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Good motivation to be bad, right? A game needs some villains, so I can see why you'd want to make room for both fame and infamy (as long as weaker players aren
by jbattle 8y ago
Good motivation to be bad, right? A game needs some villains, so I can see why you'd want to make room for both fame and infamy (as long as weaker players aren't totally at their mercy).
I only played UO for a month or two. The only skill I leveled up significantly was Hiding. I'd go where the loot was, and adventure for a few minutes until the inevitable gang of PKers came wandering through, looking to loot all the players like me. Some players ran, some hid, most died.
If you successfully hid, your player would be invisible to everyone else. So the PKers would walk a pattern through the dungeon, trying to step on every square. As a cowardly hiding level 1 character, I'd wait in hiding as long as I could, then jump out of hiding when I saw a chance to escape. Invariably I'd be spotted. I'd run around a corner, hide again, and the process would restart. I swear I spent more time hiding behind rocks than fighting whatever monsters the game made available to low level players. I could never tell if I was having fun or not!
- pavel_lishin 8y ago> A game needs some villains Reminds me a little bit of REAMDE. > The only skill I leveled up significantly was Hiding. I'd go where the loot was, and adventure for a few minutes until the inevitable gang of PKers came wandering through, looking to loot all the players like me. Some players ran, some hid, most died. Really expected your story to be focused on scavenging the loot the PKers left behind.
- jandrese 8y ago> I only played UO for a month or two. The only skill I leveled up significantly was Hiding. I'd go where the loot was, and adventure for a few minutes until the inevitable gang of PKers came wandering through, looking to loot all the players like me. Some players ran, some hid, most died. I can't imagine how the UO devs thought this might be a turnoff for new players.