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Old 11-05-2007, 02:50 PM   #1 (permalink)
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Default My shard, which won't be created until 2012, when the internet is cheap.

Lol. Seriously though, I want to create a 64bit runuo 2.0 server, though for the average guy like me, the internet is not cheap enough yet (but will be someday) for massive bandwidth. Anyways, I'm compiling a section for my ideas and hopefully true original uo fanatics will understand.

First, I have had complaints with all uos, since OSI to EA, but EA killed it for me. What I want to do is not recreate the bugs EA had or mindless features, but instead grow in a new direction. However I want the server to actually evolve and not feel stale after a year like most servers have for me since 2000.

1. I would like to include expansion packs lands, in a pre-1999 setting. So new lands, old rules. This would keep housing cheap, and allow growth for fun and population. I am debating on creating custom maps as well, which people could download from a torrent to reduce server stress (we could create custom mansions etc from the start, or new areas)

2. Anyone remember the old ultima online guide (the black one), I want to use the statistics, armor, weapons and spell damage from the original designers ideas, not the EA. Most of the pre-1999 servers to me are still wrong and way off from 1997. This is my opinion. Yeah this one:
The Collectible ULTIMA

3. There is a fact in life, I am fat and lazy, thats a given. So I want to have user created content submitted, something most expansions have either neglected or done a half arsed beta job with EA support. What I mean is, the NPCs were unique because of the stories and keywords. I would like users to submit new writings for books, documents, npc dialog, quests, characters etc.... then I could easily implement their work into a item or document for the server... increasing the amount of fresh stuff and variety. also i would like my friends who are artists to create new artwork

4. bring back the old "talking npc" dialog like "hello what type is it doc" and the npc would talk back to you, I would like to create this along with a translator tool between languages

5. make skill points mean something again. to me, i got turned off with the new skill system that most servers use today, IPY, hybrid both use the newer crafting systems. i miss the old system! so do many of my friends. 10 skill in tinkering use to mean 10% chance to create the item (Except really hard stuff), which made it fun to have a character with like 10 tinkering, 90 smithing etc...

6. i would like to make less desirable skills worth something but cost something to a template. as lj gives axe bonus, i would like to see smithing give hammer bonus and fletching give an archery bonus... using pre-1999 stuff, i would still add new stuff to make weapons better, fun etc... (not sure if i would use a bonus like paralyze or something like % more damage)

7. barding is not pre-1999 on most servers, barding is asshole 2007. i miss being a bard where i could toy a dragon on a dragon, without 80% fail rate, its not a fun character anymore. also, in 1999 which again, even uo-hybrid does this wrong, there is line of site rules... back in the day you did not have to see a dragon to provoke it (line of site) because dragons still had ears around corners, which makes sense (though i could never find their ears)

how can music not go around a corner, that beats me

8. i would like to bring the alliance system back, where guilds could friend guilds and form alliances.... then hang out or fight other guilds etc

9. i would like to promote original rpg housing, rather then the neon glittery housing tools... i love making my own house and i have made killer houses, but i would like to keep the housing tools in limited supply so these houses stick out more... offering them as awards for tournements, random drop, gifts etc...

10. i love the vet awards, just not the lame ones where you have 30 statues, get 30 more statues, and 30 ethreal steeds... i would create something unique

11. stealthing is in

12. no skills could go over 100, but i was thinking maybe a user could chose their favorite skill which would effect their display title and give them a unique bonus of their choice... something like 1 year vet + 7x gm + skill of their choice = 1 of a few bonuses.... that way they become more unique. everyone is this or that, i would like to see something new

13. ridable dragons, its needed since 1997, i want to ride a freaking dragon, i dont know why, but i do.

14. offer original spawns that are missing from most shards today or a little retarded (i want to use rat camp again)

15. newbie helping incentives.... somehow

16. bounty hunting? not sure about that one. maybe collect bounty based on # of unique heads, (based on ip? based on account? not sure)

17. limit # of accounts per IP/houses etc.... thats just a given, but offer room to grow. i think 2 per ip is fair

18. bump storage in banks

just some stuff off the top of my head.
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Old 11-06-2007, 09:52 AM   #2 (permalink)
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2012 huh? Now.. is this going to be before the world ends (according to the Mayan calendar) or after? I guess if its after, you may not get many players, but the internet will be very cheap. Possibly even free.
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Old 11-06-2007, 10:11 AM   #3 (permalink)
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Originally Posted by jerger View Post
First, I have had complaints with all uos, since OSI to EA, but EA killed it for me.
You do realize that UO has always been an EA product? EA has owned Origin Systems since 1992.

