Posts Tagged ‘mmorpg’

Ultima Online (UO) was my first MMO experience and was one of greatest MMOs I’ve ever played.

Nothing has matched it to date when it comes to the Freedom / Immersion / Sandbox / Emotional / Emergent feeling you get from the gameplay, I have very fond memories of the game.  The world felt very realistic at times, you could just lose yourself in the game for hours at a time, it just had a Real World / Life quality to it.

I played on the Atlantic Shard from 1998 to 2000 and quit when they did the Trammel / Felucca thing. Was very disappointing.

I remember my first time playing the game, buying Ultima Online:T2A at EB games in the local mall where I live. Reading the instruction manual on the way home being very excited to get in and play.

I made my character and started in Vesper, I headed out the NW gate to explore and see the new world I was in and came upon a mountain pass, there were 3 people mining, I stop to talk to them for awhile when it happened for the first time, I was a brand new character, first time playing UO, haven’t been in game and alive more then 15 – 20 minutes and a Red named character came running through the mountain pass and killed all four of us.

At first like most people I was a little mad, but I also thought wow this is fantastic the freedom this game has. Being a complete noob at the game and the mechanics I hit the option to rez myself instantly rather than turning into a ghost or whatever, and he killed me again. I then insta-rezzed one more time and tried to haul ass back to town. He gave chase and ended up catching me right before I could get back within the Vesper city limits and kills me.

At this point my heart is pumping and my hands are shaking and wow it was a awesome feeling, you had that feeling every time you left the city limits away from guard protection. World felt real and alive, filled with danger and mystery, anything can happen, you have to stay alert, it also helped to show that death mattered.

But at this point I must ask to the people that actually played UO, Was dying really that bad in the game? Was having player bodies fully lootable that bad? I mean the way they designed the game there was really no EPIC gear like other MMOs, no irreplaceable gear. Money and gear in the game was relatively easy to make and come by. Inside towns you were pretty safe, if any trouble happened you could just call guards and they would appear and take care of the situation. But of course that didn’t make them 100% fool proof, which at times could be annoying if someone got a quick kill on you or stole something from you with thievery and ran away off screen quickly enough. But that just added all the more flavor to the game.

I truly believe the 3 stage (Blue, Grey, Red) criminal system along side the Reputation / Karma system was excellent. And it worked really well as a hands off development type way to allow the player base to police themselves. It added a lot of flavor into the game, most games nowadays get so boring and repetitive. UO seemed like there was always something going on, anything could happen, it was dynamic, random and fun, I can remember a lot of times even at Brit bank with my hear pumping.

That moment when your at the bank trying to get some really valuable loot into the bank before someone steals it and you get the message over your head * is looking through your bag* * just stole something* and you see them turn Grey and you chase them down and kill them and get all there stuff in return. I remember so many awesome cat and mouse chases like that in Brit alone.

People worry about PKs thinking nothing could be done, but really the game, the people in it, just the whole community can police themselves if the game gives them the tools to do so and the developers / other fellow gamers could just give it the chance to happen organically like it can and should. It felt like it did from my side of the fight on the Shard I played on.

UO also had a Bounty System where victims could put bounties on their killers heads and people could collect on them which was a fun way to make money as well and helped as players to police themselves.

I played on Atlantic Shard from 1998 to 2000, in a Anti-PK guild called Lords of Krynn, My character’s name was Kendal I was part of the Paladin group. Yes this is before there were classes in the game. I was a 6x GM (Swords, Tactics, Parry, Anatomy, Healing, and Resisting Spells) had Magery at 70 and Hiding at 30. It was great fun, my friends and I just roaming the lands killing all the reds we see, saving people, helping people, we RPed alot back then.

I miss those days terribly, so many stories I can rant on forever, but the Freedom in UO made it the best MMO there ever was. And no levels to grind, it was all skill based, you could live your whole life in UO as a craftsmen, trader, treasure hunter, fisher, doctor, gatherer, animal trainer, chef, a bard with magical musical powers, whatever without fighting or killing a single thing if you wanted.

I had a Treasure Hunting alt and a Crafter alt, mainly for Blacksmithing.

But another thing UO had that most MMOs don’t was a really good economy and a crafting system that actually mattered, plus like I already mentioned there was really no irreplaceable gear. Plus gear in the game could be destroyed and items would deteriorate and wear over time / use and need upkeep / repairs.

Crafting in UO and all the skills were relevant you could accomplish what you needed to accomplish with them, you could make a living on them, they seemed very well thought out, detailed, and everything about them pretty much made sense.

The crafting system was so good that GM stuff you could get from them is really about the best stuff you can use, there was some rare magical gear out there as well but it really wasn’t that overpowering like the crazy gear gaps there are with in most other MMOs.

Full loot kind of helped the economy on top of the crafting system and Player Vendor system because goods were always in motion, there was plenty of supply and demand, by having real loss in the game created that. Having real loss in the game also helps to strengthen the concept of death mattering. Player bodies also disappeared over time removing items from the economy.

Loss in the game was punishing but not overly damaging or painful again because nothing was that irreplaceable. And it wasn’t hard to have / earn / get money in the game to replace whatever you loss.

