August 31, Friday |
Veteran Rewards are delayed: Read here
Books are not priority issue: Read here
Nothing is apparently tested right: Read here
One of those days when nothing goes right... for EA.
|
August 29, Wednesday |
Sannio posted this on the In Concept boards
Several updates and changes will occur that will eventually affect all of Ultima Online’s crafting systems. The goals of these changes include: creating a consistent interface for all crafting skills, allowing the player to understand a greater level of detail about his crafting activities, greater CPU efficiency, and adaptability & expandability as crafting systems are modified at later dates. The following skills will be affected by these changes:
- Alchemy - Bowcraft/Fletching - Blacksmithy - Carpentry - Cartography - Inscription - Tailoring - Tinkering
The specifics are listed here.
All players should feel free to comment on these proposed changes within this thread.
========= Sannio Online Community Coordinator, UO Origin Systems Looks quite intresting. |
August 27, Monday |
 | Veteran rewards active Friday on Europa -Videric |  |
From FYI:
After monitoring the Veteran Rewards on the Napa Valley shard over the weekend, we have determined a tentative release schedule for the system on the rest of the production shards. We are targeting to activate the Veteran Rewards system on each shard at some point during the day designated below, which means that players should not expect the system to be active immediately following their scheduled morning maintenance. Please note that this schedule is subject to change, and may be extended should any unforeseen issues arise with the rewards system.
All dates listed are Central Daylight Time. * Monday, August 27th: Chesapeake and Sonoma * Tuesday, August 28th: Yamoto and Atlantic * Wednesday, August 29th: Pacific, Lake Superior and Siege Perilous * Thursday, August 30th: Baja, Catskills, Izumo and Wakoku * Friday, August 31st: All remaining shards For more information about the Veteran Rewards System, see these links: Latest official Rewards announcement http://support.uo.com/vetreward_upd.html Veteran Rewards FAQ http://support.uo.com/vetreward_faq.html Details on the Reward choices http://update.uo.com/design_350.html
--- Kerowyn UO.com Content Editor/Writer Origin Systems kerowyn@uo.com
|
August 26, Sunday |
 | More on the Veteran Rewards. -Elv'eng |  |
| Stratics have made an excellent page on how the rewards works and other good information about them. And the page can be found here. |
August 25, Saturday |
Thank you to everyone and lots of emails I received about the Europian quests!
As a small hint (not a spoiler, I hope) Al'Cedras cave is very hard to spot, but if you can walk to the island your at the right place. You do not need a boat, just try to walk to it and you can get over the not so deep water to the island.
Feel free to use the message boards, if you wish to exchange the quest info & tips, put please warn with [spoiler] mark in topic.
That is all, thanks. |
August 24, Friday |
I found this on the Support pages at the Offical UO pages:
After resolving a multitude of code and hardware-related issues, we will be activating the Veteran Rewards system on the Napa Valley shard on Thursday, August 23rd at 12:00 PM CDT. We will monitor the system closely on the Napa Valley shard the rest of this week, and will begin activating the Rewards system on the remaining shards once we are certain the system is operating as it should.
We're extremely grateful to our veteran players for the patience they have shown as we complete the Veteran Rewards system, and as a way to say thank you, we'd like to offer an extra reward choice to all players on all shards who are currently eligible for a Veteran Reward. This means that when the system is activated, one year veterans - who would previously have been allotted two rewards - will now be eligible for three. Two year veterans will receive four, and three year veterans will be eligible for five. All players will receive this extra reward choice once they reach their one-year status.
All rewards that have been chosen to date will be counted in the totals, meaning that players who have chosen more than their allotted share previously will not be eligible to choose new rewards, and will not receive the extra reward choice (since they already received extra rewards when the system was first released). Players who have chosen fewer rewards than what they are currently eligible for will be allowed to choose new rewards until they have reached the total number they are currently eligible to receive. This will apply until the player is eligible for a greater number of rewards than they have already chosen. For example, a three-year veteran is currently eligible to choose five rewards. If a player has already chosen seven, then that player will not be eligible to choose another reward until they have reached their six-year veteran status, when they would be eligible for eight total reward choices.
