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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

#61
post #34

Earlier 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.

You’d need to start with the premise that combat shouldn’t necessarily be the focus of the game. Work on making other aspects (farming, hunting, taming animals, etc) to be equally compelling mechanics.

> to be equally compelling mechanics.

I'd go a step further, not just equally compelling, but it'd be interesting to see some games, particularly RPGs, where combat is effectively optional. One of many ways to level up your character and complete the objectives of the game.

There aren't many out there where you could have a complete pacifist playthrough, for example, and if there is, you usually still have to resort to theft, or use of paralyze & calm spells.

In most RPGs your professions (farming, herbalism, mining, etc.) are just secondary skills to help you progress in combat, and all the good stuff comes from killing enemies.

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

#62
post #41

Earlier quoted context omitted.

Just update repo and README from server emulator -> server !

While I have your attention - let me wish you good luck with your project! While I'm not an UO gamer (my MMORPG has been WoW - that's where I know Mangos from :P), I'm happy to see a .NET project - I think it's an underappreciated platform; for once, Microsoft made something very cool

Thank you! And yeah, as a fellow .NET developer I totally agree modern .NET is genuinely impressive. The jump from the old .NET Framework to what we have now with .NET 8/9/10 is massive. NativeAOT, source generators, the performance work the runtime team does every release — it's a great platform that doesn't always get the credit it deserves.

  And funny you mention Mangos — the WoW emulation scene was a huge inspiration for UO server development back in the day. Different game, same passion for reverse-engineering and rebuilding these worlds. The
  community-driven server scene is one of the best things about MMO gaming in general.

  Thanks for the kind words and good luck with your WoW adventures! :*!

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

#63
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.

yes, this really nails it. UO didn't chase "endgame content" which, imo, is the bane of today's multiplayer games. Designers expect everyone to max out and reach the end of the road so everyone is the same in the end.

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

#64
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.

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…

My friends mocked me for spending months as a llama herder, until I could tame dragons and grief people by pulling them through portals.

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

#65
post #34

Earlier 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 say this unironically, but a lot of bugs. The bugs are what made UO fun, and the team often treated the bugs as features because the community demanded it. The most famous example (I think) is the "true black" dye. Another bug I ran into was when a certain shade of brown hair got turned "true white," I was able to petition a game master to let me keep my true white hair after the bug was fixed because I made it part of my "persona" at the time.

Also there was a whole niche industry of collecting non-droppable items which spawned in the game world but were not fixed on the map (we think they were added post map creation), so they could be "pick pocketed" off the surfaces they were on and taken back to your home every wipe. There was a huge rush after servers came back on after a wipe for folks to go find the most rare items to stock up their towers and keeps.

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

#66
post #34

Earlier 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.

It’s largely impossible now, it’s not a technical problem, it’s cultural. UO forced many different types of players to coexist in the same world that simply do not mix anymore. You had peaceful dungeon crawlers and craftsmen coexisting alongside killers, rapists, thieves (wild that stealing items from other players inventory was actually a thing, probably unheard of in today’s MMOs). The friction between these differ…

These are the words and thoughts that I couldn't organize myself. Thank you for that. Fully agree.

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

#69
post #34

Earlier 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.

It’s largely impossible now, it’s not a technical problem, it’s cultural. UO forced many different types of players to coexist in the same world that simply do not mix anymore. You had peaceful dungeon crawlers and craftsmen coexisting alongside killers, rapists, thieves (wild that stealing items from other players inventory was actually a thing, probably unheard of in today’s MMOs). The friction between these differ…

Oh boy, you reminded me of the tag teamers where a pick pocket would steal your bag of runes (that you use to teleport to safety), then attack you while you try to fumble a teleport back home, only to find you can't locate your bag of runes.

The defense to this was to carry dozens upon dozens of nested bags, because each bag opening could trip the pick pocket detection.

Also the defense to your home was to literally circle it in tents/buildings creating an empty courtyard that you could only teleport into with a rune you kept safely in your bank box. There were some warping bugs that would allow you into a courtyard though, or even through the front door (circle of visibility bug, as well as floor tile warping).

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

#70
post #34

Earlier 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.

Is scarcity part of it? Making sure there are some jobs people have to do that don't involve combat but still drive the in-game economy?
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