Re: Community contributions - how do we do this?
Posted: July 13th, 2020, 6:09 am
ultimately, if you wanna make uo better, find the things which make it not like a proper miniverse.
so like inconsistencies in the use of items, graphics/sound bugs, things not working as they should.
that is what most of the fixes are, and it's right to fix those things.
if you wanna make suggestions then suggest things which will be more realistic or systems that will simulate a real thing.
but i dont think they are looking to change much.. they wanna copy EA if they're sticking to OSI..
so if you wanna make it more of a competitive *game* instead, then fix the inaccuracies in the engine, or add some more clearly defined game rules...
i honestly dont know what EA have done after i stopped playing, but im guessing there'll be stuff along these lines.
if you are experiencing a problem with the game, then explain it; dont try to give the solution, just explain the problem.
there will be a lot of things you are not aware of. but your problem is still a problem, and it can probably be fixed, just often not in the way you think.
we're in a slightly difficult position, because the reason we stopped our updates where we did, was probably because we didn't like the path EA was taking the game. but if they wanna stay close to OSI, they cant take it in another direction either.
the real problem to be honest, is eos needs to decide what she wants to do with it.
oooh decisions dear
this is the real hard part
they are trying to have their cake and eat it with the events
might work.... just makes the game kinda seasonal is all.
there's not really a massive problem with that i guess... just... you have a lot of players that play in the offpeak times with nothing to do..... battlegrounds!
honestly, wow nailed this problem with the battlegrounds, i never raided, always had people to kill, had it's own ladder of items and stuff to climb. it was good. very nicely designed game wow. but it is a designed game, it's not a virtual world.
+
hmm
19 Jun 2020
Script Kiddie
Ultima Online uo.com Atlantic OSI PVP
i dunno i cant see much different, you're all playing a different game to me. *shrugs*
++
https://forum.uo.com/discussion/55/lets ... eryone-now
"Lets Discuss and fix PvP for Everyone Now"
February 2018
we are pretty OSI accurate then... pvp is broken there too.
-------------
https://en.wikipedia.org/wiki/Ultima_Online
wow a lot has happened apparently:
2 Development
2.1 Beta and assassination of Lord British
2.2 Origin era (1995–2004)
2.3 Electronic Arts era (2004–2006)
2.4 Mythic Entertainment era (2006–2014)
2.5 Broadsword era (2014–present)
i guess i should read up... pffft...
"Electronic Arts era (2004–2006)
The sixth expansion, Samurai Empire, launched in November 2004 was Japanese-themed. It offered two new professions, the Ninja and the Samurai, as well as new Japanese-themed housing tile sets. New lands, the Tokuno Islands, were added, with the cities being styled after ancient Japanese cities.
Ultima Online was the first MMORPG to reach the 100,000 subscriber base, far exceeding that of any game that went before it.[25] Subscriber numbers peaked at around 250,000 in July 2003, but then began a steady decline. In 2008 the game had around 100,000 subscribers.[26] As of April 2008, Ultima Online held a market share below 0.6% of the massively multiplayer online game subscriptions.[27] This may in part be attributed to the 2004 release of World of Warcraft, which quickly established hegemony over the MMORPG market and has attracted scores of players from all preexisting games in the genre.
Expansion number seven, Mondain's Legacy, launched in August 2005. It featured the second player race, Elves. The quest system received a major upgrade, as did the crafting system. Spellweaving was added to the skills. Many new dungeons were added. This expansion was the first that was only available online (offline versions on CDs could be ordered). Mondain's Legacy was the last expansion, with updates becoming more irregular after that point.
Mythic Entertainment era (2006–2014)
In June 2006 Electronic Arts purchased Mythic Entertainment, the creators of Dark Age of Camelot. Mythic was tasked with managing EA's MMORPG portfolio, including Ultima Online. That month it was also announced that the anti-cheating software PunkBuster would be integrated into Ultima Online. This marked the first time PunkBuster would be used with an MMORPG to help curb cheating and exploiting. However, it was never integrated into the game, and in November 2006, Electronic Arts put the PunkBuster integration on indefinite hold.
In August 2007 Ultima Online: Kingdom Reborn was released. This was the first major overhaul of the client and artwork systems since Ultima Online: Third Dawn. The final expansion was Stygian Abyss (2009), which focused on the gargoyle race. After Stygian Abyss the development model shifted from expansions to "booster packs" that were intended to be smaller updates released more frequently. However, the first booster pack High Seas of 2010 was also the last.
