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Author Topic: Uncharted Waters Online - Like that old game you remember, except MMO  (Read 13843 times)

Girlinhat

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http://uwo.netmarble.com/

So some may remember the old UW game for... SNES?  I sure don't!  Either way apparently this is based off that, but now it's an MMO!

I never played the original, so I can't claim what's similar and what's not, but I can give my fair impression of it.  First of all, it's a tad slow.  Time is measured in days, and each day at sea is one minute in real life.  Time does not pass while you're in port, which is a little strange.  It's an MMO, so time of course always passes, but merchants won't restock their items and bank money won't gain interest until you go out to sea.  This can have varying effects though.  For instance, you might dock at port and try to sell some Whiskey, only to find that you'd lose money because the market is flooded (Mmm, whiskey flood~).  You ragequit, and come back 3 days later.  Technically no time has passed for your character, but the market has changed, so you might suddenly make double profit on whiskey.

But I'm getting distracted.  The way time works is kinda fun, but the game is still slow.  Right from the start, you go to school.  School is actually school, and is probably one of the worst tutorial systems I've ever seen put in place.  For the most part, you're standing listening to someone talk, and you have to pay -just enough attention- to answer the random question correctly.  Furthermore, most of this is quite frankly bullshit.  In the Maritime School (combat) there's not a single word mentioned about what button fires the cannons.  But you have to deal with it, really.  Completing school gives you a hefty boost of money, some special items, and allows you to dock at more ports.  The whole world isn't open to you immediately, you have to unlock port permits.

So you'll spend your first day or three in school, there's a basic, intermediate, and advanced school for each of Maritime, Merchant, and Explorer job types.  You don't have to do any of them, but it's highly encouraged to do one job through to advanced.  Once you're done with that, it's time for real sailing!  A bit slowly.  As I said, time is in days, and a day is a minute.  Travel from London (Northern Europe) to Venice (Western Europe) is one of the furthest of early-game routes, and might take you 40-60 days depending on your ship and crew.  Later vessels of immense speed might make the trip in 10 or something.  But this is only in Europe, where you're lucky to make a 50,000 profit on a run (honestly quests are more profitable).  Heading out to South-East Asia is where the money is - spice trading can net you 2,000,000 with a noob ship, assuming you can make it back with your cargo intact.

I'm playing a trader right now, though need has me fitting some guns and boarding crews.  Trade is rather interesting.  First of all, there's limited stock of items.  You might find 4 Brandy for sale, but 20 Wheat.  To compensate, you get trade skills.  If you're r5 in Alcohol Trading, then there might be 30 Brandy instead.  This is the core of the trader's game.  Not to push things to other places, but to gather enough items to make a trade run profitable.  And "profitable" can widely vary.  Some goods are valuable on their own - for the most part, "fish" never goes out of style.  Some are valuable for being a specialty good - Whiskey is only sold in London and Dublin, and if you sell it at a far-away port you get extra cash and experience because it's a specialty good.  Other goods are valuable to players.  Logs on their own are mediocre, but a player with the right skills can craft logs into planks, and planks into rudders to sell at a profit.  Or, more likely, iron ore is low-value, but a player can refine it into iron ingot, and then into cannons, and sell those cannons to other players for massive profit.

Maritime, the combat focus, is rather different.  There's not much "free roam" play for them, but there are plenty of guild quests which are almost always "Go to X, kill pirates, return for reward."  More than likely, a maritime player has several trade skills and is working the market between missions, or transporting small amounts of goods while facing pirates that show up along the way.  Or, more importantly, a maritime focused player can escort a spice trader, or pirate a spice trader.  Outside of Europe, many waterways are "hostile waters" where open pvp is allowed.  Merchants must fear for their cargo and pirates can make their fortune.  But pirating another player will incur a bounty, and a player with a bounty may be attacked by anyone, even in "safe waters" AND it will lower your reputation with the assailed country.  If a Frenchman attacks many English traders, then he may not be allowed to dock in English ports anymore, and free-roaming NPC fleets may engage him in safe waters.

Adventure is... not really a job.  Mostly the quests are, "Go to X, use Y skill, collect Z artifact, and return to talk about it."  Or they're more complicated involving several wild goose chases.  Truth be told it's hard to make a good fortune on pure adventuring.  BUT, adventure-themed ships are designed for speed.  Any given ship will have 3 varieties, for maritime, merchant, and adventure, and the adventure will be the fastest.  It's not uncommon to use your adventure ship to zip down to Asia, then hop in your trade ship and bring back spices.  Apparently all your ships exist in every port.

