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[Devblog]Ultima Online: PvP combat and UO: Quintessence as a new alternative to the open world PvP

UOQuintessence

Barely Literate
Joined
Nov 18, 2016
Messages
4
Hi,

A fan-based Ultima Online remake, which has been in development for a good while now, is now getting slowly to it's pre-alpha stage (end of 2016/early 2017). What makes us different is the fact that our aim is to introduce an alternative PvP concept to a open world PvP MMORPG. UO's pvp system has several critical flaws, which eventually lead to the fact that its initial gameplay concepts were let go. This is due to its poor economy and the lack of consequences.

I would like to share our ideas and the upcoming project with other MMORPG players, whose vision of gameplay could be close to what UO: Quintessence will offer to its playerbase in the (hopefully near) future. In our devblog, which I've started not so long ago I will keep the audience updated on the development progress as well as share our view on the outdated concepts in classic UO as well as other MMO's, until we have a new website ready.

In the part 1 of our first devblog post I share our ideas on how UO: Quintessence will address the concept of open world PvP and instead introduce the mechanics which will offer more gameplay possibilities, while preserving the freedom which UO once offered (and continues to offer now at some point).



https://quintessenceonline.wordpres...oting-a-new-approach-to-online-gaming-part-i/
 
Last edited:

UOQuintessence

Barely Literate
Joined
Nov 18, 2016
Messages
4
It has been a while since we have released another update on the project of UO: Quintessence, but all these months the work was hard and we are [almost] close to launch an early pre-alpha stage! Today we would like to present you our latest development progress. This time it is an early preview of our Line of Sight system and a fix of an old [and nasty] bug in UO client (drawing of foliage when a character is underground). Enjoy and if you liked it feel free to share it with your friends, who are tired of the same MMO's and would like to try something truely unique ;)

If you are interested in knowing where we are right now feel free to subscribe on the twitter and the blog. New website and forums with international support are almost finished too and will soon be ready for public.

https://www.youtube.com/watch?v=vyC71wQ-wvs
 

UOQuintessence

Barely Literate
Joined
Nov 18, 2016
Messages
4
As you can guess the new system [of Line of Sight] allows, quite literally, to hide objects (other players, items and NPC’s), which are located outside of the field of view. This makes the gameplay process more interesting, since players will not be able to know what awaits from on the other end or behind the corner in the dungeon, it also greatly improves the stealth aspect of the game. It changes approach the players use to ambush someone, make a trap or scout on something. Traps will be a real danger, since most of the time you will not be able to see them and will need to use available in-game resources and skills to effectively detect the trap before it ‘detects’ you. : )

Line of sight also implies that players should watch their backs. Imagine the fighting scene in the dungeon, and a player decides to make few steps backwards through the hall where he came from, but behind the turn (corner) a new pack of enemies awaits the player [on his way back], which came from another room or crawled out of somewhere else.
The line of sight increases the difficulty of chasing or spying on someone, allows one to crawl unnoticed behind someone’s back or to sneak away from the guards, or two enter the town at night unnoticed. There are quite a lot of scenarios how this will alter the gameplay UO fans are used to.

It also allows us to implement other systems, including our perception stat, which will allow players to instead hear certain voices or steps in the dark so the players could guess what exactly awaits them while they don’t see it. At the same time, many factors will influence perception, such as the type of helmet you will wear. Helmets like bascinet or close helmets will greatly decrease the viewing angle while still provide a great deal of head defense (armor rating is based on individual body parts rather than as a whole rating).

Other factors including exhaustion, thirst and hunger will also affect perception.
Overall, the LoS system changes gameplay radically and makes the feeling of immersion better. You won't be able to know what is happening behind the walls while standing outside of the building, and player inside the buildings will have limited way of knowing what is happening outside, except for sounds and limited ways of seeing, such as windows, patios or towers.
 

UOQuintessence

Barely Literate
Joined
Nov 18, 2016
Messages
4
Previously we have demonstrated you the working system of Line of Sight on UO: Quintessence, which is a fully functioning ‘rogue-like’ LoS system integrated in the Quintessence client thanks to the power of the Ultima Client Shell system. The LoS will greatly influence the gameplay in a number of ways, such as during fights, in the process of spying, while hiding or searching for a secret object etc. Today we would like to show you continuation in development of LoS, by demonstrating our latest progress in LoS on the server side (for the fully functioning system it has to be supported on both the client and the server sides).

The Line of Sight system, as is evident on the following video, will be influenced by the number of factors, including your headgear (such as closed helmets, while providing excellent head armour will also penalize a player in LoS), player Stats, environment, light level, time of a day, other factors such as spells or player’s condition etc.

P.S. Our scheduled for October 2017 pre-alpha was unfortunately (or fortunately?) delayed again, due to the fact that our trailer and the new website are still in development. Good news is, the website is 90% complete and the trailer will be ready in a couple of weeks. This is when we will announce a public pre-alpha test for UO: Quintessence, which will focus on the most sensitive issues at the moment, including early bugs, new movement system, combat and FPS. New systems will be added during the pre-alpha so you can watch the progress and contribute to the development of the project [by your support, of course ;)]. Stay tuned!

https://www.youtube.com/watch?v=mOPoBTNU5a4

As for now, you can follow our progress via the twitter @ UOQuintessence New website is coming in a few weeks!
 

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