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We Burned Down Players’ Houses in Ultima Online

blog.cotten.io

231–240 of 265 posts

Re: We Burned Down Players’ Houses in Ultima Online

#231

Earlier quoted context omitted.

Now if they could just eliminate the grind, and get a thriving player base again!

https://uooutlands.com/ Over 2k active players daily (edit: by active I mean there are over 2k players logged in and playing at any given time). The devs are incredibly active, and there is a lot more to do here than original UO.

I tried playing uo outlands, but what really struck me was the lack of bugs. Tbh my favourite part of playing uo back in the day was exploiting bugs so uo outlands isn't really for me

Re: We Burned Down Players’ Houses in Ultima Online

#234
post #230
post #51

Earlier quoted context omitted.

Sadly I don’t think it can be done. I mean sure, the game could be written, that’s not a problem. The trick is to get people to show up and in particular get players to play who aren’t “UO fans.” UO was amazing because a ton of people played it who weren’t UO fans or even MMO fans because such things didn’t exist. The players were simply RPG fans wanting to try something new and what happened was magical and serendip…

It doesn't help that the majority of people who bemoan the loss of games like UO quickly reveal themselves to be the sort of psychotic players who are the exact reason games like that no longer exist. You'll hear things like "I miss being able to slaughter dozens of people and take all their stuff". Ok great, but your average player hates that sort of game. And you need a high prey/predator ratio to satiate such desi…

I am one of those rare people who actually really enjoyed the thrill of playing a miner (or some other crafter) and having murderers show up and try to kill me for my valorite ingots. It felt like high stakes (in game terms, low stakes in real life terms) hide-and-seek!

Over the years I ended up wearing many different hats, of course. I had red characters and thieves and mage-thief hybrids (by far the most annoying character for people to play against). I participated in guild vs guild combat, I had a tamer, a bard, a smith, a fisherman. I loved everything there was to do in UO. On a free shard I even dabbled in programming, writing a bot to automate shearing sheep and storing the wool in the bank. That shard had a really high spawning rate for sheep so I was able to earn enough gold to purchase a keep to share with my friends in about a week of real time!

Re: We Burned Down Players’ Houses in Ultima Online

#235
post #230

Earlier quoted context omitted.

It doesn't help that the majority of people who bemoan the loss of games like UO quickly reveal themselves to be the sort of psychotic players who are the exact reason games like that no longer exist. You'll hear things like "I miss being able to slaughter dozens of people and take all their stuff". Ok great, but your average player hates that sort of game. And you need a high prey/predator ratio to satiate such desi…

I am one of those rare people who actually really enjoyed the thrill of playing a miner (or some other crafter) and having murderers show up and try to kill me for my valorite ingots. It felt like high stakes (in game terms, low stakes in real life terms) hide-and-seek! Over the years I ended up wearing many different hats, of course. I had red characters and thieves and mage-thief hybrids (by far the most annoying c…

Likewise, it's just that we were a severe minority.

I spent most of my time either PvPing in some form and/or heavy RP activity including tradesperson type stuff. My main character was notoriously red-but-actually-good as he would fight against wrongdoing even if it earned criminal flagging. So I wound up with a pretty diverse set of friends no my server.

On my shard there was a cluster of PKs who were actually pretty mature/sane, many of them got into the RP side as well with one group featured in Wired. We became OOC friends and often would concoct RP reasons why my guild and those groups would band forces against the K1ll3rd00d type PKs that would roll around. And that's how I got most of my PvP enjoyment.

Re: We Burned Down Players’ Houses in Ultima Online

#236
post #34

Earlier quoted context omitted.

