ultima online

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  • Vice vs Virtue PvP system arrives on Ultima Online's test center

    by 
    Bree Royce
    Bree Royce
    09.16.2014

    In testing now on Ultima Online's test server is publish 86.3, better known as the Vice vs Virtue patch. You remember the virtues, those iconic and ambiguous philosophical principles guiding the Avatar? OK, now forget all that because peeveepee, guys. Yes, Vice vs Virtue is a a new system designed to bring a fresh version of Order and Chaos consensual PvP -- any PvP, really -- to landmasses that are currently PvE, including Trammel and most of the expansion territories launched in the last forever. The opt-in faction-based system brings the battle to the core cities of the game and rewards participants with a special currency that can be traded for everything from mounts and artifacts (gear) to murder pardons and hair dye. Look, UO players take their hair dye very seriously. The patch also introduces new trader quests to the game and revamps dungeon loot spawns to encourage ventures to the open-PvP Felucca facet. The devs have invited players to help stress test the systems this afternoon.

  • The Daily Grind: What's the best MMO housing system of all time?

    by 
    Bree Royce
    Bree Royce
    08.08.2014

    WildStar's floating palaces, Star Wars: The Old Republic's strongholds, World of Warcraft's garrisons, and Landmark's... well, everything... are getting a lot of press lately, maybe because the MMO industry has been starved for such content for so long. Few games implement housing after launch, and fewer still launch with housing ready to go; those that do seldom aspire to the heights reached by RIFT's dimensions, let alone the amazing customizable homes of older games like Ultima Online and Star Wars Galaxies. So let's resurrect a Daily Grind topic we haven't tackled since 2010. Which MMO features or featured the best housing of all time? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • The Daily Grind: Does world PvP have to be spontaneous to be fun?

    by 
    Bree Royce
    Bree Royce
    08.01.2014

    I love big battleground PvP. I admit it. I may have cut my teeth in the FFA ganker land of classic Ultima Online, but I didn't enjoy it nearly so much as I enjoy two (or three!) huge swarms of people crashing into each other Pelennor Fields style. That's why World of Warcraft's attempt to recreate world PvP in upcoming expansion zone Ashran intrigues me. Yet Massively commenters have criticized Blizzard, suggesting that it's impossible to bottle up the fun of old Southshore and pour it back out into Ashran because Southshore's magic was in its spontaneity. At least that was the fun if you weren't on a server where your faction just got rolled repeatedly. Or if you weren't a newbie trying to quest in Southshore while the level 60s farmed each other for points. It didn't feel all that spontaneous on my server, come to think of it, since both sides would line up outside the village automatically every day; the vast majority of spontaneous PvP I see on my PvP server is just ganking lowbies or soloers, not the epic GvG sort you tell stories about later. And I'm pretty sure I'd trade the cheap thrill of spontaneity for a fair fight with some real objectives, the bigger the better. How about you? Must world PvP be spontaneous to be fun? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • The Game Archaeologist: Kingdom of Drakkar

    by 
    Justin Olivetti
    Justin Olivetti
    07.26.2014

    You'd think that by now I would be running out of older MMOs and their kin to cover, but I just keep discovering more. Some of those discoveries are helped by Massively readers, who have urged me from time to time to investigate certain games. One such commenter, Space Cobra, has been after me for quite a while (as in years) to do a write-up about Kingdom of Drakkar, and I finally caved. Here you go, good buddy! Kingdom of Drakkar, also known as Drakkar or Kingdom of Drakkar II, is a really odd duck in the MMO history books. While being very small potatoes for the industry as a whole throughout its entire lifespan, it's notable for an extraordinary long run (it began in the 1980s, people!) that's traversed through several format changes and handlers. I've seen it described, somewhat unkindly, as a "shoddier Ultima Online," but I think that is a surface judgment that doesn't take the effort to get to know the game or its legacy. There must be something to this game if it's been around for three decades, yes? Let's find out!

  • Ultima Online overhauls factional PvP in publish 86

    by 
    Bree Royce
    Bree Royce
    07.18.2014

    Broadsword Online has announced that Ultima Online's publish 86 will arrive on the test server this evening. Notably, the patch includes the first phase of the game's new Vice vs Virtue system, a massive ground-up rework of the existing faction PvP system intended to bring rewarding, objective-based PvP back to the cities. The update also features a new trading-based quest system, new property generation mechanics for spawned loot, and a refreshed Cleanup Britannia vendor. Check out the complete patch notes on the official site. If you're a former player thinking of dropping by your old haunt to see how it's doing, recall that last month, the developers hinted at a return-to-UO promotion coming in August.

