
    24. Re:Also WoW keeps it sane by JonnysAnAmerican · · Score: 1

      Being a player of WoW and EVE both for quite some time now, I would like to disagree with some of your post. I played WoW roughly at launch, played all the expansions, and while finding it an incredible time sink, it's still fun for the casual gamer. Some may recall the days when Molten Core was the thing to do, and it wasn't as casual a game as it is now. Hours of farming materials for potions, food, and gearing up. Not something that can just be jumped into like it is now. EVE is something of a time sink as well, and doesn't generally do well with the casual players (though I've not done Militia, so maybe it is). With EVE being a relatively large sandbox, with all the things one can do in the game, I don't think it's so much a wolf mentality as it is elitism. There are indeed people who prey on the 'noobs', while on the same token, there are corps dedicated to helping new players. With EVE, as there is so much risk involved with loss of ships, etc, that I think it does bring out the best, and worst, in people. As such, I think some feel as if they're superior for playing a 'smarter' game, or whatever logic they use. I do agree that games are about fun, and if you look at Blizzard's model for WoW, it's clearly paying off. There's a reason they make so much money; easy to jump into, make pals, and social networking, in a sense. Anyways, just wanting to disagree with you a bit and all.

  46. PvP isn't for everyone. by Phoenix · · Score: 5, Insightful

    Years ago, I played UO and enjoyed it.

    For all of 5 days. Then it became a cringe-making hell for me.

    Unless you were one of the uber-elite of gamers out there who knew how to level to demi-godhood on the servers, you were their prey.

    The game became less and less fun the more I tried to simply to do something...anything to get better than a lowbie character, the more frustrating it became. I tried mining, and was frequently killed for my hard work. Logging, anything...I was a target for players who wanted nothing more than to kill and enjoy the sweat off of their victim's brow. I couldn't earn money, couldn't advance...

    In fact, the only thing I was great at was dying.

    Not exactly something I want to sink money into month after month. After 15 days, I gave it up as a bad idea.

    Everquest came along with something that allowed the PvP'ers to have their fun and would leave us casual players to progress at our own pace. There was no real need to level to the max in nothing flat just to stay alive, one could enjoy the game. World of Warcraft did something different, but has the same result.

    Why are games going this way? Because look at the "Make Love, Not Warcraft" episode of Southpark. Once someone was able to kill at will and in fact seemed to get off on ganking lower-than-he characters...people stopped playing the game. The Fictional Blizzard company in the episode saw millions of their user base turning off their computers and going outside to play.

    The real Blizzard and other companies running MMORPG games would have a very real version of this problem. In fact, once EQ came out, people jumped from UO to it and most of them said that EQ was far superior not for graphics, or world development...but for the simple fact that they could PLAY the game and not flee anything that was controlled by another player.

    That's why everyone maximizes game play and leaves options for people to decide to play PvP without interfering with everyone else who doesn't want to play that game.

    Sure it sucks for the PvP'ers, but that's why there are PvP servers. If you want to be that kind of player...there's your world to do it in.

    --
    -- Wiccan Army, 13th Airborne Division "We will not fly silently into the night"
    1. Re:PvP isn't for everyone. by TrancePhreak · · Score: 1

      I remember people camping the spawn locations. You'd die, spawn, then die, repeat.

      --

      -]Phreak Out[-
    2. Re:PvP isn't for everyone. by naplam33 · · Score: 0

      Many games have special zones for spawns, you can't be killed there or affected by spells intended to kill you or harm you.

    3. Re:PvP isn't for everyone. by Kozz · · Score: 1

      Years ago, I played UO and enjoyed it.

      For all of 5 days. Then it became a cringe-making hell for me.

      Unless you were one of the uber-elite of gamers out there who knew how to level to demi-godhood on the servers, you were their prey.

      The game became less and less fun the more I tried to simply to do something...anything to get better than a lowbie character, the more frustrating it became. I tried mining, and was frequently killed for my hard work. Logging, anything...I was a target for players who wanted nothing more than to kill and enjoy the sweat off of their victim's brow. I couldn't earn money, couldn't advance...

      I was a hardcore UO gamer in the beginning, way back when they were making major changes to the karma/reputation system. When starting out as some kind of "laborer" character, your best bet was to be in/near one of the major cities, such as Britain. Here, there were a few places you could practice your skills like lumberjacking, etc within the confines of the guarded city. But once you wanted to leave, well, most of us learned that the "Hiding" skill was something you should learn. If not that, then wear brown/green clothing and learn to stand directly behind a tree in the hopes that any pursuer might not get close enough to spot you.

      Later on, I'd play with a few friends. We had horses, decent armor and swords, and we'd sweep through the first two or three levels of a popular dungeon on a frequent basis. It was good fun. Then the Player-Killer tank mages would enter, and you had to use your hiding skill to cower like a little girl, because these "reds" could drop you with a single fireball. Or maybe there was a bug with archery that week which they exploited, instead of the latest magic bug. It was always something.

      So between the PKs and the various bugs they would exploit while UO was seemingly in perpetual beta, there's lots of us that felt the way you do. It was unfortunate, yet I still played for nearly a year before I burnt out.

      --
      I only post comments when someone on the internet is wrong.
    4. Re:PvP isn't for everyone. by TrancePhreak · · Score: 1

      That only works if those areas are large. I don't believe the ones in UO were, or at least not while I played.

      --

      -]Phreak Out[-
    5. Re:PvP isn't for everyone. by Phoenix · · Score: 1

      Precisely! With WoW that I play now, I have to have a healthy dose of caution from the environment and occasionally from other players for 5 minutes when I have no choice BUT to kill a PVP-classed mob...

      But all in all I have the chance to enjoy the game and to explore it as I feel able to. I don't have to hide my L-45 Night-Elf Hunter from the 6-pack of L-80 Horde players who are there to gank the King of Stormwind. I can just let them go about their business and I'll go about mine.

      I do frequently curse them out when they slaughter the only auctioneers in town and I have to wait for them to respawn, but I'm not in mortal terror and I can just wait until they get bored and move on.

      The funny thing is, I do look forward to the time when I can PVP in the battlegrounds or raiding cities for craps-n-giggles. I just don't want anything to prevent me from hitting that level of gaming like UO used to.

      As you said, one red-rated prick with a fireball and you were starting all over again, naked and broke.

      --
      -- Wiccan Army, 13th Airborne Division "We will not fly silently into the night"
  47. MMOs are now made for wimps by Anonymous Coward · · Score: 0

    Now that MMOs have gone mainstream, they're games for kiddies who'll go crying to mommy if they can't play safely. So, the style of many great MMOs from the past will never come back again. The possibility of killing and looting other people, posessing world assets(houses or whatever), coordinating with others in gangs (yeah, guilds but they were more like gangs), all that made the games great. You didn't need single-player stuff like quests, because the games itself were so open that just the interactions with other guilds and so on were the real quests. you'd want a certain drop from a certain creature to brew a certain potion and you'd go hunt for it, you'd find some guy causing you trouble, your guilds would clash and so on. That was the real essence and pleasure of playing a mmorpg. Now they're massive "single-player" games, as the players behave as intelligently as non-playing cvharecters anyway... WoW was great in the beginning (i played the USA beta back then and didn't play the game to avoid getting hooked to it), but it has progressively gone to hell. Player interaction is what makes a mmo great and the greatest player interaction of all is being able to kill, loot and play dirty, that's the fun of the game.

    The game i've probably liked, enjoyed and played most is Helbreath, a Korean mmorpg. Addictive to the extreme and incredibly fun. If you're missing what i mentioned earlier in WoW or whatever current game you play, look for east asian games, they're the most hardcore players. I've also played other asian games like Mu online but Helbreath was at the same time simple (in the world setting) and complex (in that the world setting was a perfect framework for players to interact). There were 2 enemy cities, you could kill people from the other city without penalties. The "hunting" areas were common and there were raid days in the weekends when you could enter the other city and not be teleported back for an hour (normally it would take minutes). Weh you died you dropped just one random item, if you had expensive stuff you could buy zemstones that would get dropped always in place of any item (zems were drops from creatures, so they were somewhat expensive too).

    While helbreath was isometric (almost, actually 120 deg perspective, better than pure isometric), everything was pre-rendered 3D which gave it an outstanding appearance. Another game (now 3D) i've enjoyed a lot was Lineage 2. It had many of the characteristics of helbreath (guilds, controlling guild houses, castles, sieges). The eye-candy doesn't matter so much as the gameplay experience.

    So, to sum up, if you're a hardcore gamer and know the joy of taking risks, sometimes winning, sometimes losing, and level up for a reason rather than just for the sake of it, look for small east-asian game companies. Their programmers sometimes suck but the games are sooo great and addictive...

    1. Re:MMOs are now made for wimps by naplam33 · · Score: 0, Redundant

      That was me, i just registered a new account... by the way does anybody know how to match uid to year? i'd like to guess what my old account email address was, i can't remember and knowing the year would be a good clue to begin with. I've noticed i didn't talk about UO at all so, about the UO-versus-current mmorpgs, I think the main difference is freedom and possibilities. Killing and PvP is not just arcade, it's also a form of socializing, versus the current "single-player" achiever-whiner profile that plagues online games. I played UO for a brief period many years ago and what current games lack that UO had is more openness and posibilities, more freedom. But people would rather be locked-in than let others have the freedom to harm them, making the gameplay much less rich and more single-player like.

  48. UO-like does not mean PvP by Flip102 · · Score: 1

    No discussion of UO ever happens without people arguing about PvP, but that's not what this post is about or what one should take from UO when comparing it to WoW and other contemporary games.

    The thing that made UO way ahead of its time was personalization. You could wear whatever you wanted, color it however you wanted, and surround yourself with personalized items. People made gold from selling their creations. There's a lot of talk about casuals and how you can't have a UO-like game succeed because casual players won't like it. That's absurd. You don't think all those gamer girls (and most gamers in general) want to dress up their internet dolls? WoW is a very fun game but it's depressing how it not only does not support personalization, it seems to actively resist it. Everyone looks the same in WoW - and maybe that's largely due to technology limitations, but it's still something that they should attempt to address.

    Second Life is an awful cesspool of porn and spam, but the only activity that is creative, flourishing, and profitable is the selling of player-designed clothes and other customization for avatars. Personalization is something people want in MMOs, and UO had a ton of it 15 years ago. Not that Blizzard really needs any help digger deeper into the player's psyche, but if they wanted to hook even more casuals, that could certainly learn from UO.

    1. Re:UO-like does not mean PvP by BradleyUffner · · Score: 1

      Don't forget that the personalization extended to the housing system too (eventually). Building the very walls, floor and windows any way you wanted within the frame of your plot of land. All the games give you today is the exact same house-shell as everything else (or the ability to pick from something like 5 different shells), and you get to put furniture where you want. I've never seen anything with a housing system that comes close to what UO had.

  49. Nice! by Exitar · · Score: 1

    I run away from MMORPG forums because they're full of whining people ("The game isn't the same anymore! It caters to casuals now!") and find the same whines here...

    Anybody can suggest a good knitting forum?

  50. Missing the point by Moraelin · · Score: 5, Interesting

    Methinks that's missing the point. Judging by the summary, what his friend misses isn't crafting or just housing, but the opportunity to be a griefing fucktard with impunity. He doesn't miss just housing (which half the games have nowadays anyway), but more specifically thieving, which in the context of housing really boiled down to exploiting some clipping bug to nick someone's furniture that per the game rules you shouldn't have had access to. Basically he's missing a game that's equally half-baked, buggy, exploitable, and with equally piss-poor GM support, so he can be as big a griefer as in the good old days of UO.

    And I seriously doubt that many games aim for the bottom of the proverbial barrel nowadays. Even those who end up there, it's not by design. They may end up an exploitable griefer's paradise by plain old fashioned half-arsed effort, but not by aiming to be a buggy exploitable mess by design.

    Arguably even UO didn't aim to be the mess it was for its first years. Lord British and later Raph Koster didn't as much aim to fuck up, but just found rationales as to why and how the players will do all the policing and content so they don't have to bother with that. (Raph Koster would then take this idea with him to SWG, and contribute to that one's ending up barely niche appeal, in spite of the millions of SW fans who awaited it like the second cumming of the Messiah.) UO was not _supposed_ to be a lawless griefer's paradise and driving almost all the player base off, as soon as the first competitor appeared. It was supposed to be the place where players form their own posses and do their own policing and enforcing the rules, so Origin and EA don't have to spend money and manpower on that. All that happened was simply that that idea didn't work: there was nothing you could do in-character to a griefer seeing his character as just a disposable harrassment tool. Even if you could get a bunch of people to form a posse to hunt him down, that just fed the troll, instead of deterring him.

    But anyway UO ended up a griefer's paradise more by simple fuck-up, than by design. People and social dynamics were supposed to take the place of coded restrictions, except they never actually worked that way. And the end result was just the result of that "it never worked as they intended."

    So, yeah, I doubt that the guy's friend will find many games which _aim_ to be what he misses.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Missing the point by fractoid · · Score: 3, Insightful

      No, he wants to be a griefing fucktard and then get camped by angry vigilantes. Griefing with impunity, especially by abusing game mechanics, is the domain of *non*-pvp oriented MMOs.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    2. Re:Missing the point by Anonymous Coward · · Score: 0

      A guy I knew liked OU for the sole fact he could grief other players with almost complete impunity. And yes, he used every exploit under the sun he could get away with in his shenanigans. Almost everyone I knew jumped to EQ as soon as possible, except for him, because he didn't like how there was far less opportunity for griefing.

    3. Re:Missing the point by Moryath · · Score: 2, Insightful

      This is the same dynamic that killed Asheron's Call 2. The entire gameworld was set up to be a sanctioned grief-fest.

      95% of the players spent time hating on the "carebear" players (the ones in the non-PVP server). The non-PvP'ers, meanwhile, all bailed because most of the game's content meant interacting with the griefing fucktards.

      The rest of the players went to the "faction" servers or the "hardcore" servers, where you either griefed the other faction with impunity, or griefed everyone with impunity. Or, if you weren't one of the cheating motherfuckers who used exploits to get to the level cap 2 weeks after game launch, ran around getting griefed till you found a griefer-guild to powerlevel you, or left the game.

      And no, there aren't enough "hardcore griefers" to spend enough money supporting a game like that with a subscription model. So it folded. Big surprise. Jessica Mulligan, who had previously said that PvP is only fun if "consensual", went on to design a gameworld setup where getting griefed was a way of life.

      I am reminded of George Lucas saying "A special effect without a story is boring" in 1977. Hey George, regarding Episodes 1-2-3 (Ep1 especially)...?

    4. Re:Missing the point by Duradin · · Score: 1

      I still blame Evocare, Destroyer of MMOs and his new guise of Kalgan.

    5. Re:Missing the point by bogatabeav · · Score: 1

      Could you mention griefing a few more times? I'm not sure if everyone's gotten the point that you think UO was full of griefers. After reading your reply, I can now see that the griefing was rampant. Grief, grief, grief.

    6. Re:Missing the point by Skuld-Chan · · Score: 1

      but the opportunity to be a griefing fucktard with impunity

      He could always play eve online ;).

    7. Re:Missing the point by Moraelin · · Score: 1

      You know, I sort of idly wonder if publisher or other kind of pressure had anything to do with it. The thing that makes me wonder is the fact that DAOC had launched about 1 year before AC2, and was a success in its niche. The whole Kingdom-vs-Kingdom setup, and the various ham-fisted ways to push players towards PvP, just scream that _someone_ was aiming for a slice of the same pie and badly.

      It's the same kind of fuckups I've seen other games do when they try to copy something from another game in a hurry, without even understanding what they're copying or why it works there. And not even all having to do with PvP. Sony for example did some pretty clueless trying to copy disjointed carricatures of this or that WoW feature into their games for years.

