What would you like to see in 2025?

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Comments

  • LokeaLokea Posts: 154
    edited March 14
    deadguard said:

     Maybe increasing house prices and quests gives gold worth smth like 200 quests= a house. or a different currency for a getting house and you can get the currency from questing onlyi Which will also help to know the world more like escorting quests and all they are there but no one doing it.

    If we not focusing on new players then how about  existing  house renewal token system.

    House renewal token ( can only be achieved by doing crafting,slaying,escorting quests with untradable gathering materials and loot ) 

    ....

    Ofcourse u loose ur house if u cancel your subscription house renewal freeze system only works for the token in game. This is the most time consuming feature  but i know you guys can do it.

    We have a house renewal system that works just fine and has worked fine for well over 20 years, since July of 2002 with Publish 16 - it's our subscription that we pay every month.

    The housing system is not holding new players back, and if you have problems finding a house on Atlantic, you can easily place an 18x18 on any other regular shard. You are a new player to UO and if you choose to live on Atlantic, you do so knowing that large housing spots are limited.  Come to Lake Superior and I will provide you with runebooks full of 18x18 spots (Trammel no less). There are even 18x18 spots right next to Zento and other desirable locations (or within a screen). I started assembling runebooks for Great Lakes, Catskills, and Lake Austin as well, but chose to return to my original shard of LS, but I know there are many open spots on those shards.

    If they made it a chore to keep our houses, well as somebody who just came back last month after being away for over a decade, I would quickly cancel my renewed account, and I would not renew the accounts I just activated for my kids. We are not here to play house simulator, we are here to have fun and escape from things like house renewal fees in real life (mortgages, property taxes, etc.).

    I know plenty of players who rarely login to UO, but they keep their subs going for years because of their houses. I did it for multiple accounts for about 2-3 years after I actively stopped playing. Make it difficult or a time sink to keep a house for casual players, and a whole lot of accounts will get packed up into bank boxes and canceled.

    Many a new player has become a long-time subscriber because the housing system is so accessible and the idea of their characters having a home that was persistent as long as they paid really hooked them. If you make housing difficult to get and difficult to keep, you will kill the official game, and then there will only be 3rd-party shards. Putting houses out of reach for new or casual players is something that other games such as Final Fantasy XIV do, but UO set the standard for accessible player housing.

    Your proposal may make sense for a single private-run shard, but does nothing for new players.
  • LokeaLokea Posts: 154
    Personally, I would like to see 2025 focused on bringing back returning vets as well as bringing in new players. While there is a tendency to only focus on people already paying, an influx of fresh meat new players would make many very happy. 

    I think the changes that have been done to the UO.com website (the Wiki, etc.) help with new and returning players, so kudos to the community manager (I can remember when UO.com was a hot mess and players relied on third-party websites), and I think things like the EM events can do a lot as well.

    I think it would be good to continue with email campaigns to former players, highlighting the Endless Journey system (only make sure that ex-players know it's free with limits so they at least try it because Endless Journey by itself doesn't tell you much). Maybe highlight New Legacy and the ClassicUO web client as well.  The email newsletters I received from UO over the years certainly helped keep UO in my mind and were a part of what brought me back when my kids showed an interest.  No Endless Journey and I might not have been willing to try it.

    I would like to see an easier way to move between shards, but I don't know how you do that without losing that revenue. I wanted an auction house when I came back, but I think Vendor Search is good enough, if it had some slight improvements.
  • JepethJepeth Posts: 557
    Lokea said:
    I think the changes that have been done to the UO.com website (the Wiki, etc.) help with new and returning players, so kudos to the community manager (I can remember when UO.com was a hot mess and players relied on third-party websites), and I think things like the EM events can do a lot as well.
    Just a quick point of fact, the Wiki is maintained through great labor by our own @Mariah.
  • LokeaLokea Posts: 154
    edited March 15
    Jepeth said:
    Lokea said:
    I think the changes that have been done to the UO.com website (the Wiki, etc.) help with new and returning players, so kudos to the community manager (I can remember when UO.com was a hot mess and players relied on third-party websites), and I think things like the EM events can do a lot as well.
    Just a quick point of fact, the Wiki is maintained through great labor by our own @ Mariah.