IMPORTANT: Rewards are allocated per account, not per character or per shard, so be sure to choose rewards on your regular playing shard, and not on a separate shard. Rewards will not be transferable between shards once chosen.
For more information on the Veteran Rewards system, as well as a detailed listing of the rewards that will be available for one, two, and three-year veterans, see http://update.uo.com/design_350.html. For questions regarding Veteran Rewards and determination of account age, please see the Knowledge Base at http://support.uo.com/, or mail support@uo.com.
|
August 23, Thursday |
Yeah, they are coming soon. Just remembernot to "test" pick them other shards (except on TC) if you want them on Europa. Rewards are count by X per account.
More on Veteran Rewards when Europa release date has been given. |
August 20, Monday |
 | Hearfelt Thanks from Spiritwood -Videric |  |
Good news from Pad O'Lion of Spiritwood:
We'd like to extend our heartfelt thanks to those people who donated gold to the Town of Spiritwood in order to acquire the old FCB tower next to the Spiritwood Tavern. But not only those giving gold, but also to those who helped organising this difficult endeavour. I think this showed us all how a community can work together in times of dire needs for a common goal and the great vision that is Spiritwood.
Thanks to:
Beneviste Bladedancer Chewboco Dalamar Village of Deepwater Entity Fuschia Groan Gorfindel Gotowork Gui Illuma Jen Joel Kyp Durron Mara Jade Moonglow City Council Mort Nevyn Nikki S/L Shri Solitaire Tamara Stardust Tan'ris Therese Toxicon Ursus Valura Xarkaltos
Special thanks to Jen for her donation as well, but especially for collecting the checks and keeping calm in this turmoil.
Kind regards and thanks
In the name of Spiritwood Pad O'Lion
P.S.: There is much talk about what to do with the new tower in order to be of service for the community. If you got ideas, just let us know, either on these boards or at the Spiritwood boards.
http://europa.spiritwood.com/ |
Yesterday I was talking of the uo-europe quests, and today I bring small update.
IGM Talos reminded to take a look to all the details of the stories, for they have been done to the last detail on EU & DF shards.
However this does not change the fact that I did not find anything *grins* I would still love to hear if anyone found anything, so to you all seekers, keep sharp, and do tell of your foundings.
I am sure eventually something will be found. Thank you for the encouragement Talos, the mysteries will be solved. |
As many know there is a Quest section at the official UO-europe.com for DF and EU. The stories give hint to where to seek something, but unfortunately I must admit I have found nothing even with rather a lot of searching on Yew shorelines.
Now I presume there is something to be found in Trammel Dragon Al'Cedra Quest (the one I am trying to solve), but I found no evidence in game.
So what I ask of you is to email me if you found the island that the story talks of, and give me the sextant coordinates and how you found it.
I will do follow up post confirming the place exists if someone can point me to it, but I shall not reveal the location as it would be spoiler for other quest seekers.
Thanks |
August 18, Saturday |
 | Spiritwood spotlighted at UO-europe -Videric |  |
UO-europe site has began to collect different player towns, and Spiritwood has got the honour to be the first one. Also note the player town submission form link (I presume they accept establishments too, and not towns alone) at the bottom Spiritwood spotlight. Maybe we see your town/establishment there next?
Spiritwood spotlight |
August 17, Friday |
Sannio made a long post about localization at the official boards:
I want to point out a few things, as sort of a general reply to everyone who responded to my request to Talbot. And, by the way, thank you everyone for replying, you brought up some excellent points, and they’ll be passed along to our team.
Clear Details are Crucial When someone writes "this change sucks"--in this case the change is the localization effect on books--while that may speak volumes about your feelings and your passion against it, it says little about why you feel that way. And the Dev Team and I need the nitty gritty on "why."
Talbot, I don't categorize you as a whiner, or a blowhard. I categorize you as passionate. But I need you to keep that passion productive--clearly, the strength of your feelings had me hoping you would be able to provide me (and the Dev Team) with a clearly defined game mechanics problem, a visual flaw that perhaps we didn't see.