      But at any rate, the whole idea of trying to push players to PvP and give extra skills for whoever does do PvP and so on, seems kind of out of character there. There must have been some pressure to do that.

      --
      A polar bear is a cartesian bear after a coordinate transform.
    8. Re:Missing the point by Hurricane78 · · Score: 1

      Depends on your p.o.v.. If everybody knows the bug, and uses it, it becomes another game. Which sometimes is better than the original.
      Look up Quake 3 CPMA and Defrag (especially Shaolin Productions and CeTuS), to know what I mean.

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
    9. Re:Missing the point by Anonymous Coward · · Score: 0

      qq moar carebear

    10. Re:Missing the point by Anonymous Coward · · Score: 0

      That's a fairly bad example, as the purpose of a FPS isn't to build up desirable items or set goals and achieve them.

      Where as in a FPS, you can log in and log out with no loss to you (other than personal reputation), people who are taken advantage of by a grief tend to have the same response as if their IRL house was broken into.

      I understand you're trying to be snarky and anal, but that really doesn't apply to a game where people have representable measures of their time and effort.

    11. Re:Missing the point by d34dluk3 · · Score: 1

      the second cumming of the Messiah

      I call Rule 34.

    12. Re:Missing the point by The+Neck · · Score: 1, Informative

      I think you have a one sided view to what exactly some people really loved. You have taken the one view that you have and exptrapolated it out to everyone.

      What I personally liked about UO and personally believe killed it had to do with the introduction of portals and instant anywhere travel. When OU was big, open, and took a good bit of time to get from one corner of the world to the other it had a vastly different feel. In the beta and the first year it was the wild fucking west. I could stay out in the woods in the far north east corner of the map and not see someone for days.

      It also at later levels became very interesting to battle. You talk of griefers and I would suggest that you did not fully understand how to deal with them. I would say stealing was a problem only if you did not have the understanding that the best gear was easy to get and made it very easy to have a level playing field.

      I would also point out that a grandmaster with a dex of 100 and a str of 100 could kill a fully armored plate master with a barduchie(spelling?) with little to no problem ass naked with a dagger. The skill was more important than the gear! I could hit you 100 times before you could get a swing off because of the fighting mech would make you start your swing over every time you got hit.

      Just because you did did not understand the mech of the game well enough to hand yourself does not make the game bad. I found that not having forced policies onto your game style to control the wild west part of the world does not mean that it was not fun as shit to have your ass handed to you every now and then.

      People liked the idea of loosing things if you got to far away from the city without protection.

      People in that game where stupid, if you carried more than you needed and die you lost it. Who carries eveyrthing they own. It was stupid people being stupid.

      People liked the danger of running from town to town alone and the smartest mob out there was someone else.

      People liked to hunt others down for being ass hats.

      People liked playing in a group of five guys that knew how to handle the game, did not get griefed by anyone because they got there asses handed to them.

      People disliked the game because it did not coddle the idea of the less common denominator. It was, dare I say it, a little more difficult.

      You see, the people that did not like OU just did not like the game play. They wanted to be protected from the harshness. They wanted to be able to die without loosing anything. They wanted to play solo and not actually act like they where all alone.

      I call bullshit on anyone that says UO was not fun and point to thier own lack of knowledge toward how they should have been playing instead of how they figured it should have been played.

      I loved the game when it was in the first 2 years. I was not a griefer, I was the anti griefer. I was the guy that stood at the Fork glowing Red and never starting a fight. Just waiting and giving you the chance for glory.

    13. Re:Missing the point by jandrese · · Score: 1

      I've always loved the hate for "carebears" in MMOs. It usually boils down to "I poopsocked my way to the top of the griefing food chain, and most of the targets are hiding away in safe zones! Why aren't they letting me kill them and camp their corpse repeatedly? This isn't fair!"

      --

      I read the internet for the articles.
    14. Re:Missing the point by Duradin · · Score: 1

      Either you didn't play UO or you are/were one of the griefers. UO was full of griefers. There's no "thinking" UO was full of griefers. You'd have thought that offscreen Corp Por and Kal Vas Flam were greetings.

    15. Re:Missing the point by bishiraver · · Score: 5, Informative

      Why did I enjoy UO in its late-beta early-release stage, then, as a complete non-griefer?

      Granted, I was a lot younger back then, so this may all simply be rose-tinted goggles.

      But here's what I liked about it:

      Player housing that wasn't too widespread. This was before every buildable square inch of the gameworld was covered in castles and houses. The wilderness actually felt like wilderness. There were birds flitting around, and then all of a sudden you hear an ettin roar. Rut roh! (Compare to when I left it, about a year later: running between houses.. between houses.. argh what's with all the houses.. hey, a tower with "ASS" spelt out in cloth on its roof..)

      First entrepreneurial act: saving up enough money to buy one of those rare dye tubs in the trinsic tailer's shop, and proceeding to sell customization to other players who missed the spawn! Then again, the guards were broken that day in beta, and a group of hoodlums had set up shop at the south entrance. (beta)

      Hanging out at the Yew Trading Company; one of the first guilds on Great Lakes to get a house with a forge in it placed it in the field at the crossroads just south of Yew. They took & delivered orders through the window. Occasionally PKs would attack, so they formed an alliance with a more combat oriented guild. They'd pay guildmembers to sit around outside and protect their clientele.

      A true sense of "danger;" every time a stranger came on screen I'd hit my all names hotkey. If they were red, I'd run the other direction as fast as I could. Running away from those big bad dread lords was fun! It got my blood pumping! Heck, I'd just bought some new platemail from Lilo! Compared to yawn, another instance...

      Had one character who was perpetually grey. Had studded leather armor of the best magical rating, along with an imminently accurate bow of vanquishing. And he was a GM archer/tactician/hiding. PKs and NPKs alike would try to kill him. He'd either run and hide or kill 'em outright. What kept him grey was if he saw someone kill an animal (bird|rabbit|hart|bear) and not skin it, he'd run em out of "his woods." After giving them ample warning to gtfo our quit it.

      The Orcs who set up base at the orc camp southwest of Yew. They were badass, and humongous. Occasionally they'd set up camp along the road and demand tribute. Occasionally they'd get attacked by people who thought they were badass PvP guilds.

      They almost always lost. There were almost always ten or twenty orcs hanging out at the fort. Sometimes a lot more.

      Their Drinkee fests were freakin' great.

      That's the kind of content you can't get from WoW. Or any other carebare MMO. You don't even get that kind of content with Eve (though you do get truly righteous massive space battles, which are kinda cool I guess). Heck, even a primarily PvP game like DAoC didn't get content like that.

      What's missing? Here's the attributes UO had that garnered more of that kind of behavior than any other MMO to date:

      1) Free-range PvP outside of towns
      2) easy ability to tell if a PK was a PK on first sight
      3) "stuff" was relatively easy and cheap to come by. Lost a set of armor? meh, you probably have another couple sets sitting in the bank that are just as good.
      4) You didn't have to go out grinding a treadmill to get to a state where you could comfortable interact with the rest of the game. It took 3-4 days of heavy playing to get a solid character up and running.
      5) there were craptons of "useless" items that actually showed up when you dropped 'em on the ground. Bones, rugs, mugs, clothes, everything. Heck, even "beef jerky" (too bad they had to take that out after they released in Germany)
      6) It didn't force your playing into a paradigm. Instead of being an amusement park with clearly marked lines and rides, it was an adventure.
      7) At the time, it was something that was brand spankin' new. Sure, Meridian 59 and other MUDs around had done similar stuff. But none of it had the mainstream appeal that UO had.

      Of cou

    16. Re:Missing the point by Dolda2000 · · Score: 3, Interesting

      Methinks that's missing the point. Judging by the summary, what his friend misses isn't crafting or just housing, but the opportunity to be a griefing fucktard with impunity. He doesn't miss just housing (which half the games have nowadays anyway), but more specifically thieving, which in the context of housing really boiled down to exploiting some clipping bug to nick someone's furniture that per the game rules you shouldn't have had access to. Basically he's missing a game that's equally half-baked, buggy, exploitable, and with equally piss-poor GM support, so he can be as big a griefer as in the good old days of UO.

      As one of the writers of Haven & Hearth, I have to disagree. The reason me and my friend wanted to write the game is that we wanted a world where the actions that players can perform actually have an impact on the world itself, rather than just another theme park where you can just enjoy yourself withing the very strict frame set by the authors of the game; and those of our current players that seem to enjoy the game the most seem to agree with that. It leads naturally to a game world where the emergent phenomena become the most defining feature of the world, rather than the mechanics that we, as the game authors, build into it. The coolest thing about the world, if I may say so myself, is that there isn't a single structure in the world that hasn't been built by the players themselves.

      It is true, of course, that theft and raiding are important parts of that, and the primary enjoyment of many players is the politics that arise out of factions competing with each other; but mind you that theft and raiding does not necessarily equal "griefing". In Haven, despite only having a few hundred players, there are actual wars being played out without us authors having to write a back-story for them. We don't have to write a back-story at all since that can be done entirely by players; and it also leads to a story that the players can actually care about since they are part of it themselves, rather than having had it pushed upon them.

      I shan't pretend that Haven isn't buggy and exploitable, but those are things that we do plan to remedy before going into beta without having to rip out the most defining aspect of the game, viz., its mutable world. "Piss-poor GM support", as you put it, is an intended feature: We don't want to set the rules for the game any more than is necessary as a part of writing basic game mechanics, and in the end, we believe that it leads to a more meaningful player experience since players don't have to be bothered by any arbitrary rules of morality that we may set up. The point is that most of our players don't want to be "griefers" -- they simply want to be a meaningful part of the game world itself, which they cannot be in a theme-park game like WoW. I don't want to pretend everyone wants a game like that (there is obviously a reason why WoW has four or so orders of magnitude more players than we do), but it's not like it's just for griefers.

    17. Re:Missing the point by Impy+the+Impiuos+Imp · · Score: 1

      > This is the same dynamic that killed Asheron's Call 2. The entire gameworld
      > was set up to be a sanctioned grief-fest.

      Thank you. Ultima Online's owners wanted to have their cake and eat it too -- have RPers (heck, just gameplay adventurers) and the griefers. They need the former to have a supply of the latter.

      As long as the former were willing to put up with it, UO happily collected the monthly fees. I left after 2 months and came back for a few weeks a year later. Nothing had changed.

      I have no problem with PvP-oriented games, but don't try to portray it as also a PvE game, suitable for PvE people. That's simply fraud.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    18. Re:Missing the point by Anonymous Coward · · Score: 1, Insightful

      I am sorry, you are an idiot. If you ever played UO you would know exactly what is missing. After UO turned into a carebear land, there was only one remaining bastion. Siege Perilous. Point is, in "glory days", there were not only PK clans, there were antis as well. It was a continuous struggle between murdering psychotic bastards and those who tried to stop them where later were a minority. People would not just join "good" or "bad" side like in WoW. They would BE good or evil. Good and evil were not hard coded into game. People would shape what good and evil meant. If you met an anti, you knew you are pretty much talking to a paladin. If you met an undead lord you knew they were a psychotic fuck that would kill you, rape you, loot you, dismember you and store one of your organs in a box somewhere as a part of sacrificial ceremony to whatever dark gods they pray. If you are lucky in that order. And you would know that by staring at your own guts in a grey world. OOOOOoooOOooOOOo. Fucking horde in WoW? They are pussies comparing to sick and twisted shit you had to deal with in UO. Instead of "oh cool you are a zombie lol" you would get *stare* *cling* *cling* *swoosh* *don't mind me while energy vortex is chacing you* *o shit it's coming for me now* *OoooOOooOoO*. In UO "evil" was real. I loved it. And I was on the receiving end of it. Why do PKs get all the glory? Why do people always forget those who held the line against them? By playing UO you realize how rare decent people actually are. After that any other MMO with the artificial rules becomes boring. UO was like giving kids a loaded gun and getting them drunk which is not legal in US. You can get a gun tho. The only game that comes close to UO is strangely enough EVE online. In 0.0 space it is just as sick and twisted, except less fun and more of a second job. And don't bitch or I'll feed you to my wyrm...
       
        What I am trying to say in the end is, UO had no rules to guide the players. It was a chaos that gradualy organized itself. This "order" reflects our society. And that view was a good lesson. People are sick and twisted except few exceptions.

    19. Re:Missing the point by Anonymous Coward · · Score: 0

      but more specifically thieving, which in the context of housing really boiled down to exploiting some clipping bug to nick someone's furniture that per the game rules you shouldn't have had access to.

      I am not entirely sure of this, but I vaguely remember that you could steal house keys(among other things) with the pickpocketing skill when a player had the key with him. Unless the owner whined to a GM, or had a copy of the house key, you could effectively take over a house that way.

      It was also possible to just copy the key while pickpocketing. The victim would be totally oblivious of the copy being made since the original was still in his inventory. The thief could of course use this key to loot the victims house. Some people who did not know of this possibility would claim that they had been subject to a "hacker".

      The more experienced players would make sure to keep their keys in the bank, and when carrying their keys would stay away from people walking suspiciously close to them in towns.

    20. Re:Missing the point by shadowrat · · Score: 3, Interesting

      i agree. there was something "real" about UO. The experiences in it felt more dynamic and unique compared to the manufactured experiences of Wow and the MMOs that lead to it.

      Yeah, there were griefers and horrible fuck ups and oversights on the part of the devs. However, i've always felt it grew into a stable and fair system. Near the end of my time with the game i felt like i knew all the tricks to keep myself alive and my stuff in my posession.

      even with the griefing, i remember it as being not so bad. at one point, prior to the housing fixes, when a key to your house was all that gave you ownership, my buddy and i got our house stolen. it sucked. it was my buddy's fault too. eager to impress everyone with our new house, he invited people in, got his pocket picked of the key, and what followed was a weeklong battle to reclaim the house.

      In the end, we never got the house back, but my character became a vagabond. i wandered the world in search of adventure, and found it. It seemed to me, not unlike something that another game would script and force everyone through. In fact it's quite common for your character's motivation for adventure to be the loss of everything dear to them. Except in UO, this was totally unscripted and unique to my character.

      i know some people find that kind of thing aggrivating. i'm not saying my zen approach to the game is for everyone, but if i want to have stuff nobody can have, i can just draw it in photoshop or blender. nothing wrong with that. I play games to do something interesting. often interesting == challenges that i didn't see coming. If it's an mmo, i like feeling like i have a unique story. i've just never felt that wow and it's ilk give me that.

    21. Re:Missing the point by Anonymous Coward · · Score: 0

      www.uosecondage.com

      The most active era accurate T2A server in existence.

      * Balance of PvM, PvP and RP
      * Era accuracy is our top priority
      * Helpful and Knowledgeable Player Community
      * True Risk, Epic Battles
      * T2A Era Crafting System
      * T2A Era Housing
      * Rare Items and Classic Quests
      * Murderer Bounty System
      * Magic Clothing and Jewelry
      * Spell imbuded magic weapons
      * Authentic Combat and Magery Systems
      * Pre-Casting / Insta-Hit
      * Unique PvM / PvP Events
      * Authentic Economy
      * Great Player Community
      * Era Authentic Bugs
      * Helpful, Responsive, Dedicated, Professional Staff

      Player base seems to be fast growing as WoW and others decay and people realize how amazing a game like Ultima Online was. No carebear bullshit.

