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Why pre-trammel UO failed, and the similarities to DF
General Discussion « Darkfall 12/28/08 1:50:19 AM
Originally posted by ghoul31
Shit like this makes me think you're just out to rile people up.
Honestly, why are so many people yearning for UO again if it was sucha failure? people don't yearn for games that are massive failures. Most of the Darkfall hype comes from the fact that it's like UO - "the world's shittiest game" according to you. I seriously doubt you even played the game for more than a few days (if at all). I guess everyone is just retarded. Thanks for enlightening us.
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Why pre-trammel UO failed, and the similarities to DF
General Discussion « Darkfall 12/28/08 1:46:10 AM
Originally posted by egotrip LOOK AT MA DF GAMING SKILLZ: CLICK CLICK CLICK CLICK CLICK STRAFE LEFT, STRAFE RIGHT CLICK CLICK CLICK CLICK CLICK F1,F2 CLICK CLICK CLICK.......... It DOESN'T take any skill though in order to play a video-game mmo or otherwise I disagree. Skill is a learned practice. Something you have to learn in order to be good at it. Skill and talent are not the same (unless you count having a knack for learning quickly as a talent). I think that videogames DO involve skill. If not, why are some people much better at certain games than others? It's because they took the time to learn. Is being good at a game something to admire? Probably not, but it is still a skill. In UO, you did have to be skilled at the game. You could have 10 people, give them all the same stats and equipment and make them all fight - the most skilled guy would win. Hell, 1 skilled guy vs 9 not-so-skilled guys could win. That was what made UO great. It was based on your knowledge/ability to play the game and not your class/race/level/uber-magic-wand-of-carebear. Sounds like skill to me. Chess and UO are both games. Whether digital or otherwise - the person who is able to anticipate his opponent's moves faster and more accurately usually wins. I hope Darkfall will be the same.
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Why pre-trammel UO failed, and the similarities to DF
General Discussion « Darkfall 12/27/08 9:06:35 PM
Originally posted by Scorchien
The creators of UO Richard Garriot and Starr Long had nothing to do with its changes or its failures ..Trammel and everything after were EA s baby .. they pushed RG and SL off the dev at that point and soon after bought them out...If they had been able to stick to there vision this thread would not exist..
I know, that's why I said it'd have been still going strong if Richard had stayed instead of being so flaky (didn't he leave Tabula Rasa so he can go back into space again?). After they left, it went to shit because EA changed the game to try and compete with Everquest/Carebear games.
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Why pre-trammel UO failed, and the similarities to DF
General Discussion « Darkfall 12/27/08 8:48:41 PM
Originally posted by ghoul31
UO didn't fail. It did change, though. If UO's creator wasn't a crazy weirdo who wanted to travel in space, it'd have a great sequel or two by now. UO has done the most with the genre. So far, everything else has be an Everquest clone. Darkfall is going back to the UO model, which the genre seems to be craving. If Darkfall fails, it'll be because the game sucks not because it tried to be like UO. If UO came out today with an updated graphic engine similar to WoW's and a ruleset of UO PreTrammel, it'd be #1. |
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Why pre-trammel UO failed, and the similarities to DF
General Discussion « Darkfall 12/27/08 8:44:19 PM
Originally posted by ghoul31
You should have gathered some friends to handle them... Or just, go somewhere else? The world was huge. People who went to places like the Brit Graveyard went there to PvP, if you didn't want to die when you went there, then get better or stop going. It'd be like the guy who gets shot by a camper in a FPS and keeps walking in front of him to get shot over and over. Who's fault is that?
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Why pre-trammel UO failed, and the similarities to DF
General Discussion « Darkfall 12/27/08 4:11:24 PM
Also, ganking (which wasn't frequent as long as you aren't a retard when it comes to games) was GOOD. It provides motive for "revenge" within the game. It gives the game a plot when you're PK'd. You actually have FUN when you come back to try and avenge yourself. In these other games, the only reason to PvP is because the other people chose a different Race class you did when they first started the game. How is that fun? PvP within MMOs needs to be personal to be fun. The more you know/dislike about your enemy, the more fun it is to play against them. |
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Why pre-trammel UO failed, and the similarities to DF
General Discussion « Darkfall 12/27/08 4:07:03 PM
Originally posted by ghoul31
UO was already out for a while when Trammel came out and altering a game that much always alienates some of the fan base. Time that with the release of new, 3D Graphic MMORPGs coming out and of course people would move on to new things. In UO, the chances of being PK'd were not that high unless you were a friggin idiot. There were places where PKs loved to hang out and the only reason to go there would be to fight them. This was cool.
UO(pre-UOR) = Normal Mode The only people who are "good" at the new MMOs are people who have no lives and can spend 24/hrs a day leveling and getting new items. Darkfall won't have to be a huge success for me to enjoy it. With the hype it has, it will have at least enough subscribers for people like me to have fun (hoping its as good as UO anyway). |
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Make it EXACTLY like Ultima Online (Pre-UO:R), but with a 3d environment.
Thank you. |
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What's your take on naming Characters in an MMORPG?