    And @Mariah deserves all the credit. It was frustrating for new (and even returning) players in the 2000s to be told to go find a fan site if they want basic info, while other MMOs understood how official sites should work.

    Reading through this thread, and watching my kids learn to play UO, and thinking about the dozens of MMOs I've tried since the 1990s, and what it would be like for new players starting UO in 2025, and looking at things as a web designer, I feel like there's some things that could be improved to help new (and returning players who have been away for a long time) on UO.com

    I feel like What is UO? – Ultima Online is too short. 
    1. I think the AOS artwork doesn't work in this instance (the man and woman on the left), especially when we get a glimpse of the map of Britannia at the top, and the HIldebrandt painting on the right, plus dropping from a light background to dark. You need consistency. If we are going to do art, go with sections from Hildebrandt, just like UO.com did in the 1990s and early 2000s.
    2. Show us a nice full map of Britannia. 
    3. You don't have to use game art or anything, but I think you could highlight the various things you can do in UO, such as the various events, a small section on housing, crafting, dungeons, and link to the wonderful pages that @Mariah has put together.
    4. Talk about the fact that UO has been around since 1997, the fact that it's built upon a rich history of in-game lore stretching back 40+ years.  
    5. Just break these out into their own little sections as you scroll down the page, alternating with artwork on either left or right.
    6. Highlight Time of Legends or High Seas or something that would grab a new player.
  • LokeaLokea Posts: 154
    edited March 15
    I think Getting Started – Ultima Online needs a massive amount of work.  
    1. I think some of the sections below should be broken out into their own pages, but maybe not, depends on how the page is constructed.
    2. I think there needs to be a highly-polished video in there somewhere. The graphics won't scare people off as long as it's not recorded in 640x480. Minecraft is the #1 game in the world apparently, and nobody talks about the graphics. Maybe link to a gameplay page with a video. Don't hide what UO is.
    3. Endless Journey and/or trial accounts need to be emphasized from the get-go. EJ works on getting people in or getting returning players back. People need to know that there are free options at the start (they'll run into the limitations on free/EJ accounts and by then they'll have decided if it's worth subscribing). Also, work in that if they want things like housing and extended banking, they'll need to sub.  Better they know up front than get hit with it in the future.
    4. "Choose your client" needs to mention the two main clients are Windows-based and then toss in ClassicUO as an alternative for Mac and Linux users.
    5. Choose your shard - this is one of the most important parts, and it's kind of dismissed. If people go to social media (reddit, etc.) or fansites and ask which shard, 9 times out of 10 they are told Atlantic, but the problem with that is people will get invested time-wise in Atlantic and may pay higher prices (economic issues) and not be able to fully participate in housing (they won't be easily getting larger houses). Plus, it's easy for new players to get lost in the shuffle. Yes, it's been many years since we all picked shards based on our time zones or based on the speed of our connection to the servers, but you can play upon things like some shards have roleplaying aspects, some are geography-based (discuss that), etc. 
    6. If you're going to emphasize shard selection based on history, write up a brief history of the shards or some of the more unique aspects (long-time guilds, when they first launched, major events, etc.).
    7. If you're going to emphasize shard selection based on EM events, link to the shard forums, because this page https://uo.com/em-news/ that the shard selection section links to has a lot of bad links (UOEM.net is down or something) which is a really bad look for new and returning players
    8. Character Creation is not bad at all but maybe needs to be broken out into its own section.
    9. I think the skills section needs a massive re-do - it's one of the best and most unique things about UO, and the wide selection of skills should somehow be highlighted to new players, to show that they don't have to be the stereotypical MMORPG character.
    10. Starting Location needs to explain the differences between the areas. Trammel or Ter Mur means nothing to new players.
    On the Getting Started page, maybe point to how players can easily get into an EJ account and then have regularly scheduled events for new players to gather and meet existing players and EMs.  Doesn't have to be much - have each shard host one event a week or every two weeks and based on their time zone (or maybe make it monthly). The logistics of that might seem difficult, but most shards have some events going on throughout the week. If need be, and if EMs aren't available, advertise something on the website and in-game for existing established guilds to help with. We used to do this unofficially on LS 20 years ago - have new player hunts, or have crafters setup to help new players out, etc.
  • LokeaLokea Posts: 154
    In the client section of the Getting Started page, I think there needs to be a brief discussion about the clients, because the Classic could turn off a lot of people, who are more used to what the EC presents (not just in terms of mapping and macros and layout).. At the least, if they want Classic and are new, have them try ClassicUO.
  • LokeaLokea Posts: 154
    I am just thinking in terms of new/returning players, and things that can easily be accomplished (easy = not requiring a revamp of game mechanics or in-game artwork), so a few more suggestions:

