Since this has been brought up, allow me to give my own take on the Trammel/Feluca split.
For context, I operated a small Tailor/Armorer shop just outside the guard zone of Minoc on the Great Lakes shard (IIRC). I obtained that tiny shop thanks to being an early adopter, and still suffer from tendinitis thanks to refusing to cheat via UO assist and automation. I kept that shop open and stocked through the worst of the PK deprivations.
Following the split, I lucked out during the initial land rush and snagged a similar location on Trammel. The two locations couldn’t be more different. I could charge five times as much on Trammal that I did on Feluca, and still expect to sell out my inventory daily. Feluca did decent enough business, but I saw no point in raising my prices there. The demand simply wasn’t there.
It was fairly easy to stay in stock, though, because I could do all my hunting and mining in Feluca, and expect to be left in peace. Trammel, though? Malicious duel requests were far too frequent for my liking. Those of us who remained in Feluca didn’t need to be bribed to go there. We would’ve gone there regardless, for a host of reasons. My preferred online experience is a mixed PvP/PvE environment, but if I had to choose, I’d rather choose PvE. PvP demands far more time preparing for PvP than I consider fun. But what I find the least fun? “Unsportsmanlike” behavior.
And that’s the rub: there is a cohort of players who are simply not to play with. Let’s call them the GIFTed, after Penny Arcade’s GIFT comic (look it up.). The GIFTed tend to gravitate towards “PvP,” but that’s less about enjoying PvP and more enjoying messing with others, and PvP is much harder to ignore than other methods. The GIFTed’s preferred victims were PvE players, who lacked the time and/or temperament for PvP, and are thus easy to kill.
Those who think players needed to be bribed or forced into Open are missing the point: those who are naturally inclined to be there are there already, and make up a “significant majority” according to Frontier. The minority who remain in Solo/PG are likely to either remain there regardless of the bribe, or more likely quit playing the game entirely.
It’s been know since the late 80’s that there’s an inverse squared relationship between the health of a game/server/mode, and the amount of GIFT-like behavior. A small increase in volume of GIFT-like behavior results in a much larger decrease in the overall player population.
So if GIFT-like behavior is the problem, what’s the solution? I’ve seen a lot of solutions tried over the last 30 years, and they haven’t had much success. The absolute worst IMO is the PvP switch. An ill-timed malignant duel request can wreck your ingame experience just as much as direct player-killing. Draconian Crime & Punishment systems catch the innocent far more often than the guilty. “Hard Core” servers rarely attract enough players to be worthwhile.
The best solution I’ve encountered to date? ED’s tri-mode system. With these most vulnerable to GIFT-like behavior squirreled away in their own private instances, Open is left to those who can safely deal with the GIFTed. This has created an environment that I find is simply fun to play in: just enough player danger to keep the senses sharp without becoming frustrating, and for the most part, any opposition doesn’t act like the south end of a northern-facing hull.
Sure, there will always be GIFTed players, but those are a rare exception. Separate the GIFTed from their preferred “audience,” and such behavior reduces drastically. Try to bribe players into Open? You’re get far more combat loggers, firewall spoofers, and a slew of other GIFT-like behavior than players who actually are fun to play with.
And that is the last thing anyone should ever want.