  • The Daily Grind: What's the ideal death penalty for an MMO?

    by 
    Bree Royce
    Bree Royce
    07.18.2014

    If your first MMO was a modern themepark MMO, you might not realize that a corpse run and a small repair bill are fairly light penalties for death. In Ultima Online, if you couldn't make it back to your body in time, a devious player (or mob) might come along and relieve your corpse of its loot. If you were a murderer, you'd even lose stats! Your gear was safer in EverQuest, but you'd lose experience, and you'd still have to run from your bind spot back to your body, assuming it wasn't in such a dangerous place that you needed a Necromancer to summon it. And games like Asheron's Call and City of Heroes once had experience penalties so harsh that it was possible to cripple a character so much that you might as well just reroll. MMOs are torn between wanting to make death feel meaningful enough that people are careful but not so punitive that players would rather log out than recover. What do you think is the ideal death penalty for an MMO? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • The Daily Grind: Are MMO class consumables due for a revival?

    by 
    Bree Royce
    Bree Royce
    07.08.2014

    While most MMO players are probably familiar with consumables in MMOs like food and drinks or even enchantments and gems, class consumables like spell reagents and ammo are now fairly rare but used to be a lot more common. Ultima Online, EverQuest, and Asheron's Call, for example, all included a reagent mechanic. For many years, Ultima Online's mages carried sacks of such reagents required and consumed by each spell they hoped to cast. High-end raid-related spells in EQ ate expensive gems, and AC1's reagents had a chance to go up in a puff of smoke each time your cast fizzled. Themeparks like Guild Wars 2 and World of Warcraft have veered away from this design path. In fact, WoW itself started life requiring reagents for special spells and ammunition for bow- and gun-wielding classes, but Blizzard removed them several years ago in the pursuit of both simplicity and class balance. After all, it wasn't very fair to require only some classes to spend extra gold and take up weight or inventory space on consumables. Still, such mechanics added a level of immersion as well as annoyance. What do you think -- do class consumables deserve to make a comeback in MMORPGs? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • The Daily Grind: What's the best loot you've ever scored in an MMO?

    by 
    Bree Royce
    Bree Royce
    07.04.2014

    Everyone's got a a story or two about the time she scored that one really great piece of game-changing loot in an MMORPG. There was the time I won the piece I needed for my World of Warcraft Priest's Benediction/Anathema staff (still have it, too!). There was the time I landed a 120-skill powerscroll for my Disco-Archer in Ultima Online. And there was the time I lucked out on my first Guild Wars birthday and received a bone dragon, a minipet whose sale for a virtual fortune helped me bankroll my characters' gear and my obsessive trading habit for years to come. Even if we wouldn't call ourselves lootmongers, we still love getting a new shiny -- the rarer, the better. What's the best loot you've ever scored in an MMO? Let's hear some juicy tales! Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Ultima Online patch delayed because of Mythic shutdown

    by 
    Bree Royce
    Bree Royce
    06.26.2014

    While last month the Broadsword Online team reassured players of its games that they would not be affected by the shutdown of Mythic Entertainment, Ultima Online Producer Bonnie "Mesanna" Armstrong has admitted today that update 86, originally slated for July, has been delayed until at least mid-August. "The shutdown of the Mythic Studio [...] has caused us to move the rest of our build machines from that office to the office in Herndon before we were expecting," she wrote in her producer's letter today. "So that has caused a delay in our publish time." But there's also some good news for players of the veteran MMO. Here's some of what Armstrong says the team is currently working on: a new trade quest to acquaint players with the world, new Clean-up-Britannia rewards, a new interface for the enhanced client (helped along by a well-known player modder), a revamp of the Advisor program (what used to be called the Counselor program), revisions to the global loot system, anniversary rewards for the game's 18th birthday in September, and a return-to-UO promotion for former players in August. Armstrong also notes that the UO team is looking to hire an engineer and site designer.

