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Free Games Forum: General: General Forum:
Ultima Online

 

 


Nish
Member

Aug 4, 2008, 12:20 AM

Post #1 of 13 (166 views)
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Ultima Online Can't Post

What is Ultima Online?

Ultime Online is a mmorpg with skill based training and an immense crafting, pvm, and pvp system. There’s no grinding besides afk macroing for a day or two. When you die you drop what you are carrying and equipped with. There is non-consensual pvp that makes people get extremely upset. Players own and design their own houses. Resources gathered in the wild can be used to make useful tools for killing other players. What you do in ultima is really up to you. You can even just go and tame dragons to fight other dragons with while you try and hide from the gangs of pks that will hunt you down in dungeons. Thieves can steal from other players or aid in pvp. No other game is like UO I promise you.



Download

http://games.mirrors.tds.net/pub/ea-games/uo/uoml_setup.exe


(This post was edited by Pheylan on Aug 4, 2008, 8:53 AM)



Nightshiver
Veteran / Moderator


Aug 4, 2008, 1:09 AM

Post #2 of 13 (160 views)
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Re: [Nish] uNiQuE [In reply to] Can't Post

History

Ultima Online is the product of Richard Garriott's idea for a fantasy game involving several thousand people who can all play in a shared fantasy world. There were a number of prior GAMES that allowed hundreds of people to play at the same time, including The Realm Online, Neverwinter Nights (the AOL version), and Meridian 59. However, Ultima Online was intended to be a significant improvement over the previous GAMES, both graphically and in game mechanics. The initial team was composed of Garriot, Starr Long, Rick Delashmit and, a bit later Raph Koster, who became the lead designer for the project. Koster wrote a number of public "designer letters" and usually went by his nickname of Designer Dragon. Koster drew inspiration from a number of prior online GAMES[3] such as DartMUD.[4]

The project started in 1995 and was shown to the public at E3 in 1996. At the time (in the mid-1990s), Ultima Online was a very expensive project and quite risky for the company. The development cost was much greater than traditional computer GAMES, it relied on people accessing servers with modems, and it attempted to transform the Ultima series into an entirely new genre. Ultima Online was an ambitious game on a number of fronts, such as:

* Players may buy housing and build houses within the persistent landscape (this is still an uncommon feature in many online GAMES). Later, house customizing allowed players to virtually design any house they wanted within size limits.

* A skill system without the more traditional experience-based levels or classes.

* Many different trades or crafts can be performed by the players to create an in-game economy.

* Players could be FREEly attacked [by other players] anywhere in the game, even within city boundaries.

Upon release in mid-1997, Ultima Online proved to be very popular, reaching 100,000 paying subscribers within six months of release even despite severe "lag" problems at the time. Subscriptions continued to grow for several years reaching a peak of some 250,000 paid accounts. Origin was able to make a great deal of money from the monthly fees required to play Ultima Online and many other companies took note and began development of their own massively multiplayer GAMES. The most successful GAMES after Ultima Online have been EverQuest (released in March 1999), Asheron's Call (released in November 1999), Dark Age of Camelot (released in October 2001), and World of Warcraft (released in November 2004). The Korean massively multiplayer game Lineage was very much inspired by Ultima Online, as have many other subsequent online GAMES.



-Nightshiver


Jammer [FmJ] says:
i tell you what - on your world tour - I will come see you when you play melbourne
Jammer [FmJ] says:
and if you are lucky - I will through my undies on stage

(This post was edited by Pheylan on Aug 4, 2008, 8:37 PM)


Dr. Nug
Enthusiast


Aug 4, 2008, 4:22 AM

Post #3 of 13 (152 views)
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Re: [Nightshiver] uNiQuE [In reply to] Can't Post

Skills

Skills in Ultima Online are represented by a percentage that shows the player's proficiency in the skill, and they advance through use or by paying appropriate NPCs to train the character (but only to approximately 32% proficiency). There are over 50 skills available in the game, ranging from the fantastic (such as Magery, Alchemy or Necromancy) to the mundane (such as Herding, Tailoring or Blacksmithing).

All characters can currently earn 700 percentage points (slightly higher with older accounts, up to a maximum of 720) to divide amongst as many skills as the player would like the character to have, and any skill may be brought to 100% proficiency (or as high as 120% through the use of items acquired through game play or from other players) provided the character has enough spare points to do so. Skills can be set to raise, lower or hold their points, allowing the player to fully customize their character's skill set.

Some skills require the consumption of resources, such as raw materials, while others cost nothing but time. In the past players could raise many skills by simply using macro programs to automate the tasks for them; this practice was not only grounds for account suspension but recently was made inneffective through code implemented by Electronic Arts in an effort to encourage skill building through actual game play. Many skills have also been introduced in order to add balance and prevent characters from becoming too powerful; for example, the Anatomy skill was added which increases a character's proficiency with the Healing and various melee combat skills, while Meditation and Evaluate Intelligence were added as enhancements for magic-using characters. These additional skills, along with a 700 percentage point cap, dictated that players consider carefully how to develop their characters so that they are as proficient as possible in their chosen fields.