    Note: I bolded two that could be done in an hour or two, and that are critical - the UOEM.net stuff should be fixed on Monday - it's a matter of changing links to either the shard forums here on UO.com, or setting up pages on UO.com for EMs.  UOEM.net is broken.  And there should not be a single broken fansite listed - it looks like whoever runs UO.com doesn't care.
    • Clean up the launch/patcher interface - bring it more inline with the styling of UO.com, because it has not changed since the last time I actively subbed, and all of that dark-style imagery was from the UO 9th Anniversary styling (2006) Warhammer Online Age of Reckoning branding, when UO was lumped in with WAR and DAOC.  I know the interface most likely pulls at least some HTML stuff, because it's clearly pulling from the UO.com website update. It's not a good look, it's disjointed when you think in terms of somebody being on UO.com and then loading the patcher and then one of the clients.  A patcher that looks more in line with UO.com or ClassicUO's web interface would look cleaner and blend in with the UO style. We've had 18+ years to have better branding than the box art for UO 9th Anniversary, and the current UO.com styling is great.
    • Clean up the EAMythic.com account page.  This is probably controlled by EA though, so probably a no-go. It drives the web designer/developer in me crazy because it's an old interface and can suck on modern displays. I know we are stuck with the Mythic thing though.
    • During the "Getting Started" portion of UO.com, there needs to be a better explanation of account management (I know it's handled off-site, but people need to be prepared before going off-site with easily-accessed screenshots or videos).
    • I would say promote ClassicUO or Pinco's UI more, but I've had a few problems with them (in Pinco's instance, the infamous "Loading" splash screen overlaid on my client window and ClassicUO, I had some issues buying stuff) and for now a new or returning user needs to find their way to the Classic or EC first, both of which have been stable for myself and my kids. Still, I feel like both of these could have a lot of appeal to new and returning players.
    • Maybe do something on UO.com about guilds, a guild-finder of sorts.
    • In the "What is UO" there really needs to be an emphasis on the fact that this game has been going since 1997.  Toss in events like Lord British being PKed, and a highlight or two of each expansion.
    • Bring the old (hopefully archived) content from UOEM.net to UO.com/EM or something, and give the EMs their own pages on UO.com, becuase new players would wonder what the heck is going on with all of the EM pages being down.
    • Clean up the Fansite portion of UO.com, because 7 out of 14 listed sites are down and 2-3 haven't had posts in many years.  Add in UltimaCodex.com because they've been around for years and are the biggest Ultima fansite there is.  And https://wiki.ultimacodex.com/wiki/Main_Page should be mentioned in its own entry for those who want to discover the lore that was originally behind UO.
    If I had to sum up everything I've mentioned in the preceding posts, and apologies for boring current players who don't care about any of this, it would be this:

