UO the way it was - fun - Is it here?
Posted: Tue Aug 17, 2010 5:46 pm
I'll try to condense the thoughts/discussions me and my friends have been having to avoid TL:DR responses, so here it goes.
I love UO, it was my first, and longest mmo to date (played for 4 years on real servers, long enough to get my ethereal when those were released). I've unfortunately had a few extremely disappointing conversations with friends about this server recently, and all we can do is ask, where did the fun go. Here's what it boiled down to for us.
Patch Fixes - In real UO, when mechanics were broken, you at least had faith that they were going to be fixed eventually. The problem with this servers stance, is that instead of having faith of an eventual fix or balance, the opposite happens, people pull up ancient threads about players complaining about broken/undesirable mechanics, that get implemented for era accuracy. Even when some of these were obviously patched up shortly after/at UO:R release, they're ignored, simply because UO:R isn't the era we're trying to emulate, regardless of the fact that these bugs would have been fixed eventually regardless of the content UO:R added. This greatly takes away from possible enjoyment of the shard when things are being broken instead of fixed.
Combat - In real UO, combat balancing was something that took a backseat to overall gameplay and mechanics, which I agree with (there's plenty of other aspects to the game besides combat), but obvious flaws with the system were slowly addressed with time. Veterans on this server complain that dexers are boring, yet refuse any introduction of eventual working mechanics to make them more enjoyable. With the latest combat patch, one thing keeping me and many of our friends starting here interested, was that we'll at least be able to swing on the run, making these endless, stamina refreshing chases, end with damage on the move. We could live without melee skills, special weapon hit chances, etc, but with the implementation of swinging on the run, there will at least be points in fights where damage will be getting dealt while chasing, helping to out dps mini-heal spam. Sure enough though, this changed, not only was swing on the run not implemented, but now we occasionally witness double hally/bardi swings, and people tell us dexers got buffed and mages got nerfed. Yes it's nice that dexers swings actually get closer to the next while moving, but not being able to swing on the move and having to stop results in the same problem of dexers on this shard prior to the patch anyway, you'll never finish someone off who you can never stand next to for a second to pull your swing, and fights become endless chases with broken combat mechanics. Keep in mind that if you search, people also say that they could swing on the run, but it could have been attributed to lag that allowed it, and the UO:R patch eventually just made it work properly. On a server with no lag, and refusing to actually impliment the fix from UO:R, this makes the build unplayable for most, and a major thing that pushes people away from this shard all together, as even with working mechanics hally mages would still be a top tier pvp class, but with current mechanics there's literally no reason to play anything else. I could also go into detail about how broken/terrible archery is, and how poisons are way way too weak/easy to cure, but I've spent enough time on this section as is,
Housing/Ghost-Town-Ism - I don't care what anyone says, if they somehow claim they had 2-3 accounts back in the day, but giving every player on the shard a house for every character on the 3 accounts, totaling 15 houses per character, is both ridiculous and greatly takes away from anyone wanting to start on the shard/get housing near friends also starting up. We've somewhat managed to get housing near each other, but no where near the degree we would have liked, and all smalls, all because the world is filled with empty houses that people refresh once a week and never login/use otherwise. I can't even fathom how many past guilds/groups of friends started here with hopes of housing/town making only to come to the realization that the server is loaded with people who barely play, but login once a week to keep their inactive ghost towns alive. 15 houses per character, is both ridiculous, unrealistic, and un-fun.
Automated Events - I fail to see the logic in people who argue to remove them completely, they're probably the most important thing to a shard like this in terms of letting new players learn how to play and getting the community together. If events were more frequent and each type had a morning/night hour once during the week, many more players would get to participate and new players would be able to learn faster. Instead, from what I've heard, events were more frequent, until people complained enough to have them tuned down, which again is another point against the enjoyment of the server factor.
Chaos v Order - The only faction wars available in T2A, and incredibly broken. People claim it's about town control, but with no swing on the run and no magic in town, no competent player will ever, ever die. This has turned into thief warfare, where players just steal, heal, and run. Also, people from your own faction can attack you without penalty, throwing any sense of comradery out the window since after/during your fight with a chaos faction member, suddenly you're being attacked by an order player as well. Why Lord British would allow his soldiers to murder each other, is beyond me, if it's in for accuracy, it has to be the most broken mechanic preventing such faction wars from flourishing, followed closely by no magic in town/swing on the run for town fights. If those things were addressed, it could actually be a decent faction mechanic, instead, I'm assuming they're the way they are for "accuracy", as broken/unfun/unused accuracy as it is.
The greatest thing about this server, is the great staff and no handouts-payoffs-cash shop-etc sorta attitude it has. However, it doesn't change the fact that the servers current mechanics are so undesirable that logging in is becoming less and less frequent. There are plenty of threads about how to improve server awareness, how can we draw in more players, how can make this server greater, well here's our perspective from the majority of friends I got to start playing here. We were drawn to this server because of no trammel, no cash shop/incentives for voting, looking for a oldschool experience. We became apathetic when we realized how broken many mechanics were, and that they were broken on purpose or have no intention of being fixed due to "accuracy". Within a couple of months, the guild that we brought here that averaged 7-14'sh players online at a time, is now down to 2-3 players. Most of us within this time have finished our characters, macro'd our skills, and are now sitting around with little desire to play after testing/experiencing/going out and doing many of the different mechanics, builds, factions, etc that this server has available. If anyone has any thoughts, advice, or opinions, we'd like to hear them, but this is why, in our opinion, that this server isn't fun anymore, for most of us at least. Some have resorted to being primary thief characters/pk'ing, for a lack of other things to do, but for players like me looking mainly for fair pvp, we're at a loss.
