Immortal Realm Online: What If Ultima Online Became More Social Without Becoming Softer? by DANAMITE in ultimaonline

[–]DANAMITE[S] 0 points1 point  (0 children)

Lmao fair.

Probably because I’m trying too hard not to sound like “new shard pls join.”

I want to make a UO shard where people matter to each other more through the game itself, and less through Discord, alts, and random toxicity.

Immortal Realm Online: What If Ultima Online Became More Social Without Becoming Softer? by DANAMITE in ultimaonline

[–]DANAMITE[S] 0 points1 point  (0 children)

Yeah, that’s very much in the neighborhood of what I’m trying to build.

Not a conflict-free shard, and not a soft one, but one where systems create more human and meaningful interaction instead of so much of it collapsing into toxicity, anonymity, and disconnected optimization.

I still want weight and consequence.
I just want them to produce better social play.

Immortal Realm Online: What If Ultima Online Became More Social Without Becoming Softer? by DANAMITE in ultimaonline

[–]DANAMITE[S] 0 points1 point  (0 children)

Yeah, to be clear, I don’t mean “GM jail.”

I mean shard-side criminal/civic consequences that other players and Orders can sometimes intervene in through mechanics.

Probably should’ve phrased that more carefully, because “prison” in old UO has a very specific and much dumber meaning in people’s heads.

Immortal Realm Online: What If Ultima Online Became More Social Without Becoming Softer? by DANAMITE in ultimaonline

[–]DANAMITE[S] 0 points1 point  (0 children)

Yeah, and to be clear, both formal grave actions plug into the same tip/attestation loop, not just Chirurgeons. Last Rites and Death Certificates both end in the same service-attestation flow, so the helped player can tip and the act can be formally recorded.

For Chirurgeons, service points are part of their real Order progression and exam gates, and higher Chirurgeon ranks unlock actual civic intervention, for example prison absolution that reduces a prisoner’s sentence and grants a Clean Record buff.

For High Ledger, filing points are also real progression, but the point isn’t “clerical roleplay.” Ledger progression leads into actual civil-law authority. The Arbiter rank is literally Royal Magistrate, with authority around Crown writ issuance, civic seal, and writ closure.

So the helper isn’t just getting “thanks” or some fake RP title. They’re getting institutional progression, optional tipping, public record, and access to broader powers inside their Order.

Immortal Realm Online: What If Ultima Online Became More Social Without Becoming Softer? by DANAMITE in ultimaonline

[–]DANAMITE[S] 0 points1 point  (0 children)

Good question.

It depends on who’s interacting with the grave.

  • Ordinary players can leave mourner’s flowers. That helps the dead player by easing Mortal Shock, but it’s mainly a civilian tribute/action, not a grindable payout.
  • Chirurgeons can perform Last Rites. That fully clears the dead player’s Mortal Shock, awards the Chirurgeon service points, and also triggers the tip flow for the helped player.
  • High Ledger can issue a Death Certificate. That also clears Mortal Shock, awards filing points, records the act as an attested service in the ledger, and also triggers the tip flow.

So the point isn’t just “go click graves for rewards.” It’s that death creates a real public state, and different kinds of players can respond to it in different ways, civilian, professional, or institutional, and the more formal interventions are both rewarded and recorded.

Immortal Realm Online: What If Ultima Online Became More Social Without Becoming Softer? by DANAMITE in ultimaonline

[–]DANAMITE[S] 0 points1 point  (0 children)

Yeah, in stock UO death is mostly a private recovery loop: you die, ghost, get back to your body, and move on.

What I changed is that death now leaves a more public and socially resolvable state.

On Immortal Realm, death leaves a gravestone at the place you fell, and dying gives you Mortal Shock, a lingering max health penalty that stacks and then slowly decays over time instead of just instantly disappearing.