    Think in terms of a new or returning player finding their way (or coming back) to UO. I have a feeling many new players make their decisions about staying/subbing very early, and every bit of help that they can get before they ever step foot inside of UO would help.
    1. Do a sweep through the whole process of what a new player would see on UO.com through client install and setting up an account through the patcher and finally the EC or Classic launchers.
    2. Think about what questions they have that could be answered during the process of learning about playing UO, before they ever install a client. This includes info about costs and Endless Journey and shards and what client does what (with screenshots) and the skill and housing systems (and maybe guilds).
    3. Update UO.com for new users, at least the "What is UO" and "Getting Started" sections. There's too many places where they would have to hop out and hit up Google, or search through UO.com. The goal should be to keep them on track from finding UO.com up through getting a client installed and an account setup. This includes info on shard and client selection. You could insert shortcuts on the pages to relevant areas (account management and client downloads) for those who are impatient to get started, but there should be a true "guided tour" that can be done in under 10 minutes, but gives them a clear picture of what UO is, how they install it, how they setup an account, and how they get started playing.
    4. The graphics/branding needs to be consistent from the "What is UO" and "Getting Started" pages on UO.com to the patcher/launcher to the client launchers themselves.
    I would be happy to contribute a quick mockup of what I mean about the UO.com pages.
  • Community ManagerCommunity Manager Posts: 573Dev
    Lokea said:
    I am just thinking in terms of new/returning players, and things that can easily be accomplished (easy = not requiring a revamp of game mechanics or in-game artwork), so a few more suggestions:

    Note: I bolded two that could be done in an hour or two, and that are critical - the UOEM.net stuff should be fixed on Monday - it's a matter of changing links to either the shard forums here on UO.com, or setting up pages on UO.com for EMs.  UOEM.net is broken.  And there should not be a single broken fansite listed - it looks like whoever runs UO.com doesn't care.
    • Clean up the launch/patcher interface - bring it more inline with the styling of UO.com, because it has not changed since the last time I actively subbed, and all of that dark-style imagery was from the UO 9th Anniversary styling (2006) Warhammer Online Age of Reckoning branding, when UO was lumped in with WAR and DAOC.  I know the interface most likely pulls at least some HTML stuff, because it's clearly pulling from the UO.com website update. It's not a good look, it's disjointed when you think in terms of somebody being on UO.com and then loading the patcher and then one of the clients.  A patcher that looks more in line with UO.com or ClassicUO's web interface would look cleaner and blend in with the UO style. We've had 18+ years to have better branding than the box art for UO 9th Anniversary, and the current UO.com styling is great.
    • Clean up the EAMythic.com account page.  This is probably controlled by EA though, so probably a no-go. It drives the web designer/developer in me crazy because it's an old interface and can suck on modern displays. I know we are stuck with the Mythic thing though.
    • During the "Getting Started" portion of UO.com, there needs to be a better explanation of account management (I know it's handled off-site, but people need to be prepared before going off-site with easily-accessed screenshots or videos).
    • I would say promote ClassicUO or Pinco's UI more, but I've had a few problems with them (in Pinco's instance, the infamous "Loading" splash screen overlaid on my client window and ClassicUO, I had some issues buying stuff) and for now a new or returning user needs to find their way to the Classic or EC first, both of which have been stable for myself and my kids. Still, I feel like both of these could have a lot of appeal to new and returning players.
    • Maybe do something on UO.com about guilds, a guild-finder of sorts.
    • In the "What is UO" there really needs to be an emphasis on the fact that this game has been going since 1997.  Toss in events like Lord British being PKed, and a highlight or two of each expansion.
    • Bring the old (hopefully archived) content from UOEM.net to UO.com/EM or something, and give the EMs their own pages on UO.com, becuase new players would wonder what the heck is going on with all of the EM pages being down.
    • Clean up the Fansite portion of UO.com, because 7 out of 14 listed sites are down and 2-3 haven't had posts in many years.  Add in UltimaCodex.com because they've been around for years and are the biggest Ultima fansite there is.  And https://wiki.ultimacodex.com/wiki/Main_Page should be mentioned in its own entry for those who want to discover the lore that was originally behind UO.
    If I had to sum up everything I've mentioned in the preceding posts, and apologies for boring current players who don't care about any of this, it would be this:

