IPY: Ultima Online classic shard. - Page 7
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DJEtterStyle
United States2766 Posts
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Raisauce
Canada864 Posts
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Randomaccount#77123
United States5003 Posts
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lgd-haze
Sweden547 Posts
So how many from here are willing to start playing? | ||
keeblur
United States826 Posts
On January 18 2011 09:07 Barrin wrote: Yeah... well, you guys aren't the ones who have been hardcore beta testing something to find out that one of your favorite players from the game you just came from is interested in also playing the game you're beta testing. Moreover, we used to play on a the same server a loooooooooooooong time ago and probably even knew each other more then than you do now. I can see why you wouldn't understand Oh I completely understand, and I'm sure some people have the same urge to do what you did when they hear something like that, it's just kind of funny to see what a lot of what goes through people's heads expressed like you did. Giddy would be the word to describe it. | ||
Randomaccount#77123
United States5003 Posts
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clik
United States319 Posts
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Durak
Canada3684 Posts
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PiousMartyr
Canada176 Posts
You can download the UO: Classic client from here: http://uoherald.com/downloads Minoc would be a pretty nice place to take as a home city, I'm definitely down for starting there. We should all pitch in early on and buy a guild house, like a villa or something, and then block off some land to upgrade to a keep or castle eventually. Castles are awesome :D | ||
StylishVODs
Sweden5331 Posts
TTTTTTTTTTTTTTTT | ||
lepshis
Lithuania62 Posts
On January 18 2011 14:05 StylishVODs wrote: omg release date is pushed back, they said january 21st and now its february 11th... TTTTTTTTTTTTTTTT Nooooo omg (god for once i wish u'r a troll and just trolling us ). I am so enthusiastic for this. i already dowloaded ultima even got to SA server to remember things. Havent played for 10 years tho i was never good . By the way i was reading some guides about what stats/skills to start and what template to use maybe u guys have some great ideas? I'm probably making some kind of dexxer. Should i start with weapon mastery for getting faster gold or not? I'll probably catch up how to build my char when i start, i just neet some help with the beginning. edit: u'r really a troll? since i cant find its pushed back, damn you found it, damn | ||
Masq
Canada1792 Posts
no troll | ||
DJEtterStyle
United States2766 Posts
On January 18 2011 14:05 StylishVODs wrote: omg release date is pushed back, they said january 21st and now its february 11th... TTTTTTTTTTTTTTTT #$%@! | ||
Mazer
Canada1086 Posts
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SolidusR
United States217 Posts
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keeblur
United States826 Posts
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Kirameki
96 Posts
Also, everyone seems to be macroing up several skills to grandmaster before they start playing. This is just solid power gaming. But it isn't really nice for the game, imo. No mounts isn't so bad. Mounts were so OP in battles, you always had to have one. It was just largely bothersome, so on official servers they had magical mounts you would never lose. Also, Siege Perilous had this updated item system that made the game really item focused. And this became worse as older players had bless item deeds which was really really powerful on SP as they could bless a super high end weapon and never lose it, going up against noobs with the most average weapons as they couldn't afford to lose anything decent. It seems this server will have the newer weapon system, though I am not sure. It says no neons, so I assume it will have all those newer weapons. I disliked the system in general because so many weapons would have these utterly useless modifiers. A plus damage modifier on a weapon was really rare. They should have made that standard and make magic weapons rarer, even if they wanted an item based game. And I have found that any mods made to original UO freeshards have made were never to my liking. But I like the idea of starting out on a new shard in a guild of tons of TL people. I do think this game has a lot of potential still, because of the crafting system. But you need to take NPCs out of the economy and make sure you don't get inflation. Having to replace items is a must. Having crafters able to make weapons better than those people can loot off monsters is a must. I feel people should be able to loot gemstones and other materials off monsters which then the crafters would use to make the most powerful items. They did this to a certain extent on the officials servers. But I find that the runic hammer went the wrong way. Monster loot and crafters together need to be able to make the mots powerful stuff. This also means you can have less gold on monsters, as loot. Which helps prevent inflation. Gold ideally shouldn't be a resource. Maybe they should give monsters silver pieces, which can inflate, and have a certain fixed amount of gold pieces. I have always felt that people running MMO games needed an economist on their teams. I think MMO devs nowadays do exactly that. How can people still play on official non SP servers nowadays? Aren't the economies on those shards completely destroyed? I remember that just after item insurance prices for even the most mundane items were absolutely huge. No one would ever lose items and people had gold saved up over years of farming monsters. Not to mention duping and using bots. The amount of gold in the economy was staggering and it would take you years to gather an amount that would allow you to buy anything useful from other players. | ||
Rustug
1488 Posts
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Mazer
Canada1086 Posts
There are no runic weapons or blessed items beyond your standard "newbied" items (spellbooks, starting clothes, etc). That being said, crafting is being expanded on in various ways (Blog post regarding some of the new new crafting additions). Neons refer to the out of place colours that showed up later on in UO like ice white or blaze orange or bright green. So yeah, no valorite warhammers that have Vanquishing +25 +Exceptional modifiers (and even regular magics that drop off mobs can't be blessed). | ||
PiousMartyr
Canada176 Posts
I haven't played an a pay server in like 2 years, but the economy in the PvP scene wasn't too bad. Typically with insurance costs you'd lose like 4000-6000 gold every time you died, and since you're PvPing you don't have a steady income. By doing champ spawns you'd occasinoally get a power scroll worth a few 100k or a million or more, and that would sustain you for quite a while. When they added faction gear the price of good items plummeted, since everyone could get the best gear using a little silver instead of gold. It made getting the best PvP gear a lot better and helped lower the prices of the best items for everyone else. I'm not really sure what the gold sink is going to be in IPY, I haven't found anything about it. @lepshis: If I remember, starting a crafter or dexxer was the best way to go when starting out on a new server in old school UO. Dexxers don't cost much money to get geared up, and you only really need to spend money on bandages and potions. Crafters can make pretty good money by selling ingots/boards to other players, or making GM crafted gear. Mages were always expensive to make. Every spell requires regeants, and when you die, you can lose them all. Mages can be hard to sustain until you had at least one rich character since replacnig regs all the time gets expensive. But mages are also the most useful character to play in a group since they can cross heal, res, and deal damage from far away. If you can afford playing one, they're worth it. | ||
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