    22. Re:Missing the point by jythie · · Score: 1

      I think one of the big problems with trying to build games like this is that such a system does, unfortunately, attract griefers. I agree that not all PvP is griefing,.. there are lots of reasons to attack other players. Reasons are the problem. Such games work great when people are fighting over territory, or wealth, or control, or other in-game advantages. Griefers on the other hand are fighting purely to make the game unpleasant to other people, and that ends up killing a system. One of the gulfs between those who saw UO as fun vs ones who found it miserable was how much of a target they were. The people in the powerful groups did not have many troubles so they tended not to see the problem. People outside the groups on the other hand were harassed into a pretty much unplayable state. The normal response of course was 'well, join one of the big powerful groups!' with the problem that this was not always an option. The politics of the groups were not open to everyone.

    23. Re:Missing the point by jbezorg · · Score: 1

      As one of the writers of Haven & Hearth, I have to disagree. The reason me and my friend wanted to write the game is that we wanted a world where the actions that players can perform actually have an impact on the world itself, rather than just another theme park where you can just enjoy yourself withing the very strict frame set by the authors of the game; and those of our current players that seem to enjoy the game the most seem to agree with that. It leads naturally to a game world where the emergent phenomena become the most defining feature of the world, rather than the mechanics that we, as the game authors, build into it. The coolest thing about the world, if I may say so myself, is that there isn't a single structure in the world that hasn't been built by the players themselves.

      I applaud and even agree with your effort, but you walk a dangerous road. Read the following about a similar effort and what happened if you haven't already. Maybe you can avoid the mistakes they made.

      War of the Jessie Wall

      --
      I've lost all my marbles except one & It's fun to test angular & centripetal acceleration in my skull
    24. Re:Missing the point by Anonymous Coward · · Score: 0

      I believe the "thieving" he means is the actual stealing skill.

      I cannot imagine that anyone is looking for a game where you lose your stuff through bugs. People may be looking for the reverse (you gain other's stuff through bugs), but I would hope that people have the brain to realize that it works both ways.

      UO still has Trammel, which is the safety zone where people cannot be killed or robbed, unless they are guilded or at war somehow and housing has actually been secure for the past few years (though I quit a few times because it was not secure and I got tired of losing everything).

      The problem with UO is that not only is it a griefer's paradise, but it's a cheater's paradise as well, and they usually go hand-in-hand. Ranging from speed cheats and dupers, to ignored exploiters (people abusing bugs to become practically invincible), the GMs really killed UO at the end of the day by turning a blind eye to everything except bad spoken behavior--if you typed it and it was racist or sexist, then, and only then would the GMs act; they also caught the occasional unattended macroer. I blame EA for this because prior to them really taking control, the GMs were very forgiving and nice. Ignoring the bad GMs, griefing comes with any game where people can rob from you, or kill you.

      UO provided a unique atmosphere where players could build uniquely built (their skills) characters and compete on an open playing field. In my opinion, it failed to catch on for two reasons: some people are simply too stupid to do the risk analysis and prepare for the inevitable death, and the cheaters were not stomped out, so the people that played fair generally ended up getting tired of it.

      My favorite gaming memories are still from UO and I really hope a game can start fresh exactly where UO is now, but without cheaters. If someone can get that, then they will be onto to something because it's the cheaters and exploiters that lead to the most serious griefers. After all, if they are not cheating or exploiting something, then chances are, you can avoid it (whether that means you want to get it or not is a different story--maybe you need the quest creature or something). I vastly preferred the "leveling" style of UO.

    25. Re:Missing the point by Darinbob · · Score: 1

      UO and the early days of MMOs were essentially experimental. They actually repeated many mistake discovered in early MUDs too. A sort of idealistic view of society that self-policing, minimal government, with everyone armed would actually work, which turns out to be naive.

      Essentially players migrate to safer places like WoW and most other newer MMOs because they don't like the frustration of playing in lawless society governed by gangs. When people are in virtual worlds, they typically prefer to see a resemblance to utopia more than dystopia. The bottom line is that people play games to have fun.

      There is a big factor here that I see in many games, and that is many players seem utterly unable to comprehend that some players want a different style or gameplay to have fun. Thus you see people absolutely baffled that some people prefer smaller servers, or that others want teeming masses, or that some think PvP is mandatory while others despise it, some want competition while others want cooperation, etc. The early MMOs were very much niche games, and it's too expensive to support the tiny niche of players who liked griefing or pvp-only free for all games, or 8+ hour raids, etc. Sure there are some that eke out a survival this way, such as EVE, but they're mostly dominated by long term veterans.

    26. Re:Missing the point by Darinbob · · Score: 1

      No, PVP oriented games you could grief with immunity if you either had a big gang backing you up, or you didn't care if there were vigilantes. If you got your jollies by griefing newbies then likely didn't care if a posse managed to form and retaliate 10 minutes later. There's not much point to policing if it can only retaliate after a crime rather than prevent it, and when the retaliation doesn't deter crime. So you can see griefers respawning and returning again and again as long as they can imagine that they're making someone somewhere cry. At some point the posses don't bother, since the high level players want to actually play the damn game instead of hanging out in the newbie zones trying to intercept the griefers. Or you create a PVP-optional or PVP-free servers and put in earplugs so you don't have to hear the whines of "carebears don't play fair!"

    27. Re:Missing the point by Foo2rama · · Score: 1

      Yup that was what I was going to say. Perma death free for all rules, massive death penalty all here.. i mean in the Eve universe.

      --


      ---In a time of Chimpanzees I was a Monkey.
    28. Re:Missing the point by Anonymous Coward · · Score: 1, Informative

      The original idea of UO was that players would govern themselves, and game mechanics should interfere as little as possible with the player's choice between good and evil. This would form communities, cause players to stick together and take sides. While the idea was great in theory, it didn't work out too well. UO was haunted by rampant player killing, griefing and cheating, causing many players to leave the game. After several other attempts, game designers decided to solve this problem by splitting the world into two facets (called Trammel and Felucca). In one facet, nonconsensual player killing was impossible. In the other facet, player killing was unrestricted.

      The problems arising from this shaped Ultima Online until today. On the one hand, Felucca still allows unlimited mass-murdering and player griefing. On the other hand, Trammel is home to players who want to play a risk-free item-based game. The splitting of the world caused a lot of communities to break apart and fade. It opened Felucca as a niche for players who had fun with mass-murdering and who could afford the necessary equipment, and banned the rest of the players into a world without risk and challenge and without the necessity of player interaction. The original concept had been destroyed for good.

      Today, most game designers know that the coexistence of good and evil in the same world is an essential feature of any MMORPG. It is what welds players together, forms communities, creates unlimited adventures. Implementing artificial PvP boundaries, like PvP switches or PvP zones, destroys all that and only proves that the game designer was not able to come up with realistic solutions.

      Why did the original idea fail? It failed, cause it lacked the required tools to create a balance between good and evil. Players never really were able to govern themselves. "Good" players felt victimized and helpless against "evil" players.

      The root of the problem was that the UO player is forced to make a choice. A choice between Felucca and Trammel. A choice between black and white. Those who preferred all the grays in between, left to play other MMORPGs. On this page, there's an interesting description of a system that would allow both good and evil in the same world, without the possibility of rampant griefing:

      http://www.aschulze.net/ultima/blog/blog_20100217.htm#coexistence

    29. Re:Missing the point by jadin · · Score: 1

      Why did I enjoy UO in its late-beta early-release stage, then, as a complete non-griefer?

      Interesting post. It seems to me that you enjoyed UO in spite of the griever's though, not because of them.

    30. Re:Missing the point by fractoid · · Score: 1

      Seems to me that this failed due to poor game balance, not due to any inherent problem with designing a game to cater to all of the Bartle types. They designed the game to reward PvP activity (for instance, being able to loot items from other players) on par with PvE, but they didn't tie the PvPers to PvEers socially.

      They needed to give the PvE crowd a large gameplay advantage (via better gear, buff spells, improved abilities, whatever) that could be obtained via PvE, but that's not enough, because PvEers don't often like PvP. What they needed was to give a way for PvEers to bestow a gameplay advantage on friendly PvPers. That would naturally lead to PvEers 'hiring' mercenaries, paying them in gear or gold, to protect them. This in turn attracts the Socializer/Killer types who enjoy, and are good at, PvP, while still enjoying the social aspect. It gives the PvEers protection against griefers, adds an aspect of difficulty to the griefers' game, and gives a positive outlet for 'good guys' in PvP.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    31. Re:Missing the point by Andy+Dodd · · Score: 1

      One of the keys to the success of DAoC in that regard was the fact that on normal servers, certain areas were specifically geared towards RvR, and other areas were specifically set aside as PvE only for leveling/gearing.

      Also, it was specifically set up that gear gained in PvE (exception: Catacombs expansion) would help you with RvR (to some degree to the dismay of hardcore RvRers, which is why Mythic eventually added more ways to purchase things with BPs and RPs.)

      It's not like WoW where you have the PvE path and the PvP path and the rewards and required gear are almost mutually exclusive.

      Aion has a lot of the best elements of DAoC, the main problem is that it is VERY grind-intensive and makes it difficult to reach the endgame, while DAoC's design focused primarily on life past 50 (exception: Catacombs again).

      --
      retrorocket.o not found, launch anyway?
    32. Re:Missing the point by Anonymous Coward · · Score: 0

      Your game is ugly.

    33. Re:Missing the point by Alexandra+Erenhart · · Score: 1

      Please don't revive my past MMO nightmares :( I was one of those "pve" players and I just hated that crap haha

    34. Re:Missing the point by Blackmere · · Score: 1

      I hear what you're saying but Shadowbane tried a very similar thing and it was a nightmare. One side formed up and overwhelmed those trying to be a part of something. Daily. Over and over again. Perhaps they thought they were adding to the world but they ignored a simple fact. You can only get on and spend your precious free time building something up just to have it torn down again by a force that you have no hope of defending against so many times before you just go play something else. Good luck with your game but if you don't build in a way to force some balance, you will not get balance. Obscurity might help, but who wants to build an online game that no one plays?

    35. Re:Missing the point by jhantin · · Score: 1

      I have no problem with PvP-oriented games, but don't try to portray it as also a PvE game, suitable for PvE people. That's simply fraud.

      Bartle's paper calls it a Type 3 equilibrium. To be sustainable, though, there needs to be just enough PKer presence to get your pulse racing now and then, not so much that you can't go two steps out of town without getting demolished.

      Ultimately, I believe a lack of gameplay depth drove the out-of-control level of griefing. UO experimented seemingly endlessly with new (and invariably shallow) mechanics to try to defuse the explosion of griefers, but never managed to come up with something that worked. The only real depth seemed to be -- ironically enough -- the clever loopholes in rules intended to impede griefing!

      As a result, the early-stage equilibrium shifted solidly into PvP-centric Type 1 territory, since the only effective way to deal with griefers was to play equally hard, grind like mad, use mules to fund your combat characters, and stay in large, well-coordinated squads when outside of law zones.

      Finally, in order to attempt to stem the bleeding, they created separate PvP and PvE worlds, essentially giving up on regaining Type 3 in exchange for being able to hold onto separate Type 1 and Type 2 playerbases. Unfortunately, this is somewhat inferior because the PvP-centric Type 1 has high churn and the PvE-based but ultimately socialization-centric Type 2 is an unstable equilibrium, prone to sudden dramatic swings in player count.

      --
      ...when you're writing a game...tweak the difficulty of "Easy" to something [your mother] can cope with. -- onion2k
    36. Re:Missing the point by Anonymous Coward · · Score: 0

      No reason you can't do just that on a PvP server, if an appropriate game came about.

      Just don't QQ all damned day if people don't share your views and want to be on a non-pvp server instead.

    37. Re:Missing the point by Bat+Country · · Score: 1

      I never quite liked those Orc guys outside Yew on GL. They decided to start ranging further afield and attacking miners so a couple of Yew Militia members (myself and another guy) strolled out there to have a word with them. They got uppity and started attacking us. We proceeded to spend the next 2 hours completely tearing apart their guild with just the two of us until they agreed to leave the miners alone and to only attack reds on the road.

      To be fair, they were only Orcs and after the "accord" we had no trouble with them. They got some good experience fighting real anti-pks from that brawl, and we turned up a couple of times later to help them out when they were having PK trouble.

      --
      The land shall stone them with the bread of his son.
  51. If you like old school MMORGPs by sproketboy · · Score: 1

    Then have a look at forgotten world. A remake of the old gold box styled Never Winter Nights game.

  52. It's probably because of hardware limitations... by d1r3lnd · · Score: 1

    Or rather, the lack thereof. UO servers were limited in population to a relatively small number (at least relative to today's MMORPGs). When playing UO, the map was small enough and the playerbase was small enough that you could be reasonably certain of who you'd run into at Brit GY or Wind or wherever. They eventually changed the reputation system a bit, and while getting rid of dreadlords didn't kill the game, obviously, I think it promoted the rise of ganking, which is a shame. Another great thing about UO were the server-down fights. Yes, they might be annoying to deal with now, but being able to fight with wild abandon, with no fear of actually losing stuff, led to some incredible moments - and no doubt, was helpful for both game balance from a dev perspective, and new players learning how combat worked. As far as "catch-up" time to get started with a new character - it was insanely low. Sure, your new character was likely to get his ass handed to him, but it was also possible to start a brand new character and kill a fair proportion of players who were of much higher experience, simply because they sucked at fighting. Yes, UO was a skill-based system, but more than that, combat required *skill* - and I'm not talking about learning the timing necessary beat repetitive and predictable WoW bosses by grinding raids until your clan can run it in their sleep. And there were relatively few moments when one build of character was "the best" in the same way that you see guys relentlessly optimizing their talents and gear and all that other bullshit. Okay, maybe viking swords were the shit, or you'd want to make a dex-monkey, but you could also do something wild like a bard, and the game could still be fun. And for all that PVP was a risk, there were plenty of players who had master craftsmen, who mostly chatted with their friends by the bank and never really saw that much combat. Which was fine, because there was also a legitimate (perhap's online-gamedom's only) player-run economy. It's also the only MMORPG I've played where players actually look different from each other, with no real need for all-names or tags, and... God, now you've got me missing UO all over again.

  53. 10 minutes of killing lowbies by krischik · · Score: 1

    And of course those lowbies might consider that being killed by a bunch 80+ for not apparent reason isn't fun either,

  54. unpopular by Ephemeriis · · Score: 1

    The simple fact is those gameplay elements that you liked in UO is what ultimately led to it being less popular than WoW.

    Look at WoW - very simple gameplay, no character stats to worry about, just gear to collect. Automatic group finding for PvP and instances. It's basically a vaguely MMO-ish version of Diablo 2 at this point.

    EVE Online has some gameplay aspects that require you to think ahead, and folks constantly show up on the forums complaining about them. Not the folks who actually enjoy and play EVE on a daily basis... But folks who showed up from WoW and are giving the free trial a spin. And they're not happy about the fact that they have to plan ahead, be cautious, think about their decisions, etc. They'd like something more user-friendly.

    --
    "Work is the curse of the drinking classes." -Oscar Wilde
  55. I was in WoW in the beginning on a PvP realm by Aceticon · · Score: 1

    PvP realms are hardly empty- lots of people played on them, especially at launch. The problem is that arena and battlegrounds have killed world pvp, so there's little to no real pvp anymore. You can go 0 to 80 with only a handful of pvp deaths these days. In the old days you'd get a handful an hour, many of which were real fights you had a chance of winning. Since 99.9% of pvp happens in instances these days there's no reason to roll pvp anymore, that's why the pvp realms now have smaller pops.

    As somebody who played WoW at launch on a PvP server I can tell you that the only reason I sticked around was because in the beginning one could not migrate the character to a different server (this was before Blizzard made the facility available).

    The truth is that, while at the time non-consentual PvP did add some excitment when playing in the shared areas, this was often spoiled by griefers, which typically were higher-level characters that came to lower level areas.

    During the first couple of months after WoW started, the typical difference in levels between characters wasn't that large (in fact, even though I'm a non-hardcore gamer, I kept up enough with the leveling threadmill that I was never faced with a griefer more than 15 levels above me) so one often had some chance against the griefers (often by enlisting the help of other players of the same faction in that region via regional chat).

