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…
Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
81–90 of 168 posts
Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
#82This must be an omen given how I just this week watched a bunch of the Majuular videos on youtube (Highly recommend them) about the Ultima series of games, particularly Ultima Underworld The Stygian Abyss, and Ultima VII and VIII. That lead to me buying Underworld and VII last night on GOG as feel like I missed out on something wonderful in the 90's (Also need to grab System Shock and Crusader no remorse.) My brother…
Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
#83Earlier quoted context omitted.
Being a legendary blacksmith was the whole point. Where crafting was the end game state for crafters. The gear produced was max durability, max dmg, max armor rating. The furniture for your castle had to come from someone, somewhere. The whole point of the game was to live in this fantasy world, not beat it. There were no quests. No antagonist. Just good and evil and everyone in between. For once I wish a studio woul…
UO Outlands has been pretty popular for a few years. They’ve implemented a lot of custom aspects (specialties), craft, new dungeons, land, as well as weekly quests and events. My brother and I play it a few hours a week. It’s incredibly popular for the nostalgia and its player base seems to be pretty consistent. It reminds me of early UO where your exploring, learning, and dying a lot. And there tends to be players e…
Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
#84I spent many many hours in UO when I was young.
It was so great playing in some shards with hundreds of real persons.
Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
#85UO 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.
This is honestly the best way I have ever heard this described! It really is that 'end of the road' feeling that I get, once I have experienced a large chunk of the game loop, that has me disconnect from games and feel hollow.
This is probably why I keep going back to huge modpacks for Minecraft with a friend. It is so open and expansive, with so much to do, that you never really feel like it's the end... You just feel like you have had your fill, until next time.
I personally only got to watch my older brother play UO, and then he brought me into the launch of WoW which was a pivotal experience. But the end game always felt like it falls flat.
Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
#86I've been building a MORPG version of a kind of Ultima 3.5 on the side in spurts for the last 5 years using Go, postgres, and React on the frontend. Top view tile graphics, old school keyboard control/commands. It's pretty janky still, but I hope to do a Show HN at some point.
I think I need to take some inspiration from you and partition the world into sectors, I have a n^2 scaling problem right now as there are more PC and NPC in the world.
Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
#87In hindsight I am very glad Origin was not overly litigious and didn't send the FBI to my house for "hacking" their game.
Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
#88Are there UO clients besides the official one?
Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
#89UO 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.
I think you'd like Arc Raiders.
Re: Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
#90Earlier 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.