UO Shadow Age

UOShadowAge

Reputable
Jun 8, 2014
3
0
4,510
It's been 17 years since Ultima Online was released. For those who have played it before, I'm sure you remember the blood-pumping nostalgic thrill of the game. Much has changed since the glory days of UO, some for better, some for worse.

It is time to relive the thrill, the nostalgia, the blood-pumping
adrenaline rush that we remember so long ago.


Introducing,

ULTIMA ONLINE SHADOW AGE

CURRENTLY IN DEVELOPMENT


First things first, What is Ultima Online?
Ultima Online (UO) is a massively multiplayer online role-playing game (MMORPG), released on September 24th, 1997, by Origin Systems (Now owned by EA). The game is played in a fantasy setting similar to the other Ultima games that preceded it.

Ultima Online was the game that opened the door for the creation of many new massively multiplayer games. It is online-only and played by thousands of users on various game servers, also known as shards. It remains today, as the longest living MMORPG to date with a still active playerbase.

Because it was released before the DMC Act (1998), technically minded users are able to create and host their own freeshards using various UO emulators, like RUNUO. Those people are able to create, modify, and remove content as they see fit, without repercussion. Because of this, Freeshards have been growing and evolving since that time.

UO Shadow Age's era, AoS, was release in February 2003, and with it, brought a number of changes that many veteran players did not approve of, but also a number of changes that evolved UO into its highest subscription count.

What is UO Shadow Age?
Ultima Online Shadow Age, is a brand new freeshard created by seasoned UO veterans, professional developers, and UO enthusiasts. With the introduction of some brand new features never seen before, UO Shadow Age will provide the most attractive features for every type of player. We will be taking and fortifying the features that have become staples of AoS, and we will be changing and/or removing the features that majority of players didn't like, like trammel.

Our vision is simple, we will provide you with the best freeshard experience, period.

Because we are a new freeshard, we are trying to build our community from the ground up. We have an extremely talented dev team working with us. Please, if you've ever played on a server that didn't end up the way you like, voice your opinion on the forums. Give some suggestions so we can hear you out. A lot of what you see when we are live will have a lot to do with suggestions that we see.


GENERAL

Shadow Age Staff
Professional, dedicated, and enthusiastic staff. 100% Trustworthy GMs. ALL staff members will be available to players for in-game help. Look forward to staff that's actually online.
The UO Shadow Age staff is comprised of 2 professional developers, 1 professional web developer, 1 graphic artist, 1 market research analyst, 2 GMs with coding knowledge, and 1 GM with extensive AoS mechanics knowledge regarded as one of the best AoS PvP'ers of all time.

Community
Since UO Shadow Age is new, it's time to build a brand new community together.
A community that doesn't plague itself, promotes growth, and loves the systems that we can build for it. Become part of that community and spread the word to others. It starts with you. We are built off our communities suggestions. When enough people want to see a certain system in game, we will do our best to bring that system out. In this community, the players have the power to shape the game with their own suggestions!

Basic Mechanics
* AoS (2003) Style Combat
* AoS Style Item System
* Felucca Only
* 225 Stat (250 With Stat Scroll) / 700 Skill Cap (720 with 4 Months Gametime Reward)
* Insurance included (Modified Costs For Higher End Armors)
* Order/Chaos and 4 Factions (CoM, TB, SL, Minax) with enhanced systems

Completely REVAMPED Guild System
Out with the old and in with the new. The old system was simply a way to chat with your guild members and turn green to each other. We have completely revamped the way the Guild system works. Now, guilds are able to choose whether 1%, 2%, or 3% of all gold looted off monsters from members will be deposited into the guild treasury. Guilds can use this treasury to purchase different guild levels that give access to different perks. Perks (or buffs) last 1 week, their intensity increases as guild levels increase. You will also be able to use the Guild Treasury currency if you are a Guildmaster to purchase Guild Aid Items. You can get bonus Treasury by completing guild Achievements.

Fully Immersive Achievement System
Other servers have achievement systems that just don't cut it. Nobody participates in them fully and the rewards are meager. UO Shadow Age will be creating the first immersive achievement experience. Greater rewards for accomplishing in game feats. Rewards that scale with difficulty and make players want to go out into the world and complete them. Some will even be linked with the revamped guild system to offer treasury reward bonuses and other guild rewards.

New Housing System For Prolonged Server Health
We will be revamping the current housing system. There's a problem in today's servers. Players quit, and only log in once every few weeks to refresh the house that they have. This doesn't help the server or the server's economy at all. We will be adding a tax associated with the value of the deed for the house, or the value of the house's customization cost. The tax will be a small fraction of the house's worth per week. We believe that players that quit or log in once a week to refresh their house, then log out shouldn't be able to keep their home without playing the game. If this system makes them log in and hit up a few dungeons, then we've done our job. For those who are on extended leave, or going on vacation, gold will be automatically withdrawn from your bank to pay for the tax. So keep your bank stocked and you will be fine!

