2024-05-01 13:41
#0


AmberWitch said:Could you possibly post links to what each of those expansions offered? My old brain refuses to remember what some of those older expansions provided. Thanks!

Yes Ma'am.Mariah said:@ AmberWitch In brief, just the main points.2nd Age was the addition of Lost LandsRenaisance was the introduction of Trammel3rd Dawn was the first attempt at a new client, and only users of that client had access to IlshenarLord Blackthorn's Revenge opened up Ilshenar to the rest of the player baseAge of Shadows brought the addition of Malas and the new combat system, giving us 'numbers and formulas' instead of names on our weapons and armor. Added Chivalry and NecromancySamurai Empire added Tokuno, Bushido and Ninjitsu.Mondains Legacy added elves, new quests and the peerless encounters.Stygian Abyss added the abyss, Ter Mur, Gargoyles as a playable race, Imbuing, throwing, Mysticism and a vast number of quests.High Seas was a booster pack rather than an expansion, totally focused on the seas.Time of Legends added Eodon and the dinosaurs.@ Victim_of_Siege - Play nice!
Cookie said:Personal Favourite was Mondains Legacy - I had always felt my magic users and archers should be elves. The Peerless bosses were cool.
Second favourite, Stygian Abyss. Underworld, and Stygian Abyss are in fact a work of art with their level of content, and the entire Imbuing system was fantastic, and logical, after all the random luck and chaos that had preceded via Reforging.
Unfortunately, Imbuing introduced Brittle, a horrific attribute, I could never understand why the Devs always felt they had to give with 1 hand, and take away with the other, in a fake semblance of "this maintains some sort of balance".
Age of Shadows - worst at the time - I even quit for 8 years after that one. Although Chivalry, and Necromancy skills were cool, it gave rise to the Sampire, and UO was a Dexxer game ever since then.
Worst, Renaissance - in the long term.
When Trammel first came, I don't think anyone could have realised it would cause all the ingame issues it has today though. Unlimited scripting, no risk vs reward, destroyed the economy and 90% of the point of the entire game. There should have been no loot in Trammel, it should have had deco drops only, and been a character training, socialising or housing area only.
Lord Blackthorns Revenge was cool, but I remember it with disappointment that Illshenar was only in Trammel, the realisation then was that the game had given up. From then, I rarely went into Trammel, unless huge risk free reward events enticed me.
CovenantX said:I agree with the majority of this.I'd say that the scripting part is the worst part to come from all of this, lack of rule enforcement has amplified it drastically though, and personally, that's killing UO for me. the cheat programs people are using today are nothing like the ones that literally did next to nothing of 10-15 years ago.Overall, I'd say that's a pretty good summary of how I would describe it, based on my experiences as well.
Cookie said:
I do not think we can keep talking about Cheating anymore. It is progression in todays world.
Mariah said:@ AmberWitch In brief, just the main points.2nd Age was the addition of Lost LandsRenaisance was the introduction of Trammel3rd Dawn was the first attempt at a new client, and only users of that client had access to IlshenarLord Blackthorn's Revenge opened up Ilshenar to the rest of the player baseAge of Shadows brought the addition of Malas and the new combat system, giving us 'numbers and formulas' instead of names on our weapons and armor. Added Chivalry and NecromancySamurai Empire added Tokuno, Bushido and Ninjitsu.Mondains Legacy added elves, new quests and the peerless encounters.Stygian Abyss added the abyss, Ter Mur, Gargoyles as a playable race, Imbuing, throwing, Mysticism and a vast number of quests.High Seas was a booster pack rather than an expansion, totally focused on the seas.Time of Legends added Eodon and the dinosaurs.@ Victim_of_Siege - Play nice!
The game would have shut down twenty years ago if you were in charge. There's a reason every would-be successor game that hyped itself as "recapturing the magic of oldschool UO" was some kind of miserable flop.Cookie said:When Trammel first came, I don't think anyone could have realised it would cause all the ingame issues it has today though. Unlimited scripting, no risk vs reward, destroyed the economy and 90% of the point of the entire game. There should have been no loot in Trammel, it should have had deco drops only, and been a character training, socialising and housing area only.
Lord_Nythrax said:The game would have shut down twenty years ago if you were in charge. There's a reason every would-be successor game that hyped itself as "recapturing the magic of oldschool UO" was a miserable failure that died pretty much immediately.Cookie said:When Trammel first came, I don't think anyone could have realised it would cause all the ingame issues it has today though. Unlimited scripting, no risk vs reward, destroyed the economy and 90% of the point of the entire game. There should have been no loot in Trammel, it should have had deco drops only, and been a character training, socialising and housing area only.
