Quote:
Originally Posted by Haynar
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Here is a developer's reply.
How about we start banning for hacking models, maps, because they can be altered to give an unfair advantage?
Do you think enforcing models revolved around someone "liking luclin better"???
You don't like classic models? They are in the spirit of the server. Sorry.
You wanna blame someone for it going in, when there are plenty of things to work on?
Red Server is over there. ====>
The whining is enough to make me push disabling the mouse scroll wheel next patch.
Get over it. You want luclin models? EQLive is F2P. Go whine there.
..... boy, I am sassy today. Heh.
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Meaning no disrespect Haynar, your work is appreciated.
However, I wasn't whining, but asking a legitimate question:
"If you are going to add custom content later (after Velious) in the "spirit of EQ," how is that classic? And how is that different than allowing Luclin graphics? How would the Luclin graphics ruin the spirit of EQ as a suggested "custom content," where as a new zone/item/monster would not?"
My entire OP was questioning how you determine what is classic and what is not? I was using Luclin models as a base example of something that is not classic, but really does not diminish the spirit of classic EQ.
In addition, development has also stated they would be adding "custom content" after Velious in the form of zones and such. Which leads me to my original inquiry, "How is adding custom content never seen in EQ 1999 - 2001 live deemed "classic and in the spirit of the server," but character alternate models which are part of the original client are not?"
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