So what's important?  The big lucrative trade is Mace, Nutmeg, and Clove, MNC, from Asia to Europe, which can net a profit of ~12k per item.  My noobly merchant ship could easily fit 200 of them, netting me over 2mil per pull.  In a larger ship I could pull more, and probably crash the market for massive personal profit.  With all that money, I could afford to buy lots of ore and timber, and practice my Casting skill, which would enable me to produce cannons and special weapons (forecastle to help boarding parties, rams to, well, ram ships, etc).  Toss those cannons to a dwarf on a boat, and watch Bay12 tear up the seas!

You can even make your own ships.  Stock ships can be reproduced with different stats, like more/less cargo, more/less gun ports, more speed, more durability, etc.  Shipbuilding is an expensive but rewarding endeavor, as you can take a normally powerful ship, but build one of your own using Iron as the base material and give it 50 gun ports and nearly-zero cargo.  A ship like that would tear apart just about any enemy.  You can also make custom ships, though I'm not sure on the method or what you're allowed to do, but you see raw ship components for sale, so it makes sense that there may be the option to produce ships which don't relate to any stock ships at all, but rather are built to your exact specifications.

So, I'm in-game as Genira, from London.  Your starting nation doesn't matter a whole lot, but it would be a shame if some players were unable to dock at the same port or something.  Plus Northern Europe has plenty of crafting supplies nearby, with metals and woods sold in nearby ports, as opposed to the Mediterranean, where you have to travel to Northern Europe to buy these goods.

A long post, but the in-game schools will provide plenty of reading to outdo me :s

nenjin

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Re: Uncharted Waters Online - Like that old game you remember, except MMO
« Reply #1 on: October 05, 2012, 09:01:07 am »

....Duplicate thread senses tingle...! :P

Although the last post was two years ago.
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Girlinhat

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Re: Uncharted Waters Online - Like that old game you remember, except MMO
« Reply #2 on: October 05, 2012, 09:06:09 am »

Fie on you parade rainer!  FIE!

Although I did forget to mention something I love: The skills are fairly open-range.  If you specialize into a military job, you can learn military skills, like boarding and gunnery.  If you then jump into a merchant job, you keep those skills.  It's perfectly viable to mix and match skills, and to get a merchant with r10 swordplay and looting.

@Taz: The start is slow, but with a group it's easier.  It's sorta the game where you make a trade run somewhere and you chat with your party members while cruising down the coast.

sluissa

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Re: Uncharted Waters Online - Like that old game you remember, except MMO
« Reply #3 on: October 05, 2012, 09:18:11 am »

I gave up on it when I was about 12 hours into the tutorial and it required me to grind a bunch... to continue the tutorial.
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Girlinhat

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Re: Uncharted Waters Online - Like that old game you remember, except MMO
« Reply #4 on: October 05, 2012, 09:32:47 am »

I can't say I totally blame you, but "give it another go" is all I can advise.  Should try to get a cheat sheet, to have the answers to the school questions and a summary of what the lesson was.  Most of it is junk lessons, "You can trade at the market!" but some rare gems of knowledge exist.

Zangi

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Re: Uncharted Waters Online - Like that old game you remember, except MMO
« Reply #5 on: October 05, 2012, 10:19:13 am »

Heh, I've fallen out of non-fun grinding in games/mmo... and my tolerance has been getting lower as I go from mmo to mmo...  Guild War 2 is further reinforcing my low tolerance for it.  >.>

+12 hour tutorial with grinding requirement?  I'll pass... even though I played the heck out of the old UW games...
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Girlinhat

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Re: Uncharted Waters Online - Like that old game you remember, except MMO
« Reply #6 on: October 05, 2012, 10:27:18 am »

It is rather grindy, but you also have a lot of free range.  In any given fantasy MMO, you have one, maybe two options.  Quests to kill things, dungeons to kill things, and "go into the field to kill things" is usually very low payout.  UWO though, you can trade what you want to where you want, or take a break from trading and go harass pirates, or go into crafting for the fun of it, or whatever.  It's still grindy, but it's less about "this is the next thing you need to do" and there's no character min-maxing to get perfect stats or anything.  Can't tell you how many times I've heard people talking about LoL and build the exact same character with the exact same battle plan.

Neyvn

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Re: Uncharted Waters Online - Like that old game you remember, except MMO
« Reply #7 on: October 05, 2012, 11:20:30 am »

I played for a good few weeks until I heard that there was a HUGE Guild that exploited a certain thing that I can't remember and were rocking around in the Highest level of MoW and just slaughtering everyone in their path in the more profitable routes...