Fortnite with 390 million active players is doing pretty badly for a 100% pvp game I suppose.Lord_Nythrax said:Sure, there were a number of games that touted themselves that way, all with a heavy focus on unrestricted PVP. The most prominent one I can think of was Shadowbane. That one lived a whole six years. There were several others but I can't even remember the names offhand anymore.
LMAO Maybe you should read about a game before postingCookie said:Fortnite with 390 million active players is doing pretty badly for a 100% pvp game I suppose.Lord_Nythrax said:Sure, there were a number of games that touted themselves that way, all with a heavy focus on unrestricted PVP. The most prominent one I can think of was Shadowbane. That one lived a whole six years. There were several others but I can't even remember the names offhand anymore.
For an almost direct, and certainly inferior game - Old School RuneScape which stuck to its PvP principals with 49 million players is also doing far worse than UO.
Fact of the matter is, pvp is popular, and successful.
Fortnite is a shooter LMAO. You may as well have brought up Counterstrike or something.Cookie said:Fortnite with 390 million active players is doing pretty badly for a 100% pvp game I suppose,
For an almost direct, and certainly inferior game - Old School RuneScape which stuck to its PvP principals with 49 million players is also doing far worse than UOOldschool Runescape has a total of 221 worlds according to the wiki. As far as I can tell only 17 PVP worlds exist, and at least five of them are switched off at any given time according to a scheduled rotation. Really grasping at straws here.
Fact of the matter is, pvp is popular, and successful.He said as the tumbleweeds blew through Felucca for the 24th year in a row.
I didn't want it deleted, cause now I don't know what your response was/would have been!Cookie said:Deleted. Trust me, you wanted this deleted. 🙂
Cookie said:Lord_Nythrax said:Sure, there were a number of games that touted themselves that way, all with a heavy focus on unrestricted PVP. The most prominent one I can think of was Shadowbane. That one lived a whole six years. There were several others but I can't even remember the names offhand anymore.
Fact of the matter is, pvp is popular, and successful.
CovenantX said:I didn't want it deleted, cause now I don't know what your response was/would have been!Cookie said:Deleted. Trust me, you wanted this deleted. 🙂Cookie said:Lord_Nythrax said:Sure, there were a number of games that touted themselves that way, all with a heavy focus on unrestricted PVP. The most prominent one I can think of was Shadowbane. That one lived a whole six years. There were several others but I can't even remember the names offhand anymore.
Fact of the matter is, pvp is popular, and successful.I wouldn't go so far as to say that... the massive imbalance that Parry is causing, on top of rampant third-party client use (which heavily favors hard-to-kill templates), pvp isn't very popular or successful on official shards right now.I would agree if it were about 10-15 years ago, pvp was very popular, you gotta be smoking something pretty damn good, to have that be your honest opinion nowadays though.Non-pvpers can play the way they want, until they start advocating for changes that would damage pvp or fel, and it's the same for pvpers when it comes to asking for changes to things that have negative affects on non-pvpers/areas as well.Anyway, to the topic, I would say I had the most fun also happens to be when I played UO the most, from around the release of the LBR expansion up until publish 46 so many fights between factions, just random pvp & champ spawns when they were introduced, pvp of course did pick up again within a month or so, after everyone adjusted their templates to the tactics requirements for specials.. Then I'd say SA (imbuing) really leveled the playing field in terms of gear accessibility for everyone (which imo, doesn't really do much beyond the few 'essential property caps', nothing like it does now with global loot), everyone had access to the top-tier suits if they went through the trouble of building it, or having someone else build a suit for them. pvp was absolutely hopping between LS & GL (Atl always is) as the 3 shards I played the most. I played a little on chessy too, but only had a necro-mage there, I get bored playing the same char/template all the time. I was just talking to @ sibble about it yesterday.Aside from SA's introduction of Imbuing, I don't think I'd attribute it directly to the expansions I listed and the ones that were released within the time-frame, but mostly because of the amount of players, thus pvp-action during those times.
Necro leeches should scale off spirt speak level ..Lord_Nythrax said:These guys don't seem to have the ambition to make meaningful mechanical changes anymore, so instead we get this kind of cargo cult version of game balance enforced through content updates. Whenever they add something that involves PVM combat, they pick one or two templates out of a hat and then design the encounter such that those templates are almost totally worthless.Oh this one will be immune to life leech. This one does extra damage to pets. This one will suck in archers every single time they hit it. Whatever. When you don't really understand the game well enough to balance it, but still want to avoid having players complain about how one template does everything, all you can do is make sure every template gets a big dumb monkey wrench thrown in its face every so often.Like any time things are immune to life leech, I may as well log out or go do something else. On the other hand, I like running Doom, but I don't dare bring anyone down there who's an archer or a mage or something. It's literally easier to solo than to have the Dark Father chasing them around every time they do any damage.IMHO they should have decoupled chivalry from necromancy a long time ago. Make chivalry spells stop working while you're in necro form, or something like that. Then maybe give those paladin macers they've been soft-pushing an extra nudge somehow. I don't know the template well enough to really comment. But yeah, split melee off into chivless sampires and necro-free pally macers. Then at least there's two good melee templates and they both make at least a little thematic sense.Disclaimer: I play a chivless sampire just because I want to. Devs pls nerf everyone but me kthxbye.
