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Aug 12, 1997 |
Patch 1.23.27
August 12, 1997
To Our Faithful Ultima Online Testers,
First, we would like to thanks to all our Beta Testers for your extraordinary
testing, and
all the great bugs you have been submitting. With your help, Ultima Online
will certainly be
one of the greatest games ever, and it is in large part thanks to all of
you.
It has, however, come to our attention that some players are finding and
exploiting bugs in
the game to artificially advance their characters. This is a small percentage
of all the
testers, but is creating enormous problems with testing and perfecting
game balance.
Because the world is a closed ecological system (where everything depends
on everything
else), when a bug is exploited, it can and does severely alter the way
the game works.
Finding these bugs is crucial, but once you have found a bug, write it
up and move on.
For example, someone finds a bug that allows them to raise their hit points
past the
maximum level, and precedes to kill all the monsters with ease. We in turn
increase the
number of monsters in the world to try and preserve game balance. Once
that hit point bug
is fixed, suddenly there are too many monsters in the world, and lots of
new problems
arise.
If you are found to be exploiting a bug, you will be warned and reprimanded.
If you are
found to be exploiting a bug a second time, your character will be deleted
and your
testing privileges may be revoked.
Remember, exploiting bugs makes it very hard for us to perfect the game,
and will almost
certainly delay its final release. We want to again convey our great appreciation
and
thanks to all the Beta Testers for their time and effort. Keep up the great
work, and happy
bug hunting!
Thank You,
The Ultima Online QA Team
Aug 11, 1997 |
6:45pm, Aug 11th
We will be conducting a stress test on the registration process next week,
as we continue
to work on upgrading its capability and speed. To this end, we will be
wiping the account
database clean on Monday, August 18th, and asking all testers to recreate
their accounts.
In addition, we will be shutting down the registration process on Wednesday,
August
13th at 9pm Central time in order to prepare for this test. The process
will remain closed
until after the wipe on Monday. We will notify testers once the registration
servers are
available again. The game servers will be available for testers as normal
during this
period.
In addition to this, we expect some downtime tomorrow as we test some new
networking
code. The downtime will probably begin around 10am Central and should be
over by the
evening.
From Designer Dragon:
Game
Balance Issues We're Tackling. I just got out of a big meeting on game
balance
issues and thought you'd like to know some of the things which we are tackling,
and what
our approaches are.
Probably the biggest balance issue which we are focusing on is the game
economy. Right
now, shopkeepers run out of money fairly quickly (we timed one provisioner
at fifteen
minutes to bankruptcy!) because players do not buy from them and because
they are
failing to restock properly. A major reason why they run out of money is
that they are not
disposing of the items that they have too many of; they are supposed to
trade them in for
gold. In addition, we are going to make shops pay less and less money for
items which
they have a lot of, and finally have them refuse to buy if they are already
well-supplied.
We expect to be slowing the rate of attributes changing relative to skills.
Currently, the
two change as around the same rate. This, quite aside from any changes
in skill learning
rate, should result in a fairly different balance.
We're very concerned about the various abuses of resurrection. We're planning
on
limiting the amount of resurrections within a given time span, so that
those who die
purposefully will suffer for it. We discussed having permanent death for
overly frequent
deaths, but decided against it for now.
Lastly, creature populations remains an issue. Not only quantity, but variety,
locations,
and abusability of known haunts and spawn areas such as orc forts. We've
got a couple
of nifty ideas in mind for resolving some of these problems.
Those are the main areas of game balance we are working on at the moment,
though of
course there are other areas we are addressing as well.
-The UO Team
Aug 9, 1997 |
Whilst
on a tour of his kingdom Lord British met with an untimely fate at the
hands of an assasin! Events are sketchy right now at best, but this reporter
has been told that an unknown individual cast the spell Firewall right
upon Lord British killing him outright. Lord Blackthorne immediately jumped
to his aid by summoning several deamons who slaughtered everyone in sight.
Lord British was resurrected soon after and continued on his tour of his
ragged kingdom. One can only speculate upon how he may react to this turn
of events.
Aug 5, 1997 |
From Designer Dragon:
Patch 1.23.22
These
are things we are working on for upcoming patches. It is by no means everything
that
we are working on, but just some things that we thought you might like
to know about.
Chest
opening animation
We're adding a UO.CFG line that allows you to configure whether you want
this to
happen or not. :) By popular demand...
Selling problems
We've seen reports of problems selling items, and prices going crazy afterwards,
and
will be looking into the problem.
Gold and eq duping bugs
We're looking for the causes of these; unfortunately, no two reports we
have read thus
far actually portray the same circumstances. Please keep posting your descriptions
of
when this happens to you! And if you are reliably able to repeat it, please
let us know,
rather than keeping the secret to yourself with the goal of personal advancement.
Not
only is it contrary to the spirit of the beta tets, but we'll frown upon
it once we do fix
the bug.
Alchemy starting equipment
The wrong empty vial was in the starting equipment; we're changing it to
the correct one.
Healing rate tweaks
We'll be adjusting the rate at which you regain stamina and health further
to account for
the new food requirements (see Latest Patch for info).
Caps on dummy use
Since you can only learn so much from a dummy, archery butte, or pickpocket
dip, we will
be capping the skill you can get from these at 50%. They will also start
to cost fatigue to
use.
Bankers working correctly
These are in now in Central, but not in Atlantic.
Arrow speed
We can't completely fix "heat seeking arrows" (see the Comments from the
Team section)
but we can make them fly a lot faster so the effect is not as noticeable.
