I still don't see the distinction between the two clients. They are both 2D and represent the same items, mobiles and so forth. While I can appreciate the improved quality of some of the graphics, specifically as pertains to resolution, I do understand why it is a low priority for this project.
Aside from the subjective argument: "it looks better" which is very debatable, there is only one reason I see for making a switch: higher resolution support.
The UO project began in 1995, and was released in 1997 when 640 x 480 screen resolutions were commonplace. 800x600 was considered a great res for gamers, and 1024x768 was obscene (though still supported by most apps). This is a game made for 15"-19" CRTs. Today those size monitors or resolutions are laughable. 22" wide screens with more than double the native resolution are sub $250, and lower res 24" screens have dropped below $200. The biggest advantage to the KR client is that it can run on a large screen without appearing in a tiny window or stretching pixels to 1" each. As resolution support expands, naturally more detail can be displayed in the artwork, and in many cases should be.
KR brings more to the game than just a new client, and all those changes I feel are detrimental to the experience. But an argument can be made for updating the visual appearance of the game, if in doing so the character of a 2d iso game can be preserved.
The cold hard truth of it is this: there is no practical way of keeping up with the encryption changes. Short of creating a new client all together, it would be a fruitless effort that would slow development in the long term. That being said, a fully custom, community built client is the next logical step here. It is still a monumental undertaking and would require the talents of many programmers who are willing to spend countless hours. The only remaining question is: would the effort be worth the product? Most of this community's "talent" is already highly invested in the existing client and it's operations. It would require complete rewrites of many of the most basic RunUO scripts and minor changes to all of them. Supporting such an undertaking on the server end while maintaining support for the existing client would be practically impossible given the organization structure of this community.
I'd be interested in exploring some of the possibilities with more involved client modifications, but doubt much will come of it.
Aside from the subjective argument: "it looks better" which is very debatable, there is only one reason I see for making a switch: higher resolution support.
The UO project began in 1995, and was released in 1997 when 640 x 480 screen resolutions were commonplace. 800x600 was considered a great res for gamers, and 1024x768 was obscene (though still supported by most apps). This is a game made for 15"-19" CRTs. Today those size monitors or resolutions are laughable. 22" wide screens with more than double the native resolution are sub $250, and lower res 24" screens have dropped below $200. The biggest advantage to the KR client is that it can run on a large screen without appearing in a tiny window or stretching pixels to 1" each. As resolution support expands, naturally more detail can be displayed in the artwork, and in many cases should be.
KR brings more to the game than just a new client, and all those changes I feel are detrimental to the experience. But an argument can be made for updating the visual appearance of the game, if in doing so the character of a 2d iso game can be preserved.
The cold hard truth of it is this: there is no practical way of keeping up with the encryption changes. Short of creating a new client all together, it would be a fruitless effort that would slow development in the long term. That being said, a fully custom, community built client is the next logical step here. It is still a monumental undertaking and would require the talents of many programmers who are willing to spend countless hours. The only remaining question is: would the effort be worth the product? Most of this community's "talent" is already highly invested in the existing client and it's operations. It would require complete rewrites of many of the most basic RunUO scripts and minor changes to all of them. Supporting such an undertaking on the server end while maintaining support for the existing client would be practically impossible given the organization structure of this community.
I'd be interested in exploring some of the possibilities with more involved client modifications, but doubt much will come of it.