Other then that its a good game, don't know how advanced the Adventurer style of gameplay has changed but when I tried it, it was very meh and unbalanced towards the AI. Trading was quite good but there was that exploit and Combat was terrific when not faced with a MoW as soon as you enter open waters...

I still say give it a go if you can get past the Tutorial, you don't REALLLY need to do it, but it helps get you started if you compleate it...
BUT this was back when it was in Beta/Early release...
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Re: Uncharted Waters Online - Like that old game you remember, except MMO
« Reply #8 on: October 05, 2012, 11:38:12 am »

Played it a year ago. Kinda fun, although the last exam for the combat academy or whatever it's called pretty much screwed me over. Never finished it, and by the time I could have, it would have costed me more than the quest reward, and thats not counting the probably permanent loss of max HP for the ship that got trashed during attempting it.
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Girlinhat

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Re: Uncharted Waters Online - Like that old game you remember, except MMO
« Reply #9 on: October 05, 2012, 11:42:56 am »

I've not heard of any exploit abusers in recent history.  Since UWO is on its two year anniversary event, seems like that particular incident was long ago :P  (Shouldn't it be a "birthday" event?)

Maritime becomes easier if you go boarding, it seems.  Invest in a Sterncastle and Swordplay and you can fairly roflstomp any enemy.  Especially in fleet battles, you only need to take out the leading ship and the battle is over.  Board that one with a good crew and a sterncastle and you're golden.

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Re: Uncharted Waters Online - Like that old game you remember, except MMO
« Reply #10 on: October 05, 2012, 11:56:15 am »

I used to love UW in the NES and SNES (the sequel). However the anime charachters in the site turned me down. Can't we get MMOs with ocidental art style?
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Girlinhat

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Re: Uncharted Waters Online - Like that old game you remember, except MMO
« Reply #11 on: October 05, 2012, 12:00:21 pm »

These are anime characters?  If you avoid the fat men and the loli girls, the "normal" characters look fine.

Kaje

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Re: Uncharted Waters Online - Like that old game you remember, except MMO
« Reply #12 on: October 05, 2012, 12:08:36 pm »

I really liked UW and UW2 on the SNES (ROM sites can be found via Google) but this just sounds....awful.

Perhaps it's how you've explained it, but it just sounds slow, repetitive, boring...a normal MMO.

Convince me it's worth a play! Lay down the pros for me!
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Girlinhat

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Re: Uncharted Waters Online - Like that old game you remember, except MMO
« Reply #13 on: October 05, 2012, 12:28:30 pm »

Well, it is slow, and anything can be repetitive.

So, sales pitch?  Or should that be... sails pitch?

1: Big ships.  Command some fairly massive vessels and do large-scale trading or fighting.  The end-game ships are awe-inspiring and every bigger ship you get really feels like an upgrade.  It's not just +1 attack, it's a different feel for the wind and the oars, if applicable.
2: Big ships with friends.  Form a fleet (party) and raise some hell.  Figuratively or not.  Chase down some pirates, pull in exotic goods from around the world, chase down traders that bring exotic goods right to you!  Only costs you a few cannon shots!
3: The whole world.  America is a sorta-new territory, and apparently you can found your own town if you've got the cash.  Europe, Africa, Asia, India, South America, Caribbean, a little bit of Australia/Oceania, pretty much every place that has held a colonial status has some ports.  Each port has the goods they sell and some goods are specialty goods.  Different ports have different ships and weapons for sale as well.
4: Almost every item can be crafted by the player.  You don't have total NPC market control, nor total mob-drop economics.  A player can produce just about anything you can buy off an NPC, and the player can make it better and for cheaper materials (though selling is usually up-priced).  Cannons, armor, sails, ships, clothes, and even many trade goods, can be produced by some shmuck in a boat.
5: Most skills rise naturally.  Want to be a fine trader of imported perfume?  Obtain the perfume skill, and start trading.  Skill progression happens because you perform that skill, not based on obscure point values.  You don't kill 700 goblins and suddenly know how to forge cannons.  You know how to forge cannons because you've started forging already.

Perhaps most importantly, macros won't help.  I've played games where you could macro the whole fight, and some even provided a macro generator.  UWO has no such help.  You need to position and steer your ship in combat and call your shots.  A battle can count as much as your skill as a player as it does your stats and numbers.  Having a high "gunnery" skill is nice, but it won't help if you just sit and flounder like a sleeping duck.

Girlinhat

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Re: Uncharted Waters Online - Like that old game you remember, except MMO
« Reply #14 on: October 05, 2012, 01:18:09 pm »

Hey, that's Bay12.  Puns come complimentary, and mandatory.
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