Cheaters, Scripters, Hackers, Exploiters, and Scammers in UO

Let me start out by making this clear: We are 6 months away from UO’s 15th Anniversary – putting resources into accommodating people who are cheating/exploiting rather than banning their asses is not the way to go between now and then.

Let’s talk about Cheaters, Scripters, Hackers, Exploiters, and Scam Artists in the wonderful world of Ultima Online, shall we?

If you don’t have 5-10 minutes to read this, then read Stratics’ Petra Fyde comment about the scripters, because it boils this entirely too long post down into an simple, yet elegant statement: They don’t want to play with the other hackers, they want to have an advantage over legit players.

In watching Stratics interview with Jeff, a lot of things struck me. I was going to comment on all of them, but something jumped out at me. Well it jumped out at a couple of people I know who sent me lengthy rants and raves in emails, and one even corned me in-game about it. So I’m going to comment here so that it doesn’t distract from my main commentary on Jeff’s video, which will be posted sometime this week, I promise.

I’ve been busy on another UO project hosted elsewhere and haven’t had time to comment on a lot of stuff, but I will get to it. It actually covers a topic where I was greatly disappointed to see Jeff Skalski’s stance. I thought the interview was great except for this and for the continued secrecy and vagueness that permeates every fiber of UO’s future these days.

Most of what I say below has been covered in Stratics UHall (nice new forums by the way!), but I feel I have to say something about it.

Stratics’ user Tina Small has put together a transcript that was posted on Stratics.

First, let’s quote Jeff from the relevant part of the interview:

Watchertoo [23:26]: Well, along those lines, with the new publish coming out, is there the ongoing discussion of third-party programs and cheats, is there anything going on with that in this publish?

Jeff [23:38]: We are taking a more active approach to the hacking stuff that’s going on. Some of our players may have noticed GMs pulling them aside. I don’t want to get too much into the details of it. We don’t condone hackers. We feel that they devalue the game experience. And those players who are not, are on unfair grounds because they’re not hacking the system like the [hackers] are. So it unbalances things greatly. The bottom line is, we know when people are hacking, and we’re going to be taking a more aggressive approach against [them]: warning them and then, if need be, getting them out of the game and off those shards.

Now, speaking of hackers, though, there’s definitely…there’s some stuff that the team and I are in discussion about. We understand that some players just want to play that way, and [we're] trying to figure out a way where we can give them a place to play like that. So, we’ll see. Maybe we’ll talk more about that towards the summer.

And by the way, I don’t place any importance on Jeff’s use of the word “hackers” as some on Stratics are doing. Jeff is an art guy and may see them as hackers. I don’t think Jeff is trying to cover up what they do or trying to confuse the issue and pretend they are something they are not.

So Jeff says they devalue the game, and they are identifying them, and the GMs are pulling them aside and they are looking at giving them the heave-ho from the game. That’s good. Most of us don’t like them. Jeff then goes on to say they are considering accommodating them with their own area. That’s bad. Really bad. It’s bad for five reasons.

You are already warning them and it undermines your GMs.
If you are pulling them aside and warning them, then there should be no need to accommodate their ways. You don’t warn somebody, threaten to kick them out, then turn around and give them their own area. It undermines the authority of your GMs. Don’t undermine your GMs Jeff. They have to put up with enough shit as it is.

Siege and Mugen players, and others
You have Siege (and Mugen!) players who aren’t happy and who are getting ignored and not getting EM events, etc. If you put resources into a new shard for the scripters, while your Siege Perilous players are not happy, you’re not inspiring confidence in them. Thanks to Siege’s one-character rule, a lot of Siege players have multiple accounts. This is not an area where you should be playing the game of pissing off or continuing to ignore one group of players in the hopes of trying to keep another group of players, because you’re liable to find yourself weighing how many accounts this group of players has versus how many accounts this other group of players has and that’s a game that you will always lose, because no UO producer has ever mastered it. And it’s not just Siege players, it’s players that may never even consider giving you subscription money because they find themselves totally fucking confused for reasons explained below.

New Players
You have a new player experience (NPE) that is horrible. The NPE is very important in light of the fact that UO will be celebrating a major milestone in September, namely that of the 15th Anniversary – a milestone that no other mainstream MMO has ever reached (Meridian 59 players: Go fuck yourselves and stop sending me hate mail because you think your MMO has been around the longest – 3DO shut your asses down for a while back in 2000, you lost your chance at having a continous 15 year Anniversary milestone). New players are going to be coming in. If you are wasting resources on the scripters while you have a lot of new and returning players coming in who are confused as fuck, it really calls into question your priorities and whether you have a handle on UO’s future.

