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UO General Announcements & Official News

Publish 75 comes to TC1

March 12, 2012 By: Watchertoo Category: General News

Publish 75 comes to TC1

Rowland Cox

12 Mar 2012 11:29:02 EST

Greetings,

Here are the publish notes to accompany publish 75 coming to TC1. Read and enjoy!

Publish 75.0.0

Global Arc

Acts 3 and 4 for the awakening have been completed.  Please keep an eye on your Town Criers for upcoming news.  Continue on with this quest and you too can have your own heirlooms.  As always watch the herald for future fiction.

Clean up Britannia – 4 new dyes

  • Glossy Fuchsia
  • Deep Blue
  • Vibrant Seagreen
  • Murky Amber

Faction Score System

All faction scores will be reset to 0

All Faction members will return to Rank 1

Faction score now decays at a rate of 1% (rounded down) of score per day. Scores of 199 or below will decay 1 point per day.  Scores of 200 to 299 lose 2 points per day, etc..

Players with 0 Faction score will always be assigned Rank 1 and are no longer counted in Faction membership totals when determining the size of ranking brackets

Faction Pet Combat Fixes

  • Faction players may now order their pets to attack member of the same faction
  • Pets will now correctly guard against attacks from same-faction players
  • If a faction player attacks the summoned creature of a member of the same faction, the summoned creature will retaliate
  • Summoned creatures will attack aggressors who are in the same faction as the summoner

Commodity Broker Fixes

  • Commodity Brokers can now deal in brilliant amber, parrot wafers, taint, putrefaction, scourge, and all Spellweaving scrolls
  • Commodity Brokers now identify and can trade in exceptionally crafted commodities. Any exceptional items that are “hidden” in Commodity Broker inventory will become accessible by the owner, allowing retrieval or price setting.
  • The Commodity Broker window has been widened to better accomodate the longer commodity item names
  • Enhanced Bandages are now named “Enhanced Bandage” instead of “Clean Bandage”
  • Commodity Brokers now deal in Enhanced Bandages

Poison Cure Changes – Increased chance to Cure

Greater Cure Potion:

25% chance to cure lethal poison

45% chance to cure deadly poison

75% chance to cure greater poison

100% chance to cure standard and lesser poison

Cure Potion:

15% chance to cure lethal poison

30% chance to cure deadly poison

50% chance to cure greater poison

100% chance to cure standard and lesser poison

Lesser Cure Potion:

5% chance to cure lethal poison

10% chance to cure deadly poison

15% chance to cure greater poison

40% chance to cure standard poison

100% chance to cure lesser poison

Bug Fixes

  • It is no longer possible to obtain extra empty bottles by drinking Invisibility Potions
  • The Damage Eater property now counts as a property for Imbuing and Unraveling purposes. The property weight is 90%; the normal cap is 6% (this is 100% intensity), and the “overcap” maximum is 9% (150% intensity). A 9% Damage Eater counts as 135% weighted intensity.
  • Items turned in for Clean Up Britannia now only go to the Cavern of the Discarded at the intended 1% rate.
  • NPCs can no longer become Angry Rioters or Angry Protesters if they are in the Yew Prison
  • Players can no longer attack prisoners in Wrong. Monsters, however, still can attack the prisoners as they are being escorted.
  • The Britannian Ship now travels at maximum ship speed, whether it was initially placed from drydock or from a new deed.
  • Players mounts will no longer randomly become auto-stabled on login
  • Archery no longer allows players to trigger special moves on weapons with Use Best Weapon Skill
  • Potion Kegs now update their weight when used on a gardening plant
  • Brokers will no longer open the gates to their animal pens
  • Shame and Wrong loot generation now produces better quality item from tougher creatures
  • City Banner deeds can be purchased from the City Guards by those with sufficient City Loyalty
  • There are two new foundation sets in House Customization: Gothic and Board and Batten (require account entitlements)
  • Scroll of Alacrity effect will now pause when the character logs out and the timer resumes on next login
  • The Focusing Gem of Virtue Bane can no longer be used on runic hammers
  • Shame monsters now have Fame and Karma ratings more in line with their toughness
  • The Hungry Ogre no longer drops an empty bag as part of its loot
  • Snow has been removed from Britannia
  • Reduced duration of the slow walk effect for splintering weapons to correct time of 4 seconds
  • Mobs are no longer able to bleed attack players who are in bleed attack immune forms.
  • Soul Charge properly works on the cool down period for 40 seconds.
  • Bestial Suit (Berserk Effect) Update: Players can no longer remain in stealth while in rage. Berserk timeout duration lowered to 5 seconds from 15
  • Increased natural poison resistance to 20% of the player’s poisoning skill.
  • If you are wearing Morph Earrings your elven items will not be sent to your bank upon death
  • The Dryad bow will no longer spawn with a throwing skill
  • Players have to be within 2 tiles to dress a Mannequin or vendor
  • Night Terrors will no longer teleport players  to a stuck location
  • The Binding rope is blessed now
  • The Pilots wheel will retain being blessed in deed form
  • Norton the Fisher should no longer be missing from the New Haven Docks
  • You will no longer to make exceptional Enchanted Apple.
  • If a runebook hue is 0, it will no longer be changed to default hue automatically.
  • Black dye tub will have a localized name.
  • You will be able to add “blessed” status to various hooded robes.

Classic client  7.0.24

Classic Client Patcher Update

The classic client patcher has now been updated to streamline the patching process for the Classic Client.  This change should cut down on patching errors a lot of our players have experienced.  A new installer can be found here http://www.uoherald.com/downloads.