If you want reasons to why, as you put it, "localization sucks," well, you can never get them with that statement. Your initial statement was too arbitrary. Localization may "suck" for you in a way that someone else is comfortable with.
However, when Brenna cites: "Titles are limited to 14 characters. [O]lder books attempt to display their longer titles, but on the first page of the book, it's cut off. Titles SHOULD be longer than 14 characters,” that says a lot. Emperor_Krosis supports Brenna’s statement with an example: “I used to be able to write, "The Britannia Herald v.40" now I can only put "The Britannia Herald’.“)
Frigax wrote: “You can no longer casually interact with any NPCs, you have to use exact (dumbed-down) trigger words in exact (dumbed-down) order. 'Vendor I wish to buy' and 'Derek, m'lord, could you train me?' no longer work,” and now I know what he doesn't like about the changes.
Even when a non-English speaker says it is generally acknowledged by their fellow foreign players that they do not favor localization changes to English grammar, as it loses the immersion quality of an apparently medieval Europe flavored game, that's clear and presentable.
That Sans-serif Font Clodia asked: “The real question is: Why must an ugly, modern, unappealing font be used? Localization has nothing to do with fonts, only grammer and syntax. Why must the visual appeal of the words be sacrificed?”
So, what is the deal with the font? As a player, I knew that OSI had created that medieval-esque default font for UO. Whenever the choice came up to use that game-based font, or some sans-serif font that happened to be on my system, I chose UO’s font.
Why does that localization-inspired sans-serif font keep popping up? UO’s font doesn’t have enough characters for foreign languages. Heck, it doesn’t even have enough English language characters! Where’s the correct quotes? The em or en dashes? :] But, enough of my personal obsession with quotes & dashes.
The fact is that, if whatever font UO begins using as it’s default doesn’t have various quotes symbols (and different countries use different quotes), or accents, or umlauts, or tildes, or non-English characters (such as Asian characters), then the game needs to start relying on whatever fonts might reside within the player’s computer, outside the game. For computers set to use English characters, that pretty much means your default font is some generic sans-serif font. I learned this frustrating limitation years ago when I started designing Web pages, and I’m surprised it took this long to get into UO (and games in general).
Brenna: “The problem arises in older books which have character/ASCII art in them. I have very popular player-written book on Catskills called "The Codex of Paladiene". The first page after the title used to display an ankh that someone had carefully drawn onto the page. That ankh is now skewed to the right and does not display completely.” I imagine that there are a lot of “character/ASCII” art in UO books out there. I’ll make sure to point this out this “break in the established functionality of books” to the Dev Team.
That pesky grammar Emperor_Krosis: “why couldn't they get the ‘you see: 2 black pearl’ in their language and we get the ‘Those are 2 black pearls’ message.” I wondered that for a long time as well. I wish the localization grammer was more appropriate, but, too often, we see it is not. I also fondly recall the days when tillermen offered to tell you a story.
Localization, in and of itself, does not affect grammar. It doesn’t translate so much as transliterate. A lot of people aren’t familiar with the phrase “transliteration,” so I’m going to show you an example, using UO’s player orc language as our foreign language.
Foreign (Orc) phrase: “Me nub gruk wut lat blah.” Native (English) transliteration: “I no know what you speak.” Native (English) translation: “I do not understand you.”
See that? Although we can understand it, the grammar in the transliteration version is wrong, as far as a correct English sentence goes. Note also that 6 “foreign” words became 5 “native” words. Localization brings the foreign language to the Native transliteration stage, and that’s the best it can do currently. It’s also my understanding that, while the “keywords” in a sentence will be translated from foreign to native words, many words do not translate properly, such as conjunctions (and, but or), and a few won’t translate at all. There’s also the fact that the placement of verbs, nouns, adverbs, etc., in a sentence can change from language to language.
