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Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting

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Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting

#161

Earlier 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.

There are games that managed to allow PvP while also having places players can be safe, whether axiomatically, or by having enough players interested in providing protection that there are safe locations you can count on not being attacked because anyone trying will be quickly caught.

Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting

#162
post #18

UO 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.

that seems much more modern that whats available now. people love stardew valley and animal crossing

Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting

#163
post #40

Earlier quoted context omitted.

> I've long been irritated by the use of the term "server emulator" in gaming contexts. Technically these projects are just reimplementations of a proprietary networking protocol. Nobody calls Samba a "server emulator" because it reimplements the Windows file sharing protocol, because Samba isn't "emulating" anything from the perspective of the traditional definition of "emulator" in computer science. I think the dis…

Your reply did exactly what I complained about: expanding the definition of emulator to cover reimplementing a network protocol. You're not wrong that "server emulator" is a generically correct use of the term emulation, in the same sense that it is a correct use of the word for someone to say they emulate a fashion sense of a celebrity they like in their own wardrobe. But in computer science, strictly speaking, the…

> reimplementing a network protocol

My reply is that, strictly speaking, it is not a reimplementation of a network protocol if you need to recreate parts of the game based on best guesses that _impact_ the gameplay if your guess is wrong/different. A game is more than a network protocol. It is the data within that makes it to you that is being emulated.

SMB3 is SMB3. I would probably classify SMB1 (proprietary, closed) implementations as emulators if the guesses resulted in differing functionality from clientserver to another clientserver.

Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting

#164
post #153

Earlier quoted context omitted.

Stealing black pearl was great because it prevented recall AND energy bolt!

don't forget that Corp Por was not always the dominant combat spell. For instance there was the An Mani era of combat, and while i don't remember their names bot lightning bolt and meteor swarm were the dominant combat spell for a while as well

Por Ort Grav, of course! Never saw meteor swarm being used.

Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting

#165
post #153

Earlier quoted context omitted.

don't forget that Corp Por was not always the dominant combat spell. For instance there was the An Mani era of combat, and while i don't remember their names bot lightning bolt and meteor swarm were the dominant combat spell for a while as well

Por Ort Grav, of course! Never saw meteor swarm being used.

Aha, yes! And it looks like meteor swarm was Kal Des Flam Ylem).

Its time to shine was short lived, I want to say it didn't even last the entirety of October '94. At the time it was out of reach of most toons anyways, but each individual meteor was close to instakill, plus it was AoE. The downside of course was it was AoE and friendly fire would make you red.

I remember one time in that time range getting called in because an argument was brewing between some guild mates and another guild in some dungeon. I arrived, decided to end the argument with a meteor swarm, promptly killed literally everyone from both guilds due to the AoE, and was a dread lord for a while. Needless to say, not how I drew it up on the board!

Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting

#166
post #165

Earlier quoted context omitted.

Por Ort Grav, of course! Never saw meteor swarm being used.

Aha, yes! And it looks like meteor swarm was Kal Des Flam Ylem). Its time to shine was short lived, I want to say it didn't even last the entirety of October '94. At the time it was out of reach of most toons anyways, but each individual meteor was close to instakill, plus it was AoE. The downside of course was it was AoE and friendly fire would make you red. I remember one time in that time range getting called in b…

October 97, not 94!

Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting

#167
post #117
post #54

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?

The concepts come with the idea of a persistent game map, which is online 23/7 and never wipes.

When UO came out, it had to deal with a large game world that nevertheless would be too small to reasonably hold a number of players that represented financial success. So the game world was duplicated on multiple servers running the same map. A player on Atlantic server could have no interaction with a player on Chesapeake server. If you wanted to play together you needed to make characters on the same server. In-game this was reflected in cosmological lore about the world being some kind of crystal that was shattered into shards. This jargon spread, to some extent, to be a generic terminology in MMORPGs.

I believe UO launched with only three shards, and added a couple dozen at the height of its popularity.

Eve is notoriously a single-shard game, with the player count being accommodated in other ways as the map grows larger and more organized play is added patch to patch, and the actual play changing notably from the era of 5,000 simultaneous online to the era of 50,000 simultaneous online.

Even without deep skill-stat specialization, when your alliance has 500 people it lends itself strongly to role specialization, because an alliance of 500 people is an organization of 500 people, who find different things fun in different contexts, and whose operations have every category of need you would find in a small nation state, from diplomacy to collective resource allocation to logistics to surveying to espionage to military service, recruiting, communications, practice and command.

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