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Continue reading “Ultima Online Gets User Friendly With New Legacy”
Ultima Online officially becomes old enough to get its driving license this year, and the folks at Broadsword have decided to celebrate by running a Return to BBritanniaCampaign. For the entire month of October, everyone will be able to log in and play free of charge. Players are encouraged to check out the new vice vs virtue system, as well as advisors, the high seas expansion, and more.
The welcome back campaign runs through October and is available for all players new and returning.
(Source: Ultima Online)
Broadsword Online is continuing its work to revitalize Ultima Online and Dark Age of Camelot, with the announcement that it is seeking to have both titles released on Steam. Players can put their vote in at the links below. There will be no cost to buy a base game for either title, however both still carry a monthly subscription fee.
Check out either title at their respective links.
(Source: Ultima, Dark Age of Camelot)
Ultima Online and Dark Age of Camelot players have reason to rejoice today, as both communities were notified that Broadsword Online Games will be taking over development of both titles. Founded by fourteen members of the Mythic Entertainment team, including Mythic co-founder Rob Denton, Broadsword Online was formed to take the development of both games off of EA’s hands. Broadsword is not an Electronic Arts studio, but rather is operating on behalf of EA for both MMOs.
There aren’t any details on who the rest of the team includes, although we can surmise that the skeleton crews on both games are likely among the staff.
(Source: Broadsword Online)

Raph Koster performed a live forum Q&A on the MMORPG.com forums, answering questions about his views on the industry present and future, and boy were the questions interesting. When asked about an MMO mimicking pre-Trammel Ultima Online, Koster stated his disbelief that a modern Ultima Online could work, and that the “whole gankfest thing” is a relic of the past that simply doesn’t work anymore.
To me the essence of sandboxiness that was in UO and SWG is not about the PKing. It is about a simulated world, a functioning economy, a low power difference between high and low level players, and a system that doesn’t push you into combat as the only way to play the game (or even classes).
Koster also states his belief that MMOs haven’t moved much since the days of Metaplace, aside from the ever increasing budgets. He believes that while Grand Theft Auto hasn’t influenced the genre since GTA 3, Minecraft has proven far more influential. There is a lot more to read, and you can find the entire Q&A at the link below.
(Source: MMORPG.com)

Keeping track of how Electronic Arts names its studios is difficult, considering that subdivisions are shuffled around and renamed quite often. EA acquired Mythic Entertainment and renamed them Bioware Mythic. In a post on the Warhammer Online website, Mythic has announced that it is divorcing itself from the Bioware name. From now on, you can just call them “Mythic Entertainment.”
In the wake of a new focus our studio has recently changed its name from BioWare Mythic to Mythic. Everything else stays the same – our passionate teams will continue to support and develop our existing titles as well as working on some new and exciting projects.
It appears that Mythic will be taking on development of Ultima Forever, as it is listed as a Mythic game on their new website even though the official website still lists it as a Bioware title.
(Source: Bioware Mythic Website)

Ultima Online has published the sixth Ask & Answer and there are some interesting questions for gamers, regardless of whether you play Ultima Online or not. For instance, did you know Ultima Online doesn’t have a full personal message system in place? The team is working on one, according to the Q&A. In addition to upgrading the game’s personal message system, there are plans in the works to add in new tools to help players find vendors in crowded cities. Unfortunately, once again the question of will there be a classic shard is a sound no.
There are a few more questions in the Q&A. Ultima Online recently celebrated its fifteenth year of service with the introduction of the new ruler of Britannia: Lord Blackthorn.
(Source: Ultima Online)

A bounty system is to sandbox MMOs like peanut butter to fluff on a sandwich perhaps with a glass of cold milk on the side (soy or almond if you prefer). While the sandbox purists will say that developers should just allow players to run their own bounty system, because risk is just part of the experience, having some infrastructure in-game can be very helpful without restricting freedoms. Ensuring the person claiming the bounty actually made the kill, and that the bounty holder must pay up.
But it feels like the developers are just setting themselves up for abuse with current bounty systems, so I’d like to offer a few of my own thoughts on a bounty system. They are just my thoughts, they could be wrong.
I think most players will agree that a bounty system is specifically a player to player affair. I hate you because you kill me a lot, you talk crap in chat, or perhaps you just crossed an angry person with a lot of expendable cash. So I’m not entirely sure why some MMOs don’t have a 1:1 input to output ratio on bounty levels.
As a gamer, I take issue with government subsidized murder to deal with personal squabbles. If xXx Leg0la$ xXx wants me dead because I stuck my sword in his head and stole all forty of his apple pies, he can do so without asking companies like Aventurine to help him buy a bounty hunter, ie: my friend who kills me and splits the reward. Even more importantly, removing the glut will prevent people from using the bounty system to get rich, with the money coming from nowhere.
Ultimately, a bounty system should be a transfer of wealth, not a generator of it. It should act as an arbiter, essentially, to prove the kill and distribute the reward.
How do you keep someone like myself from gaming your bounty system? Simple: You can’t. And that is something that developers will need to understand going forward if you’re going to make this an enjoyable system and not a convoluted, overreaching and unenjoyable mess. A bounty system is a social system, and you’re up against geniuses in social engineering.
But even on a 1:1 ratio as mentioned above, you won’t stop the system from being gamed. When a player has a bounty on their heads, they will simply allow themselves to be killed by a clan member and split the profits. Prevent their clan from gathering the reward? They will set up a mule, outside of the clan, to get the kill. Allow only trusted/known people to gather the reward? Well then you’ve just negated the point in making the system official, if the person is known well enough that they could just as well be trusted on the honor system.
And enough on gaming the bounty poster, what about the bounty pursuant? Set up a clan member as a trap by throwing a massive bounty on his head, and when lone hunters show up to kill him, the group jumps out and just thrashes him. In RuneScape they do something like this by having everyone stand on one square, giving the illusion that there is only one person.
So your system is going to be gamed, one way or another, but at least in the world I’ve created it isn’t being abused to generate wealth out of nowhere.
Here is my ideal bounty system for a game like Mortal Online or Darkfall. Players naturally drop something identifying when they die, let’s say their head or a finger. Whatever the object is, it decays and disappears after a short period of time, let’s say 24 hours from the time of death, to prevent players from gathering them in large quantities and simply hoarding them until the appropriate bounty is posted.
I, as the bounty poster, give my bounty notice and reward to the broker, we’ll call him that creepy guy in the back alley on the edge of town. You, as the hunter, go to him to see who is on the menu. When you kill your target, gather his head/finger as proof, and bring it to the creep, he pays you the reward. And naturally you are free to keep the loot from the person you killed as an extra reward.
Simple, minimalist. An NPC to act as an arbiter and nothing more.

You all know this person. Happy birthday, Ultima Online.

Fifteen is a big number for any video game to still receive regular support and updates, but Ultima Online has been trucking along since its launch in September 1997. Actually these days it seems like five is a high number for many MMOs to still receive regular updates. Still, the fact that Ultima Online is still alive and kicking says a lot about the development team behind it, and what better way to celebrate than to invite everyone back for a month?
For fifteen years Britannia has been a world of arcane arts and cold steel, a world where the Apprentice can become Legendary, a world where Warriors become Champions. Throughout its rich past Britannia has been a place where histories have unfolded, where new friends have become family, and where each new adventure can lead to great fortune.
Through the month of September, old players are welcome to come back. Simply log into your account and start playing.
Important: The Return to Britannia event does not begin until September 5th. I’m not sure why this isn’t announced on the news page, but it was confirmed elsewhere.
(Source: UO Herald)