I still don’t see any tutorials prominently mentioned on the UO Herald about returning players reactivating their accounts. And “Support” on Accounts.EAMythic.com takes you to fucking Warhammer help. Remember that “_uo” stuff? Where is it?

You’re trying to herd cats that want to defeat your measures
The scripters are by their very nature going to push boundaries. They already know they run a very tiny risk of getting banned. As Stratics’ own Petra Fyde said best: They don’t want to play with the other hackers, they want to have an advantage over legit players.

The scripters are not going to let you confine them to a shard where they have no advantage. Telling them they have to play only with other scripters, you might as well tell them to save their $12.95 and go play on a free shard, because either they get bored and leave, or they are going to wait for the next release of their scripts or scripting software that does a better job of covering up their scripting, so that they can continue playing on the regular shards, where they have an upper hand over non-scripting players.

Branding
UO’s reputation has suffered enough over the years when it comes to exploits and scripters. Giving them a place to play, and we are all just pretending that they would allow themselves to be confined to such a place, is in fact condoning their behavior. It’s labeling UO as a game that accommodates the script kiddies. Does UO deserve that in its 15th Year?

Jeff, do you want to be the producer who came out and said you’re going to accommodate the scripters?

In Conclusion
Perhaps Jeff does not have a say in the matter and the accountants at BioWare believe the scripters have to be kept around for financial reasons. I can understand that. Well I can’t, but given that UO probably has to stay profitable to stop EA from pulling the plug, and given that we don’t know how well UO is doing, somebody has clearly decided they have to keep the scripters.

We are six months away from UO’s 15th Anniversary. This is not the time to be thinking about putting limited resources into accommodating cheaters. If you want to build some exile shard for the script kiddies, fine, but do it after you fix the new player experience and do it after you take care of some other folks like the Siege/Mugen players, and maybe even the PvP/Factions players. Plenty of them do not script, and they deserve to see their areas or shards improved, more than the script kiddies.

Posted in BioWare, Commentary, Future of UO, UO Classic Shard, UO Developers, Video | Tagged , , | 2 Comments

35 Minute Interview with Jeff Skalski, Ultima Franchise Producer

Stratics has posted a 35 minute interview with Jeff Skalski, Ultima Franchise Producer.

I haven’t watched the whole thing yet, but I noted one error in the interview – Jeff mentioned upgraded from an Intellivision to an Atari as a kid. That is actually a downgrade. Intellivision was clearly superior to Atari.

Thanks to Airmid for keeping me informed about this.

Posted in BioWare, Community News, Future of UO, UO Developers, Video | Tagged , , | Leave a comment

Win a Copy of the Ultima Online Ultima Collector’s Guide

If you are familiar with the Ultima Ultimate Collector’s Guide 2012 (up on Amazon.com), you might be interested to know that an Ultima Online version is coming. The Ultima Online Ultimate Collector’s Guide 2013 is planned to coincide with UO’s 15th Anniversary in September of 2012.

Here are a few details about the UO Ultima Collector’s Guide, revealed in a contest to win said book:

Ultima Online related items will be included in the upcoming UO book (currently in progress and planned for release on UO’s 15th Anniversary). New Ultima items will be featured in an Addendum chapter for the new Ultima Companion Guide, as well as a free PDF download to update the 2012 Ultima Guide.

The Man behind the Ultimate Ultima Collector’s Guide has launched a Facebook contest where you can win a copy and get your name in the book as a contributor, if you can help dig up a few things that might have been missed in the current UCG. He is looking for information on UO as well.

Details:

Participation is easy, just “fill in the blanks”. Compiling pictures and detailed information on more than 2000 items was a challenge (as you can imagine), particularly since most of them are quite rare. As such there is still a lot of information left to uncover, or items which fell through the cracks SI Completion Certificate

Additions, updates, and corrections can be about any item listed (or not listed) in “Ultima: The Ultimate Collector’s Guide” – for either the main series or Ultima Online (including the media guide). All submissions will not only help to preserve the Ultima legacy, but also get your names listed as contributors in the next book.