So then localization forces us to become minimalists, focusing on keywords and breaking down sentences into phrases, particularly for text-based commands. “Dialogue” is pretty much translated manually into each language we support, line for line, while “commands” need to be dynamic and adapt to whatever the user’s native language is. One or two word phrases flanking a colon may make for bad translations, but they make for almost universally understood transliterations. From a growth stand point, the more people that can understand the text in the game, the more people have a chance of buying and playing the game.
(I digress: I recall reading a commentary a few months ago by a creator of an online comic. He was in Japan for a time, playing some console game, and progressing very nicely. He got to a point where the game asked him a question or riddle, and he stopped short, not being able to read Japanese. So he put the game down, unable to play any more. How many games will he buy from that game company now?)
Aesthetics Emperor_Krosis observed: “The text no longer fills up the page (i.e. the margins are huge),” and “Text Point is far too small (relates to [margins statement, above]). This looks especially ugly on the title page (compare an old and new version).” Completing his critique, he supplied his thoughts on a possible solution: “Why can't they make the old book font the unicode english book font? Then everyone would be happy.” I don’t know yet, but I’ll ask.
Suggestions & Observations SubZero suggested: "While localization makes UO more enjoyable for people whose first language isn't English, I understand that, so put it on non-English speaking shards." I don’t know if that’s possible, specifically. Although you have made me wonder if there could be options for players to control the font being presented in books, like our speech font. I’ll have to ask on that, but I think it’s likely to be something that already came up.
ICG observed: “I know of no one who's said 'WOOHOO the game is so much better since localization!' not one person.” Those are actually some very powerful words, ICG. They’re also going to be passed along.
Thanks again, everyone, for giving a detailed critique.
========= Sannio Online Community Coordinator, UO Origin Systems
The post can be viewed here: UOboards post |
August 16, Thursday |
This post has slight item spoiler so do not read it if you wish to avoid spoilers.
Here is Calandryll's post about patching the 2d client with new art:
We tried to update the new art for the arcane items into the 2d client. The problem is, the 2d client doesn't handle the partial hueing of those items. They were never meant to be partially hued (the way a fancy dress works) so when we hue them, they lost the white trim and designs anyway. While adding the new art would have been possible, going back and changing the existing art is no small feat...especially given our time contraints.
The other issue is, even if we did patch the art, we cannot patch the art on your avatar since that is animation art. So, it would look very strange to have them have the trim when on the ground or in your pack, but not when you put it on.
These are the limitations of a 2d client and at the moment, they have not been overcome.
-Jonathan "Calandryll" Hanna Designer, Ongoing Content
And small additium:
Question: Cal, so why can't animation art be patched in, even part at a time?
And Calandryll's answer:
Because they require the entire art.mul file to be patched.
Also, I think it's important to note that we DID patch in new gump art for the barkeeper menus, so those WILL look the same in 2d and 3d.
-Jonathan "Calandryll" Hanna Designer, Ongoing Content
You can read the post here: UOboards post |
 | Everything about Books, Bookcases and Libraries -Videric |  |
Because of the changes to book font, there has been a lot of discussion about the subject on the official boards. I decided to gather everything related to books that I had on my mind to one single post.
Rather than reposting it here I give you a link to UO boards where you can feel free to comment it as well.
UOboards post
|
August 15, Wednesday |
Indeed, today's subject is the Human evolution... in UO3d. There are two lines of pictures here, and you can see how male and female developed as to what they are today (v69).
The Male Evolution
The Female Evolution |
August 12, Sunday |
From Canyon:
It is legal to trap a chest as you describe. I will not give out details on how to make these, nor will a GM in game.
However, it is illegal to use these to kill someone in Trammel, unless you have highlighting with them. Otherwise, you are pking someone in Trammel, which is a clear rule violation.
So: It is legal to carry these in Felucca. It is legal to carry these in Trammel. It is legal to set these on the ground in Felucca with the intent of killing a curious person. It is illegal to set these on the ground with the intent of killing someone on Trammel. It is legal if the looter on Felucca is killed by looting your corpse and opening the chest. It is illegal to use one for the clear purpose of killing a looter on Trammel. If you are minding your own business and you die, that's okay. It becomes illegal if the support team recognizes that your character just "happens" to die with trapped chests on them all the time. I don't want players making kamikaze newbies that carry around trapped chests and die just so they can blow looters up. I hope the distinction for this one is clear. We're looking at intent as much as outcome.
