Ultima Online - AoS:Redux - Page 2
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Ashikata
United Kingdom33 Posts
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Shelke14
Canada6655 Posts
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Probe1
United States17920 Posts
On August 27 2012 00:40 Punkte wrote: Are there any TL players that also played on IPY?? I played on IPY for a little while but no mounts killed it for me. Sorry, 2 accounts+1 character per account, no thanks. | ||
Punkte
United States37 Posts
On August 28 2012 09:38 Probe1 wrote: I played on IPY for a little while but no mounts killed it for me. Sorry, 2 accounts+1 character per account, no thanks. I was sketchy about it at first, but to be honest.. That's what makes the shard enjoyable... You don't just login to 1 of your 10 characters you have and do whatever you want then log out... Limiting how many characters you can have pushes in game interaction... Suddenly the Murderer with an alt Necro/mage needs to find a crafter buddy to make his armor for him... Some characters will be all PvP, some will be all PVE, while others are a mix of crafters and PVE/PVP or plainly just crafters... It allows for players to actually interact with each other. Lets be serious, If I had limitless characters, I would log in, craft some pieces of armor, piece together good ones, put on my pvper, fight, pk some people, do spawns, log off. Never really talking to anyone else but my guild... | ||
Romeus
United States21 Posts
On August 28 2012 10:07 Punkte wrote: I was sketchy about it at first, but to be honest.. That's what makes the shard enjoyable... You don't just login to 1 of your 10 characters you have and do whatever you want then log out... Limiting how many characters you can have pushes in game interaction... Suddenly the Murderer with an alt Necro/mage needs to find a crafter buddy to make his armor for him... Some characters will be all PvP, some will be all PVE, while others are a mix of crafters and PVE/PVP or plainly just crafters... It allows for players to actually interact with each other. Lets be serious, If I had limitless characters, I would log in, craft some pieces of armor, piece together good ones, put on my pvper, fight, pk some people, do spawns, log off. Never really talking to anyone else but my guild... I never thought about it like this, but I completely agree. OSI was built around being social and interacting with the server, the community needed eachother. Free Shards completely lost that, I'm not sure how but it was gone on UO:G and Second Age. I really like the fact that were limited with characters. | ||
Probe1
United States17920 Posts
Let's take it from the other direction. What if I want a self reliant crafting character? Well it's not as simple as making a tailor/bs and making a resource mule. That's both my character slots. Hey, do you want to play UO today Probe1? Well, idk, do I feel like making chest plates? Because that's all I can do on this server. Last month there was another UO freeshard that offered only 2 characters per account. I said that was too little. 1 per account seems just silly. I hope your server does well though. | ||
Ashikata
United Kingdom33 Posts
Re- ping/pvp. One thing that has been proven through testing here is that players have overreacted about their ping's effect on pvp. Most of our American players are pinging sub 100, and enjoying a very smooth gaming experience, even duelling EU players has been fine. West coast USA players may be a but stretched if your provider isn't excellent, but some of our guys are using a service like wtfast or lowerping.com to dramatically improve their connection. Long story short, don't miss out just because you're not geographically close to France, you'll find your experience and ability to enjoy the game is far better than you'd expect, we've had it proven countless times already. As for the 1 char per account thing. Yeah it won't suit you if you think that an individual should be able to do everything independently. The reality is this isn't how the game was intended, and certainly not on line with our ethos. We already have players who are making preparations to secure prime vendor house spots and carve their reputation as reliable craftsmen etc. We don't intend to serve PvPers exclusively here, and we're attracting a lot more than just the freeshard PvP communities. Most players that have given it some thought are now genuinely excited that there are important decisions to be made, and your choices have real consequences on how the economy and politics of the server plays out. If you accept that UO is a community driven game, and make your (admittedly difficult) choices to be a part of that, you'll love it. That being said, we've been open in saying we will consider additional slots in the future, but just not at the beginning. Thanks for the interest everyone, and thanks to those who have already introduced themselves on our forums! | ||
insaprioy
6 Posts
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Punkte
United States37 Posts
On August 29 2012 03:02 insaprioy wrote: I'm pinging around 85 from new York, pretty good! I wasn't too keen on the 2 character cap thing but after some thought I have come to terms with it and actually think its a wise move. It does force you to make done tough choices but means you'll care about your characters more, this feel more attached to them and the world they're in. This should bring back done immersion which has been missing for a long time! Looking forward to trying this out for sure! Ex Ls/atl player what guilds were u in on ATL? I transfered there from GL late in my UO career. Would love to grab some ATL players into a guild together... I got a group of friends playing from GL/ATL too. | ||
insaprioy
6 Posts
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Clx-
United Kingdom7 Posts
On August 28 2012 09:21 Shelke14 wrote: My buddy and I were gonna join but after seeing the server being based in northern france, it will make good pvp impossible. sorry Try pinging it. People from the eastern half of north america are generally getting below 100ms. Anything up to 120 is fine for 1v1 PvP and up to 150 is fine for group/dexxer PvP. (ping login.aosredux.net) | ||
Punkte
United States37 Posts
