In Por Ylem has been in development for quite some time now and is set to be released 2/11/11. While it is based around slightly tweaked t2a era PVP there is a lot of custom features implemented throughout the game. It is currently in closed beta with every major implementation fleshed out fully. I'd like to share all the marvelous details but the server is in closed beta. IPY will not include blessed items, any wacky neon hues, and importantly no mounts.
What are some of the major features you might ask? WELL LET ME TELL YOU.
Paladins are designed to be a self policing force that punishes reds instead of a statloss based system. Wether you PK or not, reds are a huge issue for any server where they are left with no penalties. Paladins are gifted coins for killing reds that can be put towards rewards. These rewards give paladins an extra leg up on reds therefor evening out the risk v reward for being a red. Paladins cannot participate in Order vs Chaos PVP, so the rewards really be used other then laying the hurt on reds. Any murder counts will throw you out of the paladin order, so be careful not to get trigger happy.
Read more here! http://azaroth.org/2010/10/17/10-in-10-paladins/
Kings, Citizenship, Order v Chaos and more
Every major city has the ability to elect a King to control various functions of the city. For instance a king can decide on the taxation of vendors, to the level of guard security a town would provide. The king also has the ability to choose from one of the major perks that will be extended to all the citizens such as increased blacksmith gains or gold and magic item drop rate increasings. Citizen's of a town also receive massive vendor discounts. Appointed citizen's may place vendors inside the city limits as well. Order v Chaos PVP is based around capturing cities for the gain of certain PVP buffs that are only applied within cities themselves. While Kingship and Order v Chaos overlap, having your city captured by the opposite faction has only a small effect on the actual town dynamics beyond the ability for the opposing to steal your treasury. The treasury effects stuff like level of guard security and so forth. Each town also has a militia that takes place in the Order v Chaos PVP in order to protect its treasury. Its similar to the faction system used in UO and various titles are awarded and so forth.
Read more here! - http://azaroth.org/2010/11/07/10-in-10-kings-and-oc/
Portals are designed to appeal the the explorer/adventurer type. Portals are randomly generated all over the world that provide entrances to instanced custom dungeons. The level of difficulty scales with your skill level and let me tell you some can be brutally hard but rewards appropriately. The rewards vary from the usually gold, gems, magic items to unique rares. Currently it is a solo experience, but it will be expanded to a group environment later on in the server's lifetime.
Read more here! - http://azaroth.org/2010/11/22/10-in-10-portals/
Naval warfare and pirates
One of the more robust implementations, naval warfare is an interesting system on IPY 2. It features custom craftable ships/cannons, guild docks, pirate items and titles, shipwrecks and much more. The main goal of all pirates is to control Buccaneer’s Den in order to spend your pirate currency on various ammunitions, ship plans, to vanity rewards. You gain the pirate currency by ruining someone's day and sinking the hell out of their ship. Right before the ship is sunk, you are able to enter the ship for a short period of time to clear the hull out, then scram. One you have sunk a ship, the currency is deposited into your hull and you may no longer dry dock your boat unless you stable it at a cities dockmaster or your guild's docks. Smooth boat movement has also been implemented (http://www.youtube.com/watch?v=8DVUUEeu0oU). There are also shipwrecking hunting as well. There is a lot more I haven't touched on this but just read more in the blog post.
Read more here! - http://azaroth.org/2010/10/24/10-in-10-yarr-pirates/
One lovely day
Crafting on IPY is designed to put a little more coin in a mule's pocket while providing with a more player based economy. For instance carpenters are the only way to get ships. Tinkers are the only way to get cannons. Inscription for the circle 7 and above can only be made with master scrolls making the scroll market more cutthroat and profitable. Alchemy will have additional potions that are more focus towards PVE that can only be found through random alchemy.
Read more here! - http://azaroth.org/2010/11/29/10-in-10-crafting/
The detective system isn't entirely fleshed out yet, but has a lot of potential. While some might call it somewhat gimmicky, it implements another layer of player based policing. You collect clues from fresh murder scenes in order to pinpoint who did the murder. You file a report to a detective guild master and NPC bounty hunters are dispatched to apprehend the PK. If captured you are placed in an escapable jail. Its still being discussed if detectives will police thieves.
Read more here! - http://azaroth.org/2010/12/06/10-in-10-detectives/
Other features included
One of the more controversial implementations is that IPY 2 will have a RoT (Rate over Time) skill based system roughly based on that which was present on Siege Perilous. RoT has a rather negative connotation but RoT on IPY is designed for you to actually play your character in order to gain skill points. Yes macroing is very much so possible, but there is a daily cap on each skill to however much you can gain. The amount you can gain for each skill does down in value for ever tier, but is not a cumulative cap. So you can work on all 7 of your desired skills in a day. There is current talk of extending RoT to be a 2 to 3 day long cap with higher ceilings to gain within that time period to even the playing field for weekend warriors and such. Skills gain 200% in dungeons and decrease with the safety you are gaining in. Skills gain from fastest to slowest in dungeons, world map, towns, and then houses just like it does on Revelations. Macroing on a boat is more dangerous with the addition of pirating. Monsters also drop skill scrolls which increase the skill you're actively working on in varying degrees but only drop from monsters in your skill level. There is plenty I'm sure I'm leaving out but frankly this post is just too drat long. Ask any questions and I'd love to answer them for you.
QuoteAt this time we'd like to go ahead and proudly announce that IPY is planned to come online on the 21st of January, 2011.
We're extremely excited about this announcement, and we truly hope you'll spread the good news with all of your friends, family, and old Ultima Online fans.
In Por Ylem brought free UO shards into the mainstream, and we have absolutely no doubt that its successor will be a true step foward in Ultima Online gameplay.
Feb 11th .
I know it's Ultima Online, but it our f13 friend Azaroth's creation so I figured it was worth posting here.
For those not in the know about Ultima Online Freeshards, IPY was widely recognized as THE freeshard server post-trammel. High population, excellent PVP, and tram free being the main draws. This time around, Az has added the paladin system to help the victim and buff the Anti-PK. There are a lot of new systems , as shown on the homepage www.inporylem.com, and Az's blog azaroth.org. He has put a ton of time and effort into making this server great, and I hope that any F13ers that were a part of the 'good old days of UO' or missed the boat and were playing EQ should give this a try.