Some people have had bigger things stolen like houses and boats, it sucks a lot, it makes you want to rage quit forever at times, I was one of them, my boat got stolen, it sucked, after awhile I got another, life went on. Luckily it never happened to my house.

Also Adventuring and Exploring in the game was tremendous amounts of fun and very rewarding as well, it like crafting seemed to “matter” more in the game, I would just sail for hours on my Treasure Hunting Alt and fish and find treasure chests with friends it was awesome.

UO just had that magic, just that you can do anything you want spark, that every other MMO since has missed, no other MMO has captured the hearts and minds of gamers everywhere like UO. It truly was like living in another world, another life in another universe. The Origin “We Create Worlds” slogan was so very true back in the UO Golden Years before Trammel / Felucca.

And look at that the game is still alive 15 years later, happy anniversary UO, Richard Garriott has to be proud even if he hasn’t had any say in anything in a long time, his baby is still alive and kicking.

What game other than UO has had this dynamic, immersive, random, player driven content that was only possible due to the tension caused by organic player interaction in a open sandbox world with non-consensual PVP? Other than maybe DayZ, can’t really think of any others at the moment.  Just completely Emergent gameplay.

Chaos can be fun, real life is repetitive enough on its own.

All Developers talk about building a community in the game, a sense of society, socialization, etc. But then they try way to hard to artificially create it, UO had none of this crap MMOs have nowadays to hand hold players and shield noobs and care bears from harm, all Devs jump through hoops trying to FORCE it, FORCE things, when back in UO it just worked and happen naturally and organically.

Sometimes you have to stop the hand holding and just let go and let players take care of themselves. But of course you have to put the right tools and the right systems into the game to make it possible for the players to take care of it by themselves and I believe UO had those tools during the time period I was playing it.

Why is the Zen system Pay 2 Win some people might ask, well it really comes down to common sense, basic maths, and some everyday economics.

I know this has been done by others so this is nothing new but It is important to have all this info available for the discussion.

First lets look at the Conversion Rate / Ratio.

$1 USD = 100 Zen.

Now with that out of the way, How does this correlate with Astral Diamonds?

Well the exchange rate between Zen and Astral Diamonds is something that can be effected by players and will fluctuate over time, but only to a certain point. PWE / Cryptic have set a range of 1 Zen to a range of 50 – 500 Astral Diamonds.

As of Right now, what I’m getting from people of the community / forums is that the current exchange rate is:

1 Zen to 400 Astral Diamonds or pretty close.

Now as everyone must know you can only make 24,000 Astral Diamonds a day per character, 24,000 is the limit of rough Astral Diamonds you can convert a day. (I know you can make more via playing the auction house game but that is for another discussion.)

So what we are looking at is $1 USD = 100 Zen = 40,000 AD

Ok now that all that fun is over, if it is not abundantly clear why this system is extremely BAD, Pay to Win, and frankly retarded, lets look at some real life stuff.

I live in the U.S. so we will go by that because it makes it easier for me, the federal minimum wage in the U.S. is about $7.25 / hour USD right now. (Might be changing to $9+ soon but that is a different story / argument all together)

Now of course these are entry level jobs that mostly high school kids are working for their first time, but it is a good starting point to use as a cross reference for this “eye opening” break down of this greedy, money grubbing, “Free to Pay” solution this game / developer / publisher has going for it.

With that said, 40,000 AD = 1.6 days at the above 24,000 AD / day conversion rate.

Now lets look at this in the perspective of common Zen store purchased items.

50% Mount = 500 – 800 Zen = $5 – $8 (0.69 – 1.10 Hrs @ 7.25/Hr)
(200,000 – 320,000 AD) (8.3 – 13.3 days AD farming)

80% Mount = 2,000 – 3,000 Zen = $20 – $30 (2.76 – 4.14 Hrs @ 7.25/Hr)
(800,000 – 1,200,000 AD) (33.3 – 50 days AD farming)

110% Mount = 3,000 – 4,000 Zen = $30 – $40 (4.14 – 5.52 Hrs @ 7.25/Hr)
(1,200,000 – 1,600,000 AD) (50 – 66.6 days AD farming)

C Ward = 1,000 Zen = $10 (1.4 Hrs @ 7.25/Hr)
(400,000 AD) (16.6 days AD farming)

P Ward x10 = 100 Zen = $1 (0.14 Hrs @ 7.25/Hr)
(4,000 AD) (0.16 days AD farming)

Bag 24 slot = 1,000 Zen = $10 (1.4 Hrs @ 7.25/Hr)
(400,000 AD) (16.6 days AD farming)

Bag 12 slot = 600 Zen = $6 (0.83 Hrs @ 7.25/Hr)
(240,000 AD) (10 days AD farming)

Character Slot x2 = 500 Zen = $5 (0.69 Hrs @ 7.25/Hr)
(200,000 AD) (8.3 days AD farming)

