What is your wish for UO game play in 2011. Lets focus on adventure or such and not on - no scripters and all the stuff we know. My wish comes from my game player perspective of a merchant. So I am a merchant player. I see things that we acquire and sell in game on a daily basis. Here is the problem I see with UO's path. I like the game. Issues with fishing powerscrolls, for example. Adjustments. Today on atlantic vendors. 105's and 110's - pretty plentiful. Few days. The can be had for well Cheap. Cheap isnt good or bad. But it usually means you don't have to fish anymore to get rewards, you can just buy them. Really.... I can spend 10 minutes shopping and get the new stuff or weeks fishing. What would you choose? I would prefer to choose both. Things must be left to discover in fishing as example. Once the reward chains are maxed, there goes fishing. Now perhaps there are more wonderous fishing rewards to come... but it will go down the same path. Loot from sunken treasure. Runed Driftwood Bow 10k, same for the female armour, the leggings I have now found 100k. Grapevines 500k or less, and on. Go back months and months ago. Abyss the Cavern of the Discarded... could only get ingredients their for imbuing. We complain. Get crystals from trees, crystalline blackrock from mining. I personally made 100 million off of crushed glass from my smith. Do I have a point? Somewhere between the stupidly hard to get and the I MUST HAVE NOW PLAYERS, a balance is needed. And probably just a new direction for the game content. Anything that can be had... will be market flooded in a week to 6 months. Or better yet re-released next event. That doesn't seem like game play. It seems like stuff collecting. Why is it we get rewarded by more and more bank storage and house storage? The game is stuff driven. How about making it exploration and discovery driven? Let us find stuff and things that aren't dribbled out to us in detail. Let time be our friend. Not I MUST HAVE MORE as fast as I can. Great changes have come with this patch and SA and the HS. But we need more then reward chains. More like the pirating idea. We need game play and adventure. We need to be able to walk dungeons and find something new. Not static. Like finding something new that we don't know has 1 in 5000 chance of spawning on a monster of such and such. Change the logic. Why is a random world so hard to create? Bring back the exploration and the unknown for 2011. Let us stumble across a lost realm of unknowns.