It's actually fun? Wow I've been banging my head against the wall trying to find an mmo I'd enjoy, and the only thing that was scratching the itch for me was Ragnarok Online, ah but the grind in that game stinks, don't like it.

So we have UO where you work on training your skills that's where the progress is on your character. And the server I play on they sped up the skill gains so you rank up faster. Normally by now I would have given up on a game due to low attention span but I'm sticking with it and making a character that can do things outside of the newbie zones. The furthest I ever got was halfway to levelcap in WoW and that's because I was playing with a friend.

Okay enough rambling, I really enjoy this game. And I felt some achievement when I had enough gold saved up to build my cottage and now buy an imbued set of craft resistance armor.

  • AlkaliMarxist
    ·
    9 months ago

    I've never play UO but I always got the impression that it was really designed to be an online CRPG - rather than the kind of glorified slot machines that MMOs very quickly turned into.

    • Frank [he/him, he/him]
      ·
      edit-2
      9 months ago

      Very much so. Origin made a sandbox for people to roleplay in, based on then existing muds. Everquest was still mostly a sanbox, but it introduced things like levels and zones segregated by level. And then WoW happened, and the true theme-park mmo where everything was on rails and you had to do exactly what you were told at exactly the pace the game dictated as you were lead through a series of curated areas.

      Dungeons in UO weren't at all like dungeons in later games. The dungeons had mobs of all kinds of difficulty levels. Usually it started out easy at the entrances and got worse the deeper you went, but there was no anti-kiting mechanism! So somethings a bunch of screaming, half dead adventurers would run past you screaming "run run run!" And you ran, because that usually meant the worst monster in the dungeon had spawned and was slaughtering everyone. If it got pulled to the dungeon entrances transition tiles i twould just squat their over a mount of corpses as people tried to enter and get their stuff back from their body, only to be one shot by the acid elemental or elder liche or whatever. Sometimes a big party of heroes would come clean it out, other times everyone would just wait, or send in runners to try to lure the monster away from the entrance. Players would wait for the corpse decay timer to expire so they could dart in and try to grab loot off of other player's bodies. It was a chaotic mess very different from most mmos where player were just handed a big map with a defined set of rules and told to go figure their shit out.

      Did i mention there was no instancing, so everyone on the server/shard was in the same dungeon at the same time? Total mayhem!

      There was a place in one dungeon, and i forget what we called it, but it was a spot with a fast spawn of strong skeleton warriors. It's where you went to train your healing skill. People would form a wall of fighters with shields, banging away at the skeletons, and then you'd "cross heal" the people next to you. It took eight seconds to bandage yourself, but only four seconds to bandage someone else, so "cross healing" was important during serious fights to keep everyone alive. The goal was usually to get above the threshold of 80 points in healing, because at that point you gained the ability to wrap bandages around player ghosts and through the magic of video games that would rez them. It was this organic, cooperative thing where people would come and go from the skeleton fightan wall all day, hang out, chat.

      The game had banks, too, like many later games, and they were the game's social hub since people always needed to come and go from the banks to deposit items or grab things. There were often dozens of people standing around the bank in Britain chatting, roleplaying, showing off their latest fashions, selling things, or even pickpocketing other players back when the rules allowed that.

      Idk, i was a kid when i played, and it was a really important experience for me so I've got a lot of nostalgia for it.

      • AlkaliMarxist
        ·
        9 months ago

        That was totally the vibe I got, these days stuff like that would be patched into oblivion in a matter of days. Only one way to play, no spoiling the intended experience. Even single player CRPGs are like that these days though.

        • Frank [he/him, he/him]
          ·
          9 months ago

          Yeah. There's a lot of that going around. Found a cool emergent interaction? Patched, you're having fun the wrong way.