Meandering thoughts about New Legacy and Housing
Housing:
-Surface world housing limited to 1 per paid account?
-Still on the 90 day decay? Will that delay time be altered and your house will drop immediately if you don't pay your account? With such limited space, immediate housing decay might be necessary.
-Placing a castle/keep/tower limited to guilds of a certain size?
-Limited castle/keep/tower locations? Might be nice to only see 8 castles on the world. What would happen if your guild had to complete something significant to be awarded a castle and the plot was awarded to you in a ceremony RP'd by King Blackthorn in character at Blackthorns Castle? RP opportunity there for ya Dev's.
-Housing tilesets limited? No more glacial borg cubes? Can control the visual presentation of the game world as it's put before a larger audience.
-Housing tilesets linked to area of influence? All houses within x-distance of Skara Brae can only be built with a thatched roof, etc.? Would allow for the development of thematic art consistency within the game world.
-Housing placement linked to city loyalty? Can only place within x-distance if you are citizen/knight/duke?
-Housing size linked to city loyalty or seasonal accomplishment? You must do this for this city and be of this loyalty to the city before you can place a house of this size within this distance of the city? Larger houses of the titled class closer, the mere citizens out further?
-Will there be instanced housing in Inn's or Apartments for those who aren't lucky enough to get a house during the season? Going to be rough for resource gathers and crafters if they can't get a house.
-Housing linked to seasonal accomplishment? X-number of housing spaces are reserved for fishers (miners, lumberjacks, etc). You must achieve X amount of standing with the fishers guild and you will be awarded a housing space?
-Only natural and plant dyes for housing pavers? Hell, only natural and plant dyes for anything! Remove the neon nightmare that is production and return the game to it's original artistic themes?
-Housing upkeep? Giant stone castles require so much stone per week or you lose the spot and someone else can place, etc.
-Castle sieges? Guilds that opt into PvP can attack each others strongholds? Theives can sneak into opposing strongholds and loot'em dry? Traps to defend against Raiders/Theives?
-LoS issues addressed so that mages and archers can stand on the upper level and rain down hell on the sieging?
-Siege weapons? Structure integrity? Hit points for walls/doors? How about a new "Engineering" skill with Architect - to buff your house, Shipwright - to buff your ship, and Combat Engineer to build your siege weapons. Blow the doors in and RAID!
********
New Legacy is going to open up a lot of options.
-Surface world housing limited to 1 per paid account?
-Still on the 90 day decay? Will that delay time be altered and your house will drop immediately if you don't pay your account? With such limited space, immediate housing decay might be necessary.
-Placing a castle/keep/tower limited to guilds of a certain size?
-Limited castle/keep/tower locations? Might be nice to only see 8 castles on the world. What would happen if your guild had to complete something significant to be awarded a castle and the plot was awarded to you in a ceremony RP'd by King Blackthorn in character at Blackthorns Castle? RP opportunity there for ya Dev's.
-Housing tilesets limited? No more glacial borg cubes? Can control the visual presentation of the game world as it's put before a larger audience.
-Housing tilesets linked to area of influence? All houses within x-distance of Skara Brae can only be built with a thatched roof, etc.? Would allow for the development of thematic art consistency within the game world.
-Housing placement linked to city loyalty? Can only place within x-distance if you are citizen/knight/duke?
-Housing size linked to city loyalty or seasonal accomplishment? You must do this for this city and be of this loyalty to the city before you can place a house of this size within this distance of the city? Larger houses of the titled class closer, the mere citizens out further?
-Will there be instanced housing in Inn's or Apartments for those who aren't lucky enough to get a house during the season? Going to be rough for resource gathers and crafters if they can't get a house.
-Housing linked to seasonal accomplishment? X-number of housing spaces are reserved for fishers (miners, lumberjacks, etc). You must achieve X amount of standing with the fishers guild and you will be awarded a housing space?
-Only natural and plant dyes for housing pavers? Hell, only natural and plant dyes for anything! Remove the neon nightmare that is production and return the game to it's original artistic themes?
-Housing upkeep? Giant stone castles require so much stone per week or you lose the spot and someone else can place, etc.
-Castle sieges? Guilds that opt into PvP can attack each others strongholds? Theives can sneak into opposing strongholds and loot'em dry? Traps to defend against Raiders/Theives?
-LoS issues addressed so that mages and archers can stand on the upper level and rain down hell on the sieging?
-Siege weapons? Structure integrity? Hit points for walls/doors? How about a new "Engineering" skill with Architect - to buff your house, Shipwright - to buff your ship, and Combat Engineer to build your siege weapons. Blow the doors in and RAID!
********
New Legacy is going to open up a lot of options.
-Arroth
Comments
NL will be a boom to the pay vaults!
For all we know the first season all you’re allowed to build will be tents in the wilderness. Finally camping will have a use again... but no. No camping. Please.
In the seasonal games I have participated in, yes.
You don't build from season to season. Each season is a fresh start. The seasonal toons are transferred to production, where you can keep playing them if you choose. At least in the games I've played.
Next season you begin again with a fresh toon.
Diablo 3 seasons last 3 months, so a season lasting a year for this UO server is a loooooong time in comparison.
I personally think of seasons as just starting from scratch. It'd be like if you played Mass Effect or Fallout and finished the game and didn't have anything left to do, so you just started a new playthrough.
With UO (and other persistent world games) you or I could choose to wipe a toon and start from scratch at any time. However, the rest of the game world didn't do that. Every other player would still be loaded with stuff from years of play. Even if we started a new toon on a new shard in UO, that new shard would have had a decade of development and be loaded with stuff.
A season concept restarts the entire world for everyone that plays on it. It also allows the developers to try wildly different things with each season, since everyone knows up front nothing will last. Sometimes seasons are identical to the base game, sometimes they are very different.
As for what you take with you, in my experience it's anything picked up during season. That'd be gear, gold, experience (both for the toon, and for you - especially if you're trying a different build), a bunch of cosmetic items, and records of everything that toon accomplished during the season.
One other aspect of seasons is that it allows groups to all play at the same level. If you've been begging someone to come play UO, but you'd have to carry them, and they don't want to constantly be a bother, this is a chance for everyone to be at the same point.
Honestly I played alot, ALOT, of seasons in Diablo III. Think I'm pretty much seasoned out. I'll just hang on Pac and do m'thing. Wish UO the best of luck with it though. Be fun to watch!
The mission of the whole announcement leading up to it was to "bring the largest audience to Ultima...". It wasn't to "reconfigure shard populations and gather the most people to one place".
I do think that with the game being so old and having so many nuances that it can be an overwhelming thing to start all over on a live shard so having Legacy will give them an opportunity to get a taste of things and become pretty good so that when they transfer to another shard they have a self sufficient character.
Sure some vets will go there to check it out but it's going to be purely for vanity reasons where at the end they transfer to their home shard and add all the new "rares" they get to their overstocked houses. If there aren't a bunch of "Legacy only" rares being generated then the vet population will not stick around.