When will we see a new expansion in Ultima Online?

Hello everyone, fellow adventurers.

Ultima Online has been a game that has left its mark on many of us with its expansions full of content and surprises. From new lands to innovative mechanics, each expansion has left its imprint on the game's history.

A brief recap of the current expansions:

  • The Second Age (1998): Introduced the legendary land of T2A, the city of Delucia, and a revamped trading system.
  • Renaissance (2000): Brought us the split world of Trammel and Felucca, separating PvE and PvP.
  • Third Dawn (2001): First expansion with 3D graphics and the addition of Ilshenar.
  • Lord Blackthorn's Revenge (2002): A darker theme with new enemies and narrative improvements.
  • Age of Shadows (2003): Introduced Malas, the custom housing system, and the Paladin and Necromancer professions.
  • Samurai Empire (2004): Opened the path to Tokuno and skills like Bushido and Ninjitsu.
  • Mondain's Legacy (2005): Elves, epic dungeons, and a focus on PvE.
  • Stygian Abyss (2009): The addition of the Gargoyle race, the Stygian Abyss dungeon, and new skills.
  • Time of Legends (2015): Expanded the lore with Valoria and Eodon, along with content inspired by ancient cultures.

Since then, new content has mostly focused on events and minor updates.

My question is:
Do you think we’ll see another major expansion in the future? What would you like to see in a new expansion? Perhaps a new race, skills, or lands to explore?

I look forward to your opinions and speculations. Let the discussion begin!

Soy creador de contenido.
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Comments

  • usernameusername Posts: 985
    cansirus said:
    My question is:

    Do you think we’ll see another major expansion in the future? What would you like to see in a new expansion? Perhaps a new race, skills, or lands to explore?

    I look forward to your opinions and speculations. Let the discussion begin!

    No. Our 'expansions' are these ToTs. We definitely won't get anything major with the current leadership/team. 
    This discussion has been closed.

    I will be slow to reply because I cannot log in/stay logged in to the forums.
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  • GrimbeardGrimbeard Posts: 2,449
    I'd love actual new tameable or two but there's too much unfinished and already unused 
  • MacroPlanetMacroPlanet Posts: 111
    NL was kind of an expansion in a sense. If BS continues on that path, we should get a new version every year. Time will tell.
  • Lord_NythraxLord_Nythrax Posts: 537
    There's like two people working on UO who know how to program a computer. I don't think Mesanna even does anything.
  • KroDuKKroDuK Posts: 807
    edited January 4
    NL was kind of an expansion in a sense. If BS continues on that path, we should get a new version every year. Time will tell.
    Pretty sure this was their intention.. a niche for a niche.. a new flavor event each year for the actual player base.. the spring board idea for new players is an heresy.. totally different game with similar assets.. at best it's gonna be an extraction content for the actual player base (a niche into the actual niche)

    @Lord_Nythrax would you say the godfather does nothing?
                                    
    So rather than recognise the effort the botters went to, to set all that up - for the benefit of the players, to help get certain items, something you could never be bothered to do, you would rather drag people backwards to your neanderthal world?

    Leave attended paying accounts alone, these people go thru a lot of trouble to play/automate the game.

    -UO official forums, brought to you by BoardSword studio
  • VenomVenom Posts: 78
    NL was kind of an expansion in a sense. If BS continues on that path, we should get a new version every year. Time will tell.
    I think this is a good point.

    As for me, I'd like them to make orcs a playable race. While I'm no RPer, Orcs are generally one of the most common characters people "pretend" to be within UO. For the 5 race "buffs" I'd propose:
    Battle Hardened: extra 5% cap on physical resist.
    Iron Stomach: reduces the duration of poison and disease effects by 25% and increases the effectiveness of consumed food by 10%.
    Tenacity: Orcs are stubborn and ruthless, so receive a bonus (+20) to their maximum stam.
    Scavenger: Orcs get a slightly better return on smelting metal items, cutting leather into hides, etc.
    Nocturnal Eye: Orcs automatically have nightsight 

    I'd slot them the same as a human/elf. I'd also create their city in a mountain, making it crude, poor, and dirty as if they had been shunned by the population and sort of trapped in there. 

    Other think an undead playing is preferable. Could also do both, of course. I'd suggest the 5 race "buffs" be:
    Death's Resilience: Reduces damage taken from poison, disease attacks by 15%.
    Unholy Fortitude: Increases Increases maximum health by 5% and reduces bleed effects.
    Bone Shard Retaliation: When struck in melee, there’s a 10% chance to release bone fragments, dealing AoE physical damage to nearby enemies.
    Alchemist's Eye: Bonus to alchemy chance.
    Undead Eye: Undead automatically have nightsight 

    undead is easier to allow using slotting of human/elf items.