Broadsword era (2014–present)
It was announced on February 6, 2014 that development of the game would be transferred from Mythic to Broadsword, a new studio, that would take over future development.[28]"
https://youtu.be/CRynOXfqWkk?t=17
you could always email one of them:
http://www.broadsword.com/about.html
should i apply?
oh what a surprise, they only want programmers
so like inconsistencies in the use of items, graphics/sound bugs, things not working as they should.
that is what most of the fixes are, and it's right to fix those things.
if you wanna make suggestions then suggest things which will be more realistic or systems that will simulate a real thing.
but i dont think they are looking to change much.. they wanna copy EA if they're sticking to OSI..
so if you wanna make it more of a competitive *game* instead, then fix the inaccuracies in the engine, or add some more clearly defined game rules...
i honestly dont know what EA have done after i stopped playing, but im guessing there'll be stuff along these lines.
if you are experiencing a problem with the game, then explain it; dont try to give the solution, just explain the problem.
there will be a lot of things you are not aware of. but your problem is still a problem, and it can probably be fixed, just often not in the way you think.
we're in a slightly difficult position, because the reason we stopped our updates where we did, was probably because we didn't like the path EA was taking the game. but if they wanna stay close to OSI, they cant take it in another direction either.
the real problem to be honest, is eos needs to decide what she wants to do with it.
oooh decisions dear
this is the real hard part
they are trying to have their cake and eat it with the events
might work.... just makes the game kinda seasonal is all.
there's not really a massive problem with that i guess... just... you have a lot of players that play in the offpeak times with nothing to do..... battlegrounds!
honestly, wow nailed this problem with the battlegrounds, i never raided, always had people to kill, had it's own ladder of items and stuff to climb. it was good. very nicely designed game wow. but it is a designed game, it's not a virtual world.
+
hmm
19 Jun 2020
Script Kiddie
Ultima Online uo.com Atlantic OSI PVP
i dunno i cant see much different, you're all playing a different game to me. *shrugs*
++
https://forum.uo.com/discussion/55/lets ... eryone-now
"Lets Discuss and fix PvP for Everyone Now"
February 2018
we are pretty OSI accurate then... pvp is broken there too.
-------------
https://en.wikipedia.org/wiki/Ultima_Online
wow a lot has happened apparently:
2 Development
2.1 Beta and assassination of Lord British
2.2 Origin era (1995–2004)
2.3 Electronic Arts era (2004–2006)
2.4 Mythic Entertainment era (2006–2014)
2.5 Broadsword era (2014–present)
i guess i should read up... pffft...
"Electronic Arts era (2004–2006)
The sixth expansion, Samurai Empire, launched in November 2004 was Japanese-themed. It offered two new professions, the Ninja and the Samurai, as well as new Japanese-themed housing tile sets. New lands, the Tokuno Islands, were added, with the cities being styled after ancient Japanese cities.
Ultima Online was the first MMORPG to reach the 100,000 subscriber base, far exceeding that of any game that went before it.[25] Subscriber numbers peaked at around 250,000 in July 2003, but then began a steady decline. In 2008 the game had around 100,000 subscribers.[26] As of April 2008, Ultima Online held a market share below 0.6% of the massively multiplayer online game subscriptions.[27] This may in part be attributed to the 2004 release of World of Warcraft, which quickly established hegemony over the MMORPG market and has attracted scores of players from all preexisting games in the genre.
Expansion number seven, Mondain's Legacy, launched in August 2005. It featured the second player race, Elves. The quest system received a major upgrade, as did the crafting system. Spellweaving was added to the skills. Many new dungeons were added. This expansion was the first that was only available online (offline versions on CDs could be ordered). Mondain's Legacy was the last expansion, with updates becoming more irregular after that point.
Mythic Entertainment era (2006–2014)
In June 2006 Electronic Arts purchased Mythic Entertainment, the creators of Dark Age of Camelot. Mythic was tasked with managing EA's MMORPG portfolio, including Ultima Online. That month it was also announced that the anti-cheating software PunkBuster would be integrated into Ultima Online. This marked the first time PunkBuster would be used with an MMORPG to help curb cheating and exploiting. However, it was never integrated into the game, and in November 2006, Electronic Arts put the PunkBuster integration on indefinite hold.
In August 2007 Ultima Online: Kingdom Reborn was released. This was the first major overhaul of the client and artwork systems since Ultima Online: Third Dawn. The final expansion was Stygian Abyss (2009), which focused on the gargoyle race. After Stygian Abyss the development model shifted from expansions to "booster packs" that were intended to be smaller updates released more frequently. However, the first booster pack High Seas of 2010 was also the last.
Broadsword era (2014–present)
It was announced on February 6, 2014 that development of the game would be transferred from Mythic to Broadsword, a new studio, that would take over future development.[28]"
https://youtu.be/CRynOXfqWkk?t=17
you could always email one of them:
http://www.broadsword.com/about.html
should i apply?
oh what a surprise, they only want programmers