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Economy / Economic Theories 101
« Last post by Evolution on May 04, 2018, 11:38:16 AM »

Economic Theories

Classical School Economic Theory believed that people who acted in their own self-interest produced goods and wealth that benefited all of society. It's believed that governments should not restrict or interfere in markets because they could regulate themselves and, thereby, produce wealth at maximum efficiency. Classical theory forms the basis of capitalism

A second theory known as Marxism states that capitalism will eventually fail because factory owners and CEOs exploit labor to generate wealth for themselves.
Marx believed that such exploitation leads to social unrest and class conflict. To ensure social and economic stability, he theorized, laborers should own and control the means of production. While Marxism has been widely rejected in capitalistic societies, its description of capitalism’s flaws remains relevant.

Keynesian Economics, describes how governments can act within capitalistic economies to promote economic stability. It calls for reduced taxes and increased government spending when the economy becomes stagnant, and increased taxes and reduced spending when the economy becomes overly active. This theory strongly influences U.S. economic policy today.

As you can see, there are three very different approaches to regulating and stimulating an economy, so it is very difficult to get it right, especially in a virtual world with a closed economy

On the UO Evolution shard we use a mix of all three.  We allow capitalism to thrive between players, they make goods, create vendors and set pricing. It's survival of the fittest and is based on supply and demand

We also allow for players to practice Marxism. Laborers can own and control the means of production as well as become totally self-sufficient and self-reliant.

The shard administrators practice a bit of Keynesian Economics to promote economic stability, by controlling the gold sinks, holding public auctions, regulating evolution dollar flow, vendor stone pricing, scarcity of top rare items, and frequency of events to prevent inflation and stablize pricing.
Economy / Re: Virtual Economics of UO Evolution
« Last post by Evolution on May 04, 2018, 11:37:02 AM »
The In-game Economics of Ultima Online

Zachary Booth Simpson, Origin Research Fellow
7 Apr 1999

Bartle, Richard. Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDS.

Chamberlin, Edward H., 1948. An Experimental Imperfect Market. Journal of Political Economy 56(2):95-108
Economy / Virtual Economics of UO Evolution
« Last post by Evolution on May 04, 2018, 11:36:25 AM »

I encourage everyone to read "The In-game Economics of Ultima Online" by Zachary Booth Simpson.  It was written way back in 1999 during the early years of UO and had some great insights on the inner workings of a virtual economy.

This paper, along with some good advice, I was able to avoid many of the pitfalls that the original Ultima Online experienced when I created a shard.  I was determined to design a player economy that worked

After operating a shard for over 7 years, I learned a lot of information from trial and error as well as from this paper

Last week I was reading this paper again, and decided it was time to update this information for the 20th anniversary of Ultima Online. 

Let me start by saying everyone has an opinion about how economies should work.  Right or wrong, we have tried them all in an attempt to create a dynamic virtual player economy.  It seems simple enough to follow the basic economic rules, but with a college education, experience in business and with an Ultima Online Shard has taught me it is not the simple task players think.  I have read many opinions and papers related to this subject and have added some of their insights and excerpts along with my own thoughts about the best way to run a UO economy.

I have outlined some of the basic economic principles for review and have attempted to show how we apply them to the UO Evolution Shard.  Please read over this information carefully before arguing with the staff over our decisions.

Feel free to post your economic theories, gold sink ideas or any other pearls of wisdom you might have to improve the shard
Events / May Calendar of Events
« Last post by Evolution on May 03, 2018, 07:40:42 PM »

>>>UO Evolution - Daily Events<<<

*Triple Champion Spawn at noon and 7pm daily
*2 Town Invasions Daily - Random Times
*2 Non-PVP Champion Spawns daily
*2 Single PVP Champion Spawns Daily!
*Public PVP Champ Event 6pm Daily
*New Player Event - Random Daily
*Grand Auction 3rd Sunday of each month at noon cst
*Watch for staff events announced in-game daily

Use the [event command to open a gump with a task to complete

>>>May Special Events<<<

May 01 -
May 02 -
May 03 - Black Belt Power Hour at 6pm
May 04 - Champ Spawn Marathon every Friday 7pm
May 05 - PET WARS 6pm - Bull

May 06 -
May 07 -
May 08 -
May 09 -
May 10 -
May 11 - Champ Spawn Marathon every Friday 7pm
May 12 -

May 13 - Mother's Day, Events
May 14 -
May 15 -
May 16 -
May 17 - 
May 18 - Champ Spawn Marathon every Friday 7pm
May 19 -

May 20 - >>>Grand Auction at Noon cst<<< Hosted by Zoe and Domino
May 21 -
May 22 -
May 23 -
May 24 - 
May 25 - Task Power Weekend, Champ Spawn Marathon every Friday 7pm
May 26 - Task Power Weekend

May 27 - Task Power Weekend
May 28 - Memorial Day, Events, Task Power Weekend
May 29 -
May 30 -
May 31 -

-------------------Websites and Info:-------------------

Shard Updates

UO Evolution - Upcoming Events
Suggestions / Suggestions for new Tasks
« Last post by Evolution on May 02, 2018, 01:35:40 PM »
Please post all of your suggestions for adding new tasks to the [event system

Keep in mind not to make them too difficult, this is meant to be mid level content for everyone to enjoy!