    In fact, one of the best PvP moments I had there was in Redridge Mountains (where most people are around lvl 20) when as a reaction to a pair of lvl 30 griefers (probably from Booty Bay) about 20 or more of us from Lakeshire village took them on (and won). This was before Battlegrounds and even before the PvP Ladder/Rankings (which preceeded Battlegrounds and pretty much ruined the game for me)

    That said, I suspect that after those first couple of months griefers pretty much had free reign to do whatever they wanted (think gangs of lvl 60 griefer in a starter area). The 10-fold increase in gratuitous griefing that immediately follow the start of the PvP Ladder (literally from one day to the next huge, never-ending and very laggy battles started around certain key villages and questing became close to impossible due to the roaming gangs of players farmering other players) was a very good indicator of how easilly the game would turn unplayable in a PvP realm (and I was a Rogue, so i could sneak around: other classes didn't had it so easilly)

    [I left a little after the PvP Ladder was implemented, because of this and because it's mechanics were such that casual players had no chance to compete (admited by the lead developer in a forum post which was later removed) - so I've been out of it for 4 or 5 years now]

    The reasons why PvP realms were popular when WoW started were due to factors (ignorance of how it worked, impossibility of migrating you character, low spread of levels between players) which are not in effect anymore, so I wouldn't use that as an argument.

    1. Re:I was in WoW in the beginning on a PvP realm by Anonymous Coward · · Score: 0

      The reasons why PvP realms were popular when WoW started were due to factors (ignorance of how it worked, impossibility of migrating you character, low spread of levels between players) which are not in effect anymore, so I wouldn't use that as an argument.

      The biggest reason of all that they were popular (and still are), of course, is that most people are not as big of a pussy as you are. Even on the PvP servers in WoW, you can't even be griefed unless you let it happen. There is no death penalty, no looting, plenty of safe zones, the ability to rezz yourself at the spirit healer or in a very large radius around your corpse, etc. The moral of this story (consider the hysterical shrieking of so-called carebears (undiminished even after 13 years)) is that some people have no business playing any MMOs since another human player can always impact your game play.

    2. Re:I was in WoW in the beginning on a PvP realm by Wildclaw · · Score: 1

      is that some people have no business playing any MMOs

      And you would be one of them

  56. Focus on item rarity and boring PvP by Anonymous Coward · · Score: 0

    As someone who played UO from the earliest days (beta 2 in 1996) right up until the downfall of the origin shards (shortly after release of second age) as well some dabbling on player run servers after that, I definitely sympathize with those who miss the type of gameplay UO offered.

    I have played a number of other MMORPG since then but never really been immersed in any of them the way I was with UO. Of course, this is partly because I am older now and do not have as much time; however, I have never seen any other game which offers the sense of freedom and social community the way UO did (EVE would be the only one that comes close).

    UO didn't really offer any quests or 'raids' or anything like that, it was pretty much just players creating their own stories which forced you to socialize with people.
    Also, because there was no real 'objective', ie no items to camp for and no certain area you had to go to in order to gain exp, each player had their own locations where they would hang out so you would frequently encounter the same people. I made many friends playing UO who I still talk to today, nearly 15 years later.. can't say I talk to anyone I met playing EQ/WoW/DaOC or any other MMORPG.

    I would say the primary reason that PvP does not work on newer games the way it did on UO is due to item rarity. In UO there were relatively few 'rare' items, and even then.. they weren't *that* rare. If you got killed and lost all your equipment, for the most part it was easily replaced. On EQ/WoW if you were to get killed and lose the rare item you camped for days to get then most people are not going to take that very well. Of course on UO there was the issue of housejacking, oftentimes where people would abuse bugs to break into someones house/castle and steal everything.. many people I know quit over that.

    Another issue is that on UO items did not always determine who won a fight. It took a good deal of practice and skill to become a good PvP fighter, and a good player with fast reflexes and the right macro setup could easily take down several opponents with better equipment. None of the newer games I have played can compare in that regard.

  57. UO was fun, but had its problems by Anonymous Coward · · Score: 0

    I played UO during the "glory days" and after, eventually leaving to play SWG (ha). The reason that, IMVHO, that type of game did not catch on again is because the very things that made UO "cool" were what also made it horrible and eventually prompted major changes in the game. Having everything in your home stolen was NOT any fun. Getting jumped repeatedly for no reason other than the lulz and all your gear taken was NOT fun. Finally getting a house and realizing it was so far from anything to be any use at all was NOT fun, nor was having to wind between a million houses in wilderness areas. People tend to forget that UO jumped in popularity after stealing and house-robbing was taken out, and while they complained that Trammel/Felucia "ruined" the game, there was a reason that players preferred the safe side of the fence. SWG realized the problems with player housing when they too ended up with whole areas of nothing but houses and no one in them everywhere.

    I miss UO as well, certain aspects of it, but having played plenty of MMO's without those aspects has shown me that they really weren't needed to have a good time.

    ~~BlindTyldak

  58. Probably typical, but I went WoW by Xenious · · Score: 1

    I never liked EQ because I thought the graphics were weak. I suppose it was hard to do 3d and compete with the neat-ness of isometric. I was a huge Ultima fan and played both the alpha and beta for UO. I played through its hey day up until a point where the servers crashed, restored from an older backup and when I logged back in to refresh my house (yes you had to log in every so often to do that) it was gone with all my stuff. That was the last time I played UO.

    I had played the WoW beta and thought it was EQish but a step in the right direction. After I quit UO I eventually picked up WoW (a little late to the game post release) after my friends went there. It was very confusing at first going from 2d to 3d. I've played off and on through both expansions. Done endgame work from the first raids to the recent stuff. I really like the lore of warcraft which helps make the game a winner for me. The best thing is while I liked the housing and economics of UO, I don't have to log on at a regular interval to keep my stuff from vanishing. I can play whenever I want. I tried some MMOs along the way (the LotR one, EVE online, etc). I will prob try the Lego MMO when it comes out just for fun. So far nothing as been was well done as WoW.

    --
    -Xen
  59. I'm one of those Pre-Trammel UO Lovers by begleysm · · Score: 1

    I am one of those guys that waxes poetic about the good ol' days when of pre-Trammel UO. When MMO players were men! (j/k). I think one thing that people have been missing when talking about the viability of losing your gear and getting griefed is that UO had a couple mechanisms to deal with that. I thought they worked fairly well. 1.) Nothing you owned was worth that much. If you were a melee fighter (say, a dexer) you'd have some GM ringmail, some GM chainmail, a GM kyrss, and a handful of potions. If you lost all your gear, so what, it was only a drop in the bucket and you probably had 5 more sets in the bank. UO made losing all your equipment ok because none of it was "Ringo's Flaming Axe of Death and Retribution" that took 97 hours to get. There were good magic items (vanquisher weapons) but they were rare, and you could lose them. This made them all the more revered and as such, they were only used in special situations and by those who were confident in their abilities. 2.) PKs were flagged red. If you wanted to PK people heavily you could, but you'd go red, everyone would know it, and you couldn't go into town. This was a big enough deal that the average person wouldn't go around slaughtering newbies for fun, but those who wanted to be PKs could. In my opinion, this allowed for an excellent balance of "good guys" and "bad guys." 3.) There was no level system or con system. Since you couldn't look at a person and see they were "10 levels above you" or they were "grey" and you couldnt tell from their gear because the biggest newb in the game and the best player in the game used approximately the same equipment you had to be weary of people. It meant you couldn't go around griefing people without a high percentage chance that you would get killed yourself. I think this also added to the fun of the game because there was a sense of the unknown when you left the confines of the town. It was wise to grab a couple friends and take advantage of "safety in numbers." In conclusion, I think the newer MMO's can't support the (imo great) rule set of UO because they focus too much on levels, and loot. UO focused on interaction. There were no classes, no discrete levels, and the equipment was more "realistic." Sean

    1. Re:I'm one of those Pre-Trammel UO Lovers by loafula · · Score: 1

      I agree. I loved the noteriety system as well. The more good or evil you were, the more famous you became. As you gained fame, your skills became known to a certain degree. If you were a Dark Lord PK, other players would see you as "The Dark Lord Mad Bomber, Grandmaster Tinkerer" or something of the sort. It added a good dynamic to the game. If you were a PK, you would gain notoriety for all the wrong reasons. There were also the necessary skills that anyone could develop such as hiding. Map hiding to a key, and you are instantly invisible by pressing it. That being said, I think the adrenaline rush of playing in a world where something was at stake was well worth the risks. I played a PK on the Atlantic Shard, and it was FUN. I killed with tinker traps outside of Moonglow. After a while, players would band up and put bounties on my head. When this started to happen, I began to train in archery to defend myself. As a PK, I could not enter towns to use banks. The best I could do was carry a key to my house where I stored my loot. If I died, guess what? I lost everything. This change in dynamic turned my character from an insane loot grabbing PK to an outlaw on the run with everything at stake. UO was an awesome, dynamic and organic gaming experience.

      --
      FOXTROT UNIFORM CHARLIE KILO
    2. Re:I'm one of those Pre-Trammel UO Lovers by McDozer · · Score: 1

      This is what I wish people understood. It wasn't EASY being a PK, there were consequences that deterred people from doing it. Alot of people on here either never played or have forgotten about stat loss that PK's incurred upon death. If you went red dying was one of the worst things that could happen to you. The grind from 90-100 of any real skill in UO took alot of time, it wasn't something to be taken lightly. I remember there was this PK that lived a little north of the mining shack we had, he would try and grief us from time to time. One day we got the drop on him and killed him like 2 times. Screwed him all up. Needless to say, he wasn't much of a threat anymore after stat loss got through with him.

  60. Aside: by Mongoose+Disciple · · Score: 1

    I kind of hate that the term "griefer" has been so watered down (not necessarily by the poster I'm replying to, the post just made me think of it) as to have become essentially meaningless.

    Once upon a time you had to be a serious asshole to be called a griefer, not just someone who kills or steals from you when you don't want to die in a game that allows it. Worse than that is that you now could hear anyone who beats anyone else in any kind of game a griefer, even in games where it has no sensical context -- win a game of Starcraft, somebody's calling you a griefer.

    1. Re:Aside: by boxfetish · · Score: 1

      Wish I had points to mod this up. This is pretty much the most insightful post on "griefing" in this entire thread.

  61. Constant by Anonymous Coward · · Score: 0

    Why does the author constantly use "constantly"?

  62. It's not really the genre at fault by Ayashii+ · · Score: 1

    As a genre is way harder and more expensive to develop to a point where it stands any chance of competing with current MMO and as a consequence big companies tend to prefer to invest in more "safe" kinds of MMOs. Darkfall and Mortal Online are shadowed and ignored not because of their genre, just because they're bad games devolped with not enough budget for a project of that scope. If you take EvE Online for example it has most of the aspects of UO (full loot, free world pvp, ability to build and trade everything, you can build your own stations/houses, you can customize the skills of your character as you wish, etc) and while it doesn't have a HUGE success, it's hardly a ignored or unknown game. Even after all those years since the release.

  63. Ability has nothing to do with it by Moraelin · · Score: 2, Insightful

    Actually, "be able to" never played much of a role in UO griefing. The only question was whether you want to be a griefing fucktard or not. Most of the exploits were so trivially simple, that if you could click with a mouse at all, you'd be perfectly able to. (And if you can't click, you wouldn't play UO in the first place.) There were no twitch-reflexes or l33t PvP skillz involved, just the willingness to be a griefer or not.

    E.g., since the summary mentions housing _and_ thieving together, that combination simply meant using a clipping bug to steal someone's furniture through the walls. There were no player or character skills involved at all. You didn't even need to be able to lockpick their lock or evade notice or anything. Just click yourself near a corner and do it. That was all.

    So, yes, everyone could do it. Maybe not "back", but rather to some other victim, but they could do it, if they wanted to. Some of us simply weren't inclined to spread the grief around.

    E.g., you could trap the lock on a chest and leave it by the roadside. (Heck, that was the _only_ use for tinkering skill anyway.) Then some hapless brand-new player would stumble upon it, try to open it, and die. Or poison some food, put it in a sack, and leave it by the roadside. Same deal.

    There wasn't even any "social engineering" involved or anything. Just wait for some newbie to spring the trap, before even knowing what they're doing in the game.

    E.g., even straight player-killing actually rarely involved any bravery or combat skill at all. Most of those did stuff as lame as waiting until some miner is overloaded with ore, so they can't get away, then gank them. Or they actually grouped to muster the balls to attack some newbie.

    Even the character skills involved, were often just gotten through some exploit. E.g., at launch the infamous drop-and-pick-a-coin trick, repeated for a couple of hours, would get you to the strength cap with no risks or adventuring or skills involved. Just brainless clicking or using a script were enough.

    Again, it was nothing that a casual player couldn't do if they wanted to. The coin trick was well known very soon, for example. But some people chose to do stuff like role-playing, or building their dream mix of abilities, instead of doing the one-track-minded griefer build.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Ability has nothing to do with it by bishiraver · · Score: 1

      People who got caught by the trapped-box / poisoned-food ploy were morons, imho (saying this as someone who got hit with an exploded box in a guard tower outside Yew once. Woops!) -

      If you found a bag of groceries at the side of the road, would you take them home and eat them?

      If you saw an abandoned piece of luggage on the bus, would you go rooting around in it?

      Think of it as karma... :)

  64. Forgot one thing. by Delusion_ · · Score: 1

    I forgot to develop the thought about bugs. The reason I brought up UO's bugginess is that knowing the current bugs and exploits was crucial in PKing, because if you didn't know them, the guy you fought very well might. Those who were uninterested in PVP were also rarely aware of the latest developments on that front.

    1. Re:Forgot one thing. by JakFrost · · Score: 1

      Bugs were an important part of the UO experience since if you were in anyway in tune with the information out there in the forums, chat rooms, guilds you were always hunting for information about any bugs that were found in the game so that you could protect yourself from them or at least be aware of their function. There were way too many gold dupe bugs that required server restore and rollbacks, house looting bugs making non-locked down chests and furniture next to the walls easy targets for people, or character bugs messing up your character skills or items disappearing in your backpack or even bank box requiring GM assistance. Not to mention a whole slew of bugs dealing with combat, magical and not, and combination of items, spells, and equipment used that would expose bugs in the design of the game. All of the different systems in the game, magic, combat, notoriety, housing, items, crafting, skills, transportation, monsters, cities, shop keepers, NPC contained dozens of critical bugs.

      New bug information spread like wildfire on internal guild forums since this was prized information and there were even Xploit websites that you could subscribe to with a monthly payment to get information about how to create bugs and be kept up to date about bugs. Not to mention illegal and against ToS (Terms of Service) applications that would hack the data stream for the game client and screw with objects in the game or expose information that was not publicly available. Then the automation applications came that let you automate mundane tasks such as dressing and undressing or weapon equipping until the fully scripting applications came that let you write fully featured scripts to automate movement, item creation, harvesting, and even depositing and selling. Bots were created through simple keyboard-macro programs to automate skill grinding up to the time where real scripting programs showed up practically train your characters automatically in almost any skill you wanted with no or minimal intervention.

      There was a second dark underside-game to UO that some people never knew unless they were in a PK guild or a Noto (Blue Notoriety) guild. Unfortunately, I only got a glimpse into the real underworld of UO but what I saw was more interesting than the public face of the game. I got into writing automation scripts for UO since at that point in the game playing it was old and boring and developing for it was more interesting.