Ahh, fair enoughCookie said:CovenantX said:I didn't want it deleted, cause now I don't know what your response was/would have been!Cookie said:Deleted. Trust me, you wanted this deleted. 🙂
ahh, the note was not to you, it was to the mods. 🙂
I was showing you a really cool application made by a cheat client that is helping make the game fun for players. I thought you had seen it, then I deleted it, before the mods could. 🙂
Parry has been nerfed before yes, a few times, and what did it achieve?CovenantX said:Well, the real problem is the amount of mods an entire suit can achieve caps (both hard & soft caps) the part where we seem to disagree is that Parry (imo -and it's been done in the past) should be nerfed, instead of rebalancing the entire loot system again. *This does not include upgrading old reward items that currenty drop, finish the revamps of doom, look at which items people very rarely or never use, from peerless/replicas, shadowguard, underwater etc. and buff the underused ones, but there has to be attention paid to what people actually like, and don't throw random mods on an item where none of them are good, because no one would use it still.
This has not happened in the last 30 years.CovenantX said:Pure mages were all over the place when Parry was nerfed for mages the first time, wtf are you talking about lol
Cookie said:you must be the only one who thought it became more fun.
i think losing pure mages was bit of a killer blow to pvp tbh.
except now that you can easily reach 100+ dex without giving up HP or enough mana to make the difference,
As a warrior you can yes, as a mage you cannot, mage armour lags quite a long way behind what warriors can achieve. And as I've said many times, warriors have far more use for all the free stats they are given. I cannot achieve enough mana on my mages, and yes indeed, warriors can achieve about as much mana as my mages can, this is wrong... What use is extra Dex to me? Extra mana to you, is fuelling more OP specials.the only nerf to parry that did anything was causing it to require 80 dex before you could reforge and find +dex items in loot (not just jewelry like it used to be). Dexers didn't become any better or worse with that parry nerf, but it took away the defensive bonuses of parry/evade from mages, which were the problem back then because they had something that made them better defensively & due to the reduced 'hits' taken, better offensively from fewer interruptions, and are currently the problem now... Shocker, i know, it's not like we haven't seen it before.
And you only conveniently forgot Mages lost Spell Damage...
Please stop with the 1 sided arguments.
CovenantX said:The only time in history parry was nerfed was in Publish 46.and it was only nerfed by adding the stat requirements of 80 dex to gain the full benefit.It was done in order to reduce the effectiveness of Mages using Parry, because they were too powerful, obviously, like they are today.
Their rationale was, exactly the same as you, they misunderstood the problem.CovenantX said:What do you think the devs' rationale was, when they made Parry count against Focus spec?
Cookie said:CovenantX said:The only time in history parry was nerfed was in Publish 46.and it was only nerfed by adding the stat requirements of 80 dex to gain the full benefit.It was done in order to reduce the effectiveness of Mages using Parry, because they were too powerful, obviously, like they are today.
So nerfing Parry had no effect?
Like I said it would have no effect?
Are you sure Parry is the problem?
Do we keep nerfing it?
I was there.CovenantX said:Cookie said:CovenantX said:The only time in history parry was nerfed was in Publish 46.and it was only nerfed by adding the stat requirements of 80 dex to gain the full benefit.It was done in order to reduce the effectiveness of Mages using Parry, because they were too powerful, obviously, like they are today.
So nerfing Parry had no effect?
Like I said it would have no effect?
Are you sure Parry is the problem?
Do we keep nerfing it?it did have an effect, people dropped parry and there were all different mages, and dexers weren't obsolete, did you not play back then? cause it looks like you weren't around back when it was an issue before.Parry only needs one nerf, it needs to not be usable at full capacity when paired with Magery. that's it. it worked before, but as I said, now dex requirement isn't a meaningful trade-off anymore, because of massive powercreep.. and the issue has returned.I'm pretty sure I mentioned that back when global loot was coming out (when most of us were only using stratics). I'm not some clairvoyant, but next to some of you it might seem that way.similarly, I said adding Parry to focus spec isn't going to make people drop parry. it's just going to make them do slightly less damage, and still be as close to unkillable (vs dexers) as they've always been.
loop said:Genuine question: What's the purpose of PVP in UO today? Like, what exactly is at stake? Isn't the "real" PVP on private shards anyway?
I'm legitimately ignorant here. The only thing I know about PVP today is what I see in general chat on Atlantic.The devs could spend the next several years turning knobs to adjust this or that, but if it's all just slapping contests, is it really worth it?