UO later lost its true identity with Age of Shadows that introduced the new lands of Malas, and made the game item based rather than skill. It was clear the influence was coming off EQ2 and WoW at the time and every weapon/item were given damage/defence numbers instead of items of Vanquishing etc. Don't get me started on that Samurai expansion lol.
AoS was out over a year before WoW
![Wink ;) ;)](/styles/default/xenforo/vbSmilies/Normal/wink.gif)
I think part of the beauty of UO was the whole... mundanity of the equipment. Almost all MMOs these days focus on quests and "epic loot" - UO had neither of these - sure you had the odd vanquising katana, etc. but even a bog standard weapon crafted by a GM smith was 90% as effective. With modern MMOs, what's the point of character interaction, other than forced instances/raids, or trading - in UO you'd seek out a "trusted" smith to give your kit to for repair, you'd buy player made weapons, because there was no real need for anything else, and you'd team up with other players, not because the game forced you to, but because it was actually fun to explore out in the middle of nowhere.
To me, UO was less a game, and almost a medieval/fantasy world sim.