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#1
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![]() I love the classic experience. I love the sense of adventure, excitement, and nostalgia of having a classic server.
That being said, I think we need to spice it up. Move outside of the purist classic sense, and move towards a 'classic experience'. Attempt to recreate the classic feeling of discovery and adventure. Re-learn how your class works and learning other classes, not just being able to google something and read everything about your class for the next 60 levels. A couple ideas to consider: 1 - Move the high-profile items to like-level monsters every couple of months or so. Let people search for the items by clearing through dungeons again, rediscovering the loot tables. For example: instead of the FBSS dropping from the frenzied ghoul in LGuk, move it to a similar mob in Kedge, then after a month or two move it to a random like-level mob in Hate or Fear. Periodically change the high-profile item locations so it'll keep the farmers and everyone else occupied for a while, create that classic-like secrecy when you find a nice drop, and stop the perma-camping. 2 - Tweak various classes. Now there's a lot of different opinions out there, but I feel that you Developers have a good idea of the relative strength and weakness of each class, and their role to play. For example, I think everyone can agree that rangers are weak in Classic. Give them a minor tweak, something unique to Rangers to make them more attractive to groups and make them worth their -40% exp penalty. A small adjustment goes a long way. It doesn't have to be anything big, but it'll go a long way towards giving the game that "Classic Feel" that we all experienced back in the day. | ||
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#2
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![]() no
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#3
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![]() Quote:
We call this a classic server. But it's not. The mobs, graphics, and items are for the most part. Kudos to the devs. However, it's predicable. The standard on the server to pick one of 5 classes, shoot up to 50, and twink out a main. All the item drops and locations are known. All raid strategies are known. None of this is classic, yet we do nothing. Let me give you an example: In classic, groups would enter LGuk and clear the zone. In the beginning there were no known camps, no one knew what named were there, what PHers, what loot they dropped. They discovered it. In P1999, people would find the 'best' class after going over multiple old forums and comparing to their experience. They'd race to LGuk, bypass all the existing content, and go directly to the named PHer and set up camp, knowing exactly how often the mob will spawn and how frequently the loot will drop. Do you see the glaring difference? | |||
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#4
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![]() I'm a republican I hate change.
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#5
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![]() What the hell?
__________________
5 Troll Shaman
50 Dark Elf Enchanter 50 Old Halfling Rogue/Troll Shaman 65 Ogre Shaman 70 Erudite Paladin 85 Wood Elf Bard/Dark Elf Enchanter | ||
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#6
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![]() Somebody goin' git verbally raped.
__________________
Dantes Infernus
57th Level Champion of Rallos Zek "Life's short and hard like a body building elf." | ||
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#7
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![]() Quote:
__________________
Live: [67 Arch Convoker] Qaedain Magi'kot (High Elf)
P'99: [50 Magician] Qaedain (High Elf) | |||
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#8
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![]() Quote:
It will create a challenge that was present during the Classic era that is NOT here in P1999. | |||
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#9
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![]() Quote:
One of these things is not like the other.
__________________
Live: [67 Arch Convoker] Qaedain Magi'kot (High Elf)
P'99: [50 Magician] Qaedain (High Elf) | |||
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#10
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![]() Your idea is good in theory, but it won't work. For starters, any kind of loot shuffle would spice things up for a week or two. Necros and Mages still know what they can solo and will still camp the same mobs. If you're thinking of putting them on a random mob in the zone, sorry but they solo those too. Not to mention the fact that it's completely nonsensical to move items from the named in regards to a helping the part of the "classic feel" that you're talking about.
Like I said though, somehow recreating the classic feel of the unknown (which is more "classic" than grouping or anything else) is a good idea. You would have to pretty much just create a whole new game though. Since you're overwhelming focused on encouraging grouping, the number one way to do that is to recreate the unknown. When you enter a zone and the only information you acquire is what the first 3 or 4 mobs con; that's when groups are formed. Necros and Mages will still solo explore, but there wont be 10 of them set up at random points across