Ultima Online Release
Since it was first released in 1997, Ultima Online has attracted a great deal of media attention. Following the hype generated with the transition to online gaming, Origin's worlds logged nearly 46,000 registered accounts in the first few weeks of the game's commercial release. Almost immediately, the controversy surrounding the game started to grow as Origin's six debut servers could not keep up with the incoming flow of avid gamers. One of the factors behind the heated debates was the gamers' skepticism regarding the pay-to-play system although this financial system had been practiced on AOL and on other gaming services for years.
Although UO was the most exciting and astonishing online gaming experience of the time, many problems and bugs tortured its players during the first two years.

Frequent lag and disconnects annoyed the players 
more than anything else. Players lost connection very often which made the 
community more than angry, especially because this often happened during fights 
and dangerous situations. The number of lag-deaths were uncountable. Fortunately 
the game performance improved a lot after a few months.

A counselor once mentioned something about 
how you can practically set your watch by the time the miner killers come out, 
as it's when their players get home from school. Of course not 
all teens are player killers nor all PKs are 
miner-killers. But when 2:30 PM rolls around,
it always proved a bad time to be cavorting with a 
mountain. Unfortunately a lot of player killers
had fun killing helpless miners and looting their hard-earned 
posessions. Massive annoyance and complaints resulted from this unsocial 
behavior. A lot of this changed after Origin implemented the reputation system 
two years later.

During the first year of UO the brave warrior often lost control 
when other players looted the monsters he had killed, although 
they did not contribute anything to the death of the creature. Dungeon were 
crowded with looters who were doing nothing but hanging around like vultures 
waiting for a good opportunity to snatch the gold out of dead monsters. 
The result was sad: If you only got near a player engaged in a fight, he would 
most likely threaten you as he saw in you the potential looter. After one or two 
years OSI finally changed the looting policy.

A most famous hobby of Britannia's scum was to 
kill house owners, steal their keys and illegaly take over posession of their 
houses including all the stored treasure inside. It usually took a player quite 
long to cumulate their gold, save money for a house and finally building it. Not 
few players were so disappointed about their loss that they even quit the game. 
House looting and house key stealing were the most annoying problems during the 
first three years of Ultima Online. Many years after the release OSI finally 
made some changes to the housing system and solved these issues step by step. 
The house owner didn't need the house key anymore, items could be locked down, 
people could be made friend and banned from the houses.

All the interesting spots in Britannia were regularly haunted by 
gangs of killers and thieves. Adventurers often returned from 
their trips as ghosts, losing everything they were carrying. Player killing was 
the most discussed issue in Ultima Online. Origin developers took several steps 
to abolish (or reduce) player killing from the game. First came the reputation 
system, then the murder counter which could make a murderer permanently red, 
then Trammel and Felucca. All these measures had been discussed very 
controversially. Although the murderers annoyed many many players, abolishing 
them somehow took the spice out of the game. Splitting up the world into Trammel 
and Felucca split up most of the communities and inflicted a lot of damage to 
the game.

However, not all murderers were mindless player killing "kewl 
dewds". The Shadow Clan - a player guild role playing orcs - added a lot of fun 
and adventure to the game. Soon other similar guilds appeared in Britannia, like 
the Undead, the Dark Elves and the Pirates.

Not only balance, stability and PK issues caused a lot of 
problems. There were quite many players who figured out game bugs and abused 
them to their own advantage or to the disadvantage of other players. In the 
picture you can see people killing players within the city from roof tops, and 
guards were not able to interfere.

Players exploitet the game to raise their skills rapidly (like 
the magic resist skill) and Origing game development  quite powerless, as 
the only measure they took was banning some players. It took the deveolpers too 
long to fix bugs, and over time this caused a totally messed up 
player economy. And messed up it is until today.

Players spamming the screen at the bank of Britain to
find a match for their prize tickets.
09/2002






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