Second Age: An Entirely Different Game - A Dead Horse Kicked
Posted: Wed Dec 02, 2009 1:53 am
I've been playing Second Age for well over a year now. While I have taken a few breaks in that time, I often get an itch to play old UO, remembering fondly the game that has always been quite the addiction of mine. I recently returned from such a break, excited as hell to get back into the T2A experience.
I looked over my 3 accounts, all containing some advanced chars, 4 of them completely finished; ready to play. They all seemed stale, somehow playing a finished character that I left off with months ago held no interest for me. I decided to try something different, a new build in hopes of creating some excitement in my gameplay. I first macro'd up all the skills that required fewer resources, farmed for a few nights, then began finishing the build, working resist, etc. I had an itch to just jump in and play the entire time, but I knew I could finish the character in but a fraction of the time by macroing. Even in my free time, when on the computer, I knew that I would get my gains much faster by simply letting the macros run, than by actively and regularly playing the game. The option of trying to compete in pvp with an unfinished character, seemed impractical...Id be at a huge disadvantage and would eventually have to return to the macroing if I wanted a playable character any time soon.
In a little over a week, I had a perfect 7x char. I had my other existing chars from before when I played. I had chars to do my resource gathering, chars to make my items (pots and such). Everything was finished, I was ready to participate, to go out and play the game now and be on par with the rest of the playerbase.
I played for the next few days participating in daily events, looking for field pvp in between. While I did find some in the dungeons, it was off and on at best. I started frequenting Brit GY where the action was more consistent and was content for the next couple of nights. The pvp became redundant. On occasion, the reds would dominate the area with a decent group, often the blues would have control, having 6-8 of them waiting for a lone red to jump on (or settling for a grey even, heh). It went back an forth like this and I started noticing a similarity between this server and a test server. The players here have the option to quickly max out their chars, with little real work required...once that was done, there was little else to do really but look for other pvpers, fight in a familiar area and kill time between events. The need to actively play the game was gone, there were no more goals, all the characters were finished, any items sought after could be easily attained with a character designed just for farming, there was no more challenge, no more goals. This is vastly different from the game I remembered being so excited about.
This here is where many would interject with cries of "this isn't '98...we're all older now, its a ten year old game..."
How depressing. =P
This idea that everyone who played T2A was 16-18, living at home with all the free time in the world is a gross misconception. In fact, out of the 10 UO players I knew irl, 6 were in their mid-twenties to early thirties, all with full time jobs, their own houses to take care of, some of them with families. From what I have seen, UO had a fairly diverse playerbase. As for the game being too old or outdated....well, you reading this is a testament to it's relative timelessness. The game, in it's design was unique and created wonderfully exciting gameplay. I highly doubt that other games have gotten that much better, or we are all too old to really enjoy UO anymore, heh.
I think, what is so different from here and actual T2A, are the inaccuracies that still exist. While the details...the scripts, mechanics, have all been worked out to be very close to the era, we still have a number of issues that have changed this game so much from the game it once was.
The rules, the very approach to the game has been changed from one of challenge and progression to one of accommodation....relaxed systems and rules that I think were made in order to attract players, to better contend in the freeshard community.
But this shard, like all of the other freeshards, has overlooked one of the most fundamental concepts in all rpgs, that through continual gameplay, your character advances. Be it unlocking a new ability or spell, being able to make a new item,being able to afford bigger and better luxuries, or simply all round having a tougher character, the idea is simple; the more you play, the better you get. This simple concept, one of character progression, advancement and simply having goals to look forward to, combined with the interaction (both positive and negative) of countless other players, was what made UO so exciting. Having nearly unattainable goals, always having a way to improve, combined with the fierce competition of other players, it was challenging as all hell and made you want to play and to play, always having something to work towards.
Back to the present day, amidst a sea of freeshards catering to pvpers and others who want to be able to simply "jump in and play", we look at char development as a nuisance to get out of the way...be it skill balls, power hours, or afk macroing, the staff of nearly all free shards try to attract to the greediness of players, telling them there's a simple, quick way to get to the top....but in the end, it allows players to beat the game in mere weeks, to have a finished char, a butt ton of items and a big ass house, all with little to no work required. The only cost? Reduced activity in the game world, a number of imbalances to pvp that occur with everyone having maxed out chars, a screwed up economy where everyone has their own crafters....a game nothing like what it once was.
I know that the topic of eliminating macroing and returning to active gameplay has been brought up time and time before, I have read every discussion Ive been able to find on it, seen the responses, but I have still yet to find one decent argument for why it is here on a shard that values accuracy before all else.
I think, when it comes down to it, those that are comfortable and happy with afk macroing here either never played the era...never truly experienced or understood it, or did and have, but have been playing freeshards for so long that they have grown accustomed to that sense of entitlement...feeling they should be able to play a max'd char with all the luxuries and shouldn't even have to play the game for any of it. This whole concept has taken what was a brilliant game design so vital for the gameplay that we all miss and love, and thrown it out. And then we wonder why so many of us have grown bored with the game, feel no excitement left and why this game is so starkly different from the game we remember.