    New skill:
    Runecrafting
    Totem based, as seen with the seasonal necro mini-boss. Would require people stay in a certain area, limiting its usefulness. 
    Totems for:
    • Lower defense chance
    • Increase hit chance
    • SSI
    • SDI
    • Pet-based buffs
    • Healing buffs
    • Incoming damage decrease
    • Outgoing damage increase
    etc

    Runecrafting would/could require materials like ingots, regents, imbuing ingredients, etc. 


  • PawainPawain Posts: 10,384
    For a new race they should test it in a season of NL and then bring to prodo.

    Could make orcs only wear orc, ring, chain or bone armor. 

    From elf armor they found we don't like race specific armor. (Circlets)
    Focus on what you can do, not what you can't.
  • GrimbeardGrimbeard Posts: 2,449
    Pawain said:
    For a new race they should test it in a season of NL and then bring to prodo.

    Could make orcs only wear orc, ring, chain or bone armor. 

    From elf armor they found we don't like race specific armor. (Circlets)
    Having it go through NL great idea
  • Arnold7Arnold7 Posts: 1,458
    edited January 5
    NL was the expansion.  UO does not have anyone on staff with the vision necessary to develop the ideas for creating a new world, and it certainly does not have the staff necessary to create one.  An expansion would involve creating a new world, or a new dimension within the game like high seas that added the oceans to the game play.  I just don’t see that person on the game’s staff, and I don’t see any indication UO is looking to hire that kind of specialized person.  I think UO has the staff necessary to maintain it for the time being, but just don’t see the owners as being inclined to go beyond that.
  • VenomVenom Posts: 78
    Pawain said:
    For a new race they should test it in a season of NL and then bring to prodo.

    Could make orcs only wear orc, ring, chain or bone armor. 

    From elf armor they found we don't like race specific armor. (Circlets)
    Not a bad idea. Although, I think from a developer/company side, having race specific armor increases the treadmill -- hence the gargs after elves. 


  • VenomVenom Posts: 78
    edited January 7
    I had a thought of adding Pagan as a new magic, with a focus on summoning. Just a stab in the dark:

    First Circle Spells

    1. Summon Vermin – Summons a swarm of rats to harass foes.
    2. Soothe Beast – Temporarily calms an aggressive animal.
    3. Minor Earth Bind – Creates vines to slightly slow an enemy's movement.
    4. Create Nourishment – Summons a small amount of edible plants or berries.
    5. Spirit Whisper – Reveals minor hidden objects or entities nearby.
    6. Glimpse the Veil – Grants brief vision in darkness (like Night Sight).
    7. Warding Charm – Creates a small protective shield for limited damage absorption.
    8. Weaken Spirit – Reduces a target's stamina and willpower.

    Second Circle Spells

    1. Summon Wolf Spirit – Calls a wolf spirit to fight alongside you temporarily.
    2. Nature’s Agility – Enhances movement speed and dexterity for a short duration.
    3. Lesser Heal – Heals minor wounds with natural energies.
    4. Poison Bloom – Summons poisonous thorns in a small area to damage enemies.
    5. Spirit Trap – Creates a spiritual ward that deters weaker spirits.
    6. Minor Protection Ward – Reduces damage from natural elements for a brief time.
    7. Energize Familiar – Boosts the power of your summoned creatures.
    8. Strengthen Bond – Increases the duration of summoned creatures.

    Third Circle Spells

    1. Summon Serpent Spirit – Calls a venomous serpent to attack enemies.
    2. Spirit Bind – Temporarily takes control of a weak wandering spirit.
    3. Firefly Swarm – Summons glowing fireflies to light the area and distract foes.
    4. Entangle – Roots enemies in place using animated vines or roots.
    5. Nature’s Blessing – Temporarily boosts strength and stamina.
    6. Spirit Ward – Protects against spiritual or undead creatures.
    7. Call Raven Familiar – Summons a raven for scouting or minor attacks.
    8. Chaos Infusion – Adds Chaos damage to your weapon for a short time.