Quote:
What I want to do is not recreate the bugs EA had or mindless features, but instead grow in a new direction.
Keep in mind that one person's "new direction" is another person's "mindless features".
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Old 11-06-2007, 12:05 PM   #4 (permalink)
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err... what i am referring to are the horrible things I was involved in. lol, worse then saw 6

I was a pretty active beta tester between 1999-2003 for sony, EA and 3com... what I hated was the new trend at the time for delivering incomplete games.

I was in the uo3d beta for a week, a freaking week before it went gold. The beta was suppose to work out all the bugs, I wrote tons of bug reports receiving no replies and the game was still messed up when they released the 3d version, me and my friends couldn't believe it.

I meant before EA took over osi completely, firing most of the staff (or did they quit with richard? ) who knows, but i fealt the creative RPG aspect died by 1999... the stories became less rich, less interaction, less stuff all together but more lands and incomplete promises.

for instance, in t2a, ea promised to add housing expansion which never was implemented, most servers still do not implement it. at 16 years old (9 years ago) i wanted that! lol

i just want to see some of the old things i loved that are missing brought back, but some of the amazing things like the tournement system from uohybrid brought in...

i have 5 friends (real friends lol) that have played uo for at least 3 years in the old days, and all of them today still have the same complaints... the new content is wierd or the old content is to static... i'd like to see a server evolve (new mosnsters/weapons/lands) but stay traditional (stats/skills etc)... but also add new content (npc dialog/stories/books etc) to make the game more rpgish.

oh on the internet... what do you guys think is the best internet connection under 100$/mo to have before the mayans nuke us? how many people could this support even?
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Old 11-06-2007, 12:10 PM   #5 (permalink)
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Quote:
Originally Posted by jerger View Post
First, I have had complaints with all uos, since OSI to EA, but EA killed it for me. What I want to do is not recreate the bugs EA had or mindless features, but instead grow in a new direction. However I want the server to actually evolve and not feel stale after a year like most servers have for me since 2000.
EA owned OSI since like 1993, previous to that they only owned a like 49% or less share. ultima 9 got put on hold to finish UO at EAs request(demand). nobody really knew how stupid and psychotic people would act in a no-holds-barred MMO.

Quote:
1. I would like to include expansion packs lands, in a pre-1999 setting. So new lands, old rules. This would keep housing cheap, and allow growth for fun and population. I am debating on creating custom maps as well, which people could download from a torrent to reduce server stress (we could create custom mansions etc from the start, or new areas)
pre-T2A or post-T2A because there are a LOT of things that changed at different times. with or without murder system? with or without skill gain on sight? newer housing placement rules or older housing placement rules? skill gain as a total useage idea or flat gain chances?

Quote:
2. Anyone remember the old ultima online guide (the black one), I want to use the statistics, armor, weapons and spell damage from the original designers ideas, not the EA. Most of the pre-1999 servers to me are still wrong and way off from 1997. This is my opinion. Yeah this one:
The Collectible ULTIMA
if you really want to go back to old style combat/spell damage... it would be horrible. originally your % to hit with a melee weapon was (weap skill + tactics ) /2 giving a 100% to hit when both were at GM. vanq weapons were +60 damage not the +25 they were reduced to. explo/ebolt would kill someone with 100 hps. parry was a HUGE skill vs melee, not the watered down weaksauce it is now.

Quote:
3. There is a fact in life, I am fat and lazy, thats a given. So I want to have user created content submitted, something most expansions have either neglected or done a half arsed beta job with EA support. What I mean is, the NPCs were unique because of the stories and keywords. I would like users to submit new writings for books, documents, npc dialog, quests, characters etc.... then I could easily implement their work into a item or document for the server... increasing the amount of fresh stuff and variety. also i would like my friends who are artists to create new artwork
this would add a ton of keyword checks, there were no real quests at ALL, and npc guilds were turned off about 6 months into UO because of how it broke things like buying resources and such from npcs. creating artwork for clients is very involved process.

