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