  65. Timing, gear, levels by Anonymous Coward · · Score: 0

    Much of it comes down to the fact that the original game to reach mass market accessibility and popularity was Everquest, which was straightforwardly PVE. Previous games, namely UO and Meridian 59, were PVP-oriented but came out before the internet was a household thing for the average consumer. As is the nature of business, nearly every game developed thereafter tried to copy the most successful business model known to the genre, and as a result you wound up with PVE game after PVE game that ignored what made PVP work in other games.

    One giant problem between PVP and PVE games is gear. Today, EVE (for all its glaring faults) is the closest thing to UO mechanically. You have full looting, item loss, and permanent death penalties. These work because in games like Meridian, UO, or EVE, nearly all equipment is generic, easily purchased, and quickly replaced. You purchase new armor identical to what you lost, or you buy a new hull and outfit it identically to what you had before. Warcraft really can't have item loss like this because nearly every item is unique (e.g. from quests) or requires a commitment of time and coordination (e.g. raiding). If someone in full raid equipment lost everything upon death, the player would face a steep climb back up to where he was through pre-raid, (possibly) old raid, and finally current raid content, potentially competing against strangers for everything. For many people, facing that gear grind again and again would drive them to quit. Ultimately Blizzard's best option is to make PVP death (and thus PVP play) meaningless while extending gear inflation and gear grinding to keep people obsessed with numbers.

    Another problem is the nature of character advancement. Because of skill-based progression, in Meridian 59, UO, or EVE you can make a char and within an hour take your newbie mace/sword/railgun and start whacking at years-old veterans with varying degrees of success. In PVE-oriented games with level-based progression you can quickly become so powerful that lower level people can't land a hit on you at all. To use Warcraft as an example, this is made all the worse by item levels and the enormous endgame gear gap between even a newly level-capped character and one who has been raiding.

  66. Star Wars Galaxies by Pay+The+Piper · · Score: 1

    n it's heyday, I feel like Star Wars Galaxies was the last hugely successful game of this type. Player owned housing, maps that measured 10 square kilometers, very little instancing, and PVP that could happen anywhere at any time. This was the greatest MMO imho. It had a place for the casual player and a place for the hard core. It had places for people who didn't even want to fight, and just played socially. This game had it all until Sony (Whom I havent bought a game from since) completely at utterly destroyed their game, and consequently, their subscriber base. Ever since SWG, my heart just isn't in it anymore. MMO's lost their magic the day they turned my lightsaber into a nerf bat.

    1. Re:Star Wars Galaxies by Anonymous Coward · · Score: 0

      n it's heyday, I feel like Star Wars Galaxies was the last hugely successful game of this type. Player owned housing, maps that measured 10 square kilometers, very little instancing, and PVP that could happen anywhere at any time. This was the greatest MMO imho. It had a place for the casual player and a place for the hard core. It had places for people who didn't even want to fight, and just played socially.

      This is probably because Raph Koster was an important part of the both games' development teams during pre-Trem UO and pre-NGE SW:G.

  67. UO - Best MMO I ever Played. by uolamer · · Score: 1

    Housing that is part of the landscape. That is something I never really saw in other games. You could have a house outside the entrance of dungeon, town or off in the middle of no where.. People ended up building player towns, GMs decorated the towns (back in the day at least). When you were a newbie you lived out of your bank, then maybe a boat or small house. Some people had a castle with a large tower behind it, etc. Houses also served as storage for items, I really never used the bank I kept everything (besides gold) in my castle.

    Skill based PvP.. Before the Age of Shadows expansion you really could not gain an item advantage to speak of. There was many times I took on 3 and 4 people at once and killed them all never running away to hide or heal, etc. After AoS it was really not feasible to do that anymore. It was hard enough taking on 2 people. But even after AoS the harrower battles & spawn fights made for some of the best PvP ever. Imagine WoW without the instances.. People fight their way all the way to the end boss then some other guild comes in, kills them all, the boss and the loot. Sorrta like anyway. Some times you had 3 or 4 guilds fighting over one, made for some real fun.

    You could also trade everything in UO. Best armor and weapons in the game for sale.. There was only around 2 items you could trade but werent usable by others, personal bless deed and newbie tickets.

    There was bad things about UO of course. They would release a new patch, unbalance things way way too far and take a year to fix it.. Several times they put in a small 'fix' to stop something somewhat irrelevant and caused all sorts of issues. Their bug testing was just terrible. I found bugs on the test servers reported them and it still went live. (inscription with level 1 cost mana to scribe a level 8 scroll when they changed the menu one time)

    UO could have used an auction house like WoW.. We had vendors we could put in the houses making houses close or even in towns worth much more but it still was annoying compared to WoW. The economy in UO got screwed terribly all the time also.. It slowly dropped down to $20 a mill which wasnt bad. By the time I left it was $1 or $2 a mill, making it near worthless in some aspects.

    Travel in UO was great.. You had runes (later on runebooks) you could mark anywhere. One book would have all the dungeons, one spell and 2 sec later your outside (or inside before one of the patches) your favorite dungeon. So even if I only had 20 minutes to play I could get where I wanted to instantly and actually accomplish something, unlike WoW (although it improved some).

    But... The reason there isnt more games like UO is it was Skill based.. period.. The day tram came out 98% of the population went there and almost never came back. So you had 98% of players playing a non pvp social networking 2nd life with dragons... aka WoW with housing. They had little insensitive to fix pvp issues and other issues we had when those things didnt effect 98% of their customers at all and those customers had their own problems they needed fixed.. So.. here we are talking about glory days of UO..

    sry I like to ramble about UO, it provided me so much fun. notice my name uolamer ;)

    --
    s/©//g
  68. Memories.. by Xadnem · · Score: 1

    Life in early UO was often nasty, brutish, short, and fun. If you were in town you had to be wary of thieves and scams, and if you were out of town you had to worry about being attacked at any second. But, you picked up good friends and forged great memories doing it because it was the only game in town. It's like my father reminiscing about the great depression - all the bad things created some good memories, but given the choice no one would go through that again.

  69. Dawntide by Anonymous Coward · · Score: 0

    He may want to check out Dawntide. Currently in very early development, but looks promising for the style of play that he is describing.

  70. Depends on what you mean by "popular" by Chas · · Score: 1

    If you're talking an MMO someplace in the neighborhood of 100K players, there's lots of them out there.

    If you're talking a WOW-style anomaly with a few million RMT accounts and a few hundred thousand players, you're bound to be disappointed.

    --


    Chas - The one, the only.
    THANK GOD!!!
  71. MOBA not MMO by holmedog · · Score: 1

    I've recently started ranting on this to a few of my friends, but it seems like the people who really enjoyed UO T2A were the same people who really enjoy MOBA (massively online battle arena) games like Defense Of The Ancients of League of Legends. It's not about the resource gathering or the roleplaying, it was about the small scale (5v5 or so) fights.

  72. I can tell you exactly why. by HellProphet · · Score: 1
    As a former player from 99-03 in UO. The simple fact is when Ultima Online was first out it was your major only choice. It was what WoW is now, the logical choice.

    So with no other place to go, (figuring that there was miridian 59 and some NWN on aol.) Ultima Online had a collection of players. It had all styles of players because it was the only thing out worth playing for an MMO. You had your PK's, you had your adventures, you had your social players and crafters. The majority of the players couldn't stand getting murdered and losing their items, but what other game was available to them. There was none, that is why when EverQuest hit the market there were tons of non-PK's jumped ship to a safer world. So OSI/EA decided we need a safe place so we don't lose the majority of our adventurers. So they created the two facet world with a safe zone trammel. This pleased the sheep and some of the wolves died out.

    So then you had a split player base and without enough sheep(non-pk's) to feed the wolves(pks) the game lost the whole heart racing excitiment of fight or flight for your life.

    So as the MMORPG market kept opening up. The player base and game kept changing. Shadowbane came about, more wolves left. WoW came about, nearly everyone who could run WoW on their computers left UO.

    OLD UO can not work in today's market. People have choices in their games now. What pu&&y is going to choice a safe RP wow server over a game where they can craft bad A&& gear but they have to worry about it being ripped away from them because their combat skills suck.

    Basically games that have a realistic set of player vs player rules, that involving killing your oponent and enjoying the loot of their corpses; is not nearly as fun for the wolves without the sheep.

    Wolves vs Wolves you might as well be playing arena in WoW or playing a first person shooter.

    P.S. Tell your friend to check out UOSecondage.com
    That is the closest as it will come to restoring glory days.

  73. It's called "EVE Online" by nenya · · Score: 1

    Seriously. You can do as much or as little PvP as you want. But even in high security space (hi-sec) you can still get your pasty ass ganked if you aren't careful. Hulkageddon is likely to occur with some regularity, and sticking your nose in a null-sec and even some lo-sec systems is just asking to get yourself jumped. Granted, the community here is a lot smaller--probably around 150,000 active players as opposed to the millions sported by WoW--but they're pretty hardcore about the whole thing.

  74. The second most popular MMO in the world.... by netsavior · · Score: 1

    It is so stupid that everyone ignores Runescape
    The number two MMORPG, and of course the number one free to play one. Free to play version is kind of like a starter and indeed is missing many of the functions you want, however the full version ($5 monthly) has most.
    It has been around since 2001 and is developed in England. The pay version still has weekly updates.

    Runescape is a skill based MMO (where every skill is trained semi-independantly), there are no character classes, every skill is open to every player.

    Thieving: most NPCs can be pickpocketed, thieving is a skill that can be leveled. Only in a few scenarios can you actually steal from other players though.
    Looting: Runescape still has a very harsh death tax. In PvM, if you die you lose all but the 3 most expensive items you are holding (there are modifiers to this of course, you have 5 minutes to retrieve your corpse, unless a party member "blesses" your gravestone.) On PvP worlds, you lose all but your 1 most expensive item, and on certain worlds all of your gear is dropped as loot, but not every time. Griefers don't get a full loot drop, cerial noob killers get hardly any drop at all.
    Player housing: There is a skill called "Construction" which you use to modify and improve your house... adding things such as a wardrobe (can store certin kinds of clothing without taking up bank space), repair bench(discounting the cost of repairing high level gear), teleport room (access to many "free" teleports if you have the magic level to build them), combat room (where you and your friends can have friendly, safe fights for fun). Player owned housing is instanced, unlike UO, so it is not as "epic" since there is not limited real-estate, but the housing is more useful, especially for Clans and group trips (imagine meeting in one place, where you can resupply, buff, etc then one guy teles the whole group to the action)

    All that being said, Most MMOs are "barely 3D" at best, and RS is only really 3D in polygon terms... There is no need to jump, there are plenty of multilevel dungeons and things like that, but terrain usually doesn't matter and targeting is very simplistic... like most mmorpgs, but RS wears it on the sleeve a bit more, and it is 3rd person perspective.

    1. Re:The second most popular MMO in the world.... by netsavior · · Score: 1

      oh did I mention it is straight up Java, so it runs on Linux, Mac, Windows...

    2. Re:The second most popular MMO in the world.... by solarlux · · Score: 1

      I haven't tried Runescape, but I've found Runes of Magic to be quite enjoyable. It's been called a free "clone" of WoW.

    3. Re:The second most popular MMO in the world.... by Elshar · · Score: 1

      If other people see runescape the way I do, they probably see it the way I do. Keep in mine, I played it years ago, so maybe things have changed.

      When I first played it years ago, it was kinda cool. But so many things about it annoyed the hell out of me, such as:

      1) The players: I always felt like I was just playing with a bunch of immature 11-15 year olds. The chats were always spammed with some immature people, and it was impossible to actually hold an intelligent conversation.

      2) The world: The 3/4's overhead pseudo-3d with a very limited view distance caused me to be lost more often than not. Interacting with things wasn't terribly intuitive, and instructions were often vague, incomplete, or apparently wrong.

      2b) The world: redux: It might be free to play, but it's not really. You're really gimped as a f2p char, and there's constant roadblocks and such that either make it really difficult or impossible to get places, or do things as a f2p char. One instance I remember off the top of my head is that I was reading a map on how to get somewhere, walking along a path, and encountered a gate. The only purpose for that gate was to cause me to walk around it (about 15 minutes), unless I paid for the game. Otherwise, I'd be able to go through it just fine. I think I quit that day, but there's more...

      3) Quests: They were uninspired, badly written and just downright bland. I mean, you couldn't get worse unless you said "QUEST: HARVEST 30 FARFANUGENS, REWARD: 1 ARFANGENTIUM". I mean, really?

      There's more, but that's the top three off the top of my head. Not to mention that I didn't feel that their asking price was worth it, I dropped runescape before I put much more time into it. I'm sure it's come a long way, but in the MMO biz, people don't tend to try games they don't like or had a bad experience with again, and they tend to not suggest them to others either.

  75. And now go a level lower... by twoallbeefpatties · · Score: 1

    If you thought the user-friendliness and simplicity is what drove people to WoW, you should see how many more people are suddenly being driven into Mafia Wars, Castle Age, and Farmville on Facebook. No, my friends, I do not want to friggin' click your button to help you kill Sylvanus.

    --
    Libertarians somehow believe that private businesses should be stronger than governments but weaker than individuals.
    1. Re:And now go a level lower... by Ephemeriis · · Score: 1

      If you thought the user-friendliness and simplicity is what drove people to WoW, you should see how many more people are suddenly being driven into Mafia Wars, Castle Age, and Farmville on Facebook. No, my friends, I do not want to friggin' click your button to help you kill Sylvanus.

      Well... But that's exactly what I'm talking about. Maybe "user friendly" was the wrong phrase to use...

      It's simple. Doesn't require a whole lot of forethought or attention. Just click a button or two, maybe repeatedly mash some pattern. It's almost purely grinding. Kill mobs, get loot, repeat. Not much different from Mafia Wars or FarmVille or whatever. And you've got the social aspect, just like on those FaceBook games. And the all-important status symbols.

      The old MMOGs that required some real time, effort, and forethought are pretty much gone.

      WoW is the king of the hill, and all it really requires is hours upon hours upon hours of mindless grinding. Which is, apparently, what people want.

      --
      "Work is the curse of the drinking classes." -Oscar Wilde
    2. Re:And now go a level lower... by twoallbeefpatties · · Score: 1

      Yeah, I wasn't disagreeing with you. I was in fact acknowledging that simplicity and simple rewards processes draws in a much bigger audience that the joys of sneaking up behind people, stabbing them, and taking all of their stuff. If the popularity of WoW was annoying to hunter-killer-types, the popularity of Castle Age must be driving them to drink.

      --
      Libertarians somehow believe that private businesses should be stronger than governments but weaker than individuals.
  76. Multi User Dungeons by binkzz · · Score: 1

    Your best bet are MUDs. Graphically, I wouldn't say they quite reach 3D levels, but you have far greater freedom and a really cool userbase.

    --
    'For we walk by faith, not by sight.' II Corinthians 5:7
  77. Sort of, but not entirely by Moraelin · · Score: 2, Insightful

    Well, your analogy has merit in its own right, but it's actually a bit mis-leading in the context of UO and generally of online griefing.

    RL oppressing and exploiting the masses was at least generally done for personal gain. Some guy got to make some money or have a big castle or whatever, by oppressing those peasants.

    In UO the somewhat surprising thing for many players was that a lot of people were not motivated by any kind of gain. They just wanted to make _you_ miserable. There was not even an attempt to enforce their will upon you, as in "you must do X because I'm the boss." They just wanted to make you miserable, that's all.

    My perfect example is the way some people tried (and for a while succeeded) to screw up the economy. It's not the most grief-worthy thing, mind you, but it's an illustration of something done not just without any personal gain, but often even at a personal loss.

    E.g., UO at launch required two wolves to make a third wolf. Some people took it upon themselves to exterminate the wolves, not to gain anything themselves in the process, but to keep the other players from having stuff to kill.