Quote:
5. make skill points mean something again. to me, i got turned off with the new skill system that most servers use today, IPY, hybrid both use the newer crafting systems. i miss the old system! so do many of my friends. 10 skill in tinkering use to mean 10% chance to create the item (Except really hard stuff), which made it fun to have a character with like 10 tinkering, 90 smithing etc...
there were generally 4 breaks in crafting, 25, 50, 75, 100. everything was built around those skill chances. eg: everything was one of those skill gains breaking points. everything was 50 points for 100% craft, at 100 you had base 25% to craft 100 items, 5% being exceptional.

Quote:
6. i would like to make less desirable skills worth something but cost something to a template. as lj gives axe bonus, i would like to see smithing give hammer bonus and fletching give an archery bonus... using pre-1999 stuff, i would still add new stuff to make weapons better, fun etc... (not sure if i would use a bonus like paralyze or something like % more damage)
now you are talking about adding Ren type bonuses which was horribly frowned upon by actual PvPers. not to mention you would have to disable all skills that were "added" after release like meditation.

Quote:
7. barding is not pre-1999 on most servers, barding is asshole 2007. i miss being a bard where i could toy a dragon on a dragon, without 80% fail rate, its not a fun character anymore. also, in 1999 which again, even uo-hybrid does this wrong, there is line of site rules... back in the day you did not have to see a dragon to provoke it (line of site) because dragons still had ears around corners, which makes sense (though i could never find their ears)
barding chance was music check, then skill check which gave you 100% chance to bard at gm both, there was no targeted peacing, and success or fail on peace was 10s reuse not success 5s fail 10s like now. barding was horribly overpowered and i loved it.

Quote:
8. i would like to bring the alliance system back, where guilds could friend guilds and form alliances.... then hang out or fight other guilds etc
there was no in-game alliance system for guilds. it was war or peace only.

Quote:
9. i would like to promote original rpg housing, rather then the neon glittery housing tools... i love making my own house and i have made killer houses, but i would like to keep the housing tools in limited supply so these houses stick out more... offering them as awards for tournements, random drop, gifts etc...
you would have to delete the tool on successful house creation.

Quote:
10. i love the vet awards, just not the lame ones where you have 30 statues, get 30 more statues, and 30 ethreal steeds... i would create something unique
then you fail to realize WHY those statues were added as vet rewards, it was pretty important as to why that was done. gj on missing the point.

Quote:
11. stealthing is in
stealth was an originally released skill.

Quote:
12. no skills could go over 100, but i was thinking maybe a user could chose their favorite skill which would effect their display title and give them a unique bonus of their choice... something like 1 year vet + 7x gm + skill of their choice = 1 of a few bonuses.... that way they become more unique. everyone is this or that, i would like to see something new
so you are wanting this " classic " shard to be more like a bastardized ren shard than an actual classic shard.

Quote:
13. ridable dragons, its needed since 1997, i want to ride a freaking dragon, i dont know why, but i do.
this was never done because of how powerful dragons were, its a balance thing. if you allow rideable dragons, you are creating a huge imbalance.

Quote:
16. bounty hunting? not sure about that one. maybe collect bounty based on # of unique heads, (based on ip? based on account? not sure)
just use the rep patch bounty system. turn in the heads of murderers and then collect reward.

Quote:
17. limit # of accounts per IP/houses etc.... thats just a given, but offer room to grow. i think 2 per ip is fair
this is one of the greatest things about classic shards, 1 house per char was huge and allowed for land brokers. this was a huge negative for most people who owned houses. it created a rich vs poor thing that was important for the economy.
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Old 11-06-2007, 12:54 PM   #6 (permalink)
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exactly what i want!

i'm only 25, but when i'm a senior citizen i'll have the best server. i'm going to try some other servers out in the meantime... thanks for your feedback
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Old 11-06-2007, 03:20 PM   #7 (permalink)
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the problem is with how much you are talking about changing and because so many of the files you would need to change are in the core ( which for some it doesnt make sense ) you would have to run a custom core.
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Old 11-06-2007, 05:07 PM   #8 (permalink)
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ahh 0.o

who knows what i'll do. i'm not going to start designing a server until internet is cheaper.... maybe i should try other servers first? hehe.
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Old 11-06-2007, 05:40 PM   #9 (permalink)
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\/\/ [] [] -|-