The Pub at MMORPG.COM « General Discussion 11/16/08 3:03:49 PM
I think you should be able to name your character whatever you want. The only obvious exception being a racial slur or leet speak with numbers. I remember a bald pale dude in UO named "a Cancer Patient," which I always thought was hilarious. |
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The only MMO to do this right was Ultima Online. WIll there be guild wars in Darkfall? I really am bored by race/faction wars because they're based on nothing other than which race or faction you decided to join within the game. However, guild wars are personal and fucking fun when you kill someone you genuinely dislike (within the context of a game). In UO, when someone f'd with your guild, you'd declare war on their guild and get them to accept (by torturing force if you had to) and it was the the most fun I've ever had in a game. |
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There are race restrictions and class restrictions according to the FAQ. Certain races can't learn spells (dwarves) as well as other races.
That kind of sucks. :( |
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To The UO Producer: What UO Was Meant To Be
Britannia Tavern (General) « Ultima Online 9/20/07 2:55:45 PM
Originally posted by eammo I don't think that it's a "shy" factor, but rather an ego factor. These guys have run UO into the ground... It seems to me there are a lot of people out there who just want to play Ultima Online (Pre-UO:R) again, but the graphical client is just so out of date and there are no legit servers to play the old 2D one on (how hard would it be to make an oldschool server, really?) other than shady private servers. My dream game is one with the graphics and 3D movement of WoW, but with the rule-set of UO. This means no hotkey bars or classes or race restrictions, just humans that can learn any skill they want by DOING the skill (not level grinding) and can use the skill by pressing a macro and targeting the target manually with their mouse not sitting there eating a sandwich and hitting off 1s and 2s and 3s. Someone please make this game. :( |
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Originally posted by Zindaihas
This is why UO (REAL UO, before the original creators left) was king. In UO, there were no Uber-Carebare-Magic-Sword-of-Doom weapons that you had to spend 50 hours trying to get. There were about 3 levels of magic items and they were only mildly better than regular ones. If you had the BEST magic sword and you fought a guy with a regular sword, the guy with the regular sword could still beat you because UO pvp REQUIRED the person behind the computer to actually know how to win a fight with strategy and your items did not matter.
Current MMORPGs are designed to keep you playing for hours on end. Therefore, they create these insanely long/boring quests for uber items that you would probably cry if you lost. This needs to go away. If you make items less important, then you can have looting and more acceptable PvP. People still bitched in UO when they died, but it was because their pride was hurt... which is a GOOD thing. Get stronger, form a posse, or do whatever it takes to kill that person and get revenge and imagine how much fun it will be when you loot their stuff. This lends personality to PvP, which all MMORPGs currently lack.
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I think Fury just serves to point out how ridiculous current MMORPG combat is. It's easy and it's boring. If this game were like UT with fantasy weapons, it'd be fun... but it's like UT with a piece of shit combat system. Imagine you had all of the guns of UT, but this combat system? It'd never sell. MMORPGs need to re-evaluate combat... go for something more innovate... See: Ultima Online (Pre-UO:R). |
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Ultima Online ruined me for all other games
The Pub at MMORPG.COM « General Discussion 4/21/07 5:48:31 PM
Darkfall is the closest to a return to UO I can find, but that game is most likely NEVER going to come out and if/when it does, it will most likely not be what everyone hopes it will be.
UO was the MOST innovative MMORPG. Everquest came out, had some nice reviews and made some cash and all we've seen ever since is a bunch of modified EQ clones. EQ was a simplified UO, UO was COMPLEX. UO was DIFFICULT. UO was FUN. MMORPGs now are driven mostly by studios looking to make cash off of a successful cookie-cutter mmorpg system... nothing wrong with that, but they just lack the imagination and innovation that UO had. Sure, UO was made for cash too, but the crazy kooks behind it had some vision and heart behind it and I think people like Richard Garriot truly were into making games for the love of making games and it friggin showed in UO. They didn't have any "proven systems" to copy, so they came up with some brilliant stuff as one of the first, polished MMORPGs. UO was immersive, but most importantly it was original. Until games start from scratch and come up with new shit, we'll just be getting the same re-packaged EQ. Games like Darkfall look promising because they DO have tons of original ideas, but the only problem is they don't have the backing. What we need is IDEAS with people who willing to put money and take some risk with those ideas. Instead, we're getting Everquest 1, 2, 3, 4, 5, 6, with new names like "star wars galaxy" and "world of warcraft" It's all treadmilling garbage for people with no lives... not for people who love games. |
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Your top 5 "must have" features for a new mmorpg
The Pub at MMORPG.COM « General Discussion 1/11/07 4:46:57 PM
Sadly, UO was the best, most innovative MMORPG ever made... 10+ years ago. But you can only play one game for so long, so it's not all that playable (especially now that they changed it too much, but even player run shards just arent the same).
That said: 1. non consensual PVP with safe zones in towns and punishments for PKs 2. housing with a purpose (storage, guildhousing, etc) 3. cool/controllable transportation: mounts, boats, etc 4. non-sandwich pvp. UO style pvp where the person's gaming ability matters more than some magic item or level 5. focus on Players interacting with each other - forget lame quests and PvE. PvE should be almost ignored - MMORPGs will never be able to compete with offline RPGs in terms of story or cool monster fights and that's fine because the coolest fight in a MMORPG should be one you had against a real PERSON/Guild and not a friggin monster... otherwise why make it online? Basically: WoW's interface/graphics + UO's rules would be the ideal game. Just make UO again with good graphics (not that crap update OSI is making). NOTE: by "UO" I mean the UO from 5 years ago before Trammel/T2A.... not the weird shit they have out now. |
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