We at UO:Survive are planning to bring a whole new experience to the UO community. Let me paint the picture for you:

The land of Britannia has been overrun with the undead, zombies, skeletons, liches you name it, UO's very own Zombie apocalypse. The survivors lucky enough to escape the initial onslaught sought refuge in the Lost Lands. However, although isolated, these lands eventually were invaded and all semblances of civilization have had havoc wreaked upon them. You are alone, in the lost lands, with only a survival kit and what food and water you could carry as you escaped the rotting hordes. There's only one thing to do... SURVIVE!

Unique features for the shard:

1. Lost lands map only (initially, as part of our phase 1 plan, if interest and population grow large enough we will open the rest of Britannia for phase 2)

2. Food and water matter, starvation and dehydration states work like a weak poison and stop regeneration of health. It does not kill but will drop the player to 1hp if left unheeded.

3. Survival kit - a go to, all inclusive crafting/building item: Does everything from making weapons/armor to building houses and boats, give you have the right skills, resources and tools

4. 1 char per account, 1 account per IP unless extenuating circumstances arise.

5. Perma death - to make up for this very harsh and draconian rule, most skill gains are astronomically fast so a death only puts you back some playtime, additionally, any buildings/settlements you own are tied to account not character so you can return to your property and continue on with new character.

6. Settlements? Yes settlements. You will only be able to place buildings/housing within zoned areas for settlements. The first player to acquire a zone will essentially become a leader of that settlement (using guild mechanics) and can build what he sees fit, or allow others to build within the zone. Settlement's are the crux of the game play. Each building will provide something to aid in the survival of it's settlement inhabitants. For example players will be able to wall off their settlements (more on this below) or place farm buildings that will spawn food, wells that can provide water or guard posts to spawn NPC guards who will attach criminally flagged players on sight.

7. Walls? yes walls. Walls will be a unique building in that they can be attacked and torn down by both players and monsters.

8. No magery - at least at first, as magery mechanics make a lot of the game's obstacles a minor inconvenience.

9. Resources - players will be able to choose from a variety of resources to create tools/weapons and buildings out of. A wooden spear, a stone ax etc. also we plan to add depth to blacksmithy by create an alloy system: Tin and Copper will be mine-able but to make bronze you will need to melt tin and copper together. Want steel? add iron and wood (carbon) and you have steel, want to make electrum? mix silver and gold. Each metal will have different abilities, strengths and weaknesses.

Using these mechanics we envision a game with various different settlement's trading/fighting over the limited resources available, all while trying to survive the undead wasteland that awaits right outside their gates.

The game-play is based in UO:R era with modifications as we need.

We are thinking of running two shards simultaneously, a general pop shard and an RP shard with a few more rules.

Right now our staff of 3 includes two coders (one whos more experiences and is working his tail off the other is less so in the experience department) and myself. We are looking for help to get this idea off the ground.

Just a couple of screen shots:
aimages_ext_2.discordapp.net_external_xvZZFp3FwOkbFqpMAnBTKnUlaa70b5872943508e91248dc64e974215.png

amedia.discordapp.net_attachments_405864488571633674_4060769668658cf41cb4114ebf515857ca25e7bb6.png
 
  • Like
Reactions: Rex
reminds me of another shard I played a year or two ago - you had only what you started with and everything else had to be taken from barrels and crates in cities or looted.
no npc vendors
 
Back