....Design that is capable of entertaining and catering different preferences in gameplay in different players, even when playing the same Class character....
.... and that is why UO is so very unique.
There is no "designed" character class in UO. There are skills that make up a class, BUT the game itself is not designed for fixed classes. This is why UO is
successful (a game that generates positive revenue with a profit margin) for so long.
It is really the ONLY game that allows players to select skills and to customize their base statistics - even after attaining full skill/stat development. Even SotA is a bit more fixed in skill sets - once you choose your base skills, you go along a fixed "tree" - you cannot change it. Only UO allows you to "remember" your past skills via the Soulstone. No other game has that for a single character/toon.
Today, Players develop (
and are encouraged to do so) characters using a general template, but they are not required to do so. That is why UO is awesome. A fixed-rogue-class is useful for... what? Dungeon crawling - about it. In just about every other game in every genre, a "rogue" can snoop, pick locks, find hidden passages, steal from the environment (
but don't steal from a player!), disarm traps, and what have you. Most Rogues in UO are a hybrid mix of skills. Some are Mage/Rogue, Fighter/Rogue, Bard/Rogue. Rarely do you actually come across a "pure rogue" in UO.
That leads to the question, what are the "Rogue Skills"?
Snooping - core
Stealing - core
Hiding - core
Stealth - core
Remove Trap - core (morphed to Treasure Hunter)
Lockpicking - core (morphed to Treasure Hunter)
Poisoning - with Fencing
Alchemy - if you don't already have an Inscriptionist/Mage/Alchemist in your roster
Healing
Taste ID (old-time use, almost pointless today)
Forensic ID (old-time use, almost pointless today)
Begging (more of a subclass of the Rogue... purely for environmental use)
Ninjitsu (another subclass, the "magical rogue" if you wanna get technical)
Some combat skill (most of the time Fencing, to use poisoning)
Then you have your Mage/Rogue (is more mage than rogue), and Bard/Rogue (again, more bard), or Tamer/Rogue (again, more tamer). These Hybrid Classes use some of the core skills mentioned above to augment their activity, but I wouldn't call these Rogues in the classical sense of the term. Subclasses of the "Rogue" use some, but not all, of the skills associated... these would be your Treasure Hunters and Beggars... but even these are primarily Mages, Bards, or Tamers.
I remember a time when treasure hunting
was for the Rogue class in UO. However, the Treasure Hunter has come to be as a class unto itself. When you think about it - THAT IS A ROGUE. They "steal from the environment" in UO's treasure hunting - and that there is a dastardly deed according to game mechanics. I'm sure some Mage, Ranger, Artisan, or Warrior NPC within the realm is forlorn that their map was lost or stolen (by something in the game) and found by someone who dug up their supply, stash, cache, horde, or trove.
Also, UO is DESIGNED to allow players to "do as they will" within the game's many rulesets - sandbox, remember? No preset course of actions, and limited quest lines. Quests and content can be used to raise skill, but are not the defacto to do such. So many other games use guided-play and must-do strategy (which is an oxymoron if you ask me) for a character to gain in rank/skill. Those games get boring and predictable after a time, a grind-fest.
I don't think the question is whether the "Rogue Class" need masteries to be more satisfying, or even if the devs need to create more content for the use of the neglected core rogue skills (snooping, stealing, hiding, stealth). The development of direct content for those skills is just a matter of adding more accessible content for everyone's use. Although, there is Felucca... which is really the place for a Rogue-classed character. After all, as witnessed in this thread, many posters despise the true Rogue Class.
In writings going back to antiquity, rogue (
a term used loosely) is basically someone who is outside of the given society, who is good/bad - depending on who is affected. A rogue performs deeds others wouldn't dare to. To make a rogue more appealing to the masses for gameplay just... ruins the class. Even in D&D, Rogue is a
title given to those who use certain skills in dastardly ways - but the main party doesn't really
need a person in that capacity. The Bard could easily have a knack for lockpicking, and the mage would find hidden passages.
Even by definition, a rogue is unscrupulous... a villain. ~~~
Perhaps, a more apt request would be to develop a more
rogueish cause in the game... but then people are not happy with what that entails, judging from this thread. If a whole new army of "rogues" were to come into being in UO.... people would not be happy at all.