    Think in terms of a new or returning player finding their way (or coming back) to UO. I have a feeling many new players make their decisions about staying/subbing very early, and every bit of help that they can get before they ever step foot inside of UO would help.
    1. Do a sweep through the whole process of what a new player would see on UO.com through client install and setting up an account through the patcher and finally the EC or Classic launchers.
    2. Think about what questions they have that could be answered during the process of learning about playing UO, before they ever install a client. This includes info about costs and Endless Journey and shards and what client does what (with screenshots) and the skill and housing systems (and maybe guilds).
    3. Update UO.com for new users, at least the "What is UO" and "Getting Started" sections. There's too many places where they would have to hop out and hit up Google, or search through UO.com. The goal should be to keep them on track from finding UO.com up through getting a client installed and an account setup. This includes info on shard and client selection. You could insert shortcuts on the pages to relevant areas (account management and client downloads) for those who are impatient to get started, but there should be a true "guided tour" that can be done in under 10 minutes, but gives them a clear picture of what UO is, how they install it, how they setup an account, and how they get started playing.
    4. The graphics/branding needs to be consistent from the "What is UO" and "Getting Started" pages on UO.com to the patcher/launcher to the client launchers themselves.
    I would be happy to contribute a quick mockup of what I mean about the UO.com pages.
    There is a page dedicated to how to videos on our official YouTube with these topics on the wiki. :) 
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  • I still think these changes i suggested should be implemented. https://forum.uo.com/discussion/9606/suggestion-summon-form-revamp
    There's a lot of old mechanics like that which should be revamped and brought up to par. Cooking needs a revamp as well, with the buff foods lasting longer.

    I'd like to see NL's pet/mob AI be introduced to Prodo shards. The pet's on NL are a LOT more responsive to commands, will actually stick to their "Kill" target, and the mobs are more responsive as well. Attack a Drake near a Dragon, and the Dragon will instantly aggro as well. Makes the PvM more challenging. Not to mention the spellcasting AI of pets/mobs on NL is a lot better than on Prodo shards.
  • SoulTrainSoulTrain Posts: 9
    SoulTrain said:
    Hello together,

    here is my personel list for 2025:

    Enlarging Windows size  in the Classic Client as Standard Feature

    Stable slot Maximum 102 (of course expandable with sovereigns) and the Claim list should show the Pet Type

    The Max Storage for Houses (starting with 18 x 18) should  be 15000 and  sold like an Expansion at the EA Shop

    An empty 30 x 30 Houseplot  (sold with sovereigns) so i can recustomize my Castle without loosing the Age of my house

    At least Accountbound Gametime Token for Gold sold by Broadsword at uniqe Shard Auction Safes 

    Merry Christmas to Everyone!

    Btw... i learned it takes more than 2 Months to get a Historical House Sign and its still pending... how long will it take to get one of my Wishes  :)








    Still waiting (25.10.24 Mail to Mrs Bonnie )for my Historical House Sign, it seems that only a few Players get support....  2 Months AGO i wrote a Mail to the Support Team...  there is nothing more to say
  • BTDBTD Posts: 10
  • LokeaLokea Posts: 154
    Community Manager said:There is a page dedicated to how to videos on our official YouTube with these topics on the wiki. :) 
    I just think it would be good to see more of a walk-through website guide for new (and maybe returning) players with said videos mixed in. 

    It's the usability designer in me, but I just think the new user experience (Getting Started) on the uo.com website is too short. I think there are some areas where people will have to leave the UO.com site and hit up Google.

    There should also be some kind of site-search available - right now, you only get the search option in the forums and if you are on the top level of the wiki.  I just don't think it's good if new players have to hop out of UO.com and into Google for answers. 
  • LokeaLokea Posts: 154
     I may have said this, but I'd love to see a "State of UO" or a roadmap of UO, even if it's very brief/bare now that we have a new producer. I get that the devs are wary of saying too much about future plans because things happen in the meantime that can slow things down (look at NL and what happened between its announcement and when it rolled out) and there are unfortunately some players who are not forgiving of delays.