  • Cliloc Changes
  • Fixed client crash during the intro movie

Enhanced Client  4.0.24

Item Property Classifier

The character abilities window now features a detailed listing with descriptions of all active item properties that your character has from equipment. It also displays a detailed list of all available properties that can be displayed.

·

Fixed crash when dynamic objects or mobiles are drawn and deleted continually.

  • Cliloc Changes

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UO General Announcements & Official News

Legends "Gold Diggers" Defend Treasure Hunt Championship

March 09, 2012 By: Watchertoo Category: General News

Legends “Gold Diggers” Defend Treasure Hunt Championship

Kai Schober

9 Mar 2012 16:25:33 EST

So just what happened at the Legends vs. Lake Superior T-hunt challenge?

Legends’ defending champions, the Gold Diggers were geared up and ready to rock and roll! You could tell this was a team prepared for anything. Well almost anything as would soon been seen, but I’m getting ahead of myself… The Gold Diggers members included, Hawk Eye, Casper, InViSiBlE, Bulldog, and Nadalia.

Lake Superior’s team drifted in, no team color, no name and one or two of their members had been recruited only an hour or two before. Did any of this bother them? Not in the least! They were here to battle for their shard, and they intended to win! Their newly acquired team name reflected their attitude; team Awesome Sauce. The members of this team were, Taeara Mi’aken, Rockhound, Draken, All Mighty, and Kalina.

Introductions made, rules read and it was game on! Both teams were off like a shot, but Murphy and his law of ‘what can go wrong, will go wrong’ always seems to come into play during the first few maps.

For Lake Superior’s Awesome Sauce, it was finding that first chest. Dig here, dig there, dig dig dig. Where’s the chest??

Legends’ Gold Diggers had no problems with map one. It was map two when Murphy showed himself. The Gold Diggers decoded the map, and then realized they didn’t have a rune to the general location of the chest. There was only one way they would be able to get to the chest – by boat. Did any of them have a boat? No. So off they went on a shopping spree in Luna.

This allowed Lake Superior’s Team Awesome Sauce to catch up and get ahead (slightly) of Legends’ Gold Diggers. But Murphy wasn’t done yet. Lake Superior’s team Awesome Sauce was his next victim.

With map three completed the team Awesome Sauce is waiting to trade the completed map for the next map. Their t-hunter had one problem, ‘I lost the map!’ The verdict was passed down to give the team the new map and let them go. ‘Take the map and go!’ The trade window drops. ‘Take the map and go!’ By then the t-hunter had found the completed map and drops it into the trade window, maps exchanged, they were off!

The two teams were now neck and neck right to the very end when Legends’ team Gold Diggers gated in and sat down a mere 35 seconds – that’s right, seconds before Lake Superior’s team Awesome Sauce.

Congratulations to Legends’ team Gold Diggers the winners of this t-hunt match! And to Lake Superior’s team Awesome Sauce, a job well done!

Discuss this article.

UO General Announcements & Official News

Transcript of Sosaria Reels interview with Jeff Skalski

March 03, 2012 By: petra Category: General News

With profound and humble thanks to Tina Small who took the time and trouble to produce this for us

 

Watchertoo of TGN Stratics Interview with Jeff Skalski, Ultima Franchise Producer, February 29, 2012

Watchertoo [00:11]:Good morning, Jeff! Welcome to our first video conference and welcome to our viewers/readers. This is Watchertoo from Sosaria Reels and we are with Jeff Skalski. He’s the Ultima Franchise Producer.

 

Jeff, the first question is what is an Ultima Franchise Producer?

 

Jeff Skalski [00:32]: Oh, wow. Well, pretty much I am the caretaker for Ultima for BioWare, and it’s my responsibility to groom and nurture the Ultima IP. Obviously, there’s lots of different things going on with Ultima, especially probably to people watching this feed. Of course, we have Ultima Online, such a big important product, not just for us but in our industry in general, coming up on its 15th anniversary, which we’re super-psyched about. And we have other Ultima stuff going on with the re-releases of the classics that we’ve done through Good Old Games and we’ll soon will be doing through Origin. And then some of our readers probably know about the site we pushed out last year on UltimaForever.com, where we’re kind of celebrating all things Ultima, as the IP continues to age and grow. So that’s pretty much what I do. With that, I have a couple of teams that I work with. I just try to make great teams, and normally when that happens, there’s great results at the end of it and it makes our community happy and it makes my executive team happy.

 

Watchertoo [01:45]: Have you always been involved with gaming? Is that the childhood fantasy, i.e., to grow up and be involved in the gaming industry?

 

Jeff [01:54]: Gaming for me has been an important part of my life since pretty much I was born. Going as far back as to looking at and playing on my father’s television, and then upgrading to an Atari, and then my first Nintendo entertainment system, and continuing on. When I was in school, I actually didn’t think I was going to get into the game industry, as much as I looked at it as a hobby. I was actually in art school, where my major was illustration, and I was really eyeing getting into a company like Disney or Pixar. In my freshman year of college, I ended up going to a talk by a local video game company called MicroProse ( fellow PC users out there probably recognize that name) and I ended up scoring an internship with them after my freshman year, and honestly I haven’t looked back. I’ve been in the industry for actually the age of Ultima Online, for 15 years, as I started in ’97, a few months before Ultima Online shipped. So, yeah, it’s something I didn’t intend to do, but now I’m so happy that I do it. I honestly consider myself very lucky and fortunate and I’ve always looked forward to Mondays. I’m very happy.

 

Watchertoo [03:16]: That’s nice to be able to say, looking forward to Mondays.

 

Jeff [03:20]: Yes, working with great people who challenge me every day, and that’s what I look forward to doing.

