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Developer
Chat: Volume 7
The UO crafting system
By - Thomas "Hanse" Eidson
One of the largest systems and cornerstones of Ultima Online
is its crafting system. Over the past few years, despite
its high visibility only a few new features have been added
to it. Recognizing that Blacksmiths are one of the most
popular classes and one of our new player templates as well,
it seemed like a good time to revisit crafting and interject
some exciting new options.
The new system had to be interesting to a developing blacksmith,
allow skill gain, and give ongoing and measured rewards
to the player. In many ways, the system needed to parallel
the "treasure map" system that has been present
(and quite successful) in Ultima Online for several years
now. I went to the drawing board with nothing specific in
mind, just a lot of rough ideas and a chance to create something
new - which is an opportunity designers on a live team crave
but rarely receive! After bouncing ideas off other designers
and players, I decided on a course of action that involved
making a totally new system that would exist separately
from any specific crafting skill, yet still enhances blacksmithing
by essentially working in tandem with it. Definitely more
work then making a few simple additions to the blacksmithing
skill, but a much higher pay-off for our players.
Since many new players entering Ultima Online are completely
new to this type of game, we decided the new system would
have to be included as part of our new-player training quest,
integrated into the interactions with NPC (Non-Player Characters)
vendors for those pursuing the blacksmithing profession.
This established the jumping off point from which a player
is introduced into the system.
In order to satisfy the aforementioned goals, I devised
a simple set of quests that could be offered to developing
blacksmiths any time the player had a significant interaction
with an NPC (in this case, selling an item to an NPC blacksmith).
Since the essence of the quest was a request to create a
large quantity of a specific item, I decided to dub the
system "bulk orders" (a clear and simplistic title).
The mechanic for displaying relevant information and progressing
through the system needed to be intuitive. As a result,
the quest is represented with a descriptive icon in the
player's backpack (in the form of a "deed"). The
system is now commonly referred to as the "Bulk Order
Deed System" (BOD's for short).
The offers available to a specific player were hinged to
the player's level of ability as a blacksmith. The system
had to gently challenge the player in a manner that enabled
them to further hone their skill by participating in the
system. With this in mind, a specific group of items that
help increase the player's blacksmithing ability when used
had to be selected. The player could then craft the items
required and turn them back in for a neat little reward
of some gold (UO currency) and a magic or enhanced item.
Thus motivating them to continue developing the skill.
The magic or enhanced item had to help the new player in
some way. So, we made sure the items were tied to skill
bonuses that helped them craft more efficiently or create
higher quality merchandise than otherwise possible.
At about this point, the system was complete. It was a
simple system, but Evocare (our lead designer for the live
team) wanted more. Something uniquely rewarding for achieving
extraordinarily difficult tasks had to be added to create
appeal for veteran players. I feared feature creep at this
point (hey, the system was already done!), but we sat down
and began bouncing ideas off each other again.
Evocare mandated that the additions to the system would
need to increase its appeal to veterans through a few key
methods. It had to enhance community interaction by fostering
trading activity, and introduce rare items (extremely rare
in some cases) that couldn't be obtained by other means.
In order to achieve the desired result, we opted to add
another layer to the system that allows "large orders"
to be offered to veteran blacksmiths. These large orders
would be scaled in value and rarity according to their difficulty
to complete, and require the completion of their corresponding
"small orders". The difficulty factor was incorporated
by virtue of the fact that Ultima Online has different colors
of armor that can be crafted using ores of differing type
and rarity. In addition, blacksmiths can acquire the ability
to create specially enhanced armor and weapons of exceptional
quality exceeding that of the common types of armor.
With 49 items, three different quantities of orders that
can be requested (10, 15, or 20 items), normal and exceptional
quality levels, 9 different colors of armor, and the large
bulk order component, we now had 1608 different combinations
of deeds. We proceeded to rank each deed in order of difficulty.
Once deeds were ranked by difficulty, we designed a point
system to reward players for completion of the order. The
highest-ranking reward would be achieved by filling the
highest-ranking Large Bulk Order.
The rewards themselves were far from trivial. One of the
most time-consuming development tasks was the process of
adjusting and measuring the prospective distribution quantities
of each type of deed so that one order type would not be
given out in such a manner as to unbalance the game. Many
of the rewards added the ability to craft magic weapons
(something completely new in UO). We had to ensure we did
not create an overabundance of those types of weapons, keeping
the distribution of those requests very rare so we did not
risk eroding their "rare" value in the game. Once
the system was completed we loaded it onto our test servers
where we placed heavy logging scripts to review the player's
progress within the system. Our goal was to learn player's
response to the system, identify any missing pieces along
with opportunities to enhance the system that we had over-looked.
The logging turned out to be a tremendous source of information.
We found loopholes, patched them up, removed unintentional
obstacles, and fine-tuned the rewards. The final system
was remarkably successful within the confines of our knowledge
and ability to predict behavior - which you learn quickly
on a live team to never take for granted (we are continuously
monitoring and tracking user results within the test and
live production servers). In addition, the system is also
open-ended and modular. It can be applied to any other skill
without significant retrofitting. This allows us to expand
it to other skills, if we choose to do so. It is now a ready
and somewhat proven system available to allow us to expeditiously
enhance other skills in the game and thereby increase the
overall satisfaction of the players throughout our community.
The Bulk Order system is one of a multitude of new additions
that we have added that bring a sense of "newness"
and discovery into the game world while offering players
a dynamic challenge and a sense of accomplishment which
is key for any online game.
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