
Ultima Online Houses
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For those MMORPG players who like their games a bit more old school, there’s some new updates coming out of Ultima Online and Dark Age of Camelot, with the former providing updates to house decay in its latest test build and the latter answer a potpourri of player questions. In the most recent newsletter from Ultima Online, players are getting alerted to a variety of house decay rule.
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Maybe damageable walls and doors.There should be thieves like in the real world who can breach your walls and doors to loot your items.Given the level of time investment even the most average of player has in this game, such a system would utterly dismantle any server that employs it.How would you combat offline raiding? Would you follow in the footsteps of Rust and routinely wipe the server?
Do you have any concept of how foolish it would be to apply such a rapacious system to an MMORPG?This would make this game more sandbox.No, but it'd make this community inherently more toxic.As already mentioned, you're looking for Rust or Ark. I've seen some awful ideas for this community over the last two decades but this is likely the worst. I am not telling that it should have 'damageable walls/doors', they are just explanations from other games' housing systems but i am sure that will make game closer to real sandbox.Players should be able to create/destroy anything in the world beside cities.You can implement a phone notification for owners/guildmates to defend their house while they are not online.Anyway thats not the topics subject.I am looking for any creative ideas to change%100 SAFE housing system.( I dont have any ). Everyone just ripping into this idea without even giving it any consideration. No wonder this reddit is so stale.That aside, I like the concept, but as some other people here are saying aggressively it wouldn't be great to apply this to housing.
However, as OrbitStorm88 mentions a siege mechanic of some sort might work well. There'd need to be some incentive for players to store valuables in their 'Castle', so that a thief class could become viable here. I think that could be fun, there were similar mechanics in Star Wars Galaxies, with military bases being player built that could be raided. However, houses were still safe, and allowed you to store things without fear of them being stolen. Maybe you have to lock your door when you enter your house and somebody can wait your unlock and move inside etc.I mean. Did you not play UO back in the day? This is more or less how it worked.
Shit was awesome. I was a house thief for a loooong time.It was surprisingly easy. I would just hide at the front door and wait. They'd run out of the house and I'd stealth in as they left. Sure theyd' get the 'you push something invisible out of the way' message but I'd say only 1 in 10 noticed or actually did anything about it and at high level you could stealth away fast enough that they would be detecting hidden where you used to be.Then just take whatever you wanted. There were SOME lockboxes back then, but most stuff was just placed out or in chests. Loot loot loot and then recall to a bank and bank that shit.
Stealing from crates wasn't flaggable.Then they made the whole 'invite' system which is dumb. Only approved people could get in.
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You could lock down like everything. Housing became less 'safe place' and more 'a second avatar to dress pretty'. That's right around when I unsubbed. Not specifically because of housing, but because of that paradigm shift across the board in general. People were less interested in playing a game and more interested in collecting items in a safe space.
Fuck that. It was surprisingly easy. I would just hide at the front door and wait.
They'd run out of the house and I'd stealth in as they left. Sure theyd' get the 'you push something invisible out of the way' message but I'd say only 1 in 10 noticed or actually did anything about it and at high level you could stealth away fast enough that they would be detecting hidden where you used to be.Then just take whatever you wanted.
There were SOME lockboxes back then, but most stuff was just placed out or in chests. Loot loot loot and then recall to a bank and bank that shit. Stealing from crates wasn't flaggable.That's one reason I started playing on the UO Renaissance server.
Pre-t2a is the only era when house looting was hardcore. It was still possible at some point throughout T2A but there were less 'opportunities' to do so given lock/ban commands and the addition of trash barrel.There surely must be a way for the thieves to robb houses, this is important. At the same time, there has to be responsibility and an adequte crime and punishment system, otherwise there will be a problem which, and which was basically little reward and too high risk for new players and people that did not want to pvp that much. Player versus player market became too unstable. Simultaneously, removing this freedom did lead into what we know as Trammel. Both concepts (absolute freedom & no responsibility and Trammel) are bad as they both negatively impact the gameplay, just do it differently.Simply removing obstacles and making housing too vulerable will create an unstable wolf vs sheep situation. I played on only pre-t2a shards available since 2009-2014 until the last one dropped for good.
I had my bases looted several times and I have looted twice from what I remember (as a revenge, not because I did it just for the sake of it). It was fun, yet many idiots did not know the basics of how to protect one's own house. Others however placed several tents around the house door, which was also possible during this era, so that three tents could create the secured area around the door where they could recall.
Golden middle was simply using common sense, using an alt to open your door, who also had tracking to track characters that could possibly hide near the door. Yet many people were too careless or unwary.It was still fun, pvp was something which occured naturally as a result of social in-game interaction, not something that happens on a regular basis just for lulz on all other shards. Armed beefs between invididual players and even guilds was a result of a reason behind this clash (someone stole somebody's key, or killed him/her inside the town near the bank, insulted him/her or did some other bad stuff, which pre-t2a mechanics allowed (and there were plenty of ways to piss someone off). PvP was seldom something like 'hey why don't you guys hit the fields, omg u sux at peeveepee qq'.
No, it had a reason behind it. I have the best UO memories from one of the pre-t2a shards in 2010-2011, we had the best gameplay there, despite drastically low population it felt more alive than the hundreds of bots and mindless pvpers at UOForever.Yet, as I said earlier, pre-t2a did not offer any counter-crime methods to balance certain behavior, just as I described. There absolutely has to be a way to make the game more 'free' in terms of characters' possibilities, decisions and their impact on the in-game world. But there has to be mechanism which wouldn't restrict certain actions, such as Trammel restriction, but which would balance offensive actions.
This is one of the key gameplay problems UO:Quintessence is hopefully fixing, by introducing new concepts and apporaches to online gaming.