Thinking about the issues UO faces with cheating/farming/duping/gameplay led to these suggestions. I don't really expect Mythic to address any of these issues but I'd still like to discuss them with the community. Also, I understand that some of these ideas would take massive amounts of time, money and effort to implement so I'm pretending that Mythic has a big red button that creates/fixes anything they want with each push. To increase Mythic/EA's revenue and control the game economy: Micro transactions. Make available for sale most items in game through an online store. Rare tools, resources, some collectors items such as the dyes, vet rewards, etc... You could possibly scale item prices based on rarity but in general keep them low (ie:$2.50 for a val runic hammer). The key is volume sales as people will more readily purchase multiple perishable items FROM EA/MYTHIC at a lower price than one perishable item at a high price. You would put the brokers/farmers out of business, generate a higher income for your product and also have control over the in-game economy. Win, win, win. To help prevent duping: On the backend, have a program which cross references the itemID of items manipulated/used in game against a pre generated or dynamic table of itemIDs. Since banning accounts would hurt profits, how about just automatically delete the duped items if it fails the check? This system should theoretically be cost effective. This would also help prevent brokers from inflating the economy and encourage micro transactions for the studio. Condense servers to increase the populations of others: Make the game feel full again. Fields of empty houses is not the answer to making a server feel full. Give the moving players an unlimited, weightless, account bound storage container to move every single item they own between servers. This would help limit account cancellations since now their only real potential loss is their house location and size (keep/castle). And there's no worry about suspended accounts. If they reactivate have them choose a new server. Develop a 3D client; I'm not talking about a client like SA (and im not knocking SA either)... I'm talking about a full 3D client to compete with modern mmo titles. In fact there is a full 3D client being developed for freeshard servers called Iris 2.0. It's actually quite remarkable that a small group of people in their free time created this amazing client. It might not have the polish of a professional studio but it does illustrate a demand for such a client and that it can be done. Its also worth mentioning that another MMO game is almost at release which is pretty much a clone of UO, just in 3D. Again, this illustrates a demand for a full 3D and true triple-A client for UO. Benefits include a large increase in micro transactions with an influx of new and returning players. Also, since no game can compete with the depth of UO, why bother developing a new title when you can build on top of this one? Have crafters play a greater role in the economy: I really loved the fact that everyone used to go to crafters for their items. Maybe with the micro transaction system we would see that again. To that end maybe let all items decay but give the crafters the ability to "reverse engineer" and duplicate items or transfer item stats from one weapon to another, using a new rare tool or something to that effect. I thought the mechanical pets were a great idea although I find they're kind of useless and more of a novelty. Improve Tinkering and do away with Bods: The bod system is old, antiquated, developed for a much larger player base and just encourages farming (90% of my buyers were runic farmers). Why not give tinkers the ability to create the runics and other rewards from the bod system? This helps eliminate ore/resource farmers. Raise the cap to 120 and give them varying degrees of success on items. A 120 tinkering skill would give you a %15 chance to make a val runic using val ore and a number of blackrocks. A PoF would have a success of 50% and be created using ten white pearls. An enhanced shovel/pick axe is made by infusing it with blackrock, which increases the chances of digging up more blackrock. You get the idea. Imbuing should actually be Arms lore: Really, it should have been. New Herding skill benefits: Make herding a beneficial skill for tamers and boost their abilities. Possible benefits at GM include a five slot increase in stable storage, a damage bonus similar to pack instincts for all animals currently under your control (stackable with current pack instincts?), and even 1 or 2 more control points for tamers. So those are my suggestions for improving the game. Hopefully someone starts pushing the big red "make good" button.