<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Digg&#8217;s Hole Gets Dugg</title>
	<atom:link href="http://azaroth.org/2007/05/02/diggs-hole-gets-dugg/feed/" rel="self" type="application/rss+xml" />
	<link>http://azaroth.org/2007/05/02/diggs-hole-gets-dugg/</link>
	<description>Rarely Insightful MMO Blogging</description>
	<lastBuildDate>Thu, 09 Sep 2010 01:35:17 -0400</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.0.1</generator>
	<item>
		<title>By: Azaroth</title>
		<link>http://azaroth.org/2007/05/02/diggs-hole-gets-dugg/comment-page-1/#comment-790</link>
		<dc:creator>Azaroth</dc:creator>
		<pubDate>Thu, 03 May 2007 17:36:16 +0000</pubDate>
		<guid isPermaLink="false">http://azaroth.org/?p=20#comment-790</guid>
		<description>I think, in the beginning, Raph &amp; Co. wanted players to choose their alignment and live of their own volition. In hindsight (and very, very sadly) this was, obviously, a terrible decision based on the assumption that people would inherently act in a mostly civil manner toward each other in a largely anonymous environment. We now know that this is impossible, and that people are stupid.

Unfortunately, more and more people need to be led around with the proverbial carrot. So yes, I think a fantastic system could be developed based on the virtues. Or something like it, in a new game. There are also a lot of other things that can be done to &quot;structure&quot; the society within the game to operate in a more balanced and healthy manner (and hopefully one which doesn&#039;t cannibalize itself!).</description>
		<content:encoded><![CDATA[<p>I think, in the beginning, Raph &#038; Co. wanted players to choose their alignment and live of their own volition. In hindsight (and very, very sadly) this was, obviously, a terrible decision based on the assumption that people would inherently act in a mostly civil manner toward each other in a largely anonymous environment. We now know that this is impossible, and that people are stupid.</p>
<p>Unfortunately, more and more people need to be led around with the proverbial carrot. So yes, I think a fantastic system could be developed based on the virtues. Or something like it, in a new game. There are also a lot of other things that can be done to &#8220;structure&#8221; the society within the game to operate in a more balanced and healthy manner (and hopefully one which doesn&#8217;t cannibalize itself!).</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Azram</title>
		<link>http://azaroth.org/2007/05/02/diggs-hole-gets-dugg/comment-page-1/#comment-778</link>
		<dc:creator>Azram</dc:creator>
		<pubDate>Thu, 03 May 2007 06:55:51 +0000</pubDate>
		<guid isPermaLink="false">http://azaroth.org/?p=20#comment-778</guid>
		<description>The problem with classic UO was that they went from one extreme to another.

First being &quot;evil&quot; was too easy, the mechanics offered you white, black and grey. Chosing the dark side had a limited amount of disadvantages. Being good had no advantages but a nice title and a discount from the NPC&#039;s BUT it forced you to follow rules the playerbase created by themself.

After the first change, there only exist shades of grey, which allowed griefing which actually was the reason for many players to flok away. There were no disadvantages to be evil and there certainly were no single advantages not to be evil ;)

The real reason why many where &quot;pissed&quot; off of the so called &quot;dread days&quot; was not mainly the dread. OSI blamed it on the players but the real problem where the malicious bugs which plagued ultima online at this time. Stat hacks, Skill hacks, House breakins and more. This was the reason for many many to leave. From personal experience I remember many friends leaving after their houses got looted...but OSI had a good scapegoat -the players.

You can never again make a classic shard with the main population to be &quot;normal players&quot;. It is not possible. Too many PvPers around. What you can hope for is a new game that attracts all kind of people. UO Classic attracts PvPers.

As a final note, OSI had it all right with their first introduction of a Notoriety System. The only 2 errors they spoted were that a)being evil had no real disadvantages b)being good had no advantages and no meaning.

If they had used their traits (humility, loyality etc) that comes directly from the ultima lore, they could have created a great system but....</description>
		<content:encoded><![CDATA[<p>The problem with classic UO was that they went from one extreme to another.</p>
<p>First being &#8220;evil&#8221; was too easy, the mechanics offered you white, black and grey. Chosing the dark side had a limited amount of disadvantages. Being good had no advantages but a nice title and a discount from the NPC&#8217;s BUT it forced you to follow rules the playerbase created by themself.</p>
<p>After the first change, there only exist shades of grey, which allowed griefing which actually was the reason for many players to flok away. There were no disadvantages to be evil and there certainly were no single advantages not to be evil ;)</p>
<p>The real reason why many where &#8220;pissed&#8221; off of the so called &#8220;dread days&#8221; was not mainly the dread. OSI blamed it on the players but the real problem where the malicious bugs which plagued ultima online at this time. Stat hacks, Skill hacks, House breakins and more. This was the reason for many many to leave. From personal experience I remember many friends leaving after their houses got looted&#8230;but OSI had a good scapegoat -the players.</p>
<p>You can never again make a classic shard with the main population to be &#8220;normal players&#8221;. It is not possible. Too many PvPers around. What you can hope for is a new game that attracts all kind of people. UO Classic attracts PvPers.</p>
<p>As a final note, OSI had it all right with their first introduction of a Notoriety System. The only 2 errors they spoted were that a)being evil had no real disadvantages b)being good had no advantages and no meaning.</p>
<p>If they had used their traits (humility, loyality etc) that comes directly from the ultima lore, they could have created a great system but&#8230;.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
