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Well I have been on nearly a week now

Posted: Mon Oct 22, 2012 2:59 pm
by EnigmaMaitreya
I have seen so far that this UO Shard has a very good community and I suspect a major contributor to that is there is only one shard, not many.

The greatest difference I have seen vs OSI UO is that that death does NOT penalize you further by screwing up your UI layout and your bag layout, Since Great Lakes opened up on OSI UO, that one thing has been the single greatest irritant to me.

Rate of change in Skills vs Stats, at first I was rather put off by how slowly the rate of change in stats was vs skills, it is almost the exact opposite of OSI UO. Now that I can step back and look at both in a larger context, I am not sure that this is not the better vision.

The World Teleport system is vastly superior to anything OSI UO has and is without doubt a superior enhancement.

The change to Mobs ala the "evolving" vision is a .... jury is still out. It's greatest negative, which is NOT to be confused with it being negative, is that it simply adds one more thing to do to get your pet to max efficiency. I am not at all a fan of introducing systems that are basically physical and / or mental repetitive tasks to accomplish something prior to being able to advance to some other repetitive process to accomplish something else. In short, everything is a Beat Down Mob one way or another. The saving grace, to me, on this is that there seems to be a sense of customizing the outcome with this system, which is a good thing but the process is suspect in terms of being artificial / constructed.

The entire Newbie system here is ... what can I say other than 5 star, outstanding, way to go, it is without doubt the best I have ever seen on any MMORP.

The unlimited Skills was confusing. Not it wasn't confusing like that, it was confusing because it is a new paradigm, a new way of thinking. I am on board with it and it works for me.

The Shrink / unshrink system ... again what can I say, this is again outstanding, the greatest thing since sliced bread and butter.

Some suggestions / OFI's (Opportunities For Improvement).

EA UO in the new client has the ability to create icon bars, vertical and horizontal. The slots in these bars can hold spells, macros, skills, items and actions from a menu system. Each slot can be assigned a Hot Key or it can be pressed with the left click of a mouse.

Perhaps someone with knowledge on the Auto Map(?) could find a way to plot were wandering healers are. EA UO, the new map system does this and it is without doubt a definite improvement for when your dead and wanting to find a wandering healer.

Housing, either follow EA UO's lead (well go beyond it) and clear the land that the house is to be placed on and restore it when the house is demolished OR create a different facet that is only housing OR localize the house to a person and integrate your house to house to town gates or what ever the Linked Gates are so that anyone can go to anyone house and back to some point in a town. I would not think this to be greatly different than the teleport squares you have on the rooftops.

Allow for a Cave House were the floors are subterranean.

Add Skins for the Humans. This is to say, allow many different races. Under the outer skin they are humans so there is no redo on the items etc. Yes this would be an investment in the artwork, the skins but perhaps it wouldn't be that much of an investment. This would facilitate people playing multiple races, for Role Playing reasons, perhaps because they just like being an Ogre etc.

In the end, on a rating scale of 1 to 10, 1 being worst, 10 being best, what you have done is an 11. Good for you and a great job indeed.

BUT, for me, what will keep me is the community. A short story. When Everquest was advertising and after opening, they had a slogan, Come Build Your World (or something like that). We did and that, even more than a GOOD WELL PLAYED PvP encounter, is the ability to BUILD your world. NO not the people behind the screen, rather the community. That, for me, is far more powerful than any other factor.