 

Watchertoo [03:26]: Speaking of Ultima being 15, have you played Ultima Online?

 

Jeff [03:31]: Yeah. Originally I was in the beta, back when I was in college. I used to play, back then I was playing on, I believe it was Chesapeake. I had a lot of fun. That game really was my first true online experience. Playing Doom and X-Wing with multiple people on a network was one thing, but logging into UO for the first time and realizing how open the world was and just getting excited over the fact that I could pick up a book and read what somebody wrote was enough actually for me even back then. Then, over time, I probably stuck around and played UO (when my roommate wasn’t hogging my machine playing it for himself) for a couple of years, I think it was about three years. Then I took a break. Honestly, I got swept up into working and trying to wrap up school and I just couldn’t dedicate the hours like I was in the earlier days.

 

Now with coming back to Ultima Online as the franchise owner, it’s been interesting since August to come back and look at the product, because I really hadn’t been playing it at all for the last 10+ years, and just seeing all the changes that have been occurring and try to understand why certain things were done and just making sure I get a better, up-to-date pulse on the community and where people are at with the projects and where we want to go with it.

 

I’ve been doing a lot of listening since August, sneaking into the game every now and then. I was actually playing on Baja last night. And yeah, trying to get myself reintroduced to the game and the journey it’s been through.

 

Watchertoo [05:27]: Do you have a favorite template?

 

Jeff [05:30]: Sorry, say again? I didn’t–

 

Watchertoo [05:32]: Do you have a favorite template? Is there a character type that you prefer to play?

 

Jeff [05:36]: You know, I’m trying out a couple of different things right now. When I was playing, there was no concept of this sampire, and I’ve been taking a look at that. Right now, I’m just rolling up a paladin and just running around. Mesanna keeps saying she’ll throw me advanced character tokens, but I’d rather not. I want to just start over from the beginning and see what’s out there. I’m just kinda dabbling in different things.

 

Watchertoo [06:04]: You’re returning because it’s part of your job, but our staff has noticed quite a few returning players of late. Especially in the world of PvP, I’ve noticed a lot. What do you think keeps bring people back to Ultima Online? They play, then they leave, then they come back, then they leave, and then they come back.

 

Jeff [06:22]: Definitely. We’ve noticed our subscriptions actually climb as people are starting to come back into the game, which is great. It definitely excites and motivates the team, and the hard work that they’re putting into the game. The first MMO that I actually developed was Dark Age of Camelot and looking and playing, I definitely still continue to play MMOs to this day, whether it was Everquest, Everquest II, WoW, Eve, the list goes on and on and on. There’s nothing else that can replicate the experience that is in Ultima Online. It’s such a community-driven game. The way I look at it is that as developers, we are just building a sandbox and we gave the players (you guys) a sandbox and we’re constantly just throwing new toys into the sandbox. And what you guys are doing with them is just unbelievable. I’m just constantly amazed, on almost a day-to-day basis, with the creativity of the community. It’s amazing, especially [given] the age of the product, [how] people have helped us mold Britannia in a whole bunch of directions that originally we never thought we would do. You can’t find that anywhere else. I can’t find it anywhere else. Some games start to scratch at it a little bit, but nobody has ever been really able to replicate the way the systems are designed in UO and how the game was built. I think a lot of it is because developers are maybe a little frightened with looking at where the mass market is going and feeling that “Oh, we need to really carry the player and show them what to click on next and make it very obvious.” Whereas with UO, you have to work to really get into the game and take advantage of everything that’s there and all the content.

 

Watchertoo [08:20]: Wow! You touched on a ton more questions I have, so I’m going to try to get to them without losing some of them.

 

Jeff [08:28]: Sure! We’ve got time.

 

Watchertoo [08:29]: I know, I’m getting excited now, so you’ll have to tell me to slow down.

 

Do you guys try to keep track of the percentages of active player base that are reds, and PvPing, and crafting, and even bank-sitting? (This is one of the questions that came from staff.)

 

Jeff [08:49]: I wish we did a better job. The answer is that actually I can’t pull that data about our players. We don’t have those telemetry hooks in the game. A big reason for that is that when Ultima Online was built, the underlying architecture wasn’t really built with that in mind. What we need to do now, in order to get that data accurately, is we’d have to spend the time… I’d have to invest my engineers’ [time] to go back in and build that. It’s a tough choice. Sure, that would be very useful information to have, but then I’d have to sacrifice other stuff getting built for an upcoming publish. It is on the list of things that we want to focus on, definitely over the…we have this mega-list–I can talk more about it later, we don’t need to get it now, because I’m sure there will be another question– of what our plan is, what are the things we want to focus on for the years to come. And telemetry is definitely one of those things that needs to be addressed. So yes, that’s really kind of a tough number for us to pull.

 

Watchertoo [09:59]: Speaking of development, obviously you’ve got a challenge because you have to develop for two clients, the classic client and the enhanced client. A lot of people probably don’t understand what that entails. Do you have a brief overview of what it’s like to develop for two clients?

 

Jeff [10:17]: It’s very tough. I wasn’t part of the team when that decision got made to do a new client. I’m sure back then there was probably a much bigger push to acquire new users and build a better client, the enhanced client, to really pull them in. It is tough. It does cause us to make sure that we continue to maintain both. And there are still areas with stability in the enhanced client, where we’re constantly looking at high-level fixes that we want to address. We’re completely aware of them. I actually play in the enhanced client and there’s a good portion, a good mix among the team here and with our team based out in Tokyo, that play enhanced and play classic. But we definitely understand that a majority of our users are still playing in the classic, but there’s a good healthy number of our users playing in enhanced. We want to continue to support both of them. There are no real plans to phase one out. We’re not going to force everybody to go to enhanced. But it does require a little more effort and work for us to keep both going.

