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	<title>Comments on: Roleplaying = Fighting</title>
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		<title>By: Xaos</title>
		<link>http://mu.ranter.net/design-theory/general-topics/roleplaying-fighting/comment-page-1#comment-2952</link>
		<dc:creator>Xaos</dc:creator>
		<pubDate>Fri, 04 Nov 2011 02:19:37 +0000</pubDate>
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		<description>Er...then again.  I forgot about &quot;Paths Unlimited.&quot;  Man, I miss the days when this document had all the articles of one category all on one page.....

Specifically the part where you can craft things for non-combat reasons.  (Cooking food so its not a goddamn buff or healing item...)

But yeah...that chapter is just in general a big eye opener.

Still....every MMO released nowadays basically has AC&#039;s idea.  &quot;where trade skills are something you raise on an allegiance mule to help your real character kill more stuff&quot;.  So, I&#039;d like some more info on Ultima Online.

I&#039;ve never played UO, don&#039;t plan to, and I can NOT get any useful information on their craft skills out of their wiki.  What was it about them that made them &quot;Matter?&quot;</description>
		<content:encoded><![CDATA[<p>Er&#8230;then again.  I forgot about &#8220;Paths Unlimited.&#8221;  Man, I miss the days when this document had all the articles of one category all on one page&#8230;..</p>
<p>Specifically the part where you can craft things for non-combat reasons.  (Cooking food so its not a goddamn buff or healing item&#8230;)</p>
<p>But yeah&#8230;that chapter is just in general a big eye opener.</p>
<p>Still&#8230;.every MMO released nowadays basically has AC&#8217;s idea.  &#8220;where trade skills are something you raise on an allegiance mule to help your real character kill more stuff&#8221;.  So, I&#8217;d like some more info on Ultima Online.</p>
<p>I&#8217;ve never played UO, don&#8217;t plan to, and I can NOT get any useful information on their craft skills out of their wiki.  What was it about them that made them &#8220;Matter?&#8221;</p>
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		<title>By: Xaos</title>
		<link>http://mu.ranter.net/design-theory/general-topics/roleplaying-fighting/comment-page-1#comment-2951</link>
		<dc:creator>Xaos</dc:creator>
		<pubDate>Fri, 04 Nov 2011 01:29:53 +0000</pubDate>
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		<description>Mr. Mu, I would really, really appreciate your input on this.  Or really anyone who actually played UO.

\&quot;Of the big three, the one that provides the strongest case for the noncombat character is Ultima Online, where trade skills actually matter and there may in fact be a purpose in life for your blacksmith.\&quot;

Okay...the only MMOs I\&#039;ve ever played are Final Fantasy 11, World of Warcraft, and Dungeons and Dragons Online.

You need to kill monsters for crystals if nothing else in FFXI, and you need to be of a certain level (acquired through combat) before they allow you to be trained any further in tailoring.  It is impossible in both these games to sacrifice combat stats for noncombat stats.  In FFXI, its impossible to design your character in any way aside from picking a race and hair style.

In DDO you can customize your character for skills over combat stats....but there are no noncombat skills.  Even Intimidate and Diplomacy manage aggro.  End of story.

Point is, the \&quot;noncombat\&quot; segments of the game aren\&#039;t so great, and I\&#039;m not sure Ultima Online is running anymore.


What was it about UO\&#039;s crafting skills that made them even partially worthwhile?  Have you seen any other games that explore?

More importantly, because I sense that UO wasn\&#039;t quite the perfect tailoring experience for you, what would be the ideal system for role playing the noncombat character you discuss here?  I mean, ignoring all technology barriers.  

Games are all .Hack super Virtual reality without the nausea and NPCs are fully capable or carrying on a conversation with words the player speaks into a microphone, being almost like a real person...but not. So you don\&#039;t have to feel guilty when you inevitably \&quot;botch\&quot; that escort mission and rob them.

What\&#039;s needed to make a noncombat MMO character fun?</description>
		<content:encoded><![CDATA[<p>Mr. Mu, I would really, really appreciate your input on this.  Or really anyone who actually played UO.</p>
<p>\&#8221;Of the big three, the one that provides the strongest case for the noncombat character is Ultima Online, where trade skills actually matter and there may in fact be a purpose in life for your blacksmith.\&#8221;</p>
<p>Okay&#8230;the only MMOs I\&#8217;ve ever played are Final Fantasy 11, World of Warcraft, and Dungeons and Dragons Online.</p>
<p>You need to kill monsters for crystals if nothing else in FFXI, and you need to be of a certain level (acquired through combat) before they allow you to be trained any further in tailoring.  It is impossible in both these games to sacrifice combat stats for noncombat stats.  In FFXI, its impossible to design your character in any way aside from picking a race and hair style.</p>
<p>In DDO you can customize your character for skills over combat stats&#8230;.but there are no noncombat skills.  Even Intimidate and Diplomacy manage aggro.  End of story.</p>
<p>Point is, the \&#8221;noncombat\&#8221; segments of the game aren\&#8217;t so great, and I\&#8217;m not sure Ultima Online is running anymore.</p>
<p>What was it about UO\&#8217;s crafting skills that made them even partially worthwhile?  Have you seen any other games that explore?</p>
<p>More importantly, because I sense that UO wasn\&#8217;t quite the perfect tailoring experience for you, what would be the ideal system for role playing the noncombat character you discuss here?  I mean, ignoring all technology barriers.  </p>
<p>Games are all .Hack super Virtual reality without the nausea and NPCs are fully capable or carrying on a conversation with words the player speaks into a microphone, being almost like a real person&#8230;but not. So you don\&#8217;t have to feel guilty when you inevitably \&#8221;botch\&#8221; that escort mission and rob them.</p>
<p>What\&#8217;s needed to make a noncombat MMO character fun?</p>
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