When will we see a new expansion in Ultima Online?
Hello everyone, fellow adventurers.
Ultima Online has been a game that has left its mark on many of us with its expansions full of content and surprises. From new lands to innovative mechanics, each expansion has left its imprint on the game's history.
A brief recap of the current expansions:
- The Second Age (1998): Introduced the legendary land of T2A, the city of Delucia, and a revamped trading system.
- Renaissance (2000): Brought us the split world of Trammel and Felucca, separating PvE and PvP.
- Third Dawn (2001): First expansion with 3D graphics and the addition of Ilshenar.
- Lord Blackthorn's Revenge (2002): A darker theme with new enemies and narrative improvements.
- Age of Shadows (2003): Introduced Malas, the custom housing system, and the Paladin and Necromancer professions.
- Samurai Empire (2004): Opened the path to Tokuno and skills like Bushido and Ninjitsu.
- Mondain's Legacy (2005): Elves, epic dungeons, and a focus on PvE.
- Stygian Abyss (2009): The addition of the Gargoyle race, the Stygian Abyss dungeon, and new skills.
- Time of Legends (2015): Expanded the lore with Valoria and Eodon, along with content inspired by ancient cultures.
Since then, new content has mostly focused on events and minor updates.
My question is:
Do you think we’ll see another major expansion in the future? What would you like to see in a new expansion? Perhaps a new race, skills, or lands to explore?
I look forward to your opinions and speculations. Let the discussion begin!
Comments
I will be slow to reply because I cannot log in/stay logged in to the forums.
Make this your signature if you are tired of Vendor Search being broken, over FIVE YEARS and counting.
Vendor search rendered useless after Publish 106 – Forsaken Foes on August 14, 2019.
@Lord_Nythrax would you say the godfather does nothing?
Leave attended paying accounts alone, these people go thru a lot of trouble to play/automate the game.
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As for me, I'd like them to make orcs a playable race. While I'm no RPer, Orcs are generally one of the most common characters people "pretend" to be within UO. For the 5 race "buffs" I'd propose:
Battle Hardened: extra 5% cap on physical resist.
Iron Stomach: reduces the duration of poison and disease effects by 25% and increases the effectiveness of consumed food by 10%.
Tenacity: Orcs are stubborn and ruthless, so receive a bonus (+20) to their maximum stam.
Scavenger: Orcs get a slightly better return on smelting metal items, cutting leather into hides, etc.
Nocturnal Eye: Orcs automatically have nightsight
I'd slot them the same as a human/elf. I'd also create their city in a mountain, making it crude, poor, and dirty as if they had been shunned by the population and sort of trapped in there.
Other think an undead playing is preferable. Could also do both, of course. I'd suggest the 5 race "buffs" be:
Death's Resilience: Reduces damage taken from poison, disease attacks by 15%.
Unholy Fortitude: Increases Increases maximum health by 5% and reduces bleed effects.
Bone Shard Retaliation: When struck in melee, there’s a 10% chance to release bone fragments, dealing AoE physical damage to nearby enemies.
Alchemist's Eye: Bonus to alchemy chance.
Undead Eye: Undead automatically have nightsight
undead is easier to allow using slotting of human/elf items.
New skill:
Runecrafting
Totem based, as seen with the seasonal necro mini-boss. Would require people stay in a certain area, limiting its usefulness.
Totems for:
- Lower defense chance
- Increase hit chance
- SSI
- SDI
- Pet-based buffs
- Healing buffs
- Incoming damage decrease
- Outgoing damage increase
etcRunecrafting would/could require materials like ingots, regents, imbuing ingredients, etc.
Could make orcs only wear orc, ring, chain or bone armor.
From elf armor they found we don't like race specific armor. (Circlets)