 

Watchertoo [11:35]: Right. Is there any plan in place or any talk, I should say, maybe not specifically a plan, for updating to compete with the more current MMORPG styles?

 

Jeff [11:47]: It’s funny that because of how unique UO is, I almost don’t consider that there’s really any competition. I personally don’t have a desire to. You know this as an active, passionate player, the learning curve to get into UO is very steep actually, especially for someone whose definition of an MMORPG, their first introduction to that was a game like, let’s just take World of Warcraft. That’s a really hard thing to do, and honestly that’s just as much work for us on the development side to do it as well as for the help we would need from the community to do it. I’m really focused right now, my attention is on, all the players who used to play UO and the current players who are playing UO, and looking at how massive of a game we have and how it’s grown organically over the last 15 years, and addressing the systems that were left unfinished, where we didn’t follow all the way through or that conflict with other systems and we have a pile of bugs that are honestly just long overdue to be addressed and fixed, and revamping old areas. I really want to focus there. Now there are some things that we’re doing that we have ideas that will make the initial journey into the game a little bit easier for new players, but that’s not where we’re going to put a lot of our focus at this time.

 

Watchertoo [13:24]: That’s interesting. So is there going to be any focus or eventually some focus on trying to bring in new players, putting out promotions, putting some resources behind, for lack of a better word because I’m going into brain-freeze here, advertising for UO, trying to bring it back to life for new people?

 

Jeff [13:49]: This year is a big year for UO. The 15th anniversary is a big time, and there’s definitely going to be a lot of PR messaging throughout this year as we approach September on that. My hope is that we’ll put a bug in the ear of previous UO players, to draw them back into the strong community that we have today of active players. Along that, there’s definitely, whether through forums or through trade shows or people that I talk to or friends of friends, who know what Ultima Online is but have never played it. I think there is an opportunity there for us to gain their attention and get them back in. We’re going to look at how we’re doing our trial and some other things to help make that a little bit smoother experience. But beyond that, we’re not going to do like a whole new user experience. To do it right would take so much time and effort, where I think we could have some bigger wins with some other stuff we’re excited about doing that we’re currently working on or planning to work on later this year.

 

Watchertoo [15:03]: With [regard to] the population, trying to bring back players and trying to keep the current players interested and hopefully picking up new players, right now we have a lot of shards with low populations.

 

Jeff [15:16]: Right.

 

Watchertoo [15:16]: One of the questions came out is there any consideration [given] to combining shards to increase population?

 

Jeff [15:21]: We talk about it. We’ve talked it out from the one side where having that healthier population is a greater user experience for our players. And then on the other side, of course, we look at the cost too, because we have to maintain the hardware and all that.

 

Right now I don’t have plans on merging any servers. For UO specifically, compared to any other MMO that I’ve worked on, it’s very complicated just because of the housing component. It’s real “real estate” and it’s one of those things, honestly if I had to write the four pillars of UO that make it stand out and unique, our housing system is definitely one of the strong pillars, and also for what that does for the community. So I’m personally not comfortable with going through and saying okay we’re going to take this shard and this shard, and I’m going to merge these together, because my options would be either I tell one shard, “I’m sorry, you’re going to lose all your real estate, we’ll pack your stuff up and you’ll have to find somewhere else to put it,” which would be a cruel message. The other one would be I merge two and I just wipe everybody’s [house] and all the land and do a fresh reboot and there would be like a land rush for property. I don’t want to do that either. It’s so disruptive. So, I’m not planning on merging the shards right now. I know players are looking at migrating. Maybe we can possibly do something where we incentivize a little bit, because it is a lot to ask our players to do. But right now there are no plans, definitely in the near term, to do a server merge.

 

Watchertoo [16:58]: Along the same lines as the population on shards, recently you guys, well recent to me within the last couple years, introduced being able to shard transfer, which has been great, particularly for this reporter because I have to get a good character to another shard for a big event. Is there any consideration or ever been a thought to allowing people to pay to clone a character over to another shard, and keep–

 

Jeff [17:25]: Thought about it, yes. But I don’t really see us doing it and actually offering that, allowing players to clone themselves across multiple [shards]. Right now, it’s not something that we actually want to do. We put that system in place to allow people to move from shard to shard. We know some people like to follow the EM events and go around, or have friends scattered across different shards. But right now there are no plans for doing a cloning system.

 

Watchertoo [18:01]: There are a lot of questions out there still about developing the drops and the loot for the new peerless and so forth. Is there more development work going on?

 

Jeff [18:20]: Yeah, I’ll just call it out. We messed up definitely with some of our loot drops and we recognize it. We definitely have plans in upcoming publishes to be addressing that. We just don’t have proper loot dropping for the difficulty of the encounters. That is something that we have a designer now going through and combing through all that. So players will definitely see improvements of that over the upcoming publishes.

 

Watchertoo [18:47]. Great. And speaking of the development and what players would like to see, if a player has an enhancement, obviously there’s a bug reporting system, but if a player has an enhancement or a question about that, how should they report that to you guys? How should they contact you guys?

 

Jeff [19:09]: Are you just referring that they are coming across a bug, or–

 

Watchertoo [19:16]: Well, for bug reporting we have a pretty good system for that. But if they find something where they go, “Well, you know, this could possibly be tweaked and made better,” or “We would like to see this.” We used to have the dev forum and there hasn’t been much activity in it of late, so I guess what I’m asking is how would you like players…go back to using the dev forum or is there a better contact for them?

