Quote:
Originally Posted by Ruenaros
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I would be genuinely surprised if anyone could unsarcastically argue that the two things mentioned in the post topic aren't universal improvements. Anyone who would has never leveled a caster in classic EQ, or they belong to a very extreme minority.
That said, the topic is pretty moot since the buck doesn't stop here. If the devs want to emulate 1999 EQ at any cost, that's their perogative.
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I was respondong to what he said, like this:
Quote:
Originally Posted by insertname
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That said - an idea: Take the new that improves on thing that where just screwy from the start, gut the garbage that was just stupid to do anyway and have the best of both ..times.
A small note: The fact any of this is actually possable just blows my mind, I get the jist of it however the level of expertise is just impressive - and they do this shit for free? wow.... just wow. thank you.
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What is the new thing that improves on the thing that was screwy from the start? What does it mean to gut the garbage that was just stupid? What does it mean to have the best of both times? Who are we going to ask?
If you've read my other posts in this thread you would know that I'm not a big fan of removing these things. I was critical of the other poster because his reply seemed to say that most things about the "glory days" are bad. I omitted the part where he rambles on about the old days (when everything was perfekt) and how they sucked so bad. I disagree. I still play a lot of old games and that's because I haven't played them before. It's not nostalgia, if you haven't played something before. And secondly, the changing trends in gaming leads to completely different game-play every several years. I like to play old games to give their game-play styles a run-through. So, for me, it's valuable to see and play the game as it was, not as games are today. Maybe if I reread his post I will get a different message from what he wrote.
I agree with him, if he's only referring to the removal of things like: item linking, meditating without spellbook, target ring, spell descriptions, maps for cities. But there're also many ways that these things can be implemented. The way that SOE did maps, for example, is not the only way to do it. They made us download maps and install them in our maps folder to use them. That involves file system knowledge - not everyone is good at knowing those things. And then there was the the little thing that you had to restart EQ to reload the maps. Another way to have done it is to make the maps available in-game via merchants or the bazaar or trading between players. Another thing they could have done is possibly to allow players to draw directly onto the map. And then there're the other things like showing the locations of yourself and your group members on the map. Those things are game-play choices that do not have to be there.
What I'm saying is a LOT of features in a game are not tangible improvements. It depends on the player. Many players do not like lots of icons and windows on their screen, for example. They would prefer not to have to worry about hitpoints or even mana points. There're lots of ways of looking at things. I don't think you can pigeon-hole everyone.
I play a variety of games. Everything from games 20 years ago to today. I've goofed around occasionally with Angband and Dwarf Fortress and MUDs. Many of them break all the rules by EQ's standards. Should they be
fixed too?
P1999, by todays standards, already is breaking a ton of rules. Should we
fix it?
The heart of the matter is that if i was in control of this project I wouldn't even bother removing these things. Any argument we might have in this thread must keep that in mind before exploding into a 20 page war.