    E.g., UO at launch tried to have a maximum total quantity of metal in the world, including in swords and armours and whatnot, and would only spawn more ore when some metal items got destroyed. (Sold to vendors, despawned, etc.) That was their idea of enforcing some realistic level of supply and demand. But then some people started filling their and their alts' bank vaults with swords and armours and whatnot, just to prevent more ore from spawning. Not to corner the market and make a profit later, or any other kind of realistic motivation. Just for the sake of screwing up the economy for everyone else. Just to keep _you_ from finding ore if you want to play a smith.

    E.g., even plain old ganking, the stereotypical ganker didn't even own anything other than a cheap replaceable halberd. They didn't even bother getting new armour after being killed, but would just run around in their death shroud. They didn't kill you for your money or your posessions, except in as much as to prevent you from enjoying those money or posessions.

    What I'm trying to say is that RL history actually favoured more those who actually knew how to profit from others, not the plain old psychopath. To be a successful king RL you needed not just to make the peasants miserable, but to drum up popular support, make alliances, play the piety card big time, etc. UO was the other way around. It favoured the psychopaths who really had no other plan than spreading the grief.

    The real key is what you wrote at point 2: the lack of consequences for the griefer. And I don't mean as in "permanent death" or anything, but rather the more mundane realization that there's nothing you can do to someone's character that'll matter, when they only see that character as a disposable griefing tool. It's akin to making a murderer wear a different shirt for 5 minutes as a RL penalty for murder: you can probably see how some people would then run amok every day. Not because they gain anything, but just because they can.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Sort of, but not entirely by Boldoran · · Score: 1

      So where does this urge to make others suffer come from? I would really like an explanation. I won't even denie that I can see the appeal behind griefing altough I'm not a griefer myself (at least I don't think I am). Why would we enjoy to make others feel misrable?

    2. Re:Sort of, but not entirely by Moraelin · · Score: 1

      Well, I don't think there is a generic "we" in any kind of human behaviour. I know there's a tendency to assume that somehow we're all the same, and look what "we" do to each other, and all that. But, really, some people do and some people don't.

      Read Bartle's player types for example, and you'll see that not all players play for the same reasons. Some are perfectly content to find a claim to glory in what _they_ achieved, be it money in the bank, achievement score, equipment score, or whatever. Some just use the game as a glorified chat room and/or social site. Etc.

      And probably even among the griefer segment, not all have the same motivation. Some are probably essentially trolls: they want attention, but the only way they know how to get it, is to annoy someone. Some, I'm left with the impression, are just a nasty ball of complexes, and essentially the only claim to glory they can make even to themselves isn't "I'm great" but "you're worse." They're essentially just trying to drag someone down between themselves and the bottom of the proverbial barrel. (You can find the equivalent on forums too: the kind whose only contribution to a thread is along the lines of how much you suck because you wrote "maths" instead of "math.") Some just want to go out with a bang, when they're bored and tired of everything else in the game. I guess the virtual equivalent of an amok run. And some are probably just what happens when you give a pyschopath complete anonymity and a complete lack of consequences for his actions. He already feels no empathy or remorse for what he does to other people, and this is his chance to drop the mask and basically be himself.

      --
      A polar bear is a cartesian bear after a coordinate transform.
    3. Re:Sort of, but not entirely by Pollardito · · Score: 1

      It's just a need for attention, the same thing that motivates trolls and first posters

  78. Re:the way i see it by WalesAlex · · Score: 0

    im sorry maybe i was unclear: they get to keep their servers and their, in my honest opinion, AWESOME way of making games and telling stories, however, with releasing the bits that made all that awesomeness, free creators could make content to give away for free (because the joy of creating is reward itself) back to blizzard and they get to choose what they put in it. Themselves say they wish they had more content to put in and people are standing outside the wall with tons of ideas they'd love to share. Look at the UI again, it was released free and people have been developing it for years eventually leading to products that made it into the game. What do they gain by holding on to marketshares and stuff, it was the playhouse for the children that made that market possible to begin with?? sorry i seem to have lost my concentration, luckily my government is working on building a camp for people like me

  79. Developer risk by evilWurst · · Score: 2, Insightful

    Devloping an MMO is a long, expensive, and therefore risky proposition. Great rewards if you succeed, devastation if you fail. And a failure can poison your future opportunities, too - how many people are going to avoid the next Star Wars MMO after disliking the first?

    From a certain point of view, the history of MMOs since the late 90s has been one of a race for each generation of game to copy whatever was most successful from the previous generation. Less risky that way, right? Well, UO wasn't the most successful of its generation; Everquest was, and, in the far east, Lineage was. That's why we got level-based (or level-grind-based) MMOs from there. WoW's absolutely stunning success in particular has locked us into this rut.

    The PvP question is an equally important one. People hate griefing, but the *reason* they hate it is mainly the lost time/progress. Games that balance that have a chance to succeed, games that don't balance it very rarely succeed. EVE is the one high-risk success outlier we can point to - but even then, compared to WoW, which one is a developer going to copy? WoW.

    In practice, you could probably do a game based on the core ideas of UO, with modern adjustments added in, and be successful. UO had a lot of things going for it. Its approach to a player economy, its complete decoupling of trade skills from combat skills, and its comparatively low dependence on gear were all Good Things, in my opinion. Now add in modern conveniences like a UI that doesn't suck, auction house, soulbind-on-equip/soulbind-on-pickup items, better banking/party/guild/raid support, modern WoW-like quest system, instancing (but don't overdo it - those open dungeons were fun too), and so on. And, when you think about it, those changes would almost be enough to make UO's open PvP bearable, wouldn't they? Most of your good gear would be unlootable, as would the bits of monster parts from your current kill-x-collect-y quests, so there'd not be much penalty for your first player-induced death, and the other guy therefore only stands to lose by sticking around - you'd actually have a chance of killing him and taking back your stuff. The kind of NPC guard presence we see in WoW would also make for a lot less griefing too, since any place with questgivers becomes a small bubble of safety from the standard career criminal.

    1. Re:Developer risk by Raptor851 · · Score: 1

      Pretty much everything you listed DID exist in UO with the later expansions (soulbind, WoW-like quest system, instancing (bosses only though, not the entire level). Not sure what the UI complaint is though, UO's UI was fully customizable, you could drag anything anywhere onto the screen, spend a few minutes and you could make the UI look exactly like WoW if you wanted to. Personally I didn't like the additions though, they really took away from the open world feel of the game. (you have to remember, soulbinding wasn't NECESSARY, as gear meant almost nothing at first, you lose yours just buy another set from a vendor on the cheap)

    2. Re:Developer risk by Anonymous Coward · · Score: 0

      Ah. I didn't play UO past around when they were testing their first stab at a 3D accelerated client.

      My soulbind comment wasn't so much about gear importance as it was about the PvP aspect. Get killed by someone and you come back with nothing but a death shroud, meaning you can't cast spells, you can't fight unless you got your unarmed skill high, and you're pretty much naked. You could have a stash of backup gear to run back and grab, but then you could get killed again and lose that too. Repeated combat was therefore a downward spiral, except for the occasional hilarious swarm of guys in death shrouds wrestling each other. But if you could come back with a little of your gear (or were able to flag just a few pieces of equipment as unlootable, or even were only allowed to have some plain old generic gear "ghostbound" to you), then you'd actually have a somewhat decent chance of killing that guy right back and recovering your stuff. I'm sure there are other, totally different ways of balancing repeat-death pvp, but that was just the first one that came to mind, since it's a familiar mechanic.

      You couldn't really get a WoW-like UI, unless later expansions drastically changed the interface options. I remember dragging a mess of icons around clumsily, and having to re-drag them sometimes if I accidentally dragged one instead of clicking it, because you couldn't lock their positions. No keyboard shortcuts for those icons, unless you manually set a bunch of macros. And the need to set skill macros was kinda inconvenient too. And the cluttered inventory; though it had some charm, it also made organization really tricky. By the time I stopped playing, there were third party tools for spellcasting management. That's why I'm kinda harsh on new games that don't apply what was learned in interface design since then.

      A full WoW-like quest system may be controversial to oldschool UO fans, but I think it could work, depending on how it was set up. It's a successful formula, after all. And it's a useful tool for the game designers to get new players to explore a lot of areas.

  80. Focus and implementation by valkenar · · Score: 1

    A lot of people assume that the point of any MMO is to gain levels, items powers and build a character over time, to defeat big monsters, and that anything that detracts from that is bad. Alternatively, you could make a point of a game that isn't about attaching yourself emotionally to some glorified ProgressQuest, and whose interest is the conflict. There's a lot of mileage to be gotten out of the combination of varied builds, fast leveling, player lootings, permanent death, and meaningful in-game factions. Lots of people like quake, and lots of people like MMO style pvp. So what you do is you make a game that combines the interesting aspects of experimenting with a reasonably complex character skillset system, which is something people like about PVP in MMOs, with the action and general painlessness of dieing in Quake.

    The other thing wrong with PVP in MMOs is that it is very rarely balanced well. It's often the case that there's either NO pvp or unlimited pvp. A system that allows pvp within a certain power range (as determined by levels, for example) is a way to make it so that PVP doesn't devolve into griefing. Most of the real griefing problems come from letting people of maximum power freely attack those of minimum power. By restricting it within a range that creates at least a reasonable baseline of parity while allowing freedom to fight otherwise, you avoid the stupid kind of pvp which is not fun, and you get a fun style of competition using the RPG style combat mechanics.

    I play a mud called carrion fields which works on this model, but it's still a mud (and combines roleplay with the pvp focus I described, which will be a turnoff to people who want pure quake-style action). I've always hoped to see an MMO which applies the same kind of rules, but so far I haven't seen any.

    1. Re:Focus and implementation by Endo13 · · Score: 1

      So what you do is you make a game that combines the interesting aspects of experimenting with a reasonably complex character skillset system, which is something people like about PVP in MMOs, with the action and general painlessness of dieing in Quake.

      Yeah, that game is called Guild Wars.

      --
      There is no -1 Disagree mod. Slashdot.org/faq defines mod options. USE IT.
  81. Corp Por! EQ killed UO for me... by Phizzle · · Score: 1

    The PKing by toons with names like L3ftNutz and R1teNutz, who were using macros, auto heals, auto target, etc, and exploiting (having homes and castles broken into and looted/defiled) was the final straw for me and my guild. When EQ came out we all migrated within weeks. Garriot created an amazing universe, the Internet filled it with cheating sploiting ftards, and the PVP environment forced you to interact with them. As far as UO vs EQ in terms of immersion, I still remember making my first run from Qeynos to Freeport, running through West Karana in the rain and watching a Hill Giant emerge from the fog - I shit you not I got goosebumps when that happened!

    --
    I will not be pushed, filed, stamped, indexed, briefed, debriefed or numbered. My life is my own.
    1. Re:Corp Por! EQ killed UO for me... by Elshar · · Score: 1

      I remember doing something similar. I ran from Erudin to Faydwer as an enchanter (As soon as I got the invisibility spell). Man that was awesome. Running past something while invis, and just as I'm pulling away from a giant seeing the spell start to wear off - whew! I also almost got eaten a couple of times as I DID get caught without invis!

      I think it was the most fun I'd had in a long time. Sadly, the rest of my EQ experiences didn't cause me to stay, but it's adventures like that - ones we make ourselves despite what the devs planned - that are the best, and most fondly remembered, imo.

  82. EVE by IQpierce · · Score: 1

    See subject.

  83. I call shenannigans by Moraelin · · Score: 3, Informative

    Having actually been one of the early adopters of WoW, I wonder where you found that adventure and exploration and where do you think it disappeared. The same original zones are still there, the same quests are there, and people always just wanted a good game.

    And most importantly, again, this is the same kind of people we had from day 1, and this is the kind of things they've asked for. I just need to remember the history of the plugins and sites, to realize that the average player always just wanted to be shown where to go to hand it in and collect his loot, and that's how they played the game.

    Compared to other games, WoW offered the _least_ mystery and exploration, and people actually _liked_ it that way. E.g., it was very much appreciated that you actually saw a big yellow mark over the head of everyone who could give you a quest. As opposed to actually having to go talk to every single stupid NPC, only to see that 99% still have nothing for you, like in a couple of other online games.

    But anyway, really, exactly which place you used to adventure and explore in, that no longer exists?

    Methinks that the only thing that changed is you. You were seeing it back then through the eyes of someone who's all new to it, and for whom discovering a new town was an exciting new thing. You're now a jaded old veteran who not only knows exactly where that town is, but also where every single NPC is, and what quests they have, and what items they sell. That's really what killed any sense of adventure and exploration, not anything Blizzard did.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  84. The Dark Side shard by Anonymous Coward · · Score: 0

    If you like PvP, check out this ultima shard that I used to play, that appears to still be running in full force (judging only by the website).
    http://www.tdsuo.com/

  85. UO is still great. by Grimbleton · · Score: 1

    Maybe he needs to try Siege Perilous.

  86. Bartle Test by Fozzyuw · · Score: 1

    I'm familiar with the Bartle Test but if anyone could point me to more resources as to why Killer-oriented games have faded out of popularity, I'd be interested.

    I feel like I should be marked redundant for how often I mention it, but I feel it worth mentioning on the topic of MMO's and particular since you mentioned the Bartle Test. If you're familiar with the Barlte Test are you familiar with his book: Designign Virtual Worlds?. The book is a bit dated by todays terms but still very insightful in the genre of MMO's. I believe the book mentions a little bit about Dark Age of Camelot as it was the "new" thing that was barely out when the book came out. Even then, the points he makes remains true. It's worth a read. He mentions why "PvP" centric games don't work for the masses and it's as obvious as you would expect: "Griefing". Most people don't want to spend their time playing "their" game to have someone else take most or all away from them, particularly without much recourse as a truly open world allows some much more powerful person to prey on the less powerful for shits and giggles.

    There are some people who enjoy that kind of game, but not enough to get some AAA development house to make a game for it. MMO's aren't cheap to develop and their not easy to do right. Even looking at World of Warcraft, the game is pretty different now than it was at release (this might be a good time to mention I started MMOing at the early days of Everquest, missing UO and MUDs, but I've tried most MMOs since that point) and it's still scheduled to change quite a bit with the next expansion. And I mean this by saying, when WoW game out, it was criticized for being far and away the most casual friendly MMO there is... and it pales in comparison to how casual friendly the game is now.

    Anyway, I digress. PvP games will always be niche and less successful simply because they can't design around "griefing" without getting to the point that for all the safety measures you put in place to protect the weak from the powerful until some level of equality is reached makes it to the point that you might as well just remove PvP all together and just implement power (often translated into level) restricted "arena/battleground" areas.

    Onto the question about player housing. That's more along the lines of a development issue. Do you spend your man-hours working on new dungeons, lands, weapons, content, balance issues, spells, etc or do you spend it on implementing something like housing? And what does housing do to a game? How does it fit with the guided flow and purpose of said game?

    Blizzard has recently stated why they haven't implemented housing (as one of the most popular requests for player generated like content or world customization) and that reason is that it both doesn't seem to have the value of spending resources on it vs other things as-well-as housing could (and likely would) have a negative impact on the atmosphere of the game. Guild houses and personal houses will become little cities onto themselves and people will segment farther into their own little cliches and cities will become more and more desolate. You could try to design around that. Force houses to be in cities or to reach it you can only enter leave through a city. Prevent houses from being any more than empty space that you could perhaps put some digital art.

    But all developers simply ask themselves, what does this do to make the game better? Not much. Games like WoW can't just popular houses anywhere in the world. Like DAoC, you'll have to create special instanced zones that can have housing, so you can create as much or little space as you need as needs grow. If you allow people to build houses anywhere, then you'll have the issues of people placing stuff that just breaks the atmosphere.

    And you could say "what's wrong with t

    --
    "The past was erased, the erasure was forgotten, the lie became truth." ~1984 George Orwell
    1. Re:Bartle Test by jythie · · Score: 1

      "more powerful person to prey on the less powerful for shits and giggles"

      That sums up why these games fail right there.

