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In-game 'Clarity'

Discussion in 'UHall' started by G.v.P, Jul 16, 2014.

  1. G.v.P

    G.v.P Stratics Legend
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    I know UO and League of Legends are apples and oranges, and one of the reasons why UO and League are apples and oranges is because UO has client limitations. Even so, I think this recent "jungle timer" change by League of Legends could apply to UO. At the very least, I appreciate this sentiment, and I want to see it from UO.

    We want players to fight other players and not the game. When we look at how players have been utilizing jungle timers, that is, the timers we present currently which are mini map icons, the chat logs, they are actually resorting to notepad, mobile applications and third party programs to really make the best use of the jungle and play best. When we look at this situation, it's not really a situation we want, because we want the game itself to provide all the tools necessary to play at the best competitive levels.​


    (around 2:30)

    One example for UO might be if Champion altars provided a Respawn Timer, an Idle Timer, and a "Last Challenged" Timer. The first would indicate when the spawn would respawn, the Idle Timer would start after a respawn, and reset after being "challenged," and the Last Challenged Timer would indicate how long its been since the candles were moved up. Or instead of going to the altar, maybe if you typed a command while in the region you could get a text output, like when you say, "I must consider my sins." I think that change would be useful for any region, Fel, or Ilsh.

    If PvP is a bit too much of a challenge, maybe clarity could be addressed at other regions. One thing I've always wanted to see was a Heartwood quest system which acted more like the modern Gauntlet system, in which you eventually accrue rewards based on persistence rather than pure RNG chance. In addition, I think it wouldn't hurt to see that process as it happens, to give legit players a carrot--even if that carrot is Ultima Online-ish, like, "You feel far away from an award, You feel a moderate distance from an award, You feel close to an award, etc."
     
  2. Tazar

    Tazar Guest

    I can kinda see your point... but if you are going to go that far you might as well add a glowing circle saying "Go here next", 'fight this mob next", etc. The one thing that I really like about UO that sets it apart from the others is the open world and the more random nature to it. I am not fighting to gain the next level, or get to the next Check Point. I am instead able to pursue a goal on my own time-frame and schedule until suddenly *Surprise!* the reward is here. Some never come - others hit quickly. That said - the RNG can also be one of the most frustrating things about UO - and that too is part of the challenge and the fun.
     
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  3. Uvtha

    Uvtha Grand Poobah
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    There are a lot of blind grinds in this game. I think a system like this could be helpful to reducing the stress a bit. I also agree that everything that has a chance to give you a backpack reward should operate like doom, so that even if you don't get something you know you didn't just waste hours of your time for nothing.
    Keep it immersive, as you say, and I'm all for it.
     
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  4. G.v.P

    G.v.P Stratics Legend
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    What, you didn't like the new player quest for the EC? ;)

    I was always frustrated that death was part of the quest. The first time I played through the quest I couldn't figure out why the quest wouldn't continue, as I managed to hide from the mob aggro and I didn't die. I was like, ok, that was a cool hoard script...now what?

    Anyway, I agree making things too straight forward wouldn't be in the nature of old UO, but I also have to stand firm that current UO needs some clarity. I mean, Broadsword wouldn't be employing Pinco right now if they didn't think the UI of the SA client needed help, and if the UI needs help, the game needs some help.

    Think about simple things in current UO, like anatomy revealing stength. In old UO, a player would have 10-100 strength. They'd likely go 100/25/100 or 100/100/25. Here is the former anatomy model, which went by 10s, from 0-100, for reading dexterity and strength.

    I don't remember when things changed, maybe when they re-introduced Champion Spawns in 2002, but let's assume it's been at least 10 years since we had a skill that would accurately, and in a UO way, tell us information about our enemies. I remember using evaluating intelligence all the time to see where an opponent was on mana. 10 years later, and UO never gave us a specific range for 110-119, 120-129, 130-139, 140-149, 150+. They did, however, allow us an exact percentage of remaining mana, which, well, isn't too UO, now is it? Yet it's been part of UO for a long time now ;P.
     
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  5. Viquire

    Viquire Crazed Zealot
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    Localization killed a lot of the immersion in UO. I really appreciate having the tiller folk tell their tales again.

    With regard to anat and eval, I can really only speak to anatomy. That changed with the introduction of powerscrolls. The formula measures the skill of the user and only reads numbers from 0 to GM, anything above that it seems break the formula by presenting numbers outside the range it wants to read, and therefore calculates at a high failure rate. There may be some play in that calculation for those being evaluated also having numbers outside the accepted range.

    It isn't a game breaker, but I always enjoy reading that others miss those elements as I do.

    Placing focus on the things that are Ultima, in the game, I believe, is our strongest chance to attract a younger group of players, and keep them. There is just a ton of underutilized potential in so many systems within the game, and I will just mention, but not linger on the virtues. I am of the opinion that our new city systems are missing a huge opportunity in that regard. :bdh:
     
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