 

Jeff [19:40]: Right. I understand your question now. Communicating feedback to us…. The dev forum definitely has been pretty dead in the sense of us replying to some of the stuff, although we do read. Personally, for me, and I get a lot of flack on this, specifically from multiple UO forums, about tweeting, but it’s just something that is very easy for me to do. I run around so much between, because I’m managing more than just Ultima Online, so there’s lots of stuff going on. And I want to communicate, so forcing myself to get something out within 140 characters makes it kind of quick and plus I can read stuff as it comes in, rather than search through forums for it. I do put a time slot every week on my calendar. If you saw my calendar, you’d see where I allot time to read the forums on multiple sites. Sure, there are times I don’t reply, but I’m definitely there reading and definitely there are things that we read and we pull out. And whether it’s Mesanna or me or various other members on the team, we’ll discuss “maybe we should change this,” or “we’re hearing this from a lot of different people,” and definitely what we read and hear does impact things in the game. So maybe we need to have offline or after this interview, talk a little bit more about the dev forums and what we need to do with that and if we can repurpose them in a better way. In general, the team is scrubbing through forums. Sometimes they reply, sometimes they don’t. But they are definitely making notes of various different things. We try to see if it’s something we can work in or not.

 

Watchertoo [21:31]: Before we get to the big question that I’m sure everybody wants to know is if you can give us any spoiler or if you can give us any ideas of what’s coming, I’m going to take an opportunity to ask a couple of my questions. I’m well known as a rabid faction player and you probably have seen the forum responses to the wiping of the faction points. Can you give us not necessarily what’s going to happen, but a timeline for wiping those points and a little bit more on why it’s necessary to wipe them in order to make the repair to the deterioration of points?

 

Jeff [22:07]: There was, and I won’t go into details on the exploit (you probably know it), but it was honestly long overdue. We should have done this actually a long time ago. When we made the decision that we need to wipe all of the faction ratings, there was an exploit that honestly just tainted the whole system and devalued it in our eyes. So we needed to go back to zero and I know why we’re doing it of course adjusted the k rate and that’s honestly what it is. We identified an issue with the system, it was long overdue, and we just felt like now was the time to do that.

 

Watchertoo [22:54]: Do you have a rapid timeline for when it might hit production shards?

 

Jeff [22:59]: When it will hit?

 

Watchertoo [23:01]: Yeah.

 

Jeff [23:03]: Uh…no comment.

 

Watchertoo [23:04]: Okay. [Laughs].

 

Jeff [23:05]: Soon! Soon! I don’t want to commit to when. Our next publish, we’re shooting for March, so we’re coming up. Pub 75. So assuming all the testing goes well and things work out on Origin and all that, we’ll roll it out world-wide, but we’re looking at Pub 75 in March.

 

Watchertoo [23:26]: Well, along those lines, with the new publish coming out, is there the ongoing discussion of third-party programs and cheats, is there anything going on with that in this publish?

 

Jeff [23:38]: We are taking a more active approach to the hacking stuff that’s going on. Some of our players may have noticed GMs pulling them aside. I don’t want to get too much into the details of it. We don’t condone hackers. We feel that they devalue the game experience. And those players who are not, are on unfair grounds because they’re not hacking the system like the [hackers] are. So it unbalances things greatly. The bottom line is, we know when people are hacking, and we’re going to be taking a more aggressive approach against [them]: warning them and then, if need be, getting them out of the game and off those shards.

 

Now, speaking of hackers, though, there’s definitely…there’s some stuff that the team and I are in discussion about. We understand that some players just want to play that way, and [we’re] trying to figure out a way where we can give them a place to play like that. So, we’ll see. Maybe we’ll talk more about that towards the summer.

 

Watchertoo [24:58]: Also along with the 15 year anniversary and all of the story arc that’s going on right now, I was out filming an event and in order to put music behind it, I got into the music folder. One of the things I found is there’s some incredible music with Ultima Online. I’ve played quite a few other MMORPGs and personally the music that I have been finding and using is far and away the best I’ve found. Who’s responsible for coming up with this great music in Ultima Online?

 

Jeff [25:34]: We have an audio director here, Nick LaMartina. I can’t give all the credit to him, because I’m not sure exactly which track you’re referring to. If it’s something that we’ve added within the last couple years, it probably came from him. He’s a brilliant composer. If it’s something prior to that, those are from the previous various audio directors that have had the experience of actually touching and working on Ultima Online. I can’t recall them off the top of my head, I wouldn’t know who those composers were.

 

Watchertoo [26:08]: There’s some great stuff there. So now let’s get to the question everybody wants to know. What’s going to happen this year for the 15th anniversary, and of course, can you give us any spoilers?

 

Jeff [26:20]: Ah, yes, the spoiler ones. Okay, I will give you spoilers. I’ll give two!

 

Talking about the 15th anniversary, obviously I’m not going to tell you where we’re taking the story arc to, but I’m excited about it, if that helps. It’s a big thing and we’re theming all of our publishes around it. Just keep with it, enjoy the events and all the little bits of lore that we’re releasing on the Herald. That will be a cool event come September.

 

Two spoilers: One–I would say keep an eye on the wild dragons. And another one I would say, let’s see… Actually, this one gets brought up a lot on the forums, so I’ll talk a little bit about town loyalty because a lot of people are like, “What is this for?” Town loyalty is actually going to be used for a couple of things. I’ll give away the first one, there’s some bigger stuff though afterwards. Town loyalty will allow you to buy a city banner for where you’re loyal to. So that’s kind of near term. In the longer term, there’s actually something much bigger than that we’re going to do with town loyalty, but I’ll save that surprise for later.

