What specific incentives/enticement would you need to motivate you to play the new UO Legacy Shard?
When they released Age of Shadows, the game introduced Malas, Paladins and Necromancers. When they released Mondains Legacy the game introduced Heartwood, Sanctuary and Spellweavers. When they released Samurai Empire the game introduced Tokuno, Samurai and Ninjas. When they released Stygian Abyss, the game introduced Gargoyles, the Underworld and the Abyss. High Seas, Eodon, so on and so forth.
With the release of this new Legacy shard, they have expressed returning to our role playing roots. Developing our Avatar's story. Every year this shard will be refreshed, and we will be able to transfer our characters back to production shard. What incentives and enticements would make playing this new shard worth our time?
For me, it would need to be just as dramatic as what has been implemented in the past. My new character has to be special, and easily distinguishable from the shards I already play on. I would highly recommend they introduce either a new race, new profession, or both along with the accoutrements designed only for that race or that profession. In lieu of being unable to execute that idea, I would at least like a new mount that can only be acquired on the Legacy Shard. Just adding more items, armor and weapons that look like everything else would not be enough for me. I need new art and new abilities to tell my new story in UO.
I imagine if they refresh this annually, that introducing at least two major incentives like these would keep players coming back again and again. The game wouldn't need new expansions as long as they keep adding quality content through this new shard that will add diversity to the game. Otherwise why do it at all?
Race ideas Juka/Meer, Dwarf/Orc, Half-Orc/Half-Elf, Sub-Races of what we have.
Kyronix said humans only. As pre AoS there was no other race.
I wouldn't worry, I'm not sure the current players would be all that welcome there. They want new/returning people, not the dregs left at the bottom of the barrel that currently populate the live shards.
Mervyn is close in what my thoughts are as well.
They want new players to get the feel we got that first year in UO. To have the freedom of growing up in UO lore and pain. I say pain because that first year was a pain in the arse to live through.
So what would I like to see?
Well for one is for players not being so picked on by the seasoned player who knows the tricks of UO character building who thinks this is a fun killing zone to drive out the new guys. Don't tell me that is not on the mind of some of our depraved players who live to make others miserable.
See I remember when Tram first came out and the Thieves had a field day stealing keys and runes to homes. Telling players to hand over tons of gold to get them back or they would trash barrel them to oblivion. Yes this was before rune books. The down side is one thing the Dev need to keep a check on.
Each new year/wipe should be themed. Different every year.
More like we are a base to build on and the shard is to bring up a new generation of players based on what we did in the first years of UO.
Don’f know the team’s goal. If it is to attract new players and returning players maybe they should be the ones that populate the shard and maybe the shard should have quests and challenges designed for new players. As it stands now, new players get no guidance at all on how to develop or play their characters. To me this is the biggest failing of UO. Most everyone reading this can create a top notch character in about a week or two because we have done it before, but for new players without the years of experience we have it is a different story. That ability gives us a huge advantage on a new shard starting from scratch. So maybe this shard should be designed with more thought to helping players develop and the kinds of quests that will provide benefits more appealing to developing players than established ones.
Don’t agree with the dregs remark. If it were not for the established players that I never really got to know but helped me along the way, I would not still be plying this game.
Personally I am very disappointed at this big announcement. The truth is I highly doubt they are going to entice a lot of new players to a 23 year old game. I would have preferred they fix all the broken things in the game. Things like maybe fix vendor search so it actually works. And add some quality of life changes to the enhanced client to make it better. Or even better fix all the graphics glitches. I'm genuinely curious who thought making another shard with this extremely outdated game was going to bring in new players.
Getting rid of pets would be a big plus.
I'm not concerned by the Kyronix' remarks about open-world PvP. I'm thinking it will be an opt-in type of system like order vs chaos and if you haven't opted in, you don't have to worry about it.
I would like to see rewards that are account-unlock in nature. A title, for example, that any character on said account can display. Or perhaps a special claim system similar to veteran reward, where you earn the reward on Legacy but you may choose which character you claim it on.
I think it would be fun to play a shard where everyone is basically equal. No vet rewards, little to no store items, no artifacts that came from past events which no one can get now.
The first thing I am concerned is skills training on Legacy shard.
We spent alot of time to train in production shards. So if the Legacy shard is only one year at a time, I hope the training can be simplified and shortened.
The good thing is that there are items that can be move out to our current shard before Legacy is wiped. Those will be the real carrots for us to play on Legacy Shard.
o.0
Interesting idea - similar to the Seasons other MMOs offer up. And the ability to keep certain items to xfer to a prodo shard is very much like the seasons of other games.
What strikes me the most is the skilling up - like Seth, this is -not- an easy thing to do. Fighting classes can skill up pretty fast if it really is legacy (my original Kirthag skilled to 6xGM as a pure fighter in about 6 months of gameplay before Tram - and that was playing every weekend and some nights with serious role-playing thrown in so it could have been shorter really), but crafting is a different story. My miner/smith took 3 years to GM mining & smithing... I threw a party when I finally got her to GM. As a dedicated character, it may not take 3 years, but it isn't lickety-split I can tell you that.
Ya in the first few years I had maybe 1 skill at GM. But, the difference is, we now know what to concentrate on and not try to be a mage/swordsman/miner/camper/item IDer
No incentive would get me to play a shard that periodically deletes and I question how many new players are interested in coming in and finding out whatever they do will only exist for a matter of months.
It was mentioned during the stream that there would be less grind when raising your skills. What that means is anyone's guess.
But my guess is every character gets the equivalent of a free mythic character token.
E**y UO and all the scripts will work with it right?