    I just want something to get my kids excited about the future of it - they are cranking through a lot of things. And it'd be great to have some stuff to send out to old friends who used to play (many of whom gave their accounts to me for safekeeping as I was the last of them still playing) to get them interested.  Time of Legends and New Legacy are really it over the last 10 years or so.
  • Attractive animal girls and anime! Glad to see our community manager is on the wave! I even asked for this a couple of years ago! Let's see some new race options!
  • TXEggplantTXEggplant Posts: 179
    We need options for larger fonts LOL

    No one is getting younger here!
    Maith Ceol, Chesapeake
    Governor of Moonglow

    Discord: txeggplant
    maithceol@gmail.com
  • ThorakhThorakh Posts: 64
    I would like to see faster fps in classic client, a fix for targeting not working when you press a key and there was something else, let me think.
  • ThorakhThorakh Posts: 64
    Oh a fix for the war hammer special not doing any more damage than a regular hit.
  • ThorakhThorakh Posts: 64
    edited May 4
    I would also like to see the Tracking skill be more useful by giving either a pet control bonus or some Archer damage bonus. Or maybe a fishing bonus or resources bonus.
  • LokeaLokea Posts: 154
    Thorakh said:
    I would like to see faster fps in classic client, 
    They said they were working on that in the live stream, towards 60fps I believe.
  • ZeldaofzedZeldaofzed Posts: 15

    Dear UO,

    Many players have expressed concerns about the VERY UNEVEN content updates between UO: Live (or "Modern") and Legacy. Waiting weeks and months for new content, especially when one shard seems to get all the attention, can feel disheartening, especially for long-time players who care deeply about the game's world and community.  Like many other players, I have no interest in Legacy or starting on a new shard!

    Mini-events, rotating spawns, or even community challenges could absolutely help fill those content gaps without the need for massive updates. A little effort on UO's part in that direction could go a long way toward keeping things engaging and making players feel valued.

    Z...


  • SushidlcSushidlc Posts: 8
    I feel like we need a few things... economy is inflated so you need a gold sink for people hording it... maybe an event where you can buy drops from past events that are hyper inflated for 100-300m each and level the market and gold...
    And event with limited spawn like the hued mares but with a useable pet new or old... Cu would be an obvious target for usability and popularity to bring down blaze cu prices which have already been plummeting.
    Maybe an in store item to turn triton into mountable pets like a lizard saddle...
    More gm interactions like we used to. Spotting a roaming gm talking to players used to be the highlight of people's days. And having them randomly craft items for people turning them into 1 of 1 rarities to brag about was great too.
    A rework of drop/crafting system would be nice since crafting is basically moot...
    Rare hue dyes being available through store would cut down on the cloth duping drama too....
    Just a few ideas...

  • LokeaLokea Posts: 154
    Sushidlc said:
    I feel like we need a few things... economy is inflated so you need a gold sink for people hording it... maybe an event where you can buy drops from past events that are hyper inflated for 100-300m each and level the market and gold...

    Just as long as any of those drops do not give somebody an uber piece of equipment that can help them in PvP or PvM, because you will only create more of an incentive for the botters to bot, and it'll be vastly unfair to those who don't have the hundreds of millions of gold that we are talking about. Make it deco stuff, or equipment that isn't all that powerful.

    The problem though is that it ultimately won't take money out of the economy, because the issue is one that's been around since the beginning but really ramped up with the ease in shard transfers.  Basically it comes down to this:

