r/ultimaonline

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

UO 1998: Stuck on Ocllo...

Hello everyone :)

I'm completely new to the game and Ocllo sounded like a nice place to start my UO experience, so I spawned in and have had fun learning the game. Unfortunately, after realising that there is no Carpenter on the island (to make arrows for my archer) I have tried to leave, but there doesn't seem to be an option other than buying a ship, which costs over 10k gold.

Is there a way to leave, or perhaps someone can provide some tips on making 10k gold reasonably quickly? Many thanks!

reddit.com
u/chris_rfh — 11 days ago

SosariaAI - bots for ModernUO that try to make a private shard feel alive (early work in progress, very buggy)

I know some people depise AI with a passion but lets face it, it's here.

WARNING: A warning about cost. Frontier and System One models cost money per call, and a shard full of bots makes a lot of calls. If you don't watch what you turn on, the bill can get big fast. Set the limits and budgets in brain.json before you leave it running, and keep an eye on your provider's usage page.

I've been working on a ModernUO plugin called SosariaAI. It fills a private shard with bots that act like players. The idea is that you log in and the world feels busy again, like it did back in the day.

The bots work, trade, hunt, talk, join guilds, die and come back as ghosts "Still trying to work on grouping". Reds hunt on Felucca and blues go after the reds. Each bot is a real PlayerMobile with no client attached, so the server handles its notoriety, murder counts, parties and guilds the same way it would for you.

Game rules inside the plugin drive every bot, so it will run with no AI model at all. It runs best with a frontier model and a System One model hooked up, though. Between them they handle speech, personas, plans, and the calls at big moments like picking a job or how to fight. When a model is off, slow or over budget, the rules take over.

Fair warning: this is nowhere near feature complete. A lot of the game isn't covered yet and it's very buggy. Bots get stuck and do weird stuff, and things change a lot between builds. I wouldn't put it on a shard you care about.

I'm posting it now because it's fun to watch and I could use more eyes on it. Bug reports help most if you include the activity.log lines that show the problem. If you want to dig into the code, read AGENTS.md first.

https://github.com/PikkonMG/SosariaAI

u/PikkonMG — 10 days ago

Number of players

How is it possible that on the https://www.uoservers.com/ WEBSITE they know the number of players that each server has if many of them do not have a player counter on their original websites?

For example, it says that there are currently 12 players in UO:1998, is that correct?

u/DalinarKholinn — 11 days ago