 

Watchertoo [27:38]: Oh, interesting stuff coming along! Is there anything else you’d like to take a moment to relay to our readers/watchers?

 

Jeff [27:49]: Actually, yes I do. This is something else I get tweeted about or I read on the forums quite often. People want to know, especially when I release a producer letter, they’re like, “Well tell me everything that’s going to happen over the next two to three years. List it all out.”

 

Honestly, I can’t. I can’t list it all out. From a planning standpoint, I meet with everybody on the UO team and we discuss on a weekly basis where we want to take UO. We actually went through, over last fall, we scrubbed through all aspects of the game, from whether it’s art, to content, to servers, just every piece and component, some of it’s very forward-facing and the community interacts with it, some of it’s back-end underlying systems in terms of our hardware and how things are connected, our pipelines, how we build content, so we can be more efficient and build more in each publish. So we’ve done that and we have it broken down in very high-level, 50,000 foot, imagine looking at UO and what’s the roadmap for UO for the next 3+ years. We have that and areas that we want to focus on, and a lot of this I start touching on in my last two producer letters, because we’re acting on it now: Revamping old content; taking a hard look at and trying to crack down on hackers a little bit more; looking at really doing an aggressive push on fixing many bugs across the board, whether that’s content-related bugs or whether that’s stability with the enhanced client, making sure that we continue to support both of those. We’re putting a lot of focus there. And of course this year with the 15th anniversary, there’s this mega story arc that runs through all of our publishes, so there’s a lot of stuff that we need to do for each one of those chapters in the story arc. So that’s the reason I don’t list all that stuff out, because it’s kind of like big buckets, like “big idea” stuff. You know, what can we do with hackers and such.

 

In the near term, we have a much clearer idea. We know exactly where we want to go with this publish, where we want to go with the next publish, and continuing out through this calendar year now that we have these key beats around the anniversary and all of the little bits of stuff that we want to release to players and let the players participate in. So that’s the reason why we don’t go too much into it. I don’t want to promise something and then watch us not deliver on it or pull it back. There are times we will build something and realize when we put it out there that it’s not doing what we want it to do or we get feedback back that it’s not that great. And then we kind of cut it and we’ll revisit it later. We just have so many systems that I want to finish wrapping up that were kind of left undone: Getting the rest of the virtues in, going back and revamping these dungeons, we have tons of champ spawns we have to redo. So lots of little things. Lots of things we need to do around the economy of the game, as you guys already know. I’m almost preaching to the choir. We need to make some adjustments.

 

Watchertoo [31:22]: It sounds like you guys have in the near timeline a more detailed idea, and then it looks maybe you’re looking years down the road on big picture?

 

Jeff [31:33]: That’s correct. When it goes past that, just how we do production, it’s much more bigger picture. What we do on a week-by-week basis is we revisit those things, we challenge them, we reprioritize things all the time. We have to constantly reprioritize, look at the resources we have on the teams, and seeing how everyone’s timeline is and what they can get done. So we’re constantly adjusting, and then of course, keeping an ear out to the community and “what’s going on, what are people saying.” We triangulate all that against itself and then when we go into our planning session, like an actual publish planning, we convene and we pull all of that together. We figure out and we pull all of the pieces out of this mega-list of what we’re really going to focus on and break those out and really design out, if they’re new systems, and allocate the time that it’s going to take to do it. It’s a lot of effort. It’s not just a “here’s everything that we’re going to do,” because we may change some things.

 

Watchertoo [32:37]: Well, Jeff, I can’t thank you enough for spending time with us this morning. I’m going to ask you one last question and then of course you’re welcome to add anything you’d like to.

 

When you’re all done here, for whatever reason you move on to another job or whatever, what do you want people to remember about you personally and professionally?

 

Jeff [32:56]: Talking of Ultima Online?

 

Watchertoo [33:00]: Yes.

 

Jeff [33:02]: Speaking specifically just for Ultima Online, I hope I’m remembered for reigniting the core consumer for the game. I hope I’m remembered for taking a game that honestly has influenced so many other games and really kind of birthed the genre, in my opinion, and showing people and setting a benchmark where “wow, this game is 15 years old and look it’s still has got another 15 years easily.” And showing that it’s not just going on its own course and it will just do whatever it wants to do, like really showing how important and how big of a celebration this year is going to be for the game. I’m hoping for UO that’s what I’m remembered for, really trying to have a more active approach with the community, trying to celebrate not just what we’re doing, because that’s not actually what I care the most about. I actually care about celebrating all the stuff that you guys are doing, because I’m just so impressed and inspired by it. And then for Ultima, on a bigger picture, I’m hoping I’m remembered for bringing back this IP that’s just long overdue. UO has been kind of keeping the Ultima IP above water, but to me Ultima is so much bigger and it can do so much more for the game industry in general.

 

There’s lots of stuff in my head for where we can take the IP. Every generation deserves an Ultima game and I hope we can do some really cool stuff with Ultima moving forward.

 

Watchertoo [34:51]: Well, I would like to thank Jeff Skalski for joining us today. He’s the Ultima Franchise Producer. And to our readers and viewers, keep watching. We’re going to try to twist his arm and get him to come back as often as we can!

 

Jeff [35:02]: Hey, we made it happen!

 

Watchertoo [35:04]: Yes, we did.

 

Jeff [35:07]: It took a little longer, but we made it happen.

 

Watchertoo [35:09]: Yes, Murphy didn’t get in our way this time.

 

Jeff [35:12]: Yeah, just a little bit.

 

Watchertoo [35:12]: Just a little bit. Okay, thank you very much, Jeff.

