Do you remember????
Posted: Thu Aug 04, 2011 2:30 pm
When opening any container on ground, would charge you with snooping.
Those wonderful body bags? If you died all your inventory would go into a bag, just had to be careful
where you died, often body bags ended up on house roofs, or other easy access locations.
When grizzly bears were evil and didn't care much for blue players.
The introduction to nightmares who were so powerful, they had to be "toned down"
For some reason sheep were deemed too slow, so were granted great speed. Players could not
outrun the sheep to shear the agile critters.
That "recall spell" was added to the game for easier access out of the depths of dungeons.
When, if you were stuck in the game, such as on a island and no way off, GM's would not help
for three days. Part of the adventuring aspect of game was to "figure these problems out yourself"
The mysteries within the game. Such as notes hidden in dungeons, if you could figure out the coded
messages, would allow you access to hidden rooms.
And the classic one: When house placement was opened on Trammel, majority of shards at same time. (I think the
Asian shards where opened later) The response was so great, that so many people where trying to place
homes at same time, it crashed every sever , and every back up sever. UO went rather dark that day.
Anyway, I hope you all enjoyed this wandering through my memories of days past.
If any would like to add to these, please do.
Westra
Those wonderful body bags? If you died all your inventory would go into a bag, just had to be careful
where you died, often body bags ended up on house roofs, or other easy access locations.
When grizzly bears were evil and didn't care much for blue players.
The introduction to nightmares who were so powerful, they had to be "toned down"
For some reason sheep were deemed too slow, so were granted great speed. Players could not
outrun the sheep to shear the agile critters.
That "recall spell" was added to the game for easier access out of the depths of dungeons.
When, if you were stuck in the game, such as on a island and no way off, GM's would not help
for three days. Part of the adventuring aspect of game was to "figure these problems out yourself"
The mysteries within the game. Such as notes hidden in dungeons, if you could figure out the coded
messages, would allow you access to hidden rooms.
And the classic one: When house placement was opened on Trammel, majority of shards at same time. (I think the
Asian shards where opened later) The response was so great, that so many people where trying to place
homes at same time, it crashed every sever , and every back up sever. UO went rather dark that day.
Anyway, I hope you all enjoyed this wandering through my memories of days past.
If any would like to add to these, please do.
Westra