  • The Daily Grind: Have you ever volunteered for an MMO?

    by 
    Bree Royce
    Bree Royce
    06.24.2014

    A few weeks ago in my Working As Intended column, I brought up the role gamemasters and officially appointed player helpers had in fostering communities, directing roleplaying, and aiding newbies and event organizers in early MMOs. We're not talking about just floating a HELPER tag over your head (though most modern MMOs lack even that); old-school games literally ran programs that traded game time (or just a hearty thanks!) to players who would log into special accounts or robed characters and lend a hand, officiate a wedding, or help a clueless nooblet find the bank. While I was focusing primarily on Ultima Online in that article, just a few days later, SOE tweeted a post about the EverQuest franchise's alive-and-kicking volunteer Guide program. Participating player Guides are now expected to run dynamic events and quests rather than interact in chat, but the concept is the same, even in 2014, however strange it must seem to newcomers to the genre. Today I'm wondering how many of our readers have ever volunteered in a semi-official or official capacity within their MMO of choice. How did it treat you, and do you want to see programs like these become more widespread? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Perfect Ten: MMOs from the '90s

    by 
    Justin Olivetti
    Justin Olivetti
    06.21.2014

    The course of MMO history and the developer pioneers who forged a path to online gaming have long fascinated me (so much so that I write an occasional column about it). While we often think of MMOs as modern entertainment barely out of its infancy, the truth is that you can trace the industry back decades to see a fringe group of devs and players striving to make these games a reality. While the number of MMOs in existence exploded in the early- and mid-2000s (and hasn't stopped growing since), the 1990s are often an overlooked decade that featured more than the one or two games that are usually mentioned in brief history overviews. There were actually far more titles than most assume, even if you dismiss text-based MUDs and the like. Today we're going to run down 10 MMOs that were born during the era of the dot-com revolution, dial-up modems, and the peak of the Simpsons (third through seventh seasons).

  • Working As Intended: The forgotten fields of Green Acres

    by 
    Bree Royce
    Bree Royce
    06.13.2014

    My first trip to Ultima Online's Green Acres was in 1998. The first guild I'd ever joined had just split up into a bunch of... let's call them "philosophically incompatible" groups, and I was still hanging out with some of the shadier types because I was a clueless teenager in my first MMO and wanted desperately to fit in and hadn't yet figured out where I belonged. "Hit this rune," my new guild leader commanded. His favorite murderin' weapon was a poisoned warfork. He was not a nice man. "I'm being evicted from my safehouse in Green Acres. Help me move my crap."

  • Ask Massively: Misconceptions about jerk players, Kickstarters, and untrustworthy studios

    by 
    Bree Royce
    Bree Royce
    05.30.2014

    Continuing our miniseries theme from the last Ask Massively, today's edition will focus on a brand-new set of misconceptions commonly held by MMO gamers and participants in our comments section: jerk players in MMORPGs, the playerbase of one particular sci-fi sandbox, Kickstarters vs. investments, and learning to trust a studio that's done you wrong. As always, if there's a misconception you want me to add to my list, let me know in the comments!

  • Mythic closes, 'end of an era' for former MMO studio

    by 
    Justin Olivetti
    Justin Olivetti
    05.29.2014

    We saw this coming, but it doesn't make it any less regrettable: Long-time MMO studio Mythic Entertainment has been shut down by EA. "We are closing the EA Mythic location in Fairfax, Virginia, as we concentrate mobile development in our other studio locations. We are working with all impacted employees to provide assistance in finding new opportunities, either within EA or with other companies via an upcoming job fair," EA told Kotaku. Former Mythic lead Josh Drescher tweeted his reaction to the news: "Condolences to everyone at Mythic today. It's the end of an era, but you were all part of something amazing." Mythic shuttered Warhammer Online last December, while Ultima Online, Dark Age of Camelot, and many Mythic developers moved over to Broadsword Online Games this past February.

  • The Game Archaeologist: The persistent worlds of Neverwinter Nights 1 & 2

    by 
    Justin Olivetti
    Justin Olivetti
    05.24.2014

    At the end of next month, dozens of online worlds will flicker and vanish with the flip of a switch. It's a online apocalypse the likes of which we have not seen in quite some time, although you might be forgiven for not having heard of it before now. When GameSpy Technology goes offline on May 31st, dozens of EA games that relied on the platform for multiplayer functionality will lose their online components by June 30th. Because of this, Neverwinter Nights and Neverwinter Nights 2 will find that their persistent player-made and -run worlds are in danger. For over a decade now, players have poured creative energies and roleplaying enthusiasm into these micro-MMOs. Could an era be about to end? Fortunately, players are already swinging into action to work around the shutdown, keeping their worlds alive and detached from GameSpy's umbilical cord. I see this event as a wake-up call for people like yours truly who are acquainted primarily with BioWare and Obsidian's single-player offerings and are ignorant of the larger Neverwinter Nights community out there. Let's take a look at this engrossing online realm and how it came to be.

