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Deckard

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About Deckard

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  1. CrossOver/WINE, followed by Parallels/VMWare, but haven't used a VM in a long time, as CrossOver works very well and runs UO at the same speed on my Mac as my normal PC does. That's more a function of UO's client than the particular software though.
  2. Exactly. UO is down to a half a dozen devs (1 designer, 2 developers, 1 artist, 1 Q&A, 1 Producer) with the current population and that should not make anybody feel good about UO. Off and on they have tried to get former players to come back, but ultimately we are still where we are at between those former and the current players. UO will live or die by its ability to bring in new players. It's possible that the well-done artwork upgrade that was started a few years ago and is slated for completion in 2014 might bring in new players, but UO has to get to 2014, and it has to survive Mar
  3. That style of PvP began to disappear with the advent of EverQuest, where people had a choice in PvP, and unfortunately for that style of PvP, history has shown that it's not that popular.
  4. If World of Warcraft loses over a million subscriptions in three months, there have to be some former UO players in that mix, and there are a lot of people who used to play UO and may not realize it's still around. You never know, you might catch them in between games, and they might be unhappy and looking for something different. Outside of the mentions on Massively and MMORPG.com during last year's 15th Anniversary, and the occasional article on Massively, UO doesn't get much attention. The Mythic games were featured on BioWare.com, but they are no longer present there after Mythic sepa
  5. This is part of an article I'm writing for Ultima Codex, and I thought I'd post it here, since it's about what can be done to fix UO, and not necessarily meant to be a heated debate about where UO went wrong and how to fix that (there is at thread that covers some of that in the Heated forum). If you recognize the ideas mentioned below as your own or others, that's because they were good ideas that stood out. So what can be done? We as players must accept that UO is in serious trouble. Ultima Online has two developers, one artist, one designer, and a producer who actively work on i
  6. Maybe. Community management has not been a strong point of EA and MMOs in many years, unless you have the words "Star" and "Wars" in your title, which makes this all the more disturbing. I would make a joke about how, since they keep shrinking the size of the team and the services provided to us, in addition to moving UO to Amazon's servers to save money while increasing our lag, they should charge us less per month since we are getting less, but the joke is on us since EA has been doing this for years. It's really sad to me on a couple of levels. I very much sympathize with Tim's situati
  7. They won't be switching over from other games since Tim was managing all the EA Mythic MMOs. They might hire somebody new to come in (cheaper rate), but I think they might just push CM duties off to the respective teams, or bring in some GMs to handle part of that.
  8. In addition to UO losing its lead designer, we are now losing Tim Chappell. This just after it was announced that Warhammer Online was losing their lead developer. With UO down to half a dozen members or less after losing the lead designer, and Mythic losing somebody like Tim and WAR losing their lead dev (albeit somewhat voluntarily), it's leaving me feeling very uneasy. As far as active development, they are down to two programmers, an artist, and a designer.
  9. There is one of those "name your price" bundles going on: https://stacksocial.com/sales/the-name-your-own-price-mac-bundle-2-0 Any price will get you three specific apps, and if you pay more than the average price, which right now is around $8.50, you can pick up several additional apps, including CrossOver 12, which runs UO, both CC and EC, just fine. I've used CrossOver to run UO in the past. CrossOver is based off of Wine, which is a compatibility layer for running Windows apps under other OSes. You can also run UO under VMWare Fusion and Parallels Desktop, but you'll be paying mor
  10. Blizzard wants populated cities and a part of the background material is that players are nomads and supposed to move throughout the world. Their top people are already working on their next MMO, and at this point they are not going to add in something as complex as housing. Two years ago the WOW Game Director/Lead Designer said "housing will be introduced to World of Warcraft some time right after "never"." As for Rift, that was impressive. Will be a competition between Rift and ArcheAge for best housing out of the current and upcoming crop of MMOs. ArcheAge gets the nod for not having
  11. He appears to be a part of an attempt to reconcile Ultima lore with UO, at least in a loose sense, and lay the foundation for future Ultima-related story-lines.
  12. That and a couple of huge MMO launches in 2003 - 2005, which did more to hurt UO than anything else. There was a good post, and I think it was lost in the Stratics crash from several years ago, or maybe it was on a UO site no longer around, which charted UO's subscription numbers against the launches of other MMOs. I've come across a few people on Stratics referencing it, but can't find the original, so I'm going to paraphrase what some of them were saying of the original post. There was a very clear correlation between UO's decline and various MMO launches. Like a few people have said,
  13. Or to put all of that another way, Garriott was always about pushing technological limits with games. UO as it is would not interest him now, because it's too outdated, and honestly it was outdated shortly after its release - that was the sacrifice they made to be first. As soon as it was launched, they were already dreaming about making a transition to 3D, starting with moving the Ultima series to 3D with IX. That was a rough few years because it was the time when companies were moving to 3D from 2D and budgets and games suffered when they switched engines in mid-design. It's ironic. I
  14. Garriott had moved on from UO well before 2000. He was already working on UO2 in 1999. UO hit its peak well after Garriott had moved on to other games. Garriott would also not want a classic shard - he, and several of the other people there at the beginning felt that unrestricted PvP/stealing/PKing/etc. were a mistake. There is even a letter from him from a few weeks ago on UO.com where he talks in-depth about how such actions made him rethink his game designs. I like Garriott as much as anybody else, maybe more than most, but he was ready to move on from UO a year after it launched, and
  15. We're not even close to 150,000 subscribers. I would put it closer to 50,000 - 70,000, and that's really pushing it, because I heard the 70,000 number several years ago, and the shards were not nearly as empty then as they are now. And we can't forget that many people have multiple accounts. I only know of two people down to one account, and it's because they are leaving the game and they still have some gametime. We could be looking at 25,000 actual people and 50,000 - 70,000 subscriptions, and as Lord Chaos pointed out, many many of those accounts are active to keep the houses around.
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