 

UO General Announcements & Official News

Sosaria Reels Interviews Jeff Skalski

March 02, 2012 By: Watchertoo Category: General News

Sosaria Reels Interviews Jeff Skalski

Kai Schober

2 Mar 2012 14:32:48 EST

Sosaria Reels had the chance to grab Jeff Skalski, the Ultima Franchise Producer and published the video interview today.

Head over to Stratics and see what Jeff has to say about his job, about our plans for Ultima Online and about the 15th anniversary.

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UO General Announcements & Official News

Next Chapter of The Awakening Launched

March 01, 2012 By: Watchertoo Category: General News

Next Chapter of The Awakening Launched

Kai Schober

1 Mar 2012 17:40:44 EST

Greetings Intrepid Adventurers of Sosaria!

We are pleased to kickoff the next chapter in our epic live event, The Awakening. Act II will no doubt bring you face to face with unseen perils within the wilds of Ilshenar. Many of you have been inquiring about the strange collapses within the Mountain passes there, perhaps these require further investigation? We encourage you to explore the area and wish you the best of luck in your adventures!

See you in game,
The UO Team

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UO General Announcements & Official News

The Awakening – Act II

March 01, 2012 By: Watchertoo Category: General News

The Awakening – Act II

Kai Schober

1 Mar 2012 12:32:48 EST

Written by the EM Team

“Look, if you listen to me and stick close and keep your mouth shut we’re not going to have any problems. And now that you’ve gotten us this far, I’m taking the lead.” Callie grumbled quietly to her guide as they crept silently through the metallic passageways and past numerous sentries. She wiped a hand across her brow and brushed her blonde bangs from her face. “We just need to make sure we don’t get spotted”. As they passed near one of the far walls of the mapped area, Balthan the guide found his attention caught by a long rusted wreck of machinery and slagged walls. Just as he was about to comment he felt himself run into the back of the archaeologist in front of him who turned and glared at him. “Watch where you’re going.” She hissed fiercely under her breath. She gestured for Balthan to turn around and began to remove some special equipment from his pack, tools that were not fashioned by human hands. With the tools in hand, she began to dismantle the mounting of one of the peculiar glowing wall panels, and removing a large console nearby with multicolored buttons. She spoke excitedly and quietly while she did so. “This will be the find of the century, you know. It’ll be put in the Vesper museum with our names on it and they’ll never forget us.”

With a snipping noise she managed to disconnect the last strut holding the console in place, and she tucked the tools back into the guides pack. She removed the strange panel first and broke the wires going to it and tucked it into the guides pack. Grasping the console, she tugged and pulled, but she couldn’t seem to remove it. She changed the way she grasped at it, and felt the strangely colored shapes on the front give way slightly, before she managed to rip the console away from the final bolt holding it in place. As it came away the structure seemed to pulse around them, energy flowing through conduits in the structure as she hurriedly tucked the console away. “Let’s get out of here while we’ve still got the chance.” A vicious tremor began to run through the structure, strong enough that she felt herself shift from side to side. “Time to go”, Callie said as she removed two of the recall scrolls from the pack, handing one to the guide and waiting for him to go. As Balthan vanished from sight, a red robed mage rounded the corner and began to chant words of power, and as she cast the words of power to recall she felt a blinding pain as her body teleported, and then there was blackness.

Harlann adjusted the scratchy robes that disguised her true identity as she left the city of Lakeshire and made her way through one of the shimmering blue portals. Despite her familiarity with their magical nature she always felt a tingle of trepidation at utilizing the portals, but soon found herself back at the white marble building that ensconced the gate that served the shrine of Compassion. Disguised as one of the meer’s mages, she found that many of the more irritating creatures such as the ratmen gave her a wide berth. She’d gone against the Shirron’s wishes to visit the Meer, but she’d managed to gather important information, and she was certain that the Shirron would forgive her when she presented this new revelation to him. She quickly went over in her mind what she would say as she made her way to the mountain passage that led through to the castle that the Jukan’s had been using as a fortress for some time. The nightmares and visions that had been plaguing their kind were not universal, but they were shared by the Meer; The Meer did not have an explanation for the phenomena nor was it an attempt by them to attack the Jukans; And perhaps most importantly of all, none of the gargoyles of Ver Lor Reg nor any of the gypsies in their encampments reported similar things. As she passed through the mountainside passage she felt a vicious tremor run through the tunnel and a shaking of the ground that caused her sense of balance to momentarily dizzy her.

Bursting through into the sunlight, she could feel the immense power that was being channeled due to the way it raised her hackles. No Jukan mage could be the source of this kind of power, so it must be an attack. “Evacuate, brethren! This is an attack!” The startled guards turned at what sounded like a Jukan voice, but squared themselves off with her on sight of her Meer outfit. She quickly took a breath and centered herself in the Art of the Way, and charged forward with her staff held at one side. She had no time to argue with them, and instead feinted left before fluidly slipping past the guard on the right and sending him crashing to the ground with a well placed strike to the back of his knee. She planted the staff into the ground hard and vaulted midway up the castle’s wall, scaling it quickly as her own people’s arrows glanced off the walls around her.

The entire castle was shaking as she managed to reach the apex. Tumbling and diving, she narrowly evaded one of the mechanical Juggernaut’s charges by planting her iron sheathed staff between herself and it’s mighty drill and spinning past it, breaking through to one of the back corner stairwells. As one of the red robed controllers fled past her, she saw him stop and begin to unleash a spell, but she’d already made it to the other side of the room and dove down a set of stairs, rolling and coming up on her feet at the bottom. Her body groaned in protest from the impact of the stairs but she refused to let it break her concentration. Her Shirron was mere seconds away and she ran for the door even as the whole structure suddenly seemed to leap a few feet to one side. She flung open the door just as a berserk juggernaut crashed through a wall in front of her and out into the sunlight. She rushed past it and jerked on the handle of the door to the Shirron’s chambers and stepped through as a lightning fast arm reached out and grabbed her by the throat, lifting her high above the ground. She attempted to choke out a warning but could not past the iron grip of the towering Juka in front of her, until she managed to remove her cowl, and the Shirron let her fall to the ground.