For 2012 Armageddon!
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A renaissance era server.
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Old 11-06-2007, 05:54 PM   #10 (permalink)
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the problem is with how much you are talking about changing and because so many of the files you would need to change are in the core ( which for some it doesnt make sense ) you would have to run a custom core.
99.9% of the time, anything you want to do with the core, you can do outside the core. If you can't figure that out. You need to learn to program some more.
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Old 11-06-2007, 11:41 PM   #11 (permalink)
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well jeff the biggest problem i have atm is that in container.cs the TotalWeight wont allow it to be assigned to, only read from

how do you set a value to a containers TotalWeight variable?


and quite possibly the biggest core mod that needs to happen for me at least is allowing you to save/load information on the server wide level by either providing an interface to do that inside a command, a gump, or a common server namespace for customs to add that information.

a method like that would allow for true pre-ren skill gains.
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Old 11-07-2007, 12:33 AM   #12 (permalink)
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Originally Posted by Murzin View Post
well jeff the biggest problem i have atm is that in container.cs the TotalWeight wont allow it to be assigned to, only read from

how do you set a value to a containers TotalWeight variable?


and quite possibly the biggest core mod that needs to happen for me at least is allowing you to save/load information on the server wide level by either providing an interface to do that inside a command, a gump, or a common server namespace for customs to add that information.

a method like that would allow for true pre-ren skill gains.
You need to create a new class called something like MyNewItem and inheret it from Item and all anything that inherets from Item in the scripts now needs to inheret from MyNewItem. Then in MyNewItem you can create a 'new' TotalWeight property. And yes you have to use the keyword 'new'. You will have to allow it to do everything that it does in the base class. But at least you can add new code.
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Old 11-07-2007, 12:38 PM   #13 (permalink)
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so rather than edit/change the container.cs which is in the core, i would have to create a new class that duplicates all the code in container.cs with my change to add a set property to TotalWeight ?

while that is always a solution, but dont you think it would be much much easier to edit container.cs to allow for a set property inside TotalWeight def?

edit the core to add 1-4 lines, or duplicate lots of code because for some reason container.cs is in the core when there isnt any real need for it to be in the core.
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Old 11-07-2007, 12:52 PM   #14 (permalink)
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Not duplicate all the code - create a
public class NewBaseItem : Item { your additional code here }
and do a search & replace for ": Item" => ": NewBaseItem" across your scripts (easily done with VS).

(Used Item as example, but obviously can be Container as well.)
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Old 11-07-2007, 02:06 PM   #15 (permalink)
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Originally Posted by Setharnas View Post
Not duplicate all the code - create a
public class NewBaseItem : Item { your additional code here }
and do a search & replace for ": Item" => ": NewBaseItem" across your scripts (easily done with VS).

(Used Item as example, but obviously can be Container as well.)
Exactly, but anything you do that creates 'new' methods or properties of existing ones needs to contain either the original code from its base class, or it need to call that base property or method inside the 'new' property or method.

for instance in Item.cs we have

Code:
public string Name { get { return m_Name; } set { m_Name = value } }
if we made a NewItem.cs we would do

Code:
public new string Name { get { return base.Name; } set { DoSomething(value); base.Name = value; } }
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Old 11-07-2007, 05:16 PM   #16 (permalink)
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ok, to make a bag where you set the weight of the bag in a custom way, in item.cs there is:

Code:
		[CommandProperty( AccessLevel.GameMaster )]
		public int TotalWeight
		{
			get { return GetTotal( TotalType.Weight ); }
		}
how would you customize directly what the total weight of the bag is?

Code:
		private new int TotalWeight{ get{ return 0; } }
and yet the total weight of the bag still gets its value from the base totalweight method in item.cs
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Old 11-08-2007, 12:15 AM   #17 (permalink)
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Hey did any one tell you the world is ending in 2012

Yeah thats right its all over we are dead in 2012. Worlds End so be ready to die
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Old 11-10-2007, 04:01 PM   #18 (permalink)
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2012 haha.In 2012 we will play something else,if there will be no end of world
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