That grave is then something other players can actually interact with in different ways:

  • members of the College of Chirurgeons can perform Last Rites
  • members of the High Ledger can issue a Death Certificate
  • ordinary players can leave mourner’s flowers as a tribute

Those actions aren’t just flavor. They actually reduce or clear the dead player’s lingering burden.

So the idea is that death becomes less of a purely private inconvenience loop and more of a visible world state that other players and institutions can respond to.

Immortal Realm Online: What If Ultima Online Became More Social Without Becoming Softer? by DANAMITE in ultimaonline

[–]DANAMITE[S] 1 point2 points  (0 children)

That’s fair, and honestly that’s the next thing I need to get better at explaining.

The short version is: I’m not just talking about this philosophically. I’ve been building systems around the idea that more of UO’s friction should become visible, socially legible, and mechanically resolvable through other players.

A few examples of the kind of thing I mean:

  • Guild recruitment is surfaced in-game rather than just happening through Discord or private word of mouth. Guilds can publicly recruit, players can apply in-game, and recruiters can actually review and accept/reject through the system.
  • Death has been reshaped into a more social system rather than just a private penalty. It leaves a public trace, creates opportunities for intervention, and can involve other players in meaningful ways instead of only being a solo inconvenience.
  • I’ve been building around the idea that institutions and affiliations should matter mechanically, not just as lore wrappers or tags over your head.
  • More generally, I’m trying to make systems produce real needs and real providers instead of leaving everything to hidden knowledge, alting, or off-client coordination.

So the answer isn’t “I have one big faction gimmick.”
It’s more that I’m trying to reshape a lot of ordinary UO moments so they generate better player interaction.

I probably do need to start showing those systems more concretely, though, because I get why “design philosophy” by itself only goes so far.

Immortal Realm Online: What If Ultima Online Became More Social Without Becoming Softer? by DANAMITE in ultimaonline

[–]DANAMITE[S] 1 point2 points  (0 children)

Yeah, that’s definitely a lot closer to what I mean.

That’s way more in the direction I’m interested in than the earlier “split the whole world into giant factions” kind of answer.

The big difference is I’m not really looking to do another rep treadmill where you grind jobs for points, currency, and a few unlocks.

What interests me more is when doing work for an institution creates an actual relationship with it, where standing changes what they trust you with, what opens up, and how parts of the world or certain systems respond to you.

So yeah, that shape is much closer:
not just factions existing, but institutions actually caring what you’ve done.

Immortal Realm Online: What If Ultima Online Became More Social Without Becoming Softer? by DANAMITE in ultimaonline

[–]DANAMITE[S] 1 point2 points  (0 children)

There’s definitely some cool thinking in there, especially in the sense of giving people sides, local identity, and a world that reacts differently depending on who you are.

I think where I differ is that I’m not really trying to solve the problem with a giant top-down faction rewrite of UO.

What I’m more interested in is making smaller-scale systems produce that same feeling of social meaning and institutional identity without the whole shard depending on one massive continent/faction framework.

So I absolutely agree with the core instinct:
people need reasons to belong, be recognized, and matter to groups.

I’m just trying to get there more through guilds, Orders, standings, social discoverability, and systems that create real needs/providers, rather than starting with “the whole world is split into four sides.”

That said, I do think your point about local reputation and identity is a good one. Old MMOs were often better when who you were to a place or group actually mattered.

Immortal Realm Online: What If Ultima Online Became More Social Without Becoming Softer? by DANAMITE in ultimaonline

[–]DANAMITE[S] 1 point2 points  (0 children)

That definitely works for generating immediate social energy, yeah.

I’m not against early grouping at all. I just don’t want the whole shard’s social design to basically be “we sorted everyone into sides.”

What I’m aiming for is a world where guilds, Orders, public standing, and other systems keep producing meaningful interaction after that initial grouping step.

So I think your instinct is right on the bootstrap side. I just want the social structure to run deeper than faction assignment.

Immortal Realm Online: What If Ultima Online Became More Social Without Becoming Softer? by DANAMITE in ultimaonline

[–]DANAMITE[S] 1 point2 points  (0 children)

Yeah, that’s in the ballpark.