Retraining Token = 600 Zen = $6 (0.83 Hrs @ 7.25/Hr)
(240,000 AD) (10 days AD farming)

x16 Bank Slots = 600 Zen = $6 (0.83 Hrs @ 7.25/Hr)
(240,000 AD) (10 days AD farming)

Companions = 1,500 – 3,500 Zen = $15 – $35 (2.07 – 4.83 Hrs @ 7.25/Hr)
(600,000 – 1,400,000 AD) (25 – 58.3 days AD farming)

Enchanted Key = 125 Zen (x10 = 1,125 Zen) = $1.25 ($11.25) (0.17 (1.55) Hrs @ 7.25/Hr)
(50,000 AD (450,000 AD)) (2.083 days (18.75 days) AD farming)

Professions Asset Pack = 1,600 Zen = $16 (2.21 Hrs @ 7.25/Hr)
(640,000 AD) (26.6 days AD farming)

Professions Booster Pack = 300 Zen = $3 (0.41 Hrs @ 7.25/Hr)
(120,000 AD) (5 days AD farming)

Also Important to note:

Mount Training 2 = 768,000 AD (32 days AD farming) = 1,920 Zen = $19.20 (2.65 Hrs @ 7.25/Hr)

Mount Training 3 = 2,040,000 AD (85 days AD farming) = 5,100 Zen = $51 (7.03 Hrs @ 7.25/Hr)

Mount Training Equaling 2,808,000 AD (117 days AD farming) = 7,020 Zen = $70.20 (9.68 Hrs @ 7.25/Hr)

The above Mount Training costs more, both time and money wise than just purchasing a mount directly through the Zen Store which is account wide.

So all you need to know from all this is your time means nothing in this game, they pretty much want you to buy all these things because it will take you absurdly longer to do it in game to the point for retardation.

Looking at something as simple as the Retraining Token, why in any world should it take a person who truly wants to “Play for free” 10 days of grinding the 24,000 AD a day to get 1 Retraining Token when someone with a minimum wage job that wants to pay can make in less than a hour? How does this make sense to anyone?

It is clearly Pay to Win, you’re buying power, and with the amount of time it takes to grind these things for free in game is ridiculous. In the time it would take you to grind all these things free the next expansion / new content will be out and you will never be able to even remotely keep up. The things in the Zen store that people are buying are not purely convenience or cosmetic items, not at all.

You can call it “convenience” all you want, but the money to time ratio is very screwed up, it is not convenience more than it is a ultimatum to advancement and the free players that want to stay competitive with the people spending money.

“To create the strongest Enchantment possible, it will cost 160 dollars and 64 shards. Unlike companions, these can be used in PvP.”

This must drive min / maxers that don’t have tons of money to throw around completely insane.

“Time is money says the proverb, but turn it around and you get a precious truth. Money is time.”

So if these store items are a “convenience” as all the supporters / defenders / fanbois claim then why is your money worth almost 10 times the amount of in game time of a “free” player even at a basic minimum wage starting point?

Please can someone explain to me how these so called “Free to Play” games with money grubbing “al la carte” cash shops with obvious Pay to Win elements in it are better than paying for a subscription based MMO / Game?

Sub games also naturally filter out a lot of bad / abusive / troll players as well as bots / gold sellers / etc, a lot better than F2P games do for many fairly obvious reasons. You end up with a stronger more dedicated core group of players which makes the community much stronger most of the time. Quality > Quantity of players.

Not that being able to pay for a monthly sub makes you an adult or mature or anything like that, but it has served as a pretty good “hard filter” in the past through all these sub based games all the way back to the first MMOs like Ultima Online. Filtering out all the different unwanted types of people that do nothing but hurt the game and drag it down because the typical majority won’t pay to do that, never mind pay monthly.

When all you have to do to play a game is go to the website, make a free acct, download / install the game and GO, sure you get more players and your world seems more full, but I always have to step back and think “At what cost?”. Because 90% of the time IMHO it is not worth it, the positives don’t outweigh the negatives, and I would rather pay $20 – $60 for the game and $5 – $15 for a monthly sub to avoid all that stupidity.

I’m not sure about you all, but I dislike pay to win games, systems, etc. I also don’t want to pay “a la carte” for my gaming experience in a single game, I’d rather buy the game out forthright and pay monthly and have access to everything, the full game. I don’t want to be “nickled and dimed” for every little thing in the game, or to access certain things.

I’d much rather pay a sub to pay for the developers to actually develop the game / content and fix / patch the game, rather than the developers wasting as much development time as needed on the cash shop so they can cover their paychecks / overhead. How can you continue to develop the game, or content in general, and patch / fix the game as a F2P game if you’re not making enough money from micro transactions to afford it?

You can’t, that is why the cash shop will always take development time priority over the game, at least until they are making a profit.  Bottom line is I want to play a game, not a cash shop. A bit of a exaggeration, but still valid.

That being said I am still enjoying the game for Free at the moment, I find the combat to be a lot of fun.  Not sure how long this feeling will last considering how P2W the end game is, but we will ride it out as long as possible while I wait for other games I’m excited for to come out like DayZ Standalone, Camelot Unchained, ToA, etc.

Now Discuss… /putsonflameretardantsuit