Attention Server Owners

The staff member had a laugh and a wink at the player who ruined their previous server's launch.

Punkte used VPNs to spam character creation and used information he figured out as a beta tester for UOAC1 (that he didn't report to staff) to use a loophole that got around UOAC1's decision to have starting characters not have gold. It only becomes an exploit if you illegally use VPNs to do the act in volume, and isn't an exploit if individual characters do it in the normal course of gameplay. I.e it wasn't a coding bug really.

The very reason the UOAC1 didn't give starting players gold is because Admerylous (Rel Por's admin) and his MOO guild on IPY2's launch all used VPNs to spam character creation and pooled all their gold together to buy the server's first house.

Regardless, I simply said the staff member in question had a right to feel angry about a person ruining their server's launch, and yet they DIDN'T retaliate at all.

You yourself on numerous times have ranted about specific info privy to UOF that wasn't meant to be public knowledge, that you had access to regarding the server + Shane, that you aired because you felt slighted at how you were wronged in your time working there. We're all sometimes guilty of at least feeling we have some "right" to be angry at how things play out. In this instance though, the staff member I'm talking about didn't do anything bad aside from the laugh/wink when they could have ruined the economy, despite having every reason to.

I mentioned the specifics of the gump issue because its something that needs to be fixed in the UO community globally. It's not a new concept. Like I said, even that specific script that instigated this thread has been around for 7 years. If I didn't explain it specifically, no one is going to code to fix the root issue; i.e. they just check if their donation shop gump is safe.

Regarding the UOAC2 player count thing, I've explained multiple times it was something that went on for about a week and was related to tests I was running with account tracking for our Influence System for the expansion I was working on.

If I had any intention of faking UOAC's player counts, the player numbers would have been faked from the beginning like the rest of the player counts currently sitting on UOGateway right now that magically seem to hover between 515-525 all day for 24 hours a day for months on end. If I was faking our population numbers, they wouldn't have dropped as low as they were a few months ago, resulting ultimately in the server going down to the 30-50 mark at the end.

/r/ultimaonline Thread Parent