    1. There is no fixed supply of gold - whether you are farming monsters, or somebody is selling stuff to NPCs, gold is being created out of thin air anytime it's generated by the servers because a character killed a monster or somebody sold something to an NPC.  One of the past designers talked at length about this after Tram was opened up (which reduced the risk for many PvMers allowing them to farm a lot omre), but basically the amount of gold within the game increases every day by a large rate, and there's not many gold sinks that can help with that, without penalizing casual players. Item insurance was one method, but the amount of gold you get from monsters easily outstrips the amount of gold you pay for insurance when you 
    2. Real-life money creates a huge incentive to cheat/bot/script and it attracts people who don't care about UO itself, and who only see it as a way to make an easy chunk of money without much effort. Those people do things in-game to generate gold, but in general they both drive up the costs of things like housing on Atlantic (either by buying up available decent plots or scripting placement, etc.), while also turning around and selling said gold to players at cheap rates, which makes prices rise even more. I can remember $10 for a million gold, and castles selling for $300, and it was a problem then.
    3. Easy/cheap shard transfers, either through the free 14-year vet shields, or even those who do regularly scheduled cargo runs between shards at $20 a move (at a large enough scale, you can make up those fees easily and/or people are subsidizing them directly through out-of-game delivery fees that cover the transfer costs). On non-Atlantic shards, there are people constantly buying up stuff at cheaper rates than Atlantic, and then moving it to Atlantic, and then bringing the gold back to those non-Atlantic shards to keep buying up cheaper stuff.  This then makes it harder to find stuff on non-Atlantic shards, and/or raises the prices on non-Atlantic shards. And it frustrates the hell out of those of us on non-Atlantic shards.
    I don't know what the solution is, at least one that would be palpable to the majority of players. There are parts of a solution that most can agree upon - if you could stop the botters/scripters, that would go a long way towards it, because you'd be drying up a lot of gold generation.

    If you could just stop the RMT spammers that might slow it down, such as banning accounts from a certain "xxxxxCodes.com" site from constantly advertising in the game - not a day or two goes by I haven't seen them advertise since coming back in February. I don't know why the engineers can't strip that website from being posted in chat, but I used to see the same thing in World of Warcraft.

    The shard transfer stuff is another problem all together. On the one hand, there are legitimately players really moving between shards, and as somebody who is about to hit 14 years-old on their main account and will be getting the transfer shield, I'd like to do a little shard hopping - would be awesome if we could more easily move our characters between shards or even have shards share a database such as WOW's cross-realms stuff, so that we could travel to other similar shards or share a vendor search. But because of the ridiculous prices on Atlantic, there will always be that easy way of buying stuff on other shards for a cheap price and then moving it to Atlantic.
  • GrimbeardGrimbeard Posts: 2,865
    Lokea said:
    Sushidlc said:
    I feel like we need a few things... economy is inflated so you need a gold sink for people hording it... maybe an event where you can buy drops from past events that are hyper inflated for 100-300m each and level the market and gold...

    Just as long as any of those drops do not give somebody an uber piece of equipment that can help them in PvP or PvM, because you will only create more of an incentive for the botters to bot, and it'll be vastly unfair to those who don't have the hundreds of millions of gold that we are talking about. Make it deco stuff, or equipment that isn't all that powerful.

    The problem though is that it ultimately won't take money out of the economy, because the issue is one that's been around since the beginning but really ramped up with the ease in shard transfers.  Basically it comes down to this:

    1. There is no fixed supply of gold - whether you are farming monsters, or somebody is selling stuff to NPCs, gold is being created out of thin air anytime it's generated by the servers because a character killed a monster or somebody sold something to an NPC.  One of the past designers talked at length about this after Tram was opened up (which reduced the risk for many PvMers allowing them to farm a lot omre), but basically the amount of gold within the game increases every day by a large rate, and there's not many gold sinks that can help with that, without penalizing casual players. Item insurance was one method, but the amount of gold you get from monsters easily outstrips the amount of gold you pay for insurance when you 
    2. Real-life money creates a huge incentive to cheat/bot/script and it attracts people who don't care about UO itself, and who only see it as a way to make an easy chunk of money without much effort. Those people do things in-game to generate gold, but in general they both drive up the costs of things like housing on Atlantic (either by buying up available decent plots or scripting placement, etc.), while also turning around and selling said gold to players at cheap rates, which makes prices rise even more. I can remember $10 for a million gold, and castles selling for $300, and it was a problem then.
    3. Easy/cheap shard transfers, either through the free 14-year vet shields, or even those who do regularly scheduled cargo runs between shards at $20 a move (at a large enough scale, you can make up those fees easily and/or people are subsidizing them directly through out-of-game delivery fees that cover the transfer costs). On non-Atlantic shards, there are people constantly buying up stuff at cheaper rates than Atlantic, and then moving it to Atlantic, and then bringing the gold back to those non-Atlantic shards to keep buying up cheaper stuff.  This then makes it harder to find stuff on non-Atlantic shards, and/or raises the prices on non-Atlantic shards. And it frustrates the hell out of those of us on non-Atlantic shards.
    I don't know what the solution is, at least one that would be palpable to the majority of players. There are parts of a solution that most can agree upon - if you could stop the botters/scripters, that would go a long way towards it, because you'd be drying up a lot of gold generation.

