u/ReforgedEngine

UO veterans: how would you feel about UO-style PvP with active, deterministic defense instead of hit/parry/dodge rolls?

I've been thinking a lot about what actually makes UO combat feel like UO, especially when players are running, circling, chasing and trying to create opportunities.

I'm working on a sandbox MMORPG inspired by some of those ideas, but I'm experimenting with a different approach to physical combat.

Instead of having things like parry, dodge or miss decided mainly by hidden/random rolls, I'm testing a deterministic system where the player has to actually perform the defensive action.

For example:

- Attack: contact is resolved at the impact moment based on positioning/reach. Running away can make the attack miss, but simply moving isn't a passive dodge.

- Parry: you press the defense input before impact, opening a short parry window. If the attack lands during that window, with valid facing/equipment/stamina, you parry it.

- Guard: with a shield, holding defense after the initial parry window transitions into guard. It's safer than weapon parrying, but has stamina/guard consequences.

- Evade: you deliberately evade and actually have to move out of the weapon's effective contact. Pressing evade doesn't just grant an RNG dodge or automatic invulnerability.

- Miss: the attacker genuinely failed to maintain plausible contact by the impact moment.

Character skills would still matter a lot, just differently.

A high Parry skill wouldn't mean “30% chance to automatically parry.” It could mean lower stamina cost, better recovery, slightly more timing tolerance, better stability against heavy impacts, and access to things like Riposte.

So player execution determines whether you successfully perform the action, while character skill determines how efficiently and effectively your character performs it.

One example I'm currently testing is roughly:

Weapon Parry: ~83ms active window

Shield Parry: ~133ms active window

Failed parry: short punishable recovery

Successful parry: shorter recovery

No arbitrary multi-second cooldown; recovery + stamina are the limiting factors.

One important part is that I'm not trying to turn it into Souls combat where everyone constantly stops, rolls and animation-locks.

Movement during PvP is important. I want players to still be able to run, chase, circle and cross each other like you often see in UO. Attacks therefore need to remain compatible with movement rather than constantly stopping the character.

The difficult part I'm exploring now is readability: if attacks can happen while running, the defender still needs a clear enough visual tell to know when to attempt the parry. Otherwise active parry becomes guessing rather than skill.

That's the part I'd especially like opinions on from people who actually played a lot of UO PvP:

Would active defense like this preserve what you enjoy about UO PvP, or would it fundamentally change the feel too much?

And more specifically: what parts of UO combat do you consider essential to its identity — movement/chasing, timing, character skills, targeting, resource management, spell interactions, RNG, or something else?

I'm less interested in whether these exact numbers are balanced yet and more interested in where you think the line is between “modernizing UO-style combat” and “turning it into a completely different kind of action RPG.

reddit.com
u/ReforgedEngine — 11 days ago

We left Tiled — native Reforged Editor for a MonoGame isometric sandbox

https://i.redd.it/9yadzajlrinh1.gif

Building Reforged Lands (isometric sandbox MMORPG) on MonoGame / C#.

Production maps used to be TMX. We moved authoring to a native editor and compile to a binary pack for play (and the headless server).

GIF: editor view — moving water, coast, creatures.

More gameplay shorts soon. Happy to answer MonoGame / iso pipeline questions.

Bluesky: https://bsky.app/profile/reforgedengine.bsky.social/post/3mup75kts4s2u
Discord: https://discord.com/invite/qGfz2bnXwa
reddit.com
u/ReforgedEngine — 1 month ago
▲ 6 r/MMORPG

Reforged Engine 2.5D

Hello everyone, I'm developing the Reforged Engine.

Built with MonoGame (C#).

Soon, I will make the Engine available for use (on GitHub) and its custom editor for programmers who want to use MonoGame.

Below is an example of the Show House, which is the engine's proof of concept. The idea is to allow developers and studios to quickly create 2.5D scenarios in the style of UO, Diablo, etc.

I'd like to know what you think of the idea of ​​a new Ultima Online-style game?

I know the road is long and arduous, but I'll keep going step by step...

Feedback is welcome.

reddit.com
u/ReforgedEngine — 5 months ago

Building a Modern Ultima Online Inspired Sandbox – Death, Looting, Paperdoll and Ranged Combat

I've been working on Reforged Lands, a sandbox MMORPG inspired by classic Ultima Online design principles while being built on a completely custom C# / MonoGame engine.

This video shows several systems working together:

• Death system with grayscale world transition and ghost state
• Corpse looting container
• Paperdoll equipment system
• Backpack and inventory interactions
• Picking up items from the ground
• Equipping items directly from the world
• Moving items between corpse, backpack and equipment slots
• Bandage healing system
• Ranged combat using bows and projectiles

One of the goals is to keep the interaction style familiar to classic sandbox MMO players: drag-and-drop equipment, freeform containers, visible loot, paperdolls and world interaction instead of heavily abstracted inventories.

The UI shown here is still work in progress, but the underlying gameplay systems are already functional and integrated.

Everything is currently being developed as part of the Reforged Lands engine and game project.

Feedback is welcome.

u/ReforgedEngine — 5 months ago

Building a Deterministic 2.5D RPG Engine Inspired by Old-School MMOs

I’ve been developing a deterministic 2.5D engine/framework focused on systemic RPG simulation and old-school interaction design.

The videos I’ve been sharing are essentially proof-of-concept tests for the engine systems working together in real time:

  • ECS tick simulation
  • skill-based gameplay
  • drag/drop interaction
  • inventory & vendors
  • gathering systems
  • Z-sorting & occlusion
  • multi-floor/stair traversal
  • dynamic lighting

The goal is not just visual nostalgia, but recreating the kind of systemic depth and interaction older RPGs/MMOs used to have.

What do you think older games like Ultima Online got right that modern RPGs still struggle with?

See the link below:

Showcase Built with MonoGame.

reddit.com
u/ReforgedEngine — 5 months ago

Combat + skills + drag & drop + lighting + proper Z-sorting.

Still early, but the core systems are coming together.

Trying to capture that classic UO(Ultima Online) feeling with a deterministic 2.5D engine.

bsky.app
u/ReforgedEngine — 6 months ago