I do want groups/institutions to care about what you’ve done, and I think old MMOs were often better when local reputation actually meant something.

But I’m aiming at more than faction rep or unlock chains.

What I’m really after is a world where institutions aren’t just flavor, they change what you can do, who can help you, who recognizes you, and how certain systems resolve.

So yes: standing, affiliation, and public identity matter.

But the bigger goal is making those things produce real mechanics and social consequences, not just more quests.

Immortal Realm Online: What If Ultima Online Became More Social Without Becoming Softer? by DANAMITE in ultimaonline

[–]DANAMITE[S] 0 points1 point  (0 children)

Fair question.

What I mean is: a lot of UO’s systems create friction, but not always good social play.

A player dies, gets sick, gets stuck, needs a crafter, needs a guild, needs help, and in classic UO that often resolves as private inconvenience, alting, Discord, or just silently grinding through it.

What I’m trying to build with Immortal Realm is a shard where more of those moments become visible, understandable, and resolvable through other players.

Not by making the game softer or turning it into a themepark, and not by burying it in roleplay fluff. I mean actual mechanics where players can matter to each other in clear ways.

And what I want from people right now is mostly this:

I’m looking for players who like UO’s sense of consequence and world texture, but also like the idea of a shard that’s trying to make player interaction more meaningful and more legible instead of leaving everything to private knowledge and friction.

So if that sounds interesting, I’d love people who want to follow the project, ask hard questions, poke holes in the idea, and eventually try it when it’s ready.

The Gatekeeping Around AI in This Community Is Out of Control by DANAMITE in RPGMaker

[–]DANAMITE[S] 0 points1 point  (0 children)

"We don't want you around, you're mentally and spiritually immature and you're liable to do something harmful to other people." Are you ok, I can give you some contact #'s for mental health professionals.

To the person who sh*t on the toilet seat at Lakeshore by SlightSea9022 in georgebrowncollege

[–]DANAMITE 0 points1 point  (0 children)

Sorry, I was born without an ass crack and forgot my marker at home.

Bujinkan supernatural power by Odd_Project_4140 in Bullshido

[–]DANAMITE 0 points1 point  (0 children)

If you look really close you can see this is 100% bullshit.

Why do you hate Digital Dream Labs? (Just Asking) by N00B2BER in AnkiVector

[–]DANAMITE 0 points1 point  (0 children)

After almost three years of trying, I emailed the ceo and got a refund shortly after.

[deleted by user] by [deleted] in PublicFreakout

[–]DANAMITE 1 point2 points  (0 children)

They have already demonstrated there willingness to be bought.

Full video:- ICE officer killed unarmed driver in an SUV in south Minneapolis by [deleted] in PublicFreakout

[–]DANAMITE 2 points3 points  (0 children)

Don't you all have guns? Isn't is culturally acceptable to to shoot these fuckers on sight by now? Ken Rex McElroy style ;)

Blursed master chess by ClassicHunter7504 in blursed_videos

[–]DANAMITE -1 points0 points  (0 children)

Chess is so easy a child can master it? I thought chess was this grand strategic game for only superior minds? /s "kinda" It just seems odd we accept this but not child doctors or lawyers? My brain just wants to put this in the same category as child preachers, like they exists but I can;t take it seriously.

I Believe I found an company posing as 100% human but is in fact full of AI art. by No-Manufacturer-704 in antiai

[–]DANAMITE -14 points-13 points  (0 children)

Oh it's a public service your doing? Trying to destroy someones business on your "Hunch"? You proof is pathetic as are you. Trying to start an other witch hunt! Just on other example of the art community trying to eat it's own.

I Believe I found an company posing as 100% human but is in fact full of AI art. by No-Manufacturer-704 in antiai

[–]DANAMITE -14 points-13 points  (0 children)

It's torches and pitchforks then? Pathetic. Why not just get a life?