    If you could just stop the RMT spammers that might slow it down, such as banning accounts from a certain "xxxxxCodes.com" site from constantly advertising in the game - not a day or two goes by I haven't seen them advertise since coming back in February. I don't know why the engineers can't strip that website from being posted in chat, but I used to see the same thing in World of Warcraft.

    The shard transfer stuff is another problem all together. On the one hand, there are legitimately players really moving between shards, and as somebody who is about to hit 14 years-old on their main account and will be getting the transfer shield, I'd like to do a little shard hopping - would be awesome if we could more easily move our characters between shards or even have shards share a database such as WOW's cross-realms stuff, so that we could travel to other similar shards or share a vendor search. But because of the ridiculous prices on Atlantic, there will always be that easy way of buying stuff on other shards for a cheap price and then moving it to Atlantic.
    They can only Spam the help channel 
  • LokeaLokea Posts: 154
    Grimbeard said:
    They can only Spam the help channel 
    Which makes it far, far worse. It should be an easy fix (and I don't buy the conspiracy theories that they are allowed to do it because of some mythical relationship with the devs).

    I don't have the help channel toggled for long, so for me to see them, they must constantly be spamming it.
  • AmwarlocksAmwarlocks Posts: 2
    I would like to see Realistic Solutions:

    How hard would it be to make a Brand new Production shard that they destroy every year.

        1 if this was done letting your char live on and your housing spot stays and maybe you can keep a certain amount of gold going into the next phase letting the char age and the older he is the more bank space and the more gold he can keep going forward.
        2 maybe housing with customizable housing based on chars age as he gets older he is able to place a bigger house start with 7x7 8x8 1st year and maybe 9x9 10x10 second year up to a max or maybe 16x16.
       3 Don't forget when you place a house make it so it locks down 3 spaces around the whole house so people can grow every year until they outgrow and then they can move.
       4 getting rid of all the scripters is to much to try to do on a game this old lets focus on a few good things. But with some limits this could be controlled a little more.
       5 Maybe owners of houses could have a link option to link with others in the same area to lock it down for guild members of that guild to be able to replace if a house falls. This would make cool little towns.
       6Maybe even an option for another person to be able to design a house for people so it does not have to be the owner.
     
    I am a realist, This might work but Broadsword needs to make more money.
        1 sell the house on the new shard does not have to be a lot of money. $5-$9
        2 maybe sell the upgrade in the 2nd and future years   $5-$9
        3 people would buy mounts on this new shard... that would make money
        4 colored pets spawn with chromatic potions those would sell
        5 dyes would sell on this new shard
        6 pretty much everything that is already made could be sold from uo store

    Just an idea, If you need more I am full of them just ask.
     
     

  • warrawarra Posts: 36
    edited June 1
    this may sound controversial to some of you peeps that make a living off uo,  but as a tamer who doesnt do champs anymore, i would like to see EA sell all power scrolls and even gold in the online store for sovs.

    Id rather money was incoming to EA for better dev work in the future and keep it sustainable than profit some pond dwellers pockets that ends up doxxing you.

    Heck while yer at it, make a linux native uo client too - which is sad cos the cheaters had a working one for a while though.

    And fix the contrast in network latency between that poo CC and bring EC into line with a decent network update -- at the moment i cannot do new champ spawns or move at all at pet brokers with EC but CC is fine?! CC is too old and nostalgic and EC would bring more newer clients in due to its enhanced ui and features/ gumps.
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