  • The Think Tank: Non-combat roles in MMORPGs

    by 
    Bree Royce
    Bree Royce
    05.08.2014

    Two recent topics have collided to create this week's Think Tank topic: Massively's Justin wrote about pacifist characters in MMOs, and Camelot Unchained reminded me that while there's no PvE, it'll be possible to play as a pure crafter to contribute to PvP. These shouldn't strike us as novel concepts. The genre has seen several MMOs (A Tale in the Desert, Glitch) that shed combat entirely, and many sandboxes (Star Wars Galaxies and Ultima Online, to name just a few), allowed players to roll pure crafters who raised neither blaster nor kryss to attack a foe. Yet many modern gamers still think of pacifist play as an anomaly, having been bred to believe combat is the end-all, be-all of an MMORPG experience. I polled the Massively team members for their thoughts on pacifist play and non-combat roles in MMOs. Have or would they play such characters and games?

  • The Daily Grind: What's the nastiest player behavior you've ever seen in an MMO?

    by 
    Bree Royce
    Bree Royce
    05.06.2014

    It was early 1998, and I had been playing Ultima Online only a few short months. A male character with an offensive name approached me and began harassing my toon, using a quick succession of emotes to simulate something that I suppose to him looked like pelvic thrusts as he informed everyone at Serpent's Hold bank, including my not-at-all-amused guildies, that he was "raping" me. I think I was too astonished to be upset, and my guildies immediately called a GM, who arrived swiftly, renamed the miscreant "George," and whisked him off to prison. It didn't scar me for life or anything; I was already accustomed to rampant murder and thievery and espionage. But it was a brutal introduction to online behavior (and probably a brutal introduction to online justice for the character suddenly known as George). Curiously, that lame attempt at faux "rape" paled in comparison to the extreme psychological warfare and character defamation that I saw presumably much more mature roleplayers employ in later games. That, I found far more emotionally disturbing. How about you guys -- do you have a memory of a really nasty display of online behavior in an MMO? What's the worst you've ever seen? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Steam Greenlight spans Grave to Ultima Online in latest batch

    by 
    Sinan Kubba
    Sinan Kubba
    04.30.2014

    You never know quite what you're going to get when a new list of Steam Greenlight-approved games shows up. For example, the latest batch of 75 includes both Ultima Online and Dark Age of Camelot, two of the most classic Western MMORPGs, both of which are under the care Broadsword Games. Among the other 73 games given the A-OK for a Steam release are Arcadecraft, Firebase's 1980s-styled arcade management sim, and Grave, Broken Window Studios' survival horror that takes place in a Salvador Dali-inspired wasteland. The Greenlight approval caps off a good week for Broken Window Studios, who saw the game funded on Kickstarter with days to go, meaning it's trekking its way to Xbox One as well as Windows, Mac and Linux. For the full list of inductees, head over to Steam Greenlight. [Image: Broadsword Games]

  • Massively's first look at sandbox Shards Online

    by 
    MJ Guthrie
    MJ Guthrie
    04.29.2014

    How many games have you played only to find yourself uttering the phrase, "If only I could run my own server"? Chances are, there at least one or two titles you''d love to make into a private playground for select friends using your own personal ruleset. Lucky for you, in Shards Online, you'll be able to do precisely that! Announced last month, this upcoming sandbox by former Mythic Entertainment devs is built on the premise that players will run the majority of the virtual worlds how they want to. Do you want a fantasy world where you can boot those who ruin immersion? You got it! What about the ability to take over mobs and fight the players while spouting personalized comments? Yup, that too. What if you want a hardcore world where survival is for the fittest? Mm-hmm, starving to death is an option, as is permadeath. And how about a world where gameplay unfolds around players as they explore rather than offers questing on rails? That's the theory behind the game. But how do these ideas hold up in practice? Last week I sat down with Citadel Studios co-founder Derek Brinkmann to witness a demonstration of Shards Online and talk all about the plans for the game. And what I saw certainly looks promising! So if this idea tantalizes your gaming taste buds, keep reading to get the scoop. I've even added a teaser video.

  • Ultima Online, Dark Age of Camelot embark on Steam Greenlight campaign

    by 
    Bree Royce
    Bree Royce
    04.16.2014

    Since its acquisition of Ultima Online and Dark Age of Camelot in February, Broadsword Online Games has not been content to let the titles sit around merely getting older. Earlier this month, the team hosted a large state-of-the-game chat about the future of UO's design, and now the developers have posted their latest ambitions: a spot on Steam bathed in green light for the venerable old MMORPGs. "We are in the process of getting UO on Steam but need your help. Please go here and vote for UO! Thank you for all your support!" wrote UO Producer Bonnie Armstrong on the official site today. DAOC's Steam Greenlight campaign is likewise now live. You heard the lady. Chop, chop.