Ultima Shards: Multiverse is currently releasing a brand new The Second Age (T2A) server on 11/11/2017.
If anyone remembers me, I used to play on a bunch of older popular freeshards like IPY. On IPY2, I became GM of the Team Liquid guild that played on the server. I am now the owner of this server, and we are launching soon!
Back then (around 2012 or so), TL had around 70 members that had all grouped together and created a Guild.
It would be really awesome if TL could stand strong again on Ultima Shards: T2A.
We've made so many improvements to the original game, one of them being our new Guild System which allows Guilds to Level Up, do Quests, send Companions on Missions, obtain Perks and Items from the Armory, and a bunch more, but there are countless others.
If anyone is interested, feel free to watch our Launch Trailers for both the T2A shard being released soon and the AOS shard that has been launched for over a year.
So, I'm a huge fan of UO especially T2A style UO. But, every IPY style server that's come out in the last 5+ years, maybe more, has died in a year for one reason or another. This makes me hesitant to try again, as it feels like T2A servers are cursed.
Will this one be different? If so, why? I'd love to hear you address this issue.
On October 01 2017 13:23 Therapist. wrote: So, I'm a huge fan of UO especially T2A style UO. But, every IPY style server that's come out in the last 5+ years, maybe more, has died in a year for one reason or another. This makes me hesitant to try again, as it feels like T2A servers are cursed.
Will this one be different? If so, why? I'd love to hear you address this issue.
Hello Therapist,
I totally and 100% understand and agree with your point. This is the reason behind why I wanted to make a T2A shard.
The problem with T2A shards is that people stop playing after the gold rush or a few weeks after when they lose interest. IPY was plagued from 2 things IMO. "Too Slow" of skillgain for today's standards of UO players, not enough content to keep players engaged mid and long term, and the devs eventually just give up and stop updating and adding content.
Many players left because they didn't want to dungeon farm for 7 days just do GM one of their combat skills, and 20+ days to 7x GM playing frequently. However, this was just on the early end of the server's life.
Mid and Late, you NEED content to be able to fill the void that comes after people have reached 7X GM.
For Skillgain, we are at about 7-10 days for crafting 50-GM (less if you have the mats already), 2-3 days for combat skills, 4-5 days for magic skills (all casually playing and using PH), 7 days for taming.
Our economy is 100% economically driven. Cloth, Leather, Ingots, Wool, Wood, all are not sold by vendors and must be farmed individually. Slayers are actually crafted and no longer dropped from mobs. You need to get an ingredient and craft the Slayer Absorber, which will come out as a random slayer talisman. It will say to kill xx Drakes/Dragons or something. Once you kill them all, you can double click the talisman and apply the slayer to your weapon.
Ships/Galleons/Attachements/Cannons, Master Scrolls, Slayer Crafting, Weapons, Armor, Deco, etc are all completely player crafted an add to the appeal of being a crafter. Because AFK gathering is not an option on our server and is completely blocked, those who actually spend the time crafting will be rewarded greatly.
Perhaps our biggest longterm feature is our completely rebuilt Guild System that includes leveling the guild up to 25, an easier way to manage rosters and diplomacy, companions you can unlock and send on missions, soon to be added guild Fortresses you can build, purchase land in the world, and deco your fortress tile by tile completely siegable (but repairable), a guild store you can purchase perks and items from via guild gold and resources, a logs section that displays the last 500 lines of all the guild conversations and even plans to sync Discord with your guild chat info in the near future. XP is rewarded to level up your guild and in turn level up the perks you've obtained by killing mobs, capturing towns and dungeons, doing Champ Spawns, completing daily/weekly guild Quests. Guilds have a built in Militia System that is basically like the Rogue part of OCB/R. Every Guild (minus their alliance) will be orange to another guild in militia as well. K/D and overall Rank are tracked in everyones Guild Menu as well.
The entire point of the Guild System is to unify players, create a greater social interactivity, perhaps build relationships in the game, and create something that will have a longterm affect on players and their attention.
Mind you, that is only one of our features. We also have a incredible achievement system, Town/Dungeon capturing, I wish to duel system, Automated PvP Tournaments and PvP Battles, Champ and Harrower spawns dropping raffle tickets that could yield rarer items (up to ethys and hair dyes), Galleon Battles and Bosses, a rich Discord Bot that allows players to link items from in game directly into the Discord channel (showing an image of the item you want to sell or people to look at), Spell Hues, totally rebuilt and easier crafting interface allowing for people to craft multiple potions at once, Instanced Dungeons Raids, + much more.
All in all, we are known for our incredibly unique and well crafted content. We have the ability to consistently add content and patch very quickly, and we have built a platform with already 2 years of dedication to our AOS shard in the mix, and plan on growing and adding a UOR version in the distant future. So we have plans of being around for a long time.
I've been around for all the IPYs, for all the UOAC, and other T2A shards, and I understand your frustration of the longevity of those shards. Everything we've done is in an effort to fix that problem and finally have a long-term T2A server with a larger population base.