princesspeach wrote:I can imagine how it was ten years ago was pretty fun, but I think it's a matter of actually getting people to stay.
Frankly, if it takes unchecked sociopaths to keep the shard populated, I no longer care if it's populated.
princesspeach wrote:I also imagine back then there were millions of people with constant interaction relentlessly.
There were
never millions of active subscribers to UO. It peaked at less than 400,000. And I don't think OSI ever released hard per-server numbers, but at peak hours on the most heavily congested servers, population could not have been more than 2000-3000. And frankly, servers
that crowded weren't much fun.
The game world cannot support more than 1500-2000 people at once without increasingly serious consequences from lag and resource depletion ("resource" being defined broadly to include things like vendor reagent stock, monsters and animals to kill, etc.). Even on the more normal shards, I avoided peak hours unless I wanted to get to some special event.
princesspeach wrote:What about the trophy point system? Is that era accurate?
Actually, it sort of is. It wasn't on this scale, but OSI did hand out prizes and such for participation in events. It would have been much more common, but OSI never seemed to be able to get events right, and as a consequence they were only held occasionally. The trophy point system is a reasonable attempt at replicating this mechanic in a way that is fun, accessible, and makes efficient use of staff time.
Importantly, it also provides a reasonable mechanism to introduce era-accurate items that had little or no mechanical gameplay effects, and existed only because of special one-off OSI events and various obscure bugs.
And
most importantly
it has no significant impact on game mechanics, unlike multiclienting.
princesspeach wrote:I am sure you can pick and choose what is era accurate or not but I don't think many people care about multiclienting.
Some people care a great deal, this thread being direct evidence. You seem to care, too.
I firmly believe that those most hostile to the concept of restriction to one client are mostly sociopaths who cannot fulfill their need to hurt others in the real world. I don't feel much need to accommodate their neuroses.
But I'm only somewhat in favor of restrictions, because multiclienting
can be used to the general benefit of the shard as a whole. I personally witnessed numerous positive uses of multiple clients on OSI in-era, and a lot of multiclienting behavior that was fairly neutral, benefiting the individual player without significant harm to anyone else.
The problem is that restrictions are trying to reproduce is real-world economic factors that meant only a subset of people were willing to pay for additional accounts. That unique mechanic had the additional advantage that most of the true sociopaths were unwilling or unable to afford extra accounts for reasons specific to that group, balancing the multiple account holders more evenly between "blue" and "red" players than might otherwise have been the case.
There is no easy answer here.