In the dread lord days, I was a mad bomber with tinker trapped chests, so I'm happy to see them (mostly) legal again.
I wish they would just fix the system so that the traps wont hurt on Trammel, if it is that important to have no danger in looting players.
|
August 11, Saturday |
A quite intresting web page, it seams that players are gathering toghther to try keep the intrest on playerrun establishments alive. JUst head over to Player2Player Network site for more information.
The staff of P2P would like to welcome you to our site in the hopes that you will find this a place of intelligent discussion and promotion of your ideas for the communities within Ultima Online.
Angel Storm |
August 10, Friday |
Our very own Courant master Elv'eng was interviewed for the Tales of a Traveller, and now you can read it is as well. Elv'eng has been around with RP community since the first days of Europa, and is one of the many founders of Deepwater.
Go to the interviews section from left side menu to access the interview, or simply follow the direct link.
Interview of Elv'eng |
August 9, Thursday |
 | Chat With Richard Garriott & Team on 3.9.2001 -Videric |  |
September 3rd, at 7:00PM CDT in #Ultima-Online on Stratics IRC server there will be a celebrity chat with Richard Garriott and Star Long, plus Jake Song. I guess the Theme Park Tabula Rasa and TWO MILLION PLAYER game Lineage: The Bloodpledge will be mentioned.
Editor's Note: My personal theory is that the word "two million players" is mentioned with Bloodpledge everytime because that is all that people know of the game. Somehow I feel that it will never be big success here, as the massives Multiplayer Games are not played from the Gaming halls so often as in Asia.
I guess we will see if they actually talk of Ultima or advertice just how great the new project is.
|
 | New UO3D female clothing, from CD. -Videric |  |
New UO3D female clothing from CD, please note that these are NOT in game and there is no ETA. Hopefully soon. You can look at the pictures Crossroads of Britannia:
Crossroads of Britannia |
August 8, Wednesday |
 | Building a list of venues & communities -Elv'eng |  |
Something for you all community builders. Sannio posted this on the UO Boards yesterday:I love player-run venues and themed communities. Love’em. Can’t get enough of them. I’ve spent a lot of time reading about them, going to various Shards and visiting them, and even participating in the building and running of some. I loved learning about them and I loved comparing notes about them.
I think a lot of people enjoy the type of community building that comes with these sorts of group-supported efforts, and I’d like all of you to share what you know about the player venues and themed communities on your Shards, here, on this “Roleplaying and Events” board. In this way I’d like to help as many people who play UO as possible, newbie or veteran, to learn about some of the opportunities they have available in regards to joining in community endeavors. So much changes in UO, in a monthly, weekly, or even daily basis. I think it’ll be a great to get out the word about your venue/community to people who might not normally know so much about it.
Here’s how I’d like you to help with this. Post a reply to this thread about the venue or community you help with in the following manner:
Subject: Shard Name - Facet - Venue or Community Name
Post: Shard Name - Facet - Venue or Community Name
Web site address: the primary Web address/URL for that venue/community Sextant Coordinates: ##o##' ##o##' Directions: (How to get there “by foot”)
One short paragraph summarizing the player venue or themed community.
Hopefully each venue/community only has one thread, but if some entries appear more than once, that’s fine, too. *grins*
You may have noticed I’ve posted the first reply to this post, concerning some place called “Mystery City.” I’m using that as an example of how I’d like everyone to post about their venues/communities. Feel free to go peruse my admittedly fading memory of Ultima Online’s first acknowledged player city. (And, if you have more information about Mystery City, please respond to that particular post!)
By the way, when I say “venues,” I mean simple shops, taverns, rune libraries, rares museums, vendor malls, theaters...any single building in UO that offers some kind of service to the general public. When I say “themed communities,” I mean players who play at being orcs, undead, savages, pirates, vikings, necromancers, monks, nobles, rangers...any group of characters that shares a common theme, allows anyone to try to participate, and has an easily locatable base of operations within the game (such as the theater in Britain, the castle in Nujel’m, a player’s own tower, a tavern in an NPC city, a graveyard, any one of the various orc forts, etc.).
