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.
Yup. Tibia you had this too. People begging in the depot for gold and "itens plx"
Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
31–40 of 168 posts
Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
#32Earlier quoted context omitted.
Ha, you're absolutely right from a CS perspective! it's a protocol reimplementation, not emulation in the traditional sense. I've thought about this too. "Server emulator" stuck in the UO/MMO (other example Mangos is "Wow emualtor") community because RunUO and similar projects used the term 20 years ago and it just became the standard label. At this point fighting it feels like your Wikipedia edit war, technically co…
> other example Mangos is "Wow emualtor" Do they call themselves an emulator? I'm seeing "a server" or "a reference implementation".
Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
#33This endeavour sounds a whole lot like a server emulator for Infantry Online that was started by an incredibly talented developed 16 years ago ("aaerox"). I found the original svn commit on Sourceforge [1]. It's since moved to GitHub but has been active for 16 years and it has much of the same functionality you've already built, but done by more than a dozen developers over a decade-and-a-half.
Kudos to you. You've gotta explain how you've managed to do so much all by yourself.
[0] https://github.com/moongate-community/moongatev2/graphs/cont... [1] https://sourceforge.net/p/infserver/code/1/
Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
#34UO 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…
I've experienced it first hand, but I can't grasp why it worked well like it did.
Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
#35UO 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.
Haven't put any time in MMORPGs for 15 years, but aren't there still "exclusive" guilds that do things regular players can only aspire to?
Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
#36Earlier quoted context omitted.
Yup. Tibia you had this too. People begging in the depot for gold and "itens plx"
I've never heard of Tibia, I'll check it out!
That game was my life. It's how I learned how to code among many other skills.
Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
#37Earlier 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.
I think the barrier to entry is the equivalent of several complete, fun, balanced single player games operating together in balanced harmony. Not impossible, but highly improbable.
Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
#38Wow! This is no small feat... am I reading the contribution graph[0] correctly, you've done all this yourself? This endeavour sounds a whole lot like a server emulator for Infantry Online that was started by an incredibly talented developed 16 years ago ("aaerox"). I found the original svn commit on Sourceforge [1]. It's since moved to GitHub but has been active for 16 years and it has much of the same functionality…
Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
#39Wow! This is no small feat... am I reading the contribution graph[0] correctly, you've done all this yourself? This endeavour sounds a whole lot like a server emulator for Infantry Online that was started by an incredibly talented developed 16 years ago ("aaerox"). I found the original svn commit on Sourceforge [1]. It's since moved to GitHub but has been active for 16 years and it has much of the same functionality…
Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
#40I'm a fan of UO and I love seeing more projects like this. Nice work! Obligatory nitpicky aside, a time-honored tradition of HN: 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 i…
I think the distinction is a lot greyer than the black/white you propose.
The very first popular online games used servers mostly to redistribute (and maybe time sync) packets from clients. There is no standard way to to do that. Player-created servers did their best to emulate the official servers logic but it was indeed impossible to replicate it perfectly.
e.g. when breaking up large maps into sectors, the official server might broadcast your location and projectiles X units away and emulators would broadcast it X + 500 units away, which could have an impact on gameplay.
Emulator feels fitting when there is no official server spec to reimplement.
edit: emulator also feels appropriate where servers are responsible for NPC activity or quest-like mechanics. This goes beyond implementing a network protocol. The gameplay is massively impacted.