      Shits and giggles are meta game. Fighting for in-game reasons and people have fun (even the UO supporters always talk about the in-game reasons for conflict and ignore the megagame reasons)... killing for metagame reasons and the victims tend not to have fun, since they are actually playing the game.

  87. Early MMO - still learning by Avatar8 · · Score: 1
    UO was a generation of MMOs that was still learning how to do a MMO properly. WoW is so successful because Blizzard got the formula 99% correct and MMORPG became a household name for 12 million people.

    I played UO from retail release in September 1997 until WoW came out in 2004. I was a long-time Ultima series player and had high hopes for UO. It greatly disappointed on that point. The first few months were pure frustration due to bugs, stealing and PKs. Sheer determination and attraction to the world of Britannia kept me playing. I am certain these issues and 'features' of the game steered others away.

    I tried to get my wife and friends interested in it multiple times over the years, but each time PKs and the sheer tediousness of repetitive tasks to increase skills left a bad impression. I kept playing because there was nothing else like it. EQ came out, but had such horrendous artwork (trying to be realistic with too low graphics/technology) I avoided it. I beta tested and tried many other MMOs, but they were all still learning, too: poor interfaces, weak mechanics, no story, pure PvP.

    UO was a major stepping stone for MMORPGs. While the open-ended skill system is a good method for skill based systems, the PvP system, or lack thereof in the first years, was a good example of how NOT to design a game.

    Eye candy, easy interface, easy to learn, tons of information, low system requirements, appeal to casual, hard-core, PvP players all around... WoW learned all it could from its predecessors and put it all together correctly. There is a reason there are not games similar to UO; people learned well from its mistakes.

  88. Shadowbane by Hausenwulf · · Score: 1

    The game closest to the UO experience I've found was Shadowbane. The game was pvp only, so you knew what you were getting into when you joined. There were no "sheep." Unfortunately it had two problems. The game was horribly bugged and once a group/faction/alliance got the upper hand on a given server, there was little to balance it.

  89. Get out of people's minds by Jaeph · · Score: 1

    Seriously, you have no idea what's going on inside someone else's brain. I wish I had the points to mark you a "troll", because that's about the best we can say when you make suppositions about someone's motives from so little information.

    -Jeff

    --
    Please learn the difference between a dissenting opinion and a troll before you moderate.
  90. Eve and DAoC by Jaeph · · Score: 1

    As many have pointed out, Eve is a spiritual descendent of UO, and I think DAoC is as well.

    I think the lessons from Eve and DAoC are very simple - you need "timeout" areas; places where people can go to avoid the full-on PvP. Eve also has consequences for being a pirate - you can't enter high-sec space anymore.

    Finally, I think Eve has a skill & equipment system that allows new players to enter PvP fairly easy. Unlike most games, it's not simply "bigger=better"; all levels of ships have a role in combat, and quite frankly what you see in low-sec areas (I can't speak to 0.0) is mostly frigates, cruisers, and battle-cruiser classed ships.

    So distinct pvp regions and an easy entry for low "level" players is what's necessary.

    -Jeff

    --
    Please learn the difference between a dissenting opinion and a troll before you moderate.
  91. Long term Newbie stomping kills pvp mmo games by LordZardoz · · Score: 1

    Ultima Online had the loosest pvp rules. This kind of play absolutely has appeal to competitive players. However, most MMO's tend to end up putting the balance of power, in terms of competition, towards those players who have been in the game the longest and who can spend the most time playing the game. This much is of course obvious, but consider the ramifications a few steps beyond that.

    If you are a competitive player, but you cannot spend massive amounts of time in game, after a short time, you are not going to be able to compete effectively against the best. The game then stops being fun for you and you move on. You simply wont stick around very long. If you are the strongest, pretty soon viable competition will go away, and you will get bored. Unless your a griefer and really enjoy newbie stomping. If you are a newbie and you get into the game late, you are never going to be able to compete well against the top end players. So over time, the supply of newbies will dry up, and even the griefers will stop playing.

    With UO, if you liked PVP, while pick pocket was possible, it was not very easy to practice the skill without getting murdered a great deal. And if you like the pvp, you are going to eventually leave when everyone worth playing against has also left.

    Most newer MMO games, such as World of Warcraft, have chosen to address PVP by making it an opt in proposition. This will protect the newbies, but it still creates less gameplay for competitive types, and it negates any real means of looting or PvP theft. Until someone comes up with an alternate solution to PVP that will protect newbies and permit game elements like theft, it will not be a viable option in any successful MMO game.

    END COMMUNICATION

  92. Darkage by Anonymous Coward · · Score: 0

    www.darkagerp.com

    Has been going strong for 7 years now.

  93. Balancing is VERY hard by waTR · · Score: 1

    I would say it is because balancing a game as complex as ones with classes + skills is a order of magnitude greater than doing the same for a level based system. These days, with companies wanting a quicker release in order to profit from the game sooner, it is very difficult to get the funding to develop a skills based game. I say skills based, but usually those include a lot of other aspects of UO like housing and such.

    --
    Huh? [devShell.org]
  94. UO was fun but... by Jthrow · · Score: 1

    It would have been awesome if they had made it to where the players were able to log in as the monsters. Such as a monster client where you started out as a lowly evil creature. If you made a kill you were given the option to control more powerful creatures in succession. Yes, there would be all kinds of collusion between monsters and people (friends gaming the system) but would also cause enough excitement/confusion to make the game fun. Non monster players would never really know until they fought a creature if it were being controlled by a wiley human. It would have given pvp/pker's a chance to be murderous within the limits of their monster type/stats. Not sure if this idea has been used by any MMOG's yet, but if not and someone wanted to use it, please do.

  95. Sorry, did I strike a nerve? by Moraelin · · Score: 1

    Actually, sorry, I've actually helped code for a MUD before and generally even reading the boards was enough to form an opinion.

    I've _never_ seen one complain about griefing oportunities (e.g., about thieving like in the summary) from a genuine "I like it when it happens to me" perspective. The people doing the arguing for it were invariably the same griefers who'd do it to _others_.

    Oh, they argued lots about how fun it is for the ones ganked or otherwise griefed, straight out of the newbie area, and how everyone will leave your game if they aren't ganked or scammed within half an hour of joining. Basically just arguing why other people should be forced to be their victims.

    And the occasional smart guy even went and posted the occasional lie account about how much fun it is when it happens to him. Except if you went and looked in the logs, it wasn't the guy who made a newbie so he can be ganked, but the guy who brought his max level char to gank newbies again. The whole "look how fun it is from the victim's point of view" was just a lie, and they were just hoping you're stupid enough to actually believe it.

    Just helped lower my opinion of the whole psychopathic bunch of them some more.

    But at any rate, it's not entirely guesswork. I've had that kind of idiot whine at me as to why the MUD should become pure, mandatory PK, and how everything else is not fun, more often than you'd think. So, you know, I think I can be excused if I do an extrapolation based on _that_ very real data, when someone complains twice in a paragraph about the lack of thieving.

    No, sorry, he's not whining that people don't steal from him. He's whining that he can't steal from newbies.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  96. UO was different.. a rare gem so to speak.. by Anonymous Coward · · Score: 0

    I played UO for several years back before they implemented their deterrent system and trammel and all of that nonsense.. I just wanted to say, nothing, no game, has ever incorporated such a real experience other than UO.. Simply put, the range of emotions and experiences that were apart of UO, have never been developed into new games. It was the only place, besides the stock market, that could get my adrenalin flowing, my heart beating, and simply cause a over-all feeling of fear just for being around other players..

    Yes, I did see many new players come and go, the experience was hard to put up with for many people and of course this influenced the developing company OSI to make changes. UO, simply put, was hard to play by yourself, there was always someone out there looking to kill and loot your corpse and your entire past hour of work and take advantage of your skills and knowledge IF you didn't prepare for it.. It was the wild west, and anything goes.. You don't see that anymore.. And I think that is the main reason old UO players miss the good ole days. The player had much more control..

    Today's MMOs have a cookie cutter scheme they like to follow, and limitations they all have in common are the ones that prevent the true chaos and freedom found in UO from blossoming again - The minor (and pointless) details, the emotions, the limitless freedoms, are all lost in today's virtual worlds. It really is a complete different experience that I have yet to see duplicated or replicated in any way even a decade+ later.

  97. UO Secondage by stupidcomputers · · Score: 1

    No one has mentioned http://www.uosecondage.com/ ? Their main goal is to replicate the best times in UO's history.

  98. bounty boards by Anonymous Coward · · Score: 0

    One of the cooler features of UO pre-trammel was the bounty boards. You could post bounties for PKers and anybody could bring the PKers skull back to get the reward. Was pretty cool, and definitely not a free-for-all like some have suggested, there were repercussions to being evil. For example, if you died as a murderer, you could only be ressurected by another player - who would then become a criminal. There was only one town where murderers could go without being killed instantly by guards, and it was on an island inhabited by pirates. Even though I was never a dread lord, I definitely preferred the freedom of UO to the canned "amusement park" gaming of Asheron, Everquest, WoW, or any other "level-based" mmo. I played from 1997 til maybe 2004, and in that time I learned that the best massively multiplayer roleplaying game is real life.

  99. Hoowah Shadowclan! by Anonymous Coward · · Score: 0

    I was a longtime member of the Shadowclan Orcs southeast of Yew on the Catskills (and later Siege Perilous) servers. Thanks for the shoutout!

    Despite trying many games (EQ, AO, SWG, and WoW), I've never found an experience that matched the orc fort in the woods. UO's freeform, non-level based play allowed new characters to interact meaningfully with experienced characters. Compare this to WoW, where character level determines level of interaction. The orcs held the fort despite (and because of!) constant attacks by griefers, thieves, and PvPers. As UO restricted nonconsensual player interaction, our ability to roleplay & fight with the larger server population diminished. Siege Perilous was a haven when it opened, as the Catskills ruleset was slowly killing the clan.

    Griefing sucks. The orcs had class and didn't grief those who didn't grief us. What stopped us from being intolerable buttheads to the rest of the server? An internal, player-based, player-regulated code of conduct. I think that we were the exception; most PKs/thieves probably didn't have such internal restrictions limiting their antisocial conduct. We kicked out quite a few wanna-be orcs who refused to fight "honorably" or griefed unnecessarily.

    We were antisocial, but honorably so -- we were orcs, after all! Trespass on our lands, refuse to pay tribute, and you'd be "clomped."

  100. Skill Based... by Anonymous Coward · · Score: 0

    UO was far more then houses and thieves. It was skill based so you had the ability to custom build a character to match your playing style. You could combine magic, swords, spears, maces, ... healing, potions, traps, ... stealing, hiding, stealth, ...
    There were a ton of powerful combination of skills.
    It wasn't all about grinding, lvl'n, and talent paths.
    It was about building a solid character and knowing how to combo macros to take down an enemy or accomplish a task.

  101. UO Still Has Unique Systems Never Copied by BondGamer · · Score: 1

    One of the biggest nostalgia factors of UO is housing. While other games have implemented instance housing or a rare few incorporated it into the main world (Star Wars Galaxies), no game has come close to copying what UO offered. UO offered not only function (storage of items) but the ability to decorate your house anyway you like. There is literally no limit to how you can design your house to look. And that was before custom house designs were introduced. That is all some people played UO for, it was the ultimate experiance for casual gamers. UO has huge potential still and always will. Unfortunately the game is owned by EA and they constantly fire people, even when the game is seeing improvement in subscriber base.

  102. DAoC Housing by Anonymous Coward · · Score: 0

    Housing (without any of the thieving aspects) was implemented well in Dark Ages of Camelot. There was no auction or mail system in DAoC, so people could set up their own consignment merchants at their houses to sell items they had found or crafted.

    As members of guilds bought housing near each other, little communities built up centered around the guild house. You could assign "house-friends" that you give permissions to access items (such as personal or guild vaults) within the house.

    It has been 5 years since I played, but I still miss it somewhat.

  103. So what are you saying, exactly... by Anonymous Coward · · Score: 0

    It is like backyard basketball, either you play for fun or you play seriously.
    In the first, it is a friendly match between friends and the outcome is irrelevant.

    The problem is that people in MMO want friendly care-bare style fights.

    So...you are saying that people in MMO want the equivalent of a "friendly match between friends and the outcome is irrelevant?" If so, why is this a problem, and why does it earn the MMO players a demeaning nickname?

    Or do you think that everyone who wants to play a friendly game of backyard basketball deserves this same demeaning nickname?

    I further think that the "CareBear" nickname is an odd choice. Casual MMO players do not reject high-death-penalty-PVP MMO's out of concern for the people they might defeat, but rather out of concern for losing their own hard-earned rewards. Their motivation is entirely selfish. They don't "care" about others at all. Wouldn't "crybabies" or something suchlike better describe what you are getting at?

  104. QQ More by Ka+D'Argo · · Score: 1
    People who dislike open pvp are why most MMORPG's these days are carebear funfests of total safezones and little to no pvp which you usually have to flag for.

    What you consider a "griefing fucktard" we consider part of the game. If the game allows us to kill someone, guess what, we may make use of that ability. This is why I do not play WoW. I did for a while, but not being able to kill people in my same "faction" was a deal breaker. If someone was annoying you, what could you do? /ignore their username? What if they physically followed you around? It's a perpetual world so you couldn't just change instances (unless you went into an actual dungeon/raid without the person). So THEY could theoretically grief you. Sure, you can report them and maybe, maybe, a GM might give them a warning or whatever. Seriously though, the ability to kill anyone, anywhere, for any reason, is what attracts a lot of us to MMORPG's.

    There are a few games that cater to this. Eve Online isn't half bad and Darkfall is decent. I personally loved UO and Shadowbane simply for the open pvp. I loved Shadowbane for it's player politically run servers. There was no real PvE content, you killed mobs en mass to level and you pvp till you were exhausted. The servers were ran by players, we decided who controlled what territory, who had rights to what resources. We chose our own paths in the game.

    Then you log into game's like WoW where you can only fight persons X, Y, and Z and only in locations A, B, or C. It's so carebear it might as well be Hello Kitty Online with Orcs and Humans. We rofl at people who QQ over being killed in pvp. It's hilarious to watch people break down in a nerdrage of delicious tears over precious pixels they might lose on a digital screen. You would be shocked at grown men weeping over binary 1's and 0's which compose their +5 Sword Mastery gloves they suddenly dropped because they weren't keeping an eye on their surroundings and got wtfganked.

    Yes, casual gamers and non-pvp fans make up the majority of mmo games. Sad as it may be. But there IS a market for these games. Darkfall, Mortal Online, Fallen Earth, Neocron, Shadowbane, UO, Eve Online, and more and more and more. There ARE games for the die hardcore pvpers.

    As Shadowbane taught us, play to crush. If your ego can't check being killed, you need to go install Runescape or MS Hearts.

    --
    Aw Frell this
  105. UO was a gem by Anonymous Coward · · Score: 0

    I've read thru almost all of the replies here and there are quite a few misconceptions of what actually happened during UO. UO was a great game that offered an unrivaled level of freedom in game (especially compared to today's MMO's). Almost every negative post has focused on robbery and out of control griefing as a major concern of the game, but that really wasn't the case. True, there were griefers, i'd argue there are more now in WOW and such (level 80s camping the stupid water elemental spawns for no reason but to piss me off), but for every random PKer or griefer there were 4-5 ANTI-PKs who did nothing but prey on the predators. After the newness of the game wore off, about 6 months, players really starting policing themselves and the majority of the random PKing went away. Instead people joined forces and started large player run cities by aligning themselves w/ other guilds (do that today in any game, not happening), and then guild vs guild play was the majority of the PVPing. Where UO really shined was in the player run housing, sure you can say it could be tedious and such, but thats by today's "i run my wow combat sequence with a click of 1 button macros" standards. Pathetic.