Please, give me a valid argument for why macroing is fine, why it goes along with the accuracy that this community so strives for, Ive yet to hear one.
[/rant]
I looked over my 3 accounts, all containing some advanced chars, 4 of them completely finished; ready to play. They all seemed stale, somehow playing a finished character that I left off with months ago held no interest for me. I decided to try something different, a new build in hopes of creating some excitement in my gameplay. I first macro'd up all the skills that required fewer resources, farmed for a few nights, then began finishing the build, working resist, etc. I had an itch to just jump in and play the entire time, but I knew I could finish the character in but a fraction of the time by macroing. Even in my free time, when on the computer, I knew that I would get my gains much faster by simply letting the macros run, than by actively and regularly playing the game. The option of trying to compete in pvp with an unfinished character, seemed impractical...Id be at a huge disadvantage and would eventually have to return to the macroing if I wanted a playable character any time soon.
In a little over a week, I had a perfect 7x char. I had my other existing chars from before when I played. I had chars to do my resource gathering, chars to make my items (pots and such). Everything was finished, I was ready to participate, to go out and play the game now and be on par with the rest of the playerbase.
I played for the next few days participating in daily events, looking for field pvp in between. While I did find some in the dungeons, it was off and on at best. I started frequenting Brit GY where the action was more consistent and was content for the next couple of nights. The pvp became redundant. On occasion, the reds would dominate the area with a decent group, often the blues would have control, having 6-8 of them waiting for a lone red to jump on (or settling for a grey even, heh). It went back an forth like this and I started noticing a similarity between this server and a test server. The players here have the option to quickly max out their chars, with little real work required...once that was done, there was little else to do really but look for other pvpers, fight in a familiar area and kill time between events. The need to actively play the game was gone, there were no more goals, all the characters were finished, any items sought after could be easily attained with a character designed just for farming, there was no more challenge, no more goals. This is vastly different from the game I remembered being so excited about.
This here is where many would interject with cries of "this isn't '98...we're all older now, its a ten year old game..."
How depressing. =P
This idea that everyone who played T2A was 16-18, living at home with all the free time in the world is a gross misconception. In fact, out of the 10 UO players I knew irl, 6 were in their mid-twenties to early thirties, all with full time jobs, their own houses to take care of, some of them with families. From what I have seen, UO had a fairly diverse playerbase. As for the game being too old or outdated....well, you reading this is a testament to it's relative timelessness. The game, in it's design was unique and created wonderfully exciting gameplay. I highly doubt that other games have gotten that much better, or we are all too old to really enjoy UO anymore, heh.
I think, what is so different from here and actual T2A, are the inaccuracies that still exist. While the details...the scripts, mechanics, have all been worked out to be very close to the era, we still have a number of issues that have changed this game so much from the game it once was.
The rules, the very approach to the game has been changed from one of challenge and progression to one of accommodation....relaxed systems and rules that I think were made in order to attract players, to better contend in the freeshard community.
But this shard, like all of the other freeshards, has overlooked one of the most fundamental concepts in all rpgs, that through continual gameplay, your character advances. Be it unlocking a new ability or spell, being able to make a new item,being able to afford bigger and better luxuries, or simply all round having a tougher character, the idea is simple; the more you play, the better you get. This simple concept, one of character progression, advancement and simply having goals to look forward to, combined with the interaction (both positive and negative) of countless other players, was what made UO so exciting. Having nearly unattainable goals, always having a way to improve, combined with the fierce competition of other players, it was challenging as all hell and made you want to play and to play, always having something to work towards.
Back to the present day, amidst a sea of freeshards catering to pvpers and others who want to be able to simply "jump in and play", we look at char development as a nuisance to get out of the way...be it skill balls, power hours, or afk macroing, the staff of nearly all free shards try to attract to the greediness of players, telling them there's a simple, quick way to get to the top....but in the end, it allows players to beat the game in mere weeks, to have a finished char, a butt ton of items and a big ass house, all with little to no work required. The only cost? Reduced activity in the game world, a number of imbalances to pvp that occur with everyone having maxed out chars, a screwed up economy where everyone has their own crafters....a game nothing like what it once was.
I know that the topic of eliminating macroing and returning to active gameplay has been brought up time and time before, I have read every discussion Ive been able to find on it, seen the responses, but I have still yet to find one decent argument for why it is here on a shard that values accuracy before all else.
I think, when it comes down to it, those that are comfortable and happy with afk macroing here either never played the era...never truly experienced or understood it, or did and have, but have been playing freeshards for so long that they have grown accustomed to that sense of entitlement...feeling they should be able to play a max'd char with all the luxuries and shouldn't even have to play the game for any of it. This whole concept has taken what was a brilliant game design so vital for the gameplay that we all miss and love, and thrown it out. And then we wonder why so many of us have grown bored with the game, feel no excitement left and why this game is so starkly different from the game we remember.
Please, give me a valid argument for why macroing is fine, why it goes along with the accuracy that this community so strives for, Ive yet to hear one.
[/rant]