Statistics

The core character attributes of strength, dexterity, and intelligence, from which the characters' pools of health, stamina, and mana are derived, still remain, but Ultima Online now features many more statistics, all of them derived from items or spells. These statistics range from Luck, which improves the chance to find more and better magical equipment, to Lower Reagent Cost, which reduces the amount of reagents or tithing points needed to cast spells.


Crafting

Ultima Online features an extensive crafting system that allows skilled players to create the majority of items found in the game, ranging from useful items such as weapons and armor to the more mundane items such as furniture and decorative clothing. It is possible for player-crafted items to be of a higher quality than the items that the NPC shopkeepers might sell, especially if made by a Grand Master or higher in the appropriate skill.

One controversial issue relating to crafting is that players are often forced to create large quantities of items that there is no demand for, simply to advance in skill level. This is one of the major downfalls to the closed-loop economy originally designed for the game, because people could not make enough money selling items they had to create because NPCs only bought items that the NPC could most probably sell later (based on simulated supply and demand). That simulated supply and demand has since been dropped due to player complaints, and now a nearly unlimited amount of unwanted items may be sold to NPCs, which are no longer required to make a profit, and so rampant inflation has taken place as a result.



ridin spinnaz ridin spinnaz

(This post was edited by Pheylan on Aug 4, 2008, 8:39 PM)


LGLS
Veteran Controller / Veteran / Moderator


Aug 4, 2008, 5:56 AM

Post #4 of 13 (146 views)
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Re: [Nish] uNiQuE [In reply to] Can't Post

Macroing

Many skills in Ultima Online can be advanced via simple, repetitive mouse clicks and movements. Because of this, and with the help of the in-game macro system, widespread unattended macroing once took place for the purpose of advancing skills or statistics and sometimes wealth. The same effect could sometimes be achieved by simply setting a roll of coins or some other weight on a user-defined hotkey.

On Siege Perilous and Mugen, shards designed to be more difficult than most, a modified skill gain system is in place that only allows small amounts of advancement each day. This was originally set in place to combat macroing on these shards.

Some have urged for Electronic Arts to include more advanced macroing systems in Ultima Online to make it less monotonous and more handicap-accessible. People who suffer from carpal tunnel syndrome often find the repetitive clicking painful and even prohibitive, and at least one class action has been threatened [1].

Unattended macroing is especially punishable, and if a character is found to be macroing (with or without the use of third-party programs), they will often be confronted by a game Master and asked to respond -- failing to do so will at least result in a warning and could even result in suspension or banning of the account.


Griefing

Originally, there were very few artificial restrictions on how players could interact, and the developers intentionally provided mechanisms for both attacking and stealing from other players. Most frauds and other indirect means for creating an advantage via the exploitation of other players were also not restricted, with the exception of when bugs were involved.

Many players saw a "punch in the nose factor" (as Raph Koster, AKA Designer Dragon, one of the original Ultima Online developers, put it) involved, as players were able to harm other players directly with little penalty, which allowed too much griefing. Others saw it as creating a more immersive and complex atmosphere where unpredictable and challenging situations could occur spontaneously between players, but expressed concern over the barrier to entry for new players and the seeming imbalance which favored anti-social behavior.

Gradual shifts in game mechanics and introductions of new systems took place. The developers initially added a system whereby the server categorizes criminals and murderers from the innocent in the form of differently shaded character and name highlighting (blue for innocent, gray for criminals, and red for murderers) on mouse-over. This, however, was not without its problems -- many criminal acts could be accidentally performed while trying to do something otherwise legal, and the unfortunate player who suddenly became "gray" would most often be killed by NPCs or other players right away, regardless of the reason behind the criminal status. Players who killed others only because of their status and without regard for reason were often called "noto-PKs" since, at first, the notoriety statistic determined this status -- these players, too, were often called griefers. Later, the developers implemented a feature commonly known as "statloss," which decreased skills and stats upon death if the character was a murderer. Statloss was very controversial and was often cited as an example, by player killers and other PvP minded players, that the developers were siding with players who favoured the opposite style of gameplay. Eventually, the ongoing depredations of the 'red' community caused the creation of a separate, mirror world, called Trammel, where only mutually consented PvP and theft could occur (within or between player guilds) that were in a state of war with each other.

Criticized as going too far in the opposite direction, many players cited the introduction as the downfall of the Ultima tradition of interesting and complex behavior, stating that the server-enforced laws were often too simplified to be appropriate in many situations and did more to harm the long-term health of the game world than it did to help it. Regardless, almost all player activity moved to Trammel, and the old world (given the name Felucca) became practically abandoned. Most subsequent MMOs have followed the example of Trammel, and do not allow unconsented PvP or theft (if there is a mechanism for theft at all).