Thanks for helping.
========= Sannio Online Community Coordinator, UO Origin Systems |
There is a scenario related interview with Calandryll at the Stratics. This link will lead directly to it:
Stratics interview |
August 7, Tuesday |
 | Roleplaying Towns - Past/Present/Future? -Elv'eng |  |
| Pad O'lion made a rather good post on the UO Boards i suggest that you go read it and make your comment on it. The post can be found here here under Roleplaying and Events fourm. |
Many of you who are not from England might not know that the Theme music of Britain in all Ultimas is actually "Rule Britannia" which is a British Imperialistic Anthem. However as this music is part of Britain and perhaps the music indeed meant to be (by Lord British) National anthem of our virtual Britannia as well.
The song is very beautiful and the words do fit in our Britannia very well, so I decided to add it to Britannian Lore section.
Rule Britannia! Britannia rule the waves. Britons never, never, never shall be slaves. |
August 6, Monday |
Designer Vex talks about the UO Economy at Team Comments:
I'd like to take a moment or five to talk about UO’s economy in a big-picture sort of way. The things I am writing about here are basically my thoughts and opinions as a game designer. Nothing written here is to be construed in any way as plans for future development on UO. My intent is to give you a little insight into my thought processes on the subject.
Most players will agree that, while UO’s economy in some respects works amazingly well, it also has some downsides. For example, take the housing trade. It has been a roaring success despite early on lack of support for secure house trading. Houses are bought, sold, and auctioned outside the game. UO’s virtual real-estate market reflects a real one in many ways. Some properties are at premium value and others are more modestly priced. Location, size, and other factors influence the market, which is entirely driven by its participants.
But, in other respects, like player-NPC trading, the system is completely controlled by the game engine. Prices for commodities are mostly fixed, somewhat limiting dynamic supply and demand-based economics. Furthermore, there is no guarantee of supply of a needed item (like spell reagents), making it somewhat inconvenient at times for players to get the things they need right away. It is clear that the system could be improved – and it is our job, as game designers, to create workable win-win solutions.
So, what is the basis for the imperfections in UO’s virtual economy? The answer lies in classic design approaches rooted in single-player games. Classic single-player design approach dictates a totally designed economic situation. It makes perfect sense in the context of a single-player game. Almost universally, prices and monster loot are fixed in single-player RPGs. Designers have goals in mind. In a single player RPG, the "economy" designed into it isn't an economy (in this context) at all. Rather, it is a subgame built into the whole. Game designers predetermine monster loot and shop item costs. Its whole purpose is to act as a barrier to overcome in order to win the game. Usually, by the end of such a game, the main character has more money than he can use. The economic subgame has been beaten. There is no point in simulating a supply and demand economy in this kind of game. It would just be a bunch of trees falling in a forest with nobody around to hear, while the player is busily slaughtering demons in the underworld.
Unfortunately, the same approach is almost universally used in multiplayer games as well. Better equipment costs more money, and higher-level monsters drop more. In the early game, a player might have to play for an hour to collect up a few hundred units of currency, but in the late game the money might be rolling in ten or a hundred times as fast. The only problem is, in a multiplayer game you have "lowbies" and "ubers" mixing it up together. One veteran player giving away the loot from one short hunting trip to a new player will totally blow the curve for the new player. One thousand gold coins might mean five minutes of play to a veteran, but five hours to a newbie. This illuminates a basic flaw of the multiplayer game's economy. It's true that in the real world, one hour of an all-star basketball player’s time might be worth thousands of hours of an average Joe's. The only difference is, in a multiplayer game, all players can reach that all-star level of virtual income just by progressing through the game. If everybody in the world got multimillion dollar contracts to do their jobs, then the dollar would be next to worthless.