All you need to do is send missing items, pictures and/or information (UPC/EAN codes, page counts, dimensions, etc) to me at: cmdrfalcon@hotmail.com

via: Ultima Aiera

Posted in Community News, Establishment Spotlight, Richard Garriott | Leave a comment

UO Herald Interview – Noteworthy Persons – The Yattering

This appears to be a new feature on the UO Herald, an attempt at reconnecting with the UO community.

In this instance it’s the “Noteworthy Persons – The Yattering“, and it’s very much reminiscent of the old days on UO.com when player characters and player establishments were given a lot more importance.

People forget that some of the best content in Ultima Online comes from the players themselves.

I’m not going to post the whole interview – it’s quite long, you can read it at the link above, but it features a character named “The Yattering” on Baja, who is rather fond of Mesanna and has an interesting way of talking, as you can see from the excerpt below:

People seem to either love you or hate you, do you know why that is?
no Mama. yattery adorable! how no lovings me?

Where did you live before you came to Britannia?
yatter was livings in Abyss. they say yattery annoying. big demons toss yattery out.

Where is the rest of your family?
demons throw yattery out. no family but Mama now. yattering have gobliny-friends though. missings Bom Evilstench.

How did you become Mesanna’s Pet?
was bitings knees as faire. bit Mama. Mama bite back. LOVE!

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Blast from the Past – the Making of UO

Ultima Online gets mentioned quite often by the gaming media, sometimes in the past tense, sometimes in the tradition of “wouldn’t it be nice if somebody did this like it was done in UO”.

Last week, MMORPG ran a two-part article:
- Ultima Online: The Making of a Classic Part 1
- Ultima Online: The Making of a Classic Part 2

For those of you who have been following UO for a long time, there won’t be any major revelations, although a lot of nostalgic feelings, as well as a mention of the sequels or successors, depending on your view of Ultima X: Odyssey:

The publisher would try a number of times to push out a sequel to their MMORPG, the closest attempts being Ultima Worlds Online: Origin, a time-hopping overhaul of its predecessor with elements of high fantasy and steam punk. The other near-miss was Ultima X: Odyssey – part sequel to the main series, and part successor to UO. This game was completed enough to show at e3 (our own coverage from 2004 makes for an interesting read) but as EA finally closed Origin Systems and relocated the staff to the Bay Area in San Francisco, most developers opted not to move away from Texas, and EA finally decided to cancel the project rather than bring in new staff. An awkward way to bring to an end the, once, biggest RPG-series gaming had seen.

Development of Ultima Online would continue, with expansions periodically released, but with the torn focus of a sequel and with the eventual dissolution of its founding studio, UO would never capture the type of audience that it could have if it was handled with a little more foresight.

MMORPG.com goes on to call it the most important title among the online games.

What interested me more than MMORPG.com’s two articles, is a follow-up by Raph Koster, where he he offers a few comments and corrections:

Technically, we didn’t have the engine at the point the article states; the client was basically rewritten in 1995-96. Rick Delashmit had been there for a few months when my wife and I joined the project on Sept 1st 1995; other key early folks such as Scott “Grimli” Phillips and Edmond Meinfelder also joined in August to September of 95.

I have to admit I love the idea of rabbits and deer that level up and can take on what would normally be their “natural” predators in UO:

I think I have told this story before, but the whole “dragons eating deer” example came from the design samples that my wife and I sent in as part of our job applications. We showed up on the first day and were taken aback when we were told that was how the game was going to work… So at least that much of the notion of “what the game was going to be” was set in 1995…

That crazy resource system stuff, particularly some of the AI, did in fact work in the alpha test. It led to rabbits that had levelled up and were capable of taking out wolves — or advanced players. We found this intensely amusing, and quoted Monty Python at each other whenever it came up.

Raph clarified one important bit – UO was not created by a bunch of single-player designers/developers, there was actually a lot of online experience on the team:

This is just not really right. At least on the game dev team. From that September team, Kristen and Rick and I came from DikuMUDs. Edmond came from MUSH and MOO backgrounds. Scott and a tad later Jeff Posey came from LPMUDs. We had Andrew Morris, who was the original lead designer, who was a veteran of U7 and U8. And of course, our first artist, Micael Priest (most famous for his amazing poster art for bands in the 70s) wasn’t an online gamer either.

Later, as the team grew and absorbed a lot of folks from U9 (which was suspended for a while) there were plenty of non-online folks on the team. But the basic premises of UO were definitely set by folks from MUDs.

Posted in Community News, Richard Garriott, UO Developers | Tagged , | Leave a comment