IDOC will be changed from the current way it works. Players will have 2 weeks and 3 days without paying before their house decays. The system works like this: Players pay tax at the end of each week from the time they placed the house. If the tax isn't paid that week, they will have another full week to pay the overdue balance and the current new balance. If they still haven't paid for the house after the second week, the home goes into foreclosure. You will now have to pay all the remaining balances for the home within the next 3 days. If that is still not done by the end of the 2 weeks 3 days, the property becomes owned by "The Bank" and will be demolished between 1-3 days later randomly.

This system will help promote in game activity, remove old houses from the game who's owners don't play anymore, and be a active recurring gold sink that will CONSTANTLY be removing money from the game.

Again, the tax amount will be small compared to the houses worth, so don't worry!

Factions Buffed
We will be focusing on promoting more PvP systems through the faction system. During the beta stage, we will be asking players what they would like to see the most with factions and will attempt to make some of the suggestions reality in game. Suggest some cool systems!
We will be asking the community for feedback on a lot of the systems that we propose before we go live.

Newbie Friendly
There will be 2 anti-PK, less loot dungeons available in the game for newer players to enter.
One of these dungeons will even have a champ spawn available. This champ spawn will still give out powerscrolls, however they will not go past +10 scrolls. We will also give aid to any players who plan on creating a main [NEW] guild. The headquarters of this guild will be in Britain, and people will be able to donate any items they want and new players will be able to use these items to help them get started in the game faster.

Doom And Artifacts
Doom and Artifacts are in. Artifacts will be scaled down slightly to not give players an overwhelming edge against other players. There are still stealable artifacts and rares throughout the game. Doom will be activated and will be a non-PvP zone that all players (Blues and Murderers alike) can participate in.

++ MORE
Not every new addition will be listed here, just some highlights. Rest assured, the dev team here will be working diligently to keep new content coming.

THE GOLD RUSH
Perhaps the biggest reason to play the game at launch. There's nothing like the exhilarating feeling during the beginning stages of a large shard. This is the time where players let their inner-gamer out, spending countless hours devoting themselves to the shard to become the richest person, the largest guild, the fastest 7x gm, the highest level guild, the highest achievements completed, the first 120'd out character. This only happens once in a shards entirety!

______________________________________________________________________


Important Links
* http://uoshadowage.com < - Main Website
* http://uoshadowage.com/forums < - Forums
* http://facebook.com/uoshadowage < - Facebook
* https://kiwiirc.com/client/irc.stratics.com/?nick=Guest-SA|?&theme=cli#ShadowAge < - IRC

UO Shadow Age Is Currently In Development! Be Sure To Register On The Forums!
 


I started playing UO shortly after T2A launched and played right up to AOS, which ruined the game for me in many ways. It was about 2 months after AOS launched that I cancelled my account. Here is my take on the "basics" you mention:
* AoS (2003) Style Combat - To be honest I don't rememeber what changes there were

* AoS Style Item System - This was the Primary reason I quit UO after AOS, the items system was confusing, ill conceived and horribly implemented in my opinion. Even the developers regret it and admitted it was a rip off of Diablo 2, which was wildly popular at the time.The pre-AOS system was clear and easy, Vanquishing weapons and Indestructible armor were the best, GM Blacksmith armor was about the same quality as Guarding armor and GM weapons were a little better than Might weapons.

* Felucca Only - I like this, and I'm not into PvP. Trammel (again in my opinion) ruined the game, it took the risk out of playing. When someone approached, there was always the risk they might not be friendly, but if a "Red" came at you, it got your blood pumping.

* 225 Stat (250 With Stat Scroll) / 700 Skill Cap (720 with 4 Months Gametime Reward) - Another UO killer for me, with the skill and stat system as it was, you have to really think about what skills to choose and/or how to break up the skill points among those skills. One change I did like though was Stat locks, that made it really nice to not have to worry so much about a skill accidentally changing your stats.

* Insurance included (Modified Costs For Higher End Armors) - Bad, again, this removed the risk and somewhat killed the economy. Blacksmiths took a real beating when people stopped losing their armor. I remember making a "mule" char specifically for making my own armor and selling some...free repairs of course :)

* Order/Chaos and 4 Factions (CoM, TB, SL, Minax) with enhanced systems - Order/Chaos was an interesting system that I only dabbled in, however I did have 1 char that was Order for a short time. Didn't stick around long enough to get into factions, but they seemed to have potential.

I know many people have different opinions of what version of UO was best, but the views I listed here are why I and the 80 people in my guild quit UO. The last I saw of the game, it was basically a game filled with hoarders of the "pixel-crack" that EA throws into the game.
 