  106. My two cents by Anonymous Coward · · Score: 0

    This is a very interesting thread to me, a passionate gamer. As someone who has played many MMORPGs (Everquest 1 & 2, World of Warcraft, Darkfall, Mortal Online beta, Vanguard, and others), I have seen this question brought up and argued over many times on different game forums, and here is my take on it:

    The overall breakdown of massive online games seems to be into two general categories, sandbox games like Ultima Online and themepark games like World of Warcraft and Everquest. Sandbox games resemble real life more, by basically presenting players with a background and tools, and then letting them do as they wish, whereas themepark games offer players paths predetermined by developers. As people have pointed out here, most sandbox games have experienced problems with ganking and griefing, and that among other things has led game companies to steer toward themepark MMOs for the most part. There are also other reasons themepark games appeal to the business decision makers. The mainstream gamer, who provides the most lucrative market, is more on the casual side these days, and probably has less time to play, so according to conventional wisdom, short, well defined tasks that provide rewards (e.g. quick dungeon run in WoW) prevalent in themepark games fit such gamers' playing style much better than the open gameplay of a sandbox world. Sandbox games require more imagination as well, with players needing to conjure up their own goals, and that also might not be the mainstream gamer's forte.

    However, I happen to believe that sandbox games are the true goal of all game development. Games can be used for many different things, as substitutes for sport (ala Counter Strike), to tell an interesting story (as one of many single player RPGs), or to just burn a few hours while having nothing else to do. While they can be used for each of these purposes, so can other things, like playing basketball outside, reading a book, or talking with people. What truly makes games unique is that they have the potential to allow the player to experience an alternate reality, to do things they can never do in real life, and this is something that only sandbox games can excel at. After all, how can you really suspend your disbelief and think you are THERE, if your hand is constanly held and you can only do what the developer marked as possible. Only sandbox games have the depth, via their freedom, to approximate life. Only in a game where you can attack anything and kill anyone can you have lifelike conflicts and treachery and deep relationships (without risking your life for real). By comparison, a game that holds your hand at every moment, and tells you what you can do arbitrarily, will always be extremely shallow. For that reason, I am a huge proponent of sandbox MMOs, but with a reasonable catch. Like others here, I agree that such a game cannot have endless ganking and griefing, nor do I think that player policing will be enough on its own, as for obvious reasons, players will not behave the same way in games as they do in real life. But I do believe that it is possible to create a game where certain game mechanics (probably difficult to design, so I will not propose them here, not being paid for it and all) "control" ganking and griefing. By "control" I mean it is still possible to kill anyone (retaining the game's free atmosphere), but there is a cost to it somehow, making the would be ganker consider the consequences in a serious way. This, I think, would lead to meaningful PvP, a ganker choosing to risk/face consequences if the target is ladden with riches (as a robber would in real life), but foregoing it if the target is simply a poor nooblet. Sure, people would still die and lose stuff, but this would spice up the gameplay and make people think as in real life (e.g. do NOT leave home ladden with gold without protection), and it would happen in tolerable amounts.

    Another thing I want to add is that in the battle between sandbox and themepark, only one game has been massively successful, and that is WoW, and all

  107. i miss the good old Atari 2600 also by Nyder · · Score: 1

    I used to have fun back in those days.

    but now? games look like shit and I have no idea how I played with the crappy controls.

    Tell your friend to quit crying like a little girl and move on with tech, before it moves too far past you.

    And quit telling me to get off your lawn, I'm standing in your driveway!

    --
    Be seeing you...
  108. A different way of playing by Redbluefire · · Score: 1

    When I played UO, I was a rare collector. Yep, a rare collector. My character was built for money making and self defense. I'd use my money to hire crews of warriors to go on live quests with me (or go myself, if I thought I could handle it) simply to get the rarest items I could. The nice thing about UO is that there were some completely unique items, and yet they were abundant enough that they weren't out of my reach. Sure there were perils, and sometimes I lost items worth many hundreds of USD to PKs, or even monsters, though I'd never have sold them anyways, but I still carried on. In my final days of UO I owned a castle with every rare I owned locked down in it. The castle itself was open to the public as a museum. That was my way of playing, sure it might seem lame, but no other game allowed me to express myself and play in my own unique way as much as UO.

  109. How can I try UO? by BigSes · · Score: 1

    Is there a way that I can try out UO? I've always wanted to, and this thread has piqued my interest once again. I didn't think that I would like the game back when it was popular, even though I enjoyed the experience of U6, U7 (and expansions), and even U8. I always thought of Ultima as a singular experience, that you enjoy as a lone player. Now that it doesn't have the popularity that it once did, I thought I might try it. I, like many other people, have grown quite tired of WoW and would like to put a few hours into something else. Is it still available to purchase or has it become OOP? Do I have to buy a standard retail copy and pay the subscription fees or can I pick it up and try a shard sever to see what I think? I was a player of The Realm for years back in Sierra's heyday, so I do have more MMORPG experience than WoW, but never played UO or know anyone that did. I just don't know how it operates now, so forgive me if I sound like an idiot. If it would be some super complicated thing, I'll just check out EvE, but I always wanted to see how the UO world worked. Thanks!

  110. Moving from the PvP responses to TheRealm by bruceslog · · Score: 1
    Ok, moving away from the PvP conversation and more towards the OP's queries about the old games with housing, house thieves, pick pocketing, and whatnot, brought to mind a game I'd played for years, in a galaxy far, far away.... :)
    No, nothing to do with Star Wars, but it is in it's own little world.
    It's one of the oldest MMORPG games is still going. ( It claims to be THE Oldest still going ).

    The Realm Online http://www.realmserver.com/ , though not as popular as EQ or WoW, still has it's cartoonish charm, PvE or PvP, ( You can switch your own PvP on or off, or just attack another PvP flagged player to turn it on ).
    And last I knew, each player still had their own password protected house, with lock chests in the bedrooms, but you needed to get into the habit of typing /evict and using your see invisibility spell to make sure you weren't going to get robbed.

    I return to The Realm every few years or so, it's such a neat trip down memory lane.. and I'm glad it's still there. And, every time I return, my trusty old characters are right there waiting for me.
    Last time I'd played the max level was 1000. And it didn't come easy.

    Gee.. Thanks guys... now I'm thinking it's time to renew my subscription.

    Well, I guess it won't hurt to help keep a piece of history going !

    --
    If it has tires or tits, it will give you problems.
    1. Re:Moving from the PvP responses to TheRealm by BigSes · · Score: 1

      Rock on man! I agree with 1000% of your post, including the sig. I gotta get back and check out The Realm myself. Very nice, and really seemed to start this whole MMORPG thing, via transitioning MUDs to "modern" MMORPGS via tolerable graphical interfaces and reward systems. I waited and waited for someone on this thread to chime in about it. You sir, are the victor. Simple and fun (not to mention affordable), and yet, largely forgotten. I would mod you up, but I really wanted to post a letter of appreciation from another Realm brother!

  111. Hail ! Fellow Realmer ! by bruceslog · · Score: 1

    Rock on man! I agree with 1000% of your post, including the sig. I gotta get back and check out The Realm myself. Very nice, and really seemed to start this whole MMORPG thing, via transitioning MUDs to "modern" MMORPGS via tolerable graphical interfaces and reward systems. I waited and waited for someone on this thread to chime in about it. You sir, are the victor. Simple and fun (not to mention affordable), and yet, largely forgotten. I would mod you up, but I really wanted to post a letter of appreciation from another Realm brother!

    Great to see your post, BigSes ! I couldn't believe it myself when I searched these posts and saw no mention of the grand-daddy of MMORPG's ! I had to chirp up.
    Glad to meet you, if/when you log in to The Realm, look for WebWarrior ( 400 Warrior ), Wryen ( 400 Wizzie ), Kalann ( 520 Adventurer, or MorningGlory. ( Yeah, I prefer watching the female form on my screen all day :) A male Warriors arse is just too 'butt' ugly to be having to look at on my monitor for hours at a time, even if we are just talking about pixels !
    Thanks for the Cheers, brother. Made my day meeting a fellow Realmer.
    Seeya in the game :)

    And, yeah, the sig, ain't it the truth though ? :)

    --
    If it has tires or tits, it will give you problems.
  112. Lack of Trading & Status by Anonymous Coward · · Score: 0

    I played UO for 3 years on an EU Server, there was a vast number of players who just enjoyed the community of it all. The whole reason I left WoW was because it lacked the sense of friendship I found in UO where I played as a blacksmith in a guild where I had a lot of very good friends. I could repair gear for people and just have a chat with them while making a bit of money by selling armour etc. WoW is all thick and fast with no feeling in it, people bring materials, the job is done and they leave. I think the auction house is a large part of this, it has taken trading away and has far too much focus on end game and PvP once you reach the highest levels.

    I also miss the status symbols of UO like owning a house and rare gear that was entirely useless but expensive but that was because I spent more time trying to be part of the community than dungeon running so why would I spend money on armour and the later *shudder* artifacts. The only way you can get anything like a 'status' symbol in WoW is by raiding and getting a rare drop or taking part in the large new patch/expansion events which quite frankly I find boring.

    I think the UO system of almost infinite combinations of skills was also an excellent addition, it meant you almost had to have some combat skill or magic skill to even go and gather resources to become a crafter class, these largely went hand in hand later on as well, gating back to your house to get materials made life much easier.

    The karma and fame systems were also great fun for a bit of grinding and your 'Lord' title or 'Glorious' title could easily be lost if you messed around too much, unlike the WoW world of achievements where you do it once and it's yours forever.

    I miss UO every day.

    Jericho - The Green Man of RAA

  113. Reality can suck by Anonymous Coward · · Score: 0

    Give you any idea why countries in the 3rd World are so pissed at us Americans when we tell them they can't do X because we don't trust them? Why it's ok for us to invade a country for no real reason, to remove and torture for 8 years people we call enemy combatants (in Guantamo and other prisons), but wrong for them to butcher and mistreat their own people.

    I remember the outrage I felt at the Vietnamese torture of our troops the, righteousness of seeing Rambo get our poor soldiers back. Now, we have become the Vietnamese and are torturing their people, all the time wondering why we are looked at as two faced for demanding they respect human rights.

    We've set an example in the world that is unfortunately being followed, and we wonder why the world is going to hell in a handbasket. If we played by the rules we want them to play by, the world would be a better place.

    MMOs want to simulate reality without being reality. That is why PvP isn't liked, the bullies are hated, and those that can go elsewhere do. Those that can't, live in meat space in a third world country.

  114. I miss Felucca by Toddimus · · Score: 1

    If the topic is strong enough for a front page story I am sure there is quite enough playerbase who still enjoy the pre-trammel PVP ruleset. I personally ran a private UO server for years that was very successful pre-trammel rules, and no, not everyone was killers. a Lot of them took pride in their houses and would go out in groups to hunt down the local thief, who was usually walking around town naked. I miss those days - I purposely lived in Felucca not only for cheap housing but for the risk of running into some red on my way home. I never liked crybabies. Once a guy was outside my house AFK so I killed and looted him, for him to whine that his kid was throwing up and he had to leave the computer. He should have been hidden and not in felucca to begin with. So I apologized, gave him all this stuff back and then healed him. He said thank you, you are the nicest guy I met in Felucca, most people would laugh and keep my stuff. To which I then proceeded to kill him, and loot him all over again. He then said WTF?! I then said "So was your kid throwing up again this time, or do you just suck?"

  115. Not true. by EWAdams · · Score: 1

    Online goods are worth real money, therefore online theft is real theft.

    Battlefield 2 may be a game, but an MMOG when the goods are worth something is life. Hence gold farming.

    --
    I piss off bigots.
  116. oldschool UO shard by Anonymous Coward · · Score: 0

    if you want some oldtime UO experience check out http://www.uosecondage.com/ the shard is set in the T2A era

  117. UO set and broke the mold. by Big+SexXxy · · Score: 1

    Having played UO for a few years I can tell you that I loved and hated UO. UO's game mechanics early on actually brought a sense of real danger when you went out to adventure. The game was almost free form (as much as any game can be) and players truly could do what they wanted, be it a merchant, or farmer or player killer and have a compelling gaming experience. Imagine Grand Theft Auto as an MMO. If you so desired you could walk up to a nice car, toss out the driver, kick the hell out of them, and drive away in that car. Best of all the player you just jacked would be standing best they're corpse as a helpless ghost watching as you looted them and if you desired, cut up they're corpse and take they're head as a trophy. Modern games simply will not go there. I played WoW for many years and laughed at what people considered griefing. WoW is 2 ply extra soft toliet paper compared to UO's 20 Grit sand paper on your backside.. Wired to a taser.. Served via jack hammer. I liked the more viseceral action of the Conan MMO. Its definitely NOT UO but it certainly isn't WoW either. I was under whelmed by end game prospects and quit after level 40 due to my 1 month free expiration. Check that one out for a more realistic and visceral approach. Its got style and isn't as care bear.

  118. Less QQ. More Pew-Pew! by bckrispi · · Score: 1

    That's all world PvP in WoW is, for example. It's just level 80s picking on level 30s who are completely incapable of defending themselves.

    There is remediation for this. If my lowbie Shaman is getting greifed, I simply log out, log back in as my lv 80 Warlock, sound the alarm in Trade chat, then go back out to take care of business. Greifing in WoW is seldom without consequences. The consequence usually is the faction getting griefed will retaliate.

    --
    Xenon, where's my money? -Borno
  119. Hard to do right by Hythlodaeus · · Score: 1

    The main reason is that games like that are hard to make. UO had problems, but they could have been refined into a game unlike any that has yet to exist. However, that would have been very hard to do and less financially rewarding than a reasonably enjoyable game following the Diku model. UO and Star Wars Galaxies trashed what was great about themselves to become more like Diku/Everquest/WoW. EVE is probably doing the best at it currently, if you can accept that your character is a ship rather than a person.

    --
    For great justice.
  120. Equillibrium by Crasty · · Score: 1
    This whole discussion, topic, and argument remind me of Equillibrium. UO was fantastic because it offered (aside from bugs) a read world experience in a fantasy world. There were very high highs, and very low lows. WoW has eliminated that. You win in BG, you get points, you lose in BG, you get less points. In UO, you had times that you were a champion that defeated the evil players, everyone standing around cheering because you were still alive to do so, AND you had their gear in your bags. Then you got the hell out of there before they massed a larger group and returned. Because otherwise you met with those low times, standing around dead, lamenting that you would never get back any of the things you watched the ravenous PK's pull off of your body.

    So yeah, I loved UO. Because I got real emotion from playing it. WoW is so stripped of highs and lows, that it really doesn't matter.. like in Equillibrium. You can't take away the extreme sadness without removing the potential for great joy. And stomping a pk or two that made your life miserable early on was truly rewarding.

  121. UO days are gone:( by Anonymous Coward · · Score: 0

    The biggest thing in the way of an old style UO open world is the popularity of online games today.

    Back then, if you were ganked, it was often a lone roamer pk or gang of 3 guys or so. Today MMO's are more popular and guilds are more organized. I call it the irreversible arms race. In todays gaming world, you would never have your mining interupted by a loan pk that added some adventure to your evening. It is much more likely that a huge 40+ person guild would decide they own that mountain range and make it unuseable to you unless you were also in a 40 person active guild. Then the other side fields 60 guys, and so on. The allure of the old style UO days was roaming the world alone and ganking someone, or fighting back and winning vs the loan pk. That will never happen again, it will end up being 100's of players on each side in loose alliances or huge guilds. It might be pvp, mass pvp but it will not be what classic UO did with their sandbox game. Those days are gone forever.