Earlier quoted context omitted.
They're by no means equally compelling. But they are viable ways to generate currency, you progress in them over time as a specialist, they feed back into the player economy performing tasks that other people want performed, and they are, importantly, in the same world, on the same shard. I know not to go near Orc Camp because there's a group of player killers down there, despite the fact that there's a rich Agapite…
> having a single large persistent world-shard with minimal functional instancing What do you mean by this?
Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
121–130 of 168 posts
Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
#122Earlier quoted context omitted.
>The truth is though there was no “bad experience”, it was all just an experience. I mean there absolutely were bad experiences. Griefing drove lots of players away, which is why they implemented Trammel.
Grief is a natural consequence of player freedom, but it’s not worth giving up that freedom for some safety.
You want enough friction to generate interesting interactions, you don't want so much freedom that the worst exploiters start to crowd out every honest player, because then, just like in a rundown lawless neighborhood, you're getting a lesson in the broken window theory and you're only left with the scammers.
Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
#123UO was the only game that I've ever played where you had "commoner" players. A lot of players failed to scale up, or to obtain top notch equipment. But the game was fun even for underpowered players, so they kept playing. The really powerful players were famous, like celebrities. It's very different from modern games, where each player looks like the fantasy version of a Marvel super hero.
UO was the best online game for me. All others stand in its shadow. It was the most "free" in terms of what you could do and the appeal was the non-gamification. I loved Everquest and World of Warcraft but those didn't feel "raw" enough for me. The Realm is my dark horse submission for best MMO. (Yea, yea, yeah Meridian 59 and Underlight too)
Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
#124Great news. Haven't played UO in forever. What kind of client are people using on modern systems, these days? Is there a client working well on linux?
Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
#125UO was the only game that I've ever played where you had "commoner" players. A lot of players failed to scale up, or to obtain top notch equipment. But the game was fun even for underpowered players, so they kept playing. The really powerful players were famous, like celebrities. It's very different from modern games, where each player looks like the fantasy version of a Marvel super hero.
It sounds like a fan-driven reboot of this game has a fairly decent following, in a very similar way to what UO experiences? It feels like there is still player desire to have mundane sorts of immersive RPG experiences in this way.
Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
#126Earlier quoted context omitted.
I'll forever chase the dragon that is the joy of playing UO. I want to quit my job and play it 24/7.
Which ones? The wyrms or the big baddies? Dragons one-shot. I remember you needed protection, resistance to fire, and a healer/mage who could heal you consistently between volleys to stand a chance at taming, let alone killing one. I think this changed during the Mondrian era but in my favorite era, SA/Renaissance, those were the baddies that made you run. Lich King as well.
Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
#127UO was the only game that I've ever played where you had "commoner" players. A lot of players failed to scale up, or to obtain top notch equipment. But the game was fun even for underpowered players, so they kept playing. The really powerful players were famous, like celebrities. It's very different from modern games, where each player looks like the fantasy version of a Marvel super hero.
This is such a good observation. UO had a real economy and social hierarchy because power wasn't handed to you. You could spend months as a fisherman or tailor and still have a meaningful experience. The gap between a grandmaster swordsman in full plate and a guy selling fish at the Britain bank was enormous, and both of them were having fun. Modern MMOs are theme parks where everyone gets the same ride (with pay per…
Sort of. They disabled big parts of the "real economy" in beta. Turned out that players didn't like it that NPC shopkeepers kept standard working hours and didn't want to buy their 5000 skullcaps from their skill grinding.
Likewise they even more quickly got rid of the real ecology feature, both because it was computationally intensive but also because players would strip mine the ecology.
Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
#128Earlier quoted context omitted.
Which ones? The wyrms or the big baddies? Dragons one-shot. I remember you needed protection, resistance to fire, and a healer/mage who could heal you consistently between volleys to stand a chance at taming, let alone killing one. I think this changed during the Mondrian era but in my favorite era, SA/Renaissance, those were the baddies that made you run. Lich King as well.
Oh, lol, not a literal dragon. "Chasing the dragon" refers to inhaling vaporized drugs (like heroin or fentanyl) from heated aluminum foil, creating a moving, "dragon-like" trail of smoke. It is also an idiom for the elusive, futile pursuit of a high that matches the initial, intense experience, which becomes impossible due to tolerance.
Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
#129Earlier quoted context omitted.
This is such a good observation. UO had a real economy and social hierarchy because power wasn't handed to you. You could spend months as a fisherman or tailor and still have a meaningful experience. The gap between a grandmaster swordsman in full plate and a guy selling fish at the Britain bank was enormous, and both of them were having fun. Modern MMOs are theme parks where everyone gets the same ride (with pay per…
If starting from scratch, what would an MMO need to replicate that? I've experienced it first hand, but I can't grasp why it worked well like it did.
But to answer your question, there are three different clusters but contradictory sets of answers. And this was the problem.
1) It was a sandbox game developed with a focus on recreate a living world. A real ecology, real economy, skill based character system instead of classes where your skills tracked what you actually did, a focus on all sorts of roles - part of the original pitch was players could be the town blacksmith or whatever. I knew someone who spent several months playing an interior decorator for instance. Some people, such as myself, were attracted to this.
2) The same freedoms from #1 attracted PvP style gamers, especially from the then nascent FPS style games. Griefing, rampant slaughter, that sort of thing.
3) It also attracted PvE players who weren't at all interested in a realistic world and demanded the sort of conveniences we see in modern MMOs: mobs pinned to locations, predictable drops, predictable quest lines, instancing, optional PVP, etc.
You'll note that most of the people you see reminiscing online are from groups #1 and #2. Group #3 by and large hated the game and left as soon as they could. And your typical group #1 player eventually got annoyed at group #2 and just left altogether.
It's a hard problem to recreate UO because of this tension. Without allowing group #2 to exist you don't have the same environment. But by allowing group #2 to exist, they'll eventually take over and chase away everyone else.
At the end of the day, UO was a game that was simply a moment in time that can never be recreated. Too much of what made it great was due to the fact that it was a new thing.
Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
#130Earlier quoted context omitted.
If starting from scratch, what would an MMO need to replicate that? I've experienced it first hand, but I can't grasp why it worked well like it did.
I still think 90% of what made UO unique is the fact there was no Google or central repository of expert knowledge. Yes, UOStratics existed, but it wasn't perfect. A lot of the fun was in the fact basically nobody knew the BEST way to play, and therefore everyone was just doing whatever they thought was fun.