All of the server nodes are run by the same entity (the game developer). Blockchain is a good solution when the nodes are not necessarily trusted (thus the need to prove that you did the work). If all the nodes are trusted you can accomplish the whole decentralized thing much more easily. As a super simplified example, if you want your distributed database to generate unique identifiers, partition the id space so eac…

Yeah, my point was that an internal PoW ledger (not decentralized but still technically a blockchain) would’ve been useful because: A) stack tracking per stackable type is trivial with UXTO, and B) adding a few seconds of PoW makes the resulting chain so hard to forge for crime-of-opportunity style attacks (preventing internal employees from making untraceable gold) that it could’ve prevented a few firings/calls to t…

You still don't need PoW here, though. All the servers are presumably trusted. You perhaps have a trust issue with your employees, but that is what access controls (limit the number of people who can create items) and audit logs (after an item is created, you know exactly who did it and when) are for.

And yes sometimes an employee that you've trusted with item creation access will turn out to be a bad actor, but you have the audit log to prove that, and you fire them. That's... just life. Hopefully the fact that there are audit trails dissuades most of the borderline-sketchy employees that it's not worth the risk.

> adding a few seconds of PoW makes the resulting chain so hard to forge for crime-of-opportunity style attacks (preventing internal employees from making untraceable gold

I just don't get why this needs a blockchain. Internal access controls! Don't just let random employees make arbitrary, untraceable changes to game state! Of course you're going to have problems if you allow this, blockchain or no.

Obviously you are much more knowledgeable about the issues around transferring state across server boundaries. But I still have not seen anything (in general) that suggests that inherently centralized systems (like an MMO run by a single corporation) meaningfully benefit from PoW systems. PoW is just there to ensure that people can't forge things. But when your ledger is centralized, if you implement the proper access controls and audit trails -- which you should be doing no matter what -- then PoW/blockchain is just not necessary or useful.

Re: We Burned Down Players’ Houses in Ultima Online

#237

Earlier quoted context omitted.

You don’t need the proof part if all the server nodes are trusted. Just the hashes is enough. I think that’s the part the author was pointing out in the article and we’re reading a bit too far into it.

cottenio is the author in this case. If there is the potential of internal employees being malicious, then maybe trust isn't guaranteed.

I think employee trust is not something you solve with a blockchain. This is like that section of the "why your idea won't work" checklists, where you have "you are attempting to solve a social problem with technology, which does not work". Access controls and audit logs are the way to go. Employees who know that they can't behave badly without the system recording all their bad actions are much less likely to do bad things. And when they inevitably do bad things (which would still be the case in a blockchain system), you have the audit trail to prove it, and you fire them and/or involve law enforcement.

Re: We Burned Down Players’ Houses in Ultima Online

#238
post #63

Earlier quoted context omitted.

Huh, that's odd. I can't figure out how to get that problem to happen. Not even selected a preset works? By the way, if you manage to get it to work, make an account starting with '@' to get admin privileges. You could also explore the local play–it's the same server code, but running in a web worker instead of on my server.

I got the same bug when I clicked create button without filling the "character name" field. Great demo btw!

ooooh yup that'll do it, thanks!

Re: We Burned Down Players’ Houses in Ultima Online

#239

Earlier quoted context omitted.

But the point of an MMO is to share a space with thousands of people so individual servers with differing rules don’t really work in that context. And individual servers doing moderation is the same as individual server based games doing moderation, it’s just a difference in scale. I’m sure there are loads of other games people can play. For example Rust is infamous for a lack of moderation and has all the racist and…

Ultima had plenty independent (pirate) servers with vastly different cultures and even game mechanics. Even WoW, I think, has servers with different moderation - those that require roleplay and those that don't. Unified experience IMO would be a detriment for most games.

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Re: We Burned Down Players’ Houses in Ultima Online

#240

I missed UO's hayday, but when I've played the big modern MMOs I find myself instead attracted to the idea that individual characters shouldn't be able to do everything. I feel like forcing players to interact if they want to gather specific resources or craft vital items would really help a game feel "massively multiplayer". Are there any modern MMOs with mechanics like this, e.g. life-skill limits or some other sou…

Certain minecraft survival servers certainly, if they have the player count to make it feel "massive". Sometimes servers establish group protected towns or cities (these work like linux group permissions on files but over an arbitrary dimension of blocks in the server map) and there would be shared resources, e.g. a farm or chests full of leftover cobblestone from mining for diamonds, or even tools free for use to members of the group.
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