In those subsequent MMOs that have allowed consented or unconsented player combat, usually the items that may be taken from a player's corpse are limited (in some cases nothing may be taken). Ultima Online originally had no such distinction and all items a player had at the time of death stayed with the corpse, and every item was removable by anyone. This gave a huge incentive to griefing because it was much more lucrative to kill and rob other players than a monster. An average troll may have yielded 200 or 300 gold. However, a player would often yield a full suit of armor, magic items, and consumables (e.g. potions, magic components, bandages, etc.) plus whatever gold he or she may have collected from fighting. As a result, the richest players and the most successful murderers were often one and the same. Successful player killers could easily make literally ten times robbing others than what they would fighting monsters. Those new to the game, who had played traditional computer RPGs, would often use the tactic of hoarding that worked in single player GAMES, and would carry a majority of their possessions with them. When killed by another player, their murderer was richly rewarded and they were severely punished. Many new players quit in frustration when this would happen, as literally dozens or hundreds of hours of work could be invalidated in ten seconds with a prepared ambush.

Some still question the methods used to deal with the griefer issue. Raphael Koster has said:

"Being safe from evil is, in my mind, an uneven tradeoff for the fact that you don't get to be heroes anymore, in that you can just opt out of fighting evil. It may be nobody wants to be heroes except when it doesn't count, when it isn't challenging, that people would rather fight "pretend evil" than the real thing, but I don't personally believe that. I still think people are better than that."


Housing

Another problem was that of player-owned housing. UO has always allowed players to purchase houses, and build them on practically any flat piece of land. For the first few months, the primary issues with housing were that losing the key meant losing the house (often to another player who stole it or killed the owner), and if someone managed to get inside the house (either by exploitation of a bug or by simply waiting until someone opened/unlocked the door), they could steal everything inside. These issues were later addressed by making house keys “blessed” (non-stealable, non-droppable upon death) items, and by giving special commands to “lock down” items, so that even those who got in the house could not pick them up. Ownership of a house was also eventually defined separately from mere key possession.

After a few months, when some players and guilds had enough money to buy many houses, there came the problem of using tents and other cheap houses to wall off huge sections of the world as private areas. It was a common solution to the above problems (before they were fixed), if you owned a large house like a tower, to build three smaller houses around the entrance, walling you in, and then using the recall or gate spell to get inside that artificial courtyard. Since some players abused that tactic to create gigantic “courtyards”, the developers eventually opened up all of the major ones by deleting selected houses and by putting the additional restraint on house placement rules requiring that there be empty space around a building before it may be placed.

By the time Trammel was introduced, there was literally not a single empty space of land anywhere in the game where a house of any size could be built. Vast amounts of wilderness were covered with a thick layer of housing, making places supposedly “wild” seem like cities. When housing was enabled on Trammel, tens of thousands of players simultaneously camped out and tried to compete for prime locations for various types of houses, resulting in massive amounts of telestorming, where players were transferred amongst the sub-servers of a given shard, causing random teleportation and extreme amounts of lag. For many years, housing space was scarce, due in part to rising numbers of subscribers and only slowly increasing limitations on the number of houses each account may own. Several worlds were created without the ability to have houses built within them to protect their atmosphere from becoming another city. Almost all house transactions during this time were of currently-owned houses being sold, or people waiting outside houses that are about to “decay” (disappear from lack of use) – even though housing is limited to one house per player. In recent years, additional housing areas have been made available for all players. Many subsequent MMORPGs used instancing for housing or simply did not provide it at all.

Customizable housing was introduced with Ultima Online: Age of Shadows. Originally, the concept was prototyped by Vex (a designer on the Ultima Online team). Customizable housing is considered a replayable game mechanic, a gold sink, and a tribute to a player's imagination. The massive amount of ingenuity put forth by the playerbase on their houses is a testament to how diverse the game has become. To this day, Ultima Online still offers the most comprehensive housing system in any online fantasy world.


(This post was edited by Pheylan on Aug 4, 2008, 8:41 PM)


Sneep
Veteran


Aug 4, 2008, 7:39 AM

Post #5 of 13 (138 views)
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Re: [Nish] uNiQuE [In reply to] Can't Post

Economy

Ultima Online has had a long history of struggling with its economy. While remaining balanced, money (or more generally, value) has been added to the game much more quickly than it has been taken out, resulting in the extreme devaluation of gold. Value often enters the game through the killing of monsters, the collecting of treasure, and through the crafting of items (which are subsequently sold to NPCs), while the primary way it leaves the game is through NPC reagent sales. Various gold sinks have been provided and the prices of items have steadily risen to compensate, but the effects are still felt.

One feature of Ultima Online has been the ability to set up a player-owned shop. A player can purchase a contract that would allow them to place NPC vendors around a house the player owns. This indirectly contributes to the housing congestion problems, as houses placed near high traffic areas can make a substantial profit. Vendors near dungeon areas can often sell consumable supplies for several times what other player and non-player vendors sell for.

Vendors contribute to the community aspect of the game in several ways. Advantages are given to items crafted by master player crafters (such as increased damage for weapons). Thus, master craftsmen can set up vendors and become known by the quality of their goods. In this way, vendors also encourage redistribution of items, as it makes it easier for players to get a fair price for a rare item, as non-player vendors usually pay a small fraction of a rare item's value.