Britannia - Things to know right away!

Dan

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I am going to compile a list of facts that you may want to look through before playing Britannia. It is a custom world and due to many balancing changes not everything may be the same.

1. There is no pet bonding. There are follower slots.
2. There are no custom houses. (We will be adding in more pre-built ones)
3. One facet. (Felucca only)
4. NPCs do not buy items from players.
5. There is item insurance.
6. Thieves can NOT steal from players in guarded town zones.
7. Reds can only be resurrected by other players or at the Chaos Shrine.
8. Some QOL systems and enhancements brought forward.
9. No crazy colors.
 
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Dan

Dan

Staff Member
Administrator
Game Master
Moderator

Raph Koster is the original creator of most of UOs underlying systems.

He has many articles where he goes into great detail on what they did right and in hindsight what they did wrong. Here is a take from that:

Let me rephrase, it’s a radically subsidized economy. I’m not speaking of removing all subsidization, I’m talking about not flooding the game with gold.

NPC shops are a subsidy, obviously, as they buy stuff for which there is zero real market. In a non-usage game, we could say they subsidize the gameplay of adventuring (which gives you lots of useless stuff) or pursuing your chosen playstyle (like say, crafting stuff that nobody wants, because it’s how you have fun).

In a game like UO, which is usage based, the NPC shops are rewarding macroing and the pursuit of skill points. They’re not even rewarding having fun necessarily. They’re just a gold spigot.

Model Three

UO Renaissance removed that wealth redistribution via jerks (which was a great move in other arenas, but sure didn’t help the economics), in the process made wealth gathering from the spawn spigot much easier, and shortly after UO currency began to collapse. Said collapse has been ongoing and last time I checked (a while ago), a UO gold coin was worth a hundred times less than it had been during the days when the economy was stable. I haven’t been graphing the exchange rate the way I used to (see, I did fall in love with stats and data) so I don’t know if it’s stabilized yet.

The radical subsidy is that the game now pays you UO gold for, well, logging on. I expect to see another dip in the currency value as the effects of this “no need to refresh your house” thing go into effect.

Does this all matter? After all, it does find equilibrium. The answer, sadly, is yes, because there’s countless pieces of static data involving currency scattered throughout the whole game. The reward you get from a critter. How expensive it is to buy a castle. What the living expenses are for a mage. Revising all that so that players feel like they are getting adequate reward in the face of currency devaluation is a massive pain in the butt, and if you increment it, all you’re doing is contributing to the devaluation since you’re increasing what players get…


The typical end of this cycle on an online game is a wipe of all equipment and goods. They usually leave the characters intact. (Characters are wiped over a different but very related kind of database deflation, covered in that citation I gave you for that post about Lady Vox).
 
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