I recently came back to UO after over a year. I couldn't get the regular client to download, so I had to use the SA client for a few days. I'm going to make some observations about what I thought of it, and I would like to see what other people think. The Good: 1. The map: I used it to find healers when I died, it's zoomable, it's almost as good as the old UOAM was. 2. The original designers of UO never thought about the possibility that some severely mentally challenged dev would decide to put like 60 truly crappy items in a high-level treasure chest and a couple dozen POS low-grade items on every Doom mini-boss, or other mini-bosses like Miasma, Grobu and Lurg, most of which are easily soloable. It's practically impossible to sort through all that crap to find the one item that's worth keeping per 10 level 6 treasure chests or 20 Miasma corpses full of crap with the normal client. It's much easier in the new client, when you use the new compartmentalized containers. 3. The zoom function is great. I've used it several times to zoom out and look at the battlefield, or zoom in to really examine something interesting The Bad: 1. Those new, compartmentalized bags may be really functional, but they look like crap. 2. I didn't find a guide for the new targeting system. 3. I couldn't find a "lock taskbars" button in user settings; it's easy to accidentally pick the buttons up and move them. 4. I couldn't find a "bandage self" icon in the actions menu. That one is EXTREMELY important for warriors. 5. As a workaround for the lack of the "bandage self" option, I drug the bandages to one of the menu bars; when I press F12, brings up the bandage target cursor, but for some reason, while in combat, the "cursor target self" that I also set up a menu bar slot for, didn't seem to work consistently for some reason. I hit it, look to see if the targeting cursor has disappeared, then hit it again if the cursor hasn't disappeared. If that doesn't work, I have to hit the bandage hotkey again and start over. It's just a second or two extra. However, in situations where split-second timing is the difference between life and death, it can be a real problem. 6. Pathfinding should be turned off as the default; it is a real mess. 7. Some mentally challenged Dev decided to make a bunch of hotkeys out of letters that you normally type while "talking" in UO. And you have to hit the enter key before talking instead of it just being the default action like in the regular client. I would begin typing something to tell a friend in the middle of a battle and all this crap would pop up all over my screen and things would start happening all by themselves instead of what I was typing appearing at the bottom of the screen, ready to be said as soon as I hit the enter key. If I wanted to use that AWFUL WoW-like chat system, I would be PLAYING WoW. And I may make half of my keyboard into hotkeys, but I'll make sure I use something like ctrl or shift to use them, so that I don't have stuff popping up when I don't want it to, like right in the middle of a fight. 8. You single-click to cast spells in the new client, while you double-click in the old one; it's just different, not really bad, but it can be confusing when you switch back and forth between clients. The Ugly: 1. Those new, compartmentalized bags may be really functional, but they look like crap. 2. The new graphics take some getting used to. Especially things like Energy Vortexes. Some of the new graphics look halfway decent, but the paperdoll especially looks really weird. The old graphics may not be high-res, but they were well-drawn. The new ones look sort of hurried and not well-made. Like they stuck a bunch of interns with the job of drawing them as practice before they turned them loose with something that mattered. The Good: Non-client-related: With a little tweaking of the skill, Imbuing may FINALLY let craftsmen make warriors a really nice plate suit, mages a really nice all-leather suit, archers a really nice ringmail suit, and stealthers a nice studded armor suit again, like they used to. Unfortunately, the full plate suit won't be any stronger than the leather one, and PvP will still be a mess, but it'll at least look decent, and have the crafter's name on it. The Bad: Non-Client-related: 1. Why can't they give UO an auction house? Almost every MMORPG in existence has one. 2. I've been asking about a 1-on-1 Arena system since like 2003. It should be easy to implement and a lot of fun for PvPers who just have a few minutes to play or who want to test different equipment. 3. Still no healers on the small islands that have like a half-dozen level 6 treasure maps on them? They were promising to put some healers there like 2 years ago, but it still hasn't happened. It would save all the T-hunters from having to use the "help" option multiple times per day. 4. After all this time, factions are still broken??? 5. The Devs are still praying to the Random Number Gods and insisting on making looting corpses require a calculator? The Ugly: Non-Client Related: 1. In the wake of the EA firings, is UO really going into "Maintenance mode"? After 12 years and several teams of really crappy Devs, as well as a few brilliant ones, it's still #10 in subscribers among MMORPGs. Unfortunately, the same can't be said for Warhammer or The Sims, each of which didn't live up to the hype. If UO had just kept its old item system, kept the old order/chaos factions system, and hadn't introduced the poorly conceived powerscrolls, and had just made Trammel and some new content, and fixed some small problems, it could have bumped its subscriber base up from the 300,000 subscribers it had at the beginning of the Age of Shadows to levels competitive with the astronomical level that WoW has now attained. Instead, they began worshipping the Random Number Gods and made the equipment and weapons so complicated that you needed a calculator to figure out whether to loot an item or not, and made every monster drop prodigious amounts of loot. Then they made the power scrolls without raising the skill cap, which meant that players had to drop one skill if they wanted to compete in either PvP or high-level PvM, and they took away the penalties that players had faced when they tried to make one character have too many offensive skills. Before AOS, players had to make painful choices; if they wanted a warrior with magery, he couldn't meditate because only leather armor was medable, and even leather didn't allow the mage to regain mana as fast as regular cloth. Most mages just ran around in regular clothes. Heavy plate armor exacted a dexterity penalty; mages with high dex could outrun warriors. Everything was pretty well-balanced. After AOS, mages could wear better armor than warriors, since the barbed kits were much cheaper and easier to get, and made better armor than even the best blacksmithing runics. EA didn't even have a clue why their subscriber base dropped by 100,000 in the weeks following their decision to wreck PvP and crafting. If UO just forgot about constantly making new clients and did a little work on the standard client, to bring it up-to-date, added a map similar to the one they put into the EC, and made a few of the things the game is missing, like an auction house and arenas, and made PvP balanced again, and raised the skill cap to 840 so players could have 7 capped out skills again, and re-introduced the penalties for having multiple, conflicting offensive skills, and simplified the weapons and equipment to something like it used to be, when armor resisted physical attacks and magic resist skill resisted magic attacks, it should last for years to come.