The reason I chose to keep insurance in still is this:
Nobody would ever bring their good items with them in combat. (artifacts, crafted runic armor, etc.) If they had the possibility to loose all their items in combat, they would quit when they did. Crafters actually make a tremendous amount of money in the game with runics. Because theirs now resistances on the armor, and armor can still break when the durability wears down, pieces are constantly being made because players need different resist pieces, or because their armor broke, or they want to keep enhancing their current armor for more luck, higher resistances, better stats, etc.

Part of the wonder of Ultima Online imo, was the skill system. If I wanted to be a warrior, then eventually switch to a warrior mage, I didn't have to create an entirely new character, train the skills up again all over, etc.

From the answers you've given, I know its been a while for you since you've played, alot of the things that ruined UO I'm changing out, and a lot of things that people suggestion, we are paying VERY close attention to.
 


I understand the insurance argument, it was rare to see some of the best gear outside the town. I remember losing a "Supremely Accurate Silver Longsword of Vanquishing" when a PK took advantage of the fact I was in the middle of a battle with a greater lich, I died (due to his interference) and he looted it after finishing off the lich. But, for me anyways, that was part of the risk I took. Would be interesting if the insurance system were limited to certain levels of gear, so seeing the best stuff in use wouldn't become rare. As for runics and artifacts, never got into that, wasn't there long enough after AOS launch.

As for the resists, that was the sticking point for me. It was never well defined as for what levels were good and it really ticked me off when the pieces I had that were some of the best became garbage after launch of AOS. I really liked the old system, so the changed annoyed me and at the same time they increased the monthly fee...kind of a last straw to charge me more for a system I didn't like.


It has been many years since I gave UO more than a glance, after AOS every expansion seemed worse than the last (kind of like World of Warcraft is doing now). I quit 2 months after AOS launched and I was pretty into the game at the time (had 3 large houses, 1 on each of 3 shards I played, Sonoma, Baja, Catskills). When I first started UO, they were using the old "Treasure Chest" login screen...good times.

The skills system is/was unmatched IMO, the flexability was awesome. I had my main char start as a warrior, changed into a warrior/mage, then ultimately a Tamer/Mage with 2 Nightmares, White Wyrm, and a Dragon. I don't know of any game that would allow one to do that and had it not been for the changes in AOS, I would probably still be playing. Never used a single powerscroll, I just had to prioritize the skill points.

I due intend to keep up on what you are doing. If the item system is refined, I could see getting into it again or at least trying it.

What will you be using for the graphics engine? Upgrading to your own? Old 2D, Old 3D, or current client graphics?
 



The armor pieces you will be accumulating throughout the entirety of the server life will never become worse. I don't intend to mess with the armor system so that pieces become devalued and players become irritated. You may be lucky enough to get better pieces, but better pieces will naturally be made available over time, when more pieces are crafted and get closer to "max intensity"

On a side note, I am removing the 100% lower reagent cost from the armors. I don't think that mages should be able to just run around, and cast freely without stocking themselves up like warriors need to with pots and bandages.
It will also make it so players cannot just get resurrected and join the battle right away again. Like the older eras of UO, you will need to restock and get ready for the battle again if you've previously been killed.
It also makes loot more interesting when you can loot more items from corpses, especially since insurance is included.

Times were different from back when the weapons were vanquishing, power, etc. Even if players lost that weapon, it's not a CRAZY reason to leave the game, but when you have gear that took hundreds of thousands and in some cases, even millions to put together... Well, players just wouldn't bring out their best gear to fight, which would make the economy terrible.

We have a brilliant economic plan to remove inflation from happening.

I agree with you thought that every expansion after AoS was terrible. The reason why I picked AoS, is because it's an era made for a good sized population. It is also the most skill intensive era of fighting. I've played on all era servers besides the latest ones. I just couldn't keep myself playing on servers where all mages were Hally Mages and the combo used over and over again was...

"Precast Explosion, Hally hit, Release Explosion, Harm, Energy Bolt, Hally Hit. Rinse and Repeat."
and also hope that you get a high dice roll hally hit damage.

As for the client and graphics, we will be starting with the standard 2d engine (most PvPers prefer it anyway) There are clients already that modify the graphics and improve the 2d engine, like Sallos.

We will be looking into getting 3d clients to load up seamlessly to our server in the future though, for those players that prefer 3d graphics.
 
Sounds like you will be addressing a lot of the issues I had with AOS, enough to give it a good look at least. I just registered on your forums and posted a few questions :) You definitely sparked some nostalgia, I remember the game vividly and fondly overall.

I like the removal of the LRC and fully agree with your reasoning. I never fully understood why OSI did that. I recall camping vendors trying up their stock levels and buying all I could in Moonglow.