James Bond
Diamond Member
- Jan 21, 2005
- 6,023
- 0
- 0
Have you guys read up much on Darkfall? I honestly can't wait... it seems to have all of the stuff I loved from UO, and a bunch more.
Originally posted by: QuantumPion
I think housing only worked in UO in the beginning when the player base wasn't so large and the houses were so expensive only a few could afford them. Now days with more players per shard, less real estate, and grindaholics and gold farmers, real housing would be impractical. I do miss my fish tank made out of stacks of cloth though, hehe.
Originally posted by: darkeneddays
UO tried to force eveyone into one playstyle (PvP). I hated PvP and enjoyed crafting and PvE more, but there was no way to do either of those without learning to PvP first. Want to go mine? Better bring along some friends to watch your back as you dig around in a cave. Want to go kill some Earth Elems in Shame? Better bring along some friends to help. For the non-PvP lover, it was an exercise in frustration. Trammel was made with good intentions to correct a problem that the original UO team didn't think about: Not everyone wants to play the same way. Unfortunately, they were so anxious to get Trammel made that they didn't think ahead and the result was an all but barren Felucca and a monster influx of gold on the economy.(Now that PvErs didn't have to worry about the PvPers). Even though I looked forward to Trammel at the time, in the end it hurt the game more than it helped it. There was a reason Felucca was desolate though. When givin a choice as to what environment they would rather play in, the overwhelming majority chose an environment where they didn't have to worry about corpse runs and gankfests.
WoW took the right approach and has the servers set to PvP or PvE. If UO had taken this approach from the beginning, then things could have been so much easier. One of the downsides to being a pioneer is that you're going to make bad decisions because you have nothing else to study from. Every MMO since UO, has made sure to use all of UOs faults as a point of what NOT to do.
Btw, played Chesapeake from 98-02
Originally posted by: QuantumPion
Originally posted by: darkeneddays
UO tried to force eveyone into one playstyle (PvP). I hated PvP and enjoyed crafting and PvE more, but there was no way to do either of those without learning to PvP first. Want to go mine? Better bring along some friends to watch your back as you dig around in a cave. Want to go kill some Earth Elems in Shame? Better bring along some friends to help. For the non-PvP lover, it was an exercise in frustration. Trammel was made with good intentions to correct a problem that the original UO team didn't think about: Not everyone wants to play the same way. Unfortunately, they were so anxious to get Trammel made that they didn't think ahead and the result was an all but barren Felucca and a monster influx of gold on the economy.(Now that PvErs didn't have to worry about the PvPers). Even though I looked forward to Trammel at the time, in the end it hurt the game more than it helped it. There was a reason Felucca was desolate though. When givin a choice as to what environment they would rather play in, the overwhelming majority chose an environment where they didn't have to worry about corpse runs and gankfests.
WoW took the right approach and has the servers set to PvP or PvE. If UO had taken this approach from the beginning, then things could have been so much easier. One of the downsides to being a pioneer is that you're going to make bad decisions because you have nothing else to study from. Every MMO since UO, has made sure to use all of UOs faults as a point of what NOT to do.
Btw, played Chesapeake from 98-02
WoW is completely different though because there are 0 consequences of dying (other then at most a 3 min corpse run). In UO when you die you lose all your reagents, all your armor and weapons, your house, your boat, etc. Ah, good times.
Originally posted by: darkeneddays
Originally posted by: QuantumPion
Originally posted by: darkeneddays
UO tried to force eveyone into one playstyle (PvP). I hated PvP and enjoyed crafting and PvE more, but there was no way to do either of those without learning to PvP first. Want to go mine? Better bring along some friends to watch your back as you dig around in a cave. Want to go kill some Earth Elems in Shame? Better bring along some friends to help. For the non-PvP lover, it was an exercise in frustration. Trammel was made with good intentions to correct a problem that the original UO team didn't think about: Not everyone wants to play the same way. Unfortunately, they were so anxious to get Trammel made that they didn't think ahead and the result was an all but barren Felucca and a monster influx of gold on the economy.(Now that PvErs didn't have to worry about the PvPers). Even though I looked forward to Trammel at the time, in the end it hurt the game more than it helped it. There was a reason Felucca was desolate though. When givin a choice as to what environment they would rather play in, the overwhelming majority chose an environment where they didn't have to worry about corpse runs and gankfests.
WoW took the right approach and has the servers set to PvP or PvE. If UO had taken this approach from the beginning, then things could have been so much easier. One of the downsides to being a pioneer is that you're going to make bad decisions because you have nothing else to study from. Every MMO since UO, has made sure to use all of UOs faults as a point of what NOT to do.
Btw, played Chesapeake from 98-02
WoW is completely different though because there are 0 consequences of dying (other then at most a 3 min corpse run). In UO when you die you lose all your reagents, all your armor and weapons, your house, your boat, etc. Ah, good times.
True. It would have been nice to see WoW have a few PvP servers that had FFA looting. But it would result in the same effect that it had in UO. Noone would bother wearing anything of value. The UO PKs had it made with the Deathrobe + regsack combo.