UO:Renaissance Revisited

by Azaroth | September 8th, 2009

Think back ten years and put yourself in the shoes of Lord Britsh. You sit in your tethered space office on your UO throne overlooking the millions of nameless, faceless worker bees bumbling their way around the Origin Systems, Inc. office, somehow managing to do your bidding just well enough to create the biggest smash hit in online gaming history.

After the resounding success that was The Second Age, the time has come for another expansion. The citizens are restless and some major issues are peceived. With your power of foresight you can see IPY many years into the future and are displeased with what can happen to this particular incarnation of Ultima Online if things don’t change.

Instruct your peons on how to go about creating your vision for UO:Renaissance.

10 Responses to “UO:Renaissance Revisited”

  1. I don’t know the build order so I dunno what tiers to tech up. Am I to expect some sort of care bear rush? I doubt I can handle this type of situation. What are the hot keys?

  2. F1 is the “Create Game” button.

  3. Get in on this, guys. Seriously. This can influence what I do with 3.0.

    What’s your ideal UO expansion pack?

  4. Hmm lets see. I prefer the simplicity of T2A so I don’t know if I would really consider this an expansion per say but more of a what I would like changed.

    - Create an entirely crafter based economy (i.e. Magical weapons and such would be something to be crafted rather than mob drops).

    - Limit character creation to one per account.

    - Exclude recalls in/out of dungeons

    - Prevention of script users through internal functions that limit their usefulness.

    - Housing system that allowed for the admins to place initial houses and players would buy all ready place houses. This would help create a world that looked better and could sink gold from the economy by placing prices for premium locations higher than others.

    - Decrease skill gains

    - No Mounts

  5. I’ll make a post this weekend when I have more time to get some thoughts together.

  6. These are off the top of my head this morning -

    - Signif increase in mob AI. Top to bottom, all need to be smarter. I’m talkin LLord double flame strikes owning your noob ass up and down!!! Maybe even roaming mobs (remember spawning brigands or w/e). The AI in UO is extra prim imho.

    - Put Humpty [Tram] and Dumpty [Fel] back together again.

    - Rework terrain to make it more friendly to the restrictive housing placement guidelines that came in around that time.

    - Updated .midi music!

    I’ll post more later maybe, hehehe…

  7. mmm

    - no recall in/out of dungeons
    - of course no trammel/fel
    - rework the land to improve some locations instead of making a new land that is useless and only spread people
    - create city spot(like in darkfall) where you can place houses around. would be very limited.
    - add chain quests that take a long time to do for good rewards
    - destroy a couple cities and fill their ruins with monsters with a path(lets say monsters would spawn at despice and walk toward brit)
    - keep the stat loss
    - re-work the bounty system
    - add more gold sinks(tax system, etc)

  8. -Ability to improperly place homes, including on top of towers, guard outposts, on top of trees, etc.

    - More things to do on boats/boat warefare and reasons for it to take place (perhaps not being able to recall to some islands, who knows)

  9. Avernus, your post was well thought out and thought provoking.

  10. For the love of god leave stealing a very effective skill. I am so sick of developers and admins over the course of time completely ruining the stealing skill. Its happened on almost every shard i have ever been on.

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Aboot:

International man of mystery, jetsetting billionaire playboy, world renowned philanthropist and notorious double agent, Azaroth enjoys charitably running online games in his free time for the people he loves most - internet stalkers.

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