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We Burned Down Players’ Houses in Ultima Online

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261–265 of 265 posts

Re: We Burned Down Players’ Houses in Ultima Online

#261

As someone who got involved in an open-source version of the Ultima Online server, this is a fun read Instead of `areaserv` like the article talks about, RunUO had the concept of sectors within a region[1]. Sidenote: To this day RunUO is one of the easiest codebases to understand i've ever come across We too had a pretty bad item duping bug, around how banks allowed you to create checks with money, and an overflow bu…

ModernUO is the most advanced implementation of RunUO/ServUO, worth checking out if you're starting a new project that isn't based on the newest UO content. https://github.com/modernuo/ModernUO

So I can fire up a TOL server today?

Re: We Burned Down Players’ Houses in Ultima Online

#262
post #141

Earlier quoted context omitted.

Wow, talk about a train wreck lol.

It was incredible marketing for the game. I remember all the gaming press wrote about it. It would just inspire you to try to play the game. If someone made an MMO today, it would make sense to stage similar events to get some nice viral marketing. The 'corrupted blood' incident in World of Warcraft gave the game a lot of free marketing even in normal press - who loved to write about it. From what I understand (many?…

It really wasnt fun in the event the fun part was how it spread all over so fast afterwards and peoples reactions, the ingame experience for most was just dying over and over again :)

Re: We Burned Down Players’ Houses in Ultima Online

#263

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…

A Tale in the Desert.

There is no combat, just challenges of various types that range in scope from things you can do on your own to things that require the active cooperation of many people.

For example, solo player might delve into the mysteries of flax genetics just for the fun of solving a complex puzzle, but they have the alternative of buying seeds sold by other players.

Re: We Burned Down Players’ Houses in Ultima Online

#264
post #256

Earlier quoted context omitted.

Yes it is, we're discussing moderation coming from a single source vs moderation from many different sources.

We are not. We are discussing moderation vs no moderation (i.e. where you need to block every troll yourself).

> people can do their own moderation, instead of relying on a central entity which makes the same broad rules for everyone

"People doing their own moderation" includes a community of people who get together, appoint moderators, and enforce their own rules.

Re: We Burned Down Players’ Houses in Ultima Online

#265
post #256

Earlier quoted context omitted.

We are not. We are discussing moderation vs no moderation (i.e. where you need to block every troll yourself).

> people can do their own moderation, instead of relying on a central entity which makes the same broad rules for everyone "People doing their own moderation" includes a community of people who get together, appoint moderators, and enforce their own rules.

Moderation on Minecraft servers are done by admins, just as it's done on MMOs. Both controlled by a central entity. What is the difference?

The people appointing moderators are part of the central entity, unless you mean that the trolls being muted also have a say in it. Show me one such server that is not a tiny one with just a bunch of friends, where moderation is not needed anyway.

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