“I hope you can explain this, Waymaster Harlann. A massive magical attack by the Meer just as you return from a spying expedition I refused to authorize?”

“Shirron, we must evacuate. This is not an attack by the Meer, and they are suffering the same as we are, but we must flee!”

“A Shirron of the Juka does not flee from any foe!”

“The Juka need their leader. Forgive me, Great Mother.” With that, Waymaster Harlann twirled forward, bringing her staff around feinting towards her leader with it, before dropping and sweeping his legs. As the massive Jukan hit the ground a fresh tremor arose and she leveled a devastating blow of her staff to his temple, before throwing her staff aside. With the Shirron unconscious, she managed to get him on her back and stagger her way out through the hole that the juggernaut had left. As she did so she heard a loud twang of a bowstring as her right leg gave out from underneath her. Glancing down she could see the shaft of the arrow sticking out of her calf, but she rose to her feet again as the ground began to give way and the shouts from the fortress redoubled. Blasts of magic from Jukan mages and arrows peppered the area around her, until she felt her vision flash white from the effects of a mind blast spell. She focused herself in the Way once more and pushed her screaming muscles as hard as she could, managing to get outside of where she could feel the center of the magic before her leg surrendered to the wound and she fell gracelessly to the ground. As she felt blackness creeping into the edges of her vision, a hundred or more screams rose up at once from the castle behind her and then suddenly were no more. She could still feel the ground shaking and she drew on every reserve of energy she could muster, forcing herself to push farther, her vision blurring and swaying as she did, and the weight of her Shirron pulling harder with each passing moment. She felt the terrain changing beneath her feet, as grass gave way to dirt, and dirt to sand. She could feel the Shirron’s heavy breathing even as everything seemed to be falling apart around her. A cacophonic noise unlike anything she’d ever heard ripped through the air and sent a cloud of debris and smoke raining throughout the area as she stumbled to her knees amidst a set of grand pillars in the desert. “Great Mother save us…” she whispered as rocks and pieces of the castle rained down into the desert around her before she mercifully succumbed to the encroaching darkness.

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UO General Announcements & Official News

March’s Treasure Hunt Challenge – Lake Superior vs. Legends

February 29, 2012 By: petra Category: General News

Kai Schober
29 Feb 2012 15:07:26 EST

   Having defeated the Purple Llamas of Great Lakes to open the 2012 Treasure Hunt season, the Gold Diggers received a well-earned break from action. Such rest is temporary, however, as they have been called upon by a new Challenger – Lake Superior shard!

It has been many years since the Legend shard’s prejudicial past. But, one cannot forgive the way the people of this shard once looked down upon others simply for being different. It is unjust. It goes against the very Virtues that this game has tried to instill. In less than two weeks after UO: Renaissance was introduced, in May of 2000, the home shard of the Gold Diggers was formed. A shard…exclusively for AOL users. Bah!

      Lake Superior. One of the original four shards. A place of rights. Respect. A place where no man should be looked down upon, merely for his choice of ISP. We’re the unmarred shard. We got the lakes that’ll give you the quakes. Enough roleplay to fill Norway. And we’ve got the sublime rhyme that’d make a mime chime.

    For the good of Sosaria, no matter which shard of the Gem you reside, Lake Superior challenges the Gold Diggers of Legends. Your past as despicable AOL’ers is as inescapable as our future as the Cross Shard Treasure Hunt Champions.

Having been roused by this upstart, the team from Legends responded strongly:

Will the deeds of the Lake Superior treasure hunters be as great as their professed ideals? Or will they join Great Lakes in a pit of foes vanquished by the Diggers? Find out Saturday, March 3rd as the Cross Shard Treasure Hunting Challenge continues!


Date: Saturday, March 3rd
Time: 8pm CST, 9pm EST
Place: Nujel’m Chessboard, Test Center Shard

Spectators are encouraged to come and cheer on their favorite team! Gates will be provided from the New Haven bank prior to and during the event.

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UO General Announcements & Official News

Login Servers Temporarily unavailable

February 29, 2012 By: Watchertoo Category: General News

Login Servers Temporarily unavailable

Rowland Cox

29 Feb 2012 10:11:10 EST

Greetings,

We are experiencing an issue with the UO login servers. The login servers are temporarily down. This will not affect those already logged in to UO. We will have more information on a fix shortly.

Thank you for bearing with us

The UO Team

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UO General Announcements & Official News

Connectivity Issues to Shard Oceania

February 26, 2012 By: Watchertoo Category: General News

Connectivity Issues to Shard Oceania

Kai Schober

26 Feb 2012 01:16:21 EST

Update 1am EST: The issue has been corrected and the access to the shard is restored.

We have been informed by our service provider that there are issues to connect to shard Oceania.

The situation is under investigation. Keep an eye on the Herald for updates.

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UO General Announcements & Official News

Codes from Origin

February 24, 2012 By: Watchertoo Category: General News

Codes from Origin

Kai Schober

24 Feb 2012 17:59:48 EST

If you want to buy codes for Ultima Online on Origin today, you might encounter a noticeable delay between the purchase and the delivery of the codes.

The store team is investigating this issue and we will inform you as soon as the situation returned to normal.

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