I love UO, it was my first, and longest mmo to date (played for 4 years on real servers, long enough to get my ethereal when those were released). I've unfortunately had a few extremely disappointing conversations with friends about this server recently, and all we can do is ask, where did the fun go. Here's what it boiled down to for us.
Patch Fixes - In real UO, when mechanics were broken, you at least had faith that they were going to be fixed eventually. The problem with this servers stance, is that instead of having faith of an eventual fix or balance, the opposite happens, people pull up ancient threads about players complaining about broken/undesirable mechanics, that get implemented for era accuracy. Even when some of these were obviously patched up shortly after/at UO:R release, they're ignored, simply because UO:R isn't the era we're trying to emulate, regardless of the fact that these bugs would have been fixed eventually regardless of the content UO:R added. This greatly takes away from possible enjoyment of the shard when things are being broken instead of fixed.
Combat - In real UO, combat balancing was something that took a backseat to overall gameplay and mechanics, which I agree with (there's plenty of other aspects to the game besides combat), but obvious flaws with the system were slowly addressed with time. Veterans on this server complain that dexers are boring, yet refuse any introduction of eventual working mechanics to make them more enjoyable. With the latest combat patch, one thing keeping me and many of our friends starting here interested, was that we'll at least be able to swing on the run, making these endless, stamina refreshing chases, end with damage on the move. We could live without melee skills, special weapon hit chances, etc, but with the implementation of swinging on the run, there will at least be points in fights where damage will be getting dealt while chasing, helping to out dps mini-heal spam. Sure enough though, this changed, not only was swing on the run not implemented, but now we occasionally witness double hally/bardi swings, and people tell us dexers got buffed and mages got nerfed. Yes it's nice that dexers swings actually get closer to the next while moving, but not being able to swing on the move and having to stop results in the same problem of dexers on this shard prior to the patch anyway, you'll never finish someone off who you can never stand next to for a second to pull your swing, and fights become endless chases with broken combat mechanics. Keep in mind that if you search, people also say that they could swing on the run, but it could have been attributed to lag that allowed it, and the UO:R patch eventually just made it work properly. On a server with no lag, and refusing to actually impliment the fix from UO:R, this makes the build unplayable for most, and a major thing that pushes people away from this shard all together, as even with working mechanics hally mages would still be a top tier pvp class, but with current mechanics there's literally no reason to play anything else. I could also go into detail about how broken/terrible archery is, and how poisons are way way too weak/easy to cure, but I've spent enough time on this section as is,
Housing/Ghost-Town-Ism - I don't care what anyone says, if they somehow claim they had 2-3 accounts back in the day, but giving every player on the shard a house for every character on the 3 accounts, totaling 15 houses per character, is both ridiculous and greatly takes away from anyone wanting to start on the shard/get housing near friends also starting up. We've somewhat managed to get housing near each other, but no where near the degree we would have liked, and all smalls, all because the world is filled with empty houses that people refresh once a week and never login/use otherwise. I can't even fathom how many past guilds/groups of friends started here with hopes of housing/town making only to come to the realization that the server is loaded with people who barely play, but login once a week to keep their inactive ghost towns alive. 15 houses per character, is both ridiculous, unrealistic, and un-fun.
Automated Events - I fail to see the logic in people who argue to remove them completely, they're probably the most important thing to a shard like this in terms of letting new players learn how to play and getting the community together. If events were more frequent and each type had a morning/night hour once during the week, many more players would get to participate and new players would be able to learn faster. Instead, from what I've heard, events were more frequent, until people complained enough to have them tuned down, which again is another point against the enjoyment of the server factor.
Chaos v Order - The only faction wars available in T2A, and incredibly broken. People claim it's about town control, but with no swing on the run and no magic in town, no competent player will ever, ever die. This has turned into thief warfare, where players just steal, heal, and run. Also, people from your own faction can attack you without penalty, throwing any sense of comradery out the window since after/during your fight with a chaos faction member, suddenly you're being attacked by an order player as well. Why Lord British would allow his soldiers to murder each other, is beyond me, if it's in for accuracy, it has to be the most broken mechanic preventing such faction wars from flourishing, followed closely by no magic in town/swing on the run for town fights. If those things were addressed, it could actually be a decent faction mechanic, instead, I'm assuming they're the way they are for "accuracy", as broken/unfun/unused accuracy as it is.
The greatest thing about this server, is the great staff and no handouts-payoffs-cash shop-etc sorta attitude it has. However, it doesn't change the fact that the servers current mechanics are so undesirable that logging in is becoming less and less frequent. There are plenty of threads about how to improve server awareness, how can we draw in more players, how can make this server greater, well here's our perspective from the majority of friends I got to start playing here. We were drawn to this server because of no trammel, no cash shop/incentives for voting, looking for a oldschool experience. We became apathetic when we realized how broken many mechanics were, and that they were broken on purpose or have no intention of being fixed due to "accuracy". Within a couple of months, the guild that we brought here that averaged 7-14'sh players online at a time, is now down to 2-3 players. Most of us within this time have finished our characters, macro'd our skills, and are now sitting around with little desire to play after testing/experiencing/going out and doing many of the different mechanics, builds, factions, etc that this server has available. If anyone has any thoughts, advice, or opinions, we'd like to hear them, but this is why, in our opinion, that this server isn't fun anymore, for most of us at least. Some have resorted to being primary thief characters/pk'ing, for a lack of other things to do, but for players like me looking mainly for fair pvp, we're at a loss.