Man, I used to freaking LOVE UO. I would consider playing on a shard with an AT guild again. What type of player base does this shard have though? The worst thing is when there is a ghost town.
I don't know how many nostalgia-clouded Ultima Online veterans inhabit the Anandtech forums, but I thought this might be of interest.
In Por Ylem, the largest player-run UO shard ever (as far as I know), is coming back on Friday, 21 January 2011. Key features include:
A skill gain system designed to balance out the casual and the hardcore, the players and the macroers. Skills gain most quickly at the beginning of your play session, 200% skill gain in dungeons, and soft-caps on gains after an extended play session.
A player justice system that assists and rewards players who hunt down murderers.
Randomly-placed portals that transport you to skill-appropriate mini-dungeons.
Enhanced crafting.
A political system that is too complicated to summarize.
Presumably, much more.
The goal of the developers is to balance out the "wolves and sheep" situation that was classic Ultima Online. They've tried to give anti-PKs a reason to exist, PvEers more content, and crafters more influence on the economy, all without destroying what made UO great in the first place. Whether or not they'll succeed, I can't say; I'm not in the beta. But I'll be playing on the 21st.
For more information, see:
The lead developer's blog
The shard site
A Something Awful post that does a better job than I did of summing up the shard
Just installed the uo client and jumped on that UORevived shard. Holy hell this brings back memories. It's been 9 years since I've played this game. Man do I miss it...
@Wreckem it's also a new server...
@Mac Users: Mac Port
http://www.reddit.com/r/IPY/comments/g39l1/mac_version_of_ultima_online_with_ipy_and_razor/
FYI
haven't had time to play yet though (can't figure out how to start a new account/char? lol. only gave it 30 seconds to confirmed it works tho)
What programs do I need to get back into UO?
I don't want to go into depth here but I absolutely get you here. I also beta tested UO very briefly and spent the fall of '97 engrossed in it. Quit after a few months because I was spending way too much time on it, but picked it up again the following summer and repeated. The PvP of it was epic. The fact that anybody leaving a town was under constant threat of attack or death made the world exciting. It is why, to this day, I consider UO the best game I've ever played.The original UO was amazing. Once they broke it off into "PVP" world and "Cupcake" world it was horribly uninteresting to me.
I loved being able to go out of town, and worry about what might happen to me. There were no reigns and little punishments for those who preyed on people, and little reward for those who defended people.
My favorite moment had to have been a day when I get ganked outside of a town, lost all my stuff, along with some other newbs, then went into town and rallied some veteran players to come to our aid and clean out the bandits.
This sort of mechanic just doesn't happen anymore in any MMO I've ever played since, and I can't figure out why it's not there. I think it's part of the reason why UO shot to such huge success and then kind of tapered off after the 3d MMO's came out.
Eventually though I guess, everyone is a "veteran" player, and it makes it much harder to live among newbs and elders on such a small map where the only thing that really seperates you from skill are certain dungeons.
Games like WoW put you in your own little newb area and generally discourage any travel outside of those areas until you are ready. The original UO, well, you could do anything you damn well pleased. But you had a pretty good chance of getting killed
Anyone else feel this way about the MMO mechanic? Why constrain player will so much?
I love the social aspect of MMO games and honestly, thats why I get so uninterested in them. You aren't being social by ganging up on AI to get skills. And I'm not impressed with the PVP battles that do take place. What is the fun in bringing a battle to someone in their "battle zone"? I want to bring the battle home...to where people feel most vulnerable.
That's when things get really interesting!
I'm on IPY.
UOrevived was just too dead being it was new/european based.
And there is no need to reup your old UO account if you are just going to play on private servers.
Most private servers are completely different than the current version being played on EA-Mythic servers.
I don't want to go into depth here but I absolutely get you here. I also beta tested UO very briefly and spent the fall of '97 engrossed in it. Quit after a few months because I was spending way too much time on it, but picked it up again the following summer and repeated. The PvP of it was epic. The fact that anybody leaving a town was under constant threat of attack or death made the world exciting. It is why, to this day, I consider UO the best game I've ever played.
I loved being able to go out of town, and worry about what might happen to me. There were no reigns and little punishments for those who preyed on people, and little reward for those who defended people.
My favorite moment had to have been a day when I get ganked outside of a town, lost all my stuff, along with some other newbs, then went into town and rallied some veteran players to come to our aid and clean out the bandits.
This sort of mechanic just doesn't happen anymore in any MMO I've ever played since, and I can't figure out why it's not there.
I have so many fond memories of this game, definitely made a much bigger impression on me than any other MMOs - this game had a soul- I felt toally immersed in it.