How could it be designed better? That’s a tough one, for sure. The casual gamer probably doesn’t want to spend much time shopping. Being on a limited time budget, this type of player wants to equip and go. Many players would probably prefer fixed prices, considering that prices are generally stable in the real world and they’re used to fixed prices in single-player games. Merchants would prefer to see real supply and demand determine prices, finding the dynamics of a reality-based economy enjoyable. Virtual craftsmen want to be guaranteed a demand for their services. With so many different playstyles to accommodate, a perfect solution will be difficult indeed to find.
I'm going to leave this article at that, for now. For my next few Comments from the Team articles, I intend to delve deeper into this same subject. Eventually, I'll get around to exploring some possible solutions, and I look forward to discussing this subject at our upcoming Online Worlds Fanfest.
Michael “Vex” Moore Designer, UO Live
|
The following was recently published to FYI:
Due to a new bug just found which allows players to collect more Vet Rewards (http://update.uo.com/design_350.html) than they should, the re-implementation of the Vet Rewards program is being delayed. We regret having to extend the schedule, but this bug, which involves the use of a third-party program, would negate the benefits of the entire system if left unfixed.
We believe we have solved the issue, and the system is now being retested, but we do not yet have an estimated date as to its release. We will update the players as soon as we have more information, and we apologize for this necessary delay.
========= Sannio Online Community Coordinator, UO Origin Systems
Atleast they found the bug this time *grins* Guess it will take another 6months now.. |
 | New stand on (illegal) Purple items -Videric |  |
From the Official site FYI:
In a strengthened stance against exploits, and due to the high number of support calls generated, we are now taking a stronger stand on illegal purple-hued sigil items. As of today, any players found selling these items, either in-game or out-of-game, will receive an automatic 72-hour suspension from Ultima Online, a final warning on their account, and the items will be deleted. Any accounts that have already been placed under final warning will be terminated.
Players with these items already in their possession should note that these items are illegal, and should dispose of them through the nearest waste receptacle, or place them in a backpack and hand them off to an NPC Cobbler to be disposed of. Any remaining items that were dyed through the use of an exploit will very likely be re-hued in the future.
Anything that can be dyed through use of a normal dye tub, including clothing, metal kite shields, and all footwear (excluding sandals) can be hued this shade legally. If an item is purple, and cannot be dyed through the use of a normal dye tub, it is a result of the sigil exploit, and should be disposed of immediately. It is vital that we enforce a NO TOLERANCE rule against exploits, and/or benefiting from exploits, in Ultima Online.
Thank you for your understanding,
Ultima Online Support
|
 | Role-playing in Ultima Onine FAQ vs1.0 -Elv'eng |  |
Found a rather good post from Talbot on the UO Board. Have a look for yourself.
ROLE-PLAYING IN ULTIMA ONLINE FAQ Version 1.0 08/05/01 Current Administrator: Talbot
Overview This FAQ (Frequently Asked Questions) document has been written to help answer some of the more frequently asked questions regarding role-playing in Ultima Online. This is by no means a “complete” document but hopefully it will answer some of your questions regarding role-playing in Ultima Online.
Disclaimer Role-playing styles, preferences, and actions are as varied as the players who undertake them some of the items in this FAQ are based on the opinion of their respective authors, there is no “right” and “wrong” way to role-play, if something seems uncomfortable or out of place in your personal play, disregard it or adapt your own position and viewpoint. If you would like to add questions/answers to this FAQ please contact the documents current administrator listed in the title.
If you want to read more, just follow this link to read about it. |
August 5, Sunday |
Yep, I am back from the RL meeting, and I had great time. Many thanks to excellent hosts!
Now here is something to check, last week's UOhoc.
http://uohoc.stratics.com/logs/pub010802.shtml
And this is what was said of UO 2.0:
Glamdring - *Barrackas* My question: What exactly is this "UO2.0" which has been hinted at for the last few months? Cynthe - We are always looking ahead at new ways to improve UO, so there's certainly changes being discussed. But as for another new product in the works, no - there's no definite plans, or name at this time. UO 2.0 is more just a concept of UO's future growth and direction... it's not a sooper-seekrit closed door project. :)
|
|