Rich Vogel mentioned that the open nature of the game generated a huge amount of support work, which means more ongoing costs for the game. As Gordon Walton points, they actually scared other MMO developers, including those at SOE and Blizzard, into making their own MMO offerings a more controlled experience, even if they had to limit player freedom and throw away the good consequences of that freedom in order to achieve that control. The bad consequences, though, were far more visible. The good ones made for an unique experience still unmatched today. Leaving the systems open created a huge amount of unintended consequences, some good, some bad. Lets hope SotA deliver a game for us that's been out of any options for just about 10 years interesting how different people get different aspects from the same interview/chat/whatever that Markee Dragon video was. 10 years of just about only themepark games, unbelivable. I and so many with me have searched for a new MMO worth playing since then. Felucca became mainly a PvE area and also a very dead area. The old crafted weapons and armor was worthless after AoS.Īge of Shadows removed more or less the need for crafters since crafters created very poor armor and weapons compared to the ones found in PvE areas.Īge of Shadows created new classes and new skills that completely changed UO PvP.Īge of Shadows was a deliberat attack from EA towards felucca and it's PvP oriented players. These rare weapons were found through PvE.Īge of Shadows demanded that the ones that had been playing the UO PvP game for 6 years had to enter dungeons as the new Doom one and grind monsters 24/7 to be compeatable. The one equipped with a overpowered weapon, armor or trinket usually won 100 out of 100 even if he was fighting a player with higher skills. The patch that very effectively destroyed felucca as we knew it.Īge of Shadows implemented insurance and removed full loot.Īge of Shadows implemented overpowered rare weapons that unbalanced PvP and removed playerskill as the foundation of success in a 1 vs 1. But, 15 years of anything can get a bit old - it's no wonder why we're looking forward to a new game which can invigorate those types of games with a refreshing, new experience but is a spiritual successor of Ultima - I use pre-AoS (Age of Shadows was added to UO february 2003) alot and to me and many other oldschool felucca PvP players it was the final nail. The fascinating thing is that people continue to play it to this day. But, the game is 15 years old don't forget. It isn't that the formula isn't still fun and entertaining, in fact, it's better than many MMORPGS of today (IMO). The problem with free servers is that the game is indeed 20 years old. WoW is repetitive and essentially is a mindless grind for gear. There has been no game excluding Darkfall, Eve, and Mortal (I'm forgetting a few) which have dared to experiment beyond that predictable pattern. The carebears on the forums have even diminished PVP in some games like WoW, although the majority of the playerbase still plays on PVP servers. Here's a link that might provide some insight into those times: Įvery MMORPG since has catered to Everquest style players. Times were dangerous and you had to be prepared to be raided by a pirate. The best analogy I can come up is that it's similar to the days when pirates roamed the ocean. Adventure is intended to be a thrilling experience. The things that made Ultima Online so great was the sense of "true" adventure. It was a revolutionary game and a brand sparked the MMORPG genre. Ultima Online was, without a doubt, the best game in existence when it first came out. Are a number of reasons that a free or player run server is not the same as an official server.
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