I used lowerping.com and it got my ping to 102... Even with 168 I was fine dueling... And with 102, I don't have any lag problems at all. | ||
amazingxkcd
GRAND OLD AMERICA16375 Posts
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Punkte
United States37 Posts
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Ashikata
United Kingdom33 Posts
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Derrida
2885 Posts
![]() Got a couple more questions. I think my friend group will be giving this a go with the beta, assuming characters will be wiped with launch. To begin with, how do you limit 2 characters per player? Can multiple players play from the same IP/household? On the topic of crafters, I've played on shards where BODs reign and people have 100+ bodders. Its good to see them removed, but why would anyone create crafters now? Isn't one actively online crafter per guild/group enough? How can one make money vis-a-vis crafting? (p.s. it's great we have runic toolkits for fletching) I'm still wrestling with 2 character limit, but it is good in certain ways as well. No champ camping with ghosts, no mass bodding, no naked thiefs @ brit bank, no creating a character just to flame people... But I will also have to decide between a tamer/peacemaker, a treasure finder, a champ necro-thief, and a craftsman for my secondary character. Gah. Edit: Just logged on to check, currently 4 people online. Should I be worried? | ||
Punkte
United States37 Posts
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Ashikata
United Kingdom33 Posts
As for your other points: EUO - banned. Easily tracked and spotted. Razor does everything gameplay function and skillgain macro wise that you need, EUO just promotes the unattended resource gathering players we want to avoid, to keep the economy in check. Unatttended skill macroing is fine however, and there is no anti macro code. Crafters will have plenty of ways to make money, providing they are sufficient gatherers also. There's no easy road to riches with any class. You've hit the nail on the head with the char limit, it does force difficult choices for players, but we strongly maintain it's in the best interest of the shard. The main reasoning is to promote interaction, provide those who really want to play a crafter/trader a valid profession. I expect many organised guilds will have a crafter char between them, but it will be in their best interests to use that crafter outside of the guild also. Multiple accounts - again we limit by IP of both creation and play patterns, monitoring from both the IP side and account side. Funnily enough whenever we announce a loose intent to make exceptions, everyone suddently has a brother/friend/dog they live with who also plays UO and needs 2 accounts of their own, so for now we need to be strict. That's not to say in the future we won't allow additional characters or accounts, but we don't want the first month of the server to be everyone macroing in town! (skillgain is faster in dungeons anyway) Any more questions let me know. Better off joining up at www.aosredux.net/boards and asking there however, as you'll get a quicker answer from one of the staff or players who don't come here ![]() | ||
Derrida
2885 Posts
On September 02 2012 19:38 Ashikata wrote: Hi - as Punkte says, it's only in 'alpha' testing currently, which means we have the shard hosted on the live server, but have TC conditions up etc, this has allowed us to fine tune lots of late game content, PvM, PvP (including exceptionally accurate spell cast timers!) as players have had access to loads of items and can set their own skills. As of Monday 3rd we are entering beta, which involves a shard wipe, removal of TC etc. We realistically don't expect many people to get involved here, as around 2 weeks later we are planning a final wipe, and launch. However we have had a group of 20-30 non-staff players who have provided considerable input throughout the past few monthsand all feedback has been welcomed. We haven't set ourselves a target for players online, only that it 'grows every week'. Some of the most successful free servers started with less than 20 online and have grown over the years to over 500. I'd like to think we can get 150+ online pretty quickly and grow from there. We have attracted heaps of old PvP, PvM and RP guilds from American and EU servers we had connections with over the years, in addition to a LOT of new faces. As for your other points: EUO - banned. Easily tracked and spotted. Razor does everything gameplay function and skillgain macro wise that you need, EUO just promotes the unattended resource gathering players we want to avoid, to keep the economy in check. Unatttended skill macroing is fine however, and there is no anti macro code. Crafters will have plenty of ways to make money, providing they are sufficient gatherers also. There's no easy road to riches with any class. You've hit the nail on the head with the char limit, it does force difficult choices for players, but we strongly maintain it's in the best interest of the shard. The main reasoning is to promote interaction, provide those who really want to play a crafter/trader a valid profession. I expect many organised guilds will have a crafter char between them, but it will be in their best interests to use that crafter outside of the guild also. Multiple accounts - again we limit by IP of both creation and play patterns, monitoring from both the IP side and account side. Funnily enough whenever we announce a loose intent to make exceptions, everyone suddently has a brother/friend/dog they live with who also plays UO and needs 2 accounts of their own, so for now we need to be strict. That's not to say in the future we won't allow additional characters or accounts, but we don't want the first month of the server to be everyone macroing in town! (skillgain is faster in dungeons anyway) Any more questions let me know. Better off joining up at www.aosredux.net/boards and asking there however, as you'll get a quicker answer from one of the staff or players who don't come here ![]() Hahah, well not so much as a friend/brother/dog, but I've got a UO-crazy wife that will play along with me. Registering at the boards right now, cya there. | ||
Ashikata
United Kingdom33 Posts
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