New quest-type system for New Legacy would make more sense on the production shards
See newsletter here:
The quote I refer to is:
[In Ultima Online: New Legacy we
have reworked the way we introduce content into the game world. Our
goal is to make every action feel as though it serves a broader purpose
in pursuit of your character's goals. Completing objectives - whether
it be in service to a farmer whose livestock have been terrorized by
wolves or to a wealthy noble who has tasked you with recovering a
valuable treasure - will become the chapters in your New Legacy!]
As described this new system seeks to assign meaning to actions we'd undertake anyway. I only can assume this will be done by something like an expanded quest system.
Such a system, which appears to mirror requests made by myself and others for some years now, would make a lot more sense on the production shards. This is for the simple reason that those shards are permanent -- the New Legacy shard is designed to be ephemeral. It will time out and restart every year or so.
The stated goal of the system is: "to make every action feel as though it serves a broader purpose
in pursuit of your character's goals." How does this make more sense in an ephemeral environment than it does in a permanent one, where characters have been built up over time and where legacies can fall or last depending upon the characters' actions? On the "New Legacy" shard, despite the name, one's legacy will eventually time out by design.
I have another post where I explain why another "New Legacy" system actually makes more sense on the production shards (and where half of that new system likely is more problematic than it sounds).
I had assumed that the days of new systems in this game mostly were over. I was fine with this as long as we had a steady stream of content and stuff to do. With the streamlining of the content system it looked like this was happening and I was quite hopeful. Now it turns out that there were new systems being developed but they were developed for a shard that by design was ephemeral.
This seems....Odd to me.
Comments
What is the point of the discussion that you want to start then ?
You want to know why are they working for a dynamic system for a server where gameplay will only last sometime and then reset and why they are not doing it for the regular, production Shards?
Well, it was tried at UO's start but, to my understanding, players' behaviour made it not feasible...
There are readings about all this on the net that can be very enlightening on this topic.
I am not sure why these readings are considered not on topic, to me they look they are.
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