    Fourth Circle Spells

    1. Summon Elemental – Summons a lesser elemental of earth, air, fire, or water.
    2. Greater Heal – Restores significant health with nature’s vitality.
    3. Spirit Storm – Summons ghostly winds to damage enemies in an area.
    4. Animate Tree – Temporarily brings a nearby tree to life to defend an area.
    5. Hallowed Ground – Creates a sacred zone where enemies are weakened.
    6. Feral Bond – Enhances all summoned creatures’ stats temporarily.
    7. Spirit Drain – Leeches stamina and mana from nearby enemies.
    8. Ethereal Passage – Teleports you a short distance.

    Fifth Circle Spells

    1. Summon Dire Bear – Calls a powerful bear to fight for you.
    2. Nature’s Fury – Summons small elementals to assault enemies.
    3. Call Dryad – Summons a Dryad spirit to heal and support allies.
    4. Poison Spores – Releases toxic spores that damage enemies over time.
    5. Spirit Chains – Immobilizes a target with ghostly chains.
    6. Nature’s Reflection – Reflects a portion of incoming magic damage.
    7. Summon Wisp – Summons a Wisp that restores mana over time.
    8. Mark Trail – Marks a location for magical travel (similar to Mark).

    Sixth Circle Spells (Elemental Summoner)

    1. Summon Greater Elemental – Calls forth a stronger elemental.
    2. Spirit Vortex – Creates a swirling force that damages all nearby enemies.
    3. Flame Spirits – Summons fiery spirits to attack a target.
    4. Entropic Ward – Temporarily reduces damage from all sources.
    5. Mass Entangle – Roots multiple enemies in place.
    6. Call Stag Spirit – Summons a majestic stag that enhances allies’ stamina.
    7. Earthquake – Shakes the ground to damage enemies in a large area, less dmg AOE than magery.
    8. Mana Infusion – Restores mana to you and your allies (AOE).

    Seventh Circle Spells

    1. Summon Ancient Spirit – Calls forth an ancestral spirit for powerful support.
    2. Elemental Storm – Summons chaotic elemental forces to wreak havoc.
    3. Call Phoenix – Summons a phoenix for fiery attacks and minor healing.
    4. Circle of Life – Revives nearby allies with a portion of their health.
    5. Spirit Rift – Opens a portal for ghostly apparitions to emerge and attack.
    6. Spirit Bond – Increases the power and durability of summoned creatures.
    7. Soul Mirror – Creates a spiritual copy of an enemy to fight them.
    8. Nature’s Wrath – Channels raw elemental energy into devastating attacks.

    Eighth Circle Spells

    1. Summon Elder Elemental – Calls the most powerful elemental ally.
    2. Avatar of Nature – Temporarily transforms into a powerful nature spirit.
    3. Call Forest Guardian – Summons an ancient guardian to protect an area.
    4. Fury of the Wilds – Summons a massive storm of nature’s power.
    5. Summon Spirit Horde – Calls forth multiple spirits to overwhelm enemies.
    6. Resurrect Spirit – Revives a dead ally or summons a ghostly version of them.
    7. Soul Harvest – Steals health and mana from all nearby enemies.
    8. Elemental Gate – Creates a portal to summon an elemental army.
  • AtomicBettyAtomicBetty Posts: 294
    This will be unpopular opinion I'm sure but the dev's really should do a complete overhaul of Crafting, RNG Loot, and Reward drops from all sources (paragons,champs,doom,roof,tots,peerless everything) so that the systems can have better balance.

    I think an item squish is in order and make every current item obsolete and reset the power level of characters to around that of AoS.  I think a mistake the game made was that randomly generated loot needed to be amazing and it threw all potential balance the systems had with each other out of place. I would probably even remove Imbuing skill from the game. Remove all current drops from all loot tables and completely re-do all loot tables for all encounters. Basically an expansion level overhaul of the loot and crafting systems.

    This formula of introducing a new Best in Slot piece every event isn't really fun or engaging. Again just my opinion but it would be best to go back to the basics of (aos itemized combat) and restore a better balance.
  • VenomVenom Posts: 78
    @AtomicBetty haha I would say a lot of that would be unpopular, but certainly worth spit-balling. 

    I think games that have leveling systems make such a change far easier as you just add higher levels which make past elite gear obsolete. 

    For Ultima Online, I think possibly adding new lands in which some *insert magical reason here* requires gear that only works there. That, to me, may help bridge the pain of essentially losing all gear that many players spent a lot of time to acquire. 

    This would also allow for new content based upon the new balance system. Of course, a downside of my suggestion is this is *yet another* parallel system for the devs to maintain. I'd also argue that your system may be better suited for NL, possibly "season 2"?

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