The first of Ultima Online’s planned 2019 high seas updates has hit the test server

    
10

At the start of the new year, Ultima Online did its level best to disrupt my plans to take a break from subbing it by announcing a year of high seas content, with updates for sailing, fishing, pirate-hunting, and my favorite, treasure hunting.

The first publish in the series, 104, is dubbed Rising Tide, and it’s landed on the test center this week. The core of the update is a rewrite to the mechanics of ship cannons, specifically how they’re crafted and fired – the whole system is much more logical, with better graphics and some of the tedium stripped away. For example, you don’t need to fuss with cleaning your ship cannon anymore.

Don’t care about boats? Take a peek at the impressively long list of veteran rewards rolling out in this patch, including a water wheel, tinkering bench, embroidery tools, repair bench, and new statuettes.

10
LEAVE A COMMENT

Please Login to comment
  Subscribe  
newest oldest most liked
Subscribe to:
Reader
Mark Werenczuk

When I was a kid I spent the year I played UO just stealing anything I could find and selling it. There always seemed to be unlocked houses and chest all over this game. I remember even stealing other players stuff. Good times.

Reader
PanagiotisLial1

I like the game but there are problems. Inflation has the prices where a new player can never hope to buy anything meaningfull for example(sort of expected from such an old game0 and not too easy finding people playing with on many servers

Reader
Weilan

I tried to get into this game, I don’t get it.

Reader
Kickstarter Donor
squid

22 years of content patches have not been kind of UO. I suggest trying a player-run server instead, such as UO Outlands.

Reader
Weilan

I mean the concept of the game is not for me. My first MMO was Vanilla WoW and I’m used to have quests to guide me around and UO isn’t exactly like that.

Pepperzine
Reader
Pepperzine

UO is not a themepark and is definitely not on the rails. It’s from an era where the emphasis was on social interactions. Playing on your own is a very lonely experience in UO and you’re bound to be confused as to what to do next as no one is holding your hand telling you go here or do that.

Reader
PanagiotisLial1

Well its why variety is needed in gaming cause not everyone likes same things in games. Like Pepper said sandboxes rarely got a questline/storyline, they only got a world background story(for many). So you basically start in the world and explore while checking around possible activities to see what you like. UO has some mini-quests from talking to npcs but by no means a guiding storyline and in starter town they are mainly “quests” to motivate you train your skills at a higher pace(train swordmanship to 50 for example and go back to npc – while you are given a swordmanship bonus for an hour). Generally sandboxes are played better with people you can play with and work on same goals. For example you can go all solo in EVE but you will sooner or later find it dull, while if you got a corporation(guild) there working towards some common goals, chatting and doing other side-activities with them for fun its far better. Also for all the slack it sometimes gets EVE does a good job giving an idea of what activities are possible, especially with last 1 and half years updates. Additionally so far only sandboxes I found with an active playable storyline are shroud of the avatar and archeage, but if I recall well it doesnt play well on your PC for the first and we dont know what will happen with gamigo on second(although things look better under them)

Reader
PanagiotisLial1

Most player run shards, are a gankfest utilizing the famous ghost scout technique. I wasnt ever able to find a good enough. My latest try was UOF and it sucked. Especially for new players, I dont recommend any of them personally but havent tried outlands.

Also keep in mind the updated interface of the enhanced client on the official is easier to understand for new players

Reader
Kickstarter Donor
squid

I played for several years on Angel Island. They solved the ghost scout problem a long time ago by not allowing ghosts to see players, mobs, or chat after being dead for five minutes. Seemed like a simple solution, but it worked. They’re definitely still PK-heavy, though.

Reader
PanagiotisLial1

Its sure a lot better than nothing and I appreciate when devs at least try but still can be exploited. However most games that try to “copy” some of UO’s former glory tend to copy the ghost mechanic too. Personally I think the ghost mechanic is generally dated and best is to just respawn at a town you are bound.

I like PVP when its against groups that want to PVP for fun – Sportsmanship and/or RP. For example we had (organised by both sides) PVP battles on EVE. Other case was a Knights vs Orcs RP battle among players and other cases. Even in Mortal Online, the absolute gankbox, I remember a fun pre-organised battle on a bridge. I am definitely not against PVP but against ganking style PVP or sweeping miners and people who do dungeons. On UOF for example after the training dungeon and out of protection, going to low level dungeons was 90% going to get ganked