For more information see the wiki:

>>>Custom Task System<<<

The custom Task System is a unique event system. It creates a random mini
quest/task for players to do, that gives instant rewards and progressive rewards by
completing each task. You use the command [event, open up a gump and follow the
directions. Read the instructions and complete the task/quest. Once you complete
the task you get awarded 1 point. As you collect points you will reach milestones
and receive higher rewards...
Shard Updates / Shard Update April 30, 2018
« Last post by Kane on April 30, 2018, 08:26:59 AM »
Version 234
BaseHealPotion Updated: Added functionality to check for Traits
ChampionSpawn Updated: Old code never was updated to correctly handle errors
Blood Diamonds Added:  The item used to increase stages in the Blood Ring.  There are different versions, some offer a bonus to the chance for the blood ring to increase when applied. Simple [+0%], Common [+5%], Uncommon [+10%], Rare [+20%], Legendary [+30%], Mythical [+100%]
Blood Beaker Key Added: Storage of Blood Diamonds.
Title System Updated:  Pulled specific title functionality out of the core code and into the specific title.
Blood Ring: A Healing base ring for the month of May with 31 stages.  Stages can be increased by applying a blood diamond to the ring.  The ring will display the base chance of increasing when you run your mouse over it, you will also get a luck bonus and bonus from the specific kind of blood diamond applied that will NOT be diplayed.  Each stage has an equal chance of applying 1 to 2 points of the following groups:  Primary Skill, Secondary Skills, Primary Attrib, Secondary Attrib and Resists.  The first time the skill groups are selected the ring will determine which group will be applied from that point forward.
* Primary Skill:  Healing/Anatomy - Vetenary/Anatomy
* Secondary Skills: Magery/Eval Int - Parry/Tactics - Bushido/Tactics - Animal Taming/Animal Lore
* Primary Attrib:  Bonus Dex/Bonus Int/Bonus Str
* Secondary Attrib: Bonus Hits/Bonus Mana/Bonus Stam
* Tertiary Attrib: Regen Hits/Regen Mana/Regen Stam
* Resists: All 
Blood Diamonds can be found by doing certain tasks, achieving your daily task goal (100% chance), milestones and a few other events/ways that will be announced during the month.
Mother's Breath Consumable Added:  New item added based on which intensity will provide you with an hour long bonus to the amount healed with potions, shorten the delay between healing potion uses, provide healing and anatomy bonuses.  They will be as rewards during the monthly Task Event as rewards.
Site Updates / Re: Unexpected downtime
« Last post by Evolution on April 29, 2018, 09:45:46 AM »
Shard is Online!
Site Updates / Unexpected downtime
« Last post by Evolution on April 28, 2018, 09:56:16 PM »
We had a crash tonight with an unexpected error.  We will remain down until we get this fixed and will try and recover the last save.  No worries, this is just until I can speak with Kane.  I will update everyone asap
General Discussions / Pet Trade-in option
« Last post by Evolution on April 28, 2018, 11:11:45 AM »

Since there is currently no way to repair pet stat loss, many players have asked me to create a way to "fix" their old, beat up donation pets.  I will be offering this option during the month of May to get everyone back up to par

Pet Trade-in option

Dante will be offering a donation pet trade-in option for the month of May!

The 3 options are:

1. Trade any donation pet plus 250ed for a new donation pet of the same type

2. Trade any donation pet plus 500ed for a new donation pet of the another type with the same value as the trade in
3. Get a free pet trade in as a free tier bonus reward on the $100 tier(same value)

To Qualify:

* The pet must be a donation pet to be eligible for trade
* Max of 3 trades per player/person
Coding Corner / Re: UO Steam Macro Library
« Last post by Luckbox on April 25, 2018, 01:59:53 PM »
This is my macro for dyeing items much quicker, without the need to retarget item after using each tub.
Launch macro, target item you want to dye once, then just keep doubleclicking tubs. This way you can also dye your ethy without need to remount each time.

Code: [Select]
headmsg 'Choose item' promptalias 'item'
headmsg 'Keep clicking tubs'
while not dead
  while not targetexists 'any'
    pause 10
  target! 'item'
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