UO is a big inspiration for the MMORPG I am working myself on called Advinsula: https://advinsula.com/
edit: Is there anything after character creation? It asks me to try out a card game, and SEO tools.
51–60 of 88 posts
UO is a big inspiration for the MMORPG I am working myself on called Advinsula: https://advinsula.com/
edit: Is there anything after character creation? It asks me to try out a card game, and SEO tools.
Be extremely careful with UO nostalgia. The author hit the nail on the head perfectly describing "UO golden age" players yearning to fill the void. I will offer 2 major hazards: 1) what made UO special back then was not the ultra-harsh pvp death mechanics, as mortal online has shown. It was the players that were interacting with the harsh mechanics. We were all MMO-naive, and our mentality affected how we interacted…
I had been nostalgic about Vanilla WoW for a long time when Classic came out. I went on an RP server, and had a fantastic time leveling to 60. You didn't even have to RP yourself but most people on there didn't minmax at all. So I think it is possible if like-minded people get together.
I have many fond memories of UO. Building your first house was a big achievement in the early days, as money took real time and effort to accumulate; much later, the challenge was finding an empty plot rather than affording a house. Walking through players used something like stamina iirc, so you couldn't just wade through a dense crowd without some forced pauses. And once player population swelled, the bank could be…
I was a day 1 player and got to witness all of the fun stuff, like the ability to keep your vault open wherever you went, PVP in towns, kiting mobs to towns to be killed by guards, building my first home, spending hours upon hours making furniture, etc. My UO career came to a halt when I loaded one day and spawned inside of a house. Apparently, it was built on the same location where I'd logged off. I waited 60 minutes for a GM to assist, but never got help so I was stuck in there. Same situation happened for the next couple logins and then I eventually forgot about the game.
I have many fond memories of UO. Building your first house was a big achievement in the early days, as money took real time and effort to accumulate; much later, the challenge was finding an empty plot rather than affording a house. Walking through players used something like stamina iirc, so you couldn't just wade through a dense crowd without some forced pauses. And once player population swelled, the bank could be…
Earlier quoted context omitted.
to those downvoting....that was what you saw when a dead player (ghost) spoke and you lacked spirit speak skill
Yeah, it would have been nice to explain what it was in the same comment. You can't assume everyone is familiar with it. Reminds me of : "Excuse me, sir. Seeing as how the VP is such a VIP, shouldn't we keep the PC on the QT? 'Cause if it leaks to the VC he could end up MIA, and then we'd all be put on KP" (a quote from Good Morning Vietnam)
Nah, this is just dissecting the frog.
When I first played UO back in ~1998 on a shard. I remember the first day, logging in, landing in Britian, there was a 'Newbie Dungeon' and I went in, and died... I thought holy shit this game blows. A week later, the zone.com servers were down so I couldn't play AoE. So I logged into UO, and I just don't remember logging out again, I played for hours and hours. The sense of discovery, gaining items, skills, worrying…
> I've never found a game since that draws me in like UO did. Ever since WoW, everyone has been following more or less the same cookie cutter template for MMORPGS. Absolutely. WoW made such incredible truckloads of cash that I became the benchmark for what an "MMORPG" was supposed to be. Almost all such games in the post-WoW era, espacially in that period about 2005-2012, followed the same template. Which is a real s…
One thing I didn’t like about UO was the ability to travel instantly from one place to another through the use of runes. I feel like if that feature had been removed, it would make locations and travel far more significant. I remember sailing the seas with my boat and the sense of exploration I had by visiting islands few people had been to. I also feel like there should have been consequences for logging out in the…
I think in concept that's a good idea and would create some interesting situations, but I imagine it would get super old real quick. There were already people taking advantage of those ideas, i.e. PKs hanging out at the cross roads, and vendor shops being placed in high traffic locations. When you started the game, assuming you didn't have some IRL benefactor gift you stuff beyond your level/ability, you usually did start as a pedestrian having to walk and use moongates to travel. I personally thought filling your first runebook was a rite of passage and gave me a sense of accomplishment.
Related: a GDC 2018 presentation with Richard Garriott and other people from the UO dev team sharing stories from UO's early days: https://www.youtube.com/watch?v=lnnsDi7Sxq0
When I first played UO back in ~1998 on a shard. I remember the first day, logging in, landing in Britian, there was a 'Newbie Dungeon' and I went in, and died... I thought holy shit this game blows. A week later, the zone.com servers were down so I couldn't play AoE. So I logged into UO, and I just don't remember logging out again, I played for hours and hours. The sense of discovery, gaining items, skills, worrying…
Related: a GDC 2018 presentation with Richard Garriott and other people from the UO dev team sharing stories from UO's early days: https://www.youtube.com/watch?v=lnnsDi7Sxq0
- Sharding
- Paid early access
- Pre-paid game time in a box
Really pioneers of the gaming industry it seems.