Archery buttes and pickpocket dips
These should work soon.
Scaled blacksmithing
The quality of the items you smith should soon depend on your skill level,
so that you can
not only make worse-quality plate armor, but also be able to make plate
armor that is
better than anything you can buy in stores.
Crafting failure consuming materials
Failing to use a craft skill will soon consume a small quantity of your
raw material, so that
you do not have infinite tries at it.
Use of shop trade goods
Since this has become a problem, we are making shop trade goods unusable
unless you
first steal the item.
Quest frequency
We're aware that virtually everyone has a quest for you and are working
on a fix for it.
Scaled difficulty for skills
We're working on making difficult skill tasks reward you more in terms
of learning, so
when you succeed in taming a really tough animal, for example, you get
better at taming
than if you had tamed yet another bunny.
Stealing
We're aware of the many problems with the current implementation of stealing
and are
working on a better method of handling it. What we are planning on doing
should allow
you to move books and chairs and the like without problems, and not call
a steal check
unless you actually walk away with the item--and it will warn you before
you actually do.
In addition, we will change regular stealing so that it must be invoked
via targeting, and
will include weight limits and the like. We'll also make it so that repeat
stealing in the
same location will have increased chance of being spotted, and lastly,
we will make it so
that you can yell 'Guards' if you witness a crime, and they will come.
Some details may
well be changing as time goes on, but that is the gist of it.
Well, there hasn't been much
to update lately. Seems OSI have withdrawn to their inner sanctum and aren't
being as visible anymore.
Aug 1, 1997 |
This last week seems to have been pretty tumultous (all the PKers can look
up that word in the dictionary) with all of the
beta
testers who were whining and didn't really understand what they were doing
as testers and with Origin finally firing back a semi-sarcastic QA letter.
I am not really taking sides on the issue because I think both sides are
a little to blame. Mostly the "beta testers" who even when the OSI team
tells them that they are not focusing on gameplay issues, they still whine
and complain that they got PKilled or they can't do this or that. On the
other hand, Origin is a little too non-committal on what kind of pace they
are trying to stay on and when they plan on getting the game out. As far
as any of us know, they could be shooting for a November release and are
exactly on schedule for their time frame. Good news is that Origin have
set up two new servers, one for the Eastern Time Zone and one for the Central
Time Zone. It seems that they will be using the Central server for the
more radical tests and leaving the Eastern server pretty much alone so
people can actually play the game and test gameplay issues. I applaud this
idea and hope it works really well for them.
1:30pm, July 31st
From
Designer Dragon:
Just a note to clarify the difference between the Atlantic and Central
servers. The
Central server is our testbed server. New code will go in here first and
be tested in a
limited fashion. This server will remain closed to the public except on
occasions when we
want to stress-test some new addition. It is also likely to be far more
unstable, as it is a
testbed. The Atlantic server on the other other hand will remain open to
the public.
Periodically we will update the version on Atlantic to match the latest
new features and
code from the Central server. On the whole, Atlantic will change less frequently,
but will
be far stabler to play in.
Patch Updates:
Patch 1.23.21
July 30, 1997 |
From the Development Page:
3pm
PocketSoft informs us that they have plenty of data now, so please do not
email them
anymore. They also said that we have the most willing testers they've ever
seen! :)
1:45pm
We are not yet officially open again!! Please don't bother flooding the
chat zones and the
like with reports of problems getting in; they all stem from this fact.
We will post here
when the game is open again, but do not expect to be until this evening.
10:45am
IMPORTANT Ensoniq sound card udpate!
Many of you have been suffering from problems such as the following:
Crashes to desktop shortly after running UO.
Blue-screen crashes or full machine lockups running UO.
MIDI volume or MIDI playing in general disabled after exiting UO.
Corruption of the Windows registry, related to the above.
Most of the problems can be traced to the Ensoniq sound cards. These cards,
a very
popular OEM bundle, particularly with Gateway computers, are not certified
for DirectX
3.0a, which is on the UO Beta CD. The result is extreme instability and
the possibility of
corruption of your hard drive.
Disabling your soundcard drivers or using another soundcard are fixes to
the problem,
though the former will mean you have no sound at all. We have heard reports
that
Microsoft has released DirectX 3.0b which may fix the problem, but we have
not had a
chance to test this.
10:30am
Player corpse dismemberment is in now. Those few who bopped onto the servers
last night
when they were up for a brief test got to try it. :)
We've spotted Shuma's post on LaWiz' Chat Zone saying that skill failure
when crafting
should use up some of the raw material. This has always been the plan,
and we hope to get
it in very soon, like in the next week or so.
A brief note about "heat-seeking arrows"... basically, when an arrow is
launched, the
server decides whether it hit at the moment of launch. It has to, because
otherwise
latency would make missile weapons impossible to manage. When you encounter
a
heat-seeking arrow, it has in fact already hit you and the damage has been
done
already--watch your health bar and you will see that this is the case.
So what is left is
really an aesthetic problem, that of arrows moving way too slowly. We're
working on
rectifying this.
We've added in line of sight checks in several places that they were missing.
Most
particularly, they will be in for witnesses to crimes, and for learning
skills by watching
others.
We're aware of the problems with starting equipment, particularly the bowyer/fletcher
starting items. These should be fixed now.
Lastly, we've got some economic tweaks ready as well. Raw materials will
be worth less
than the next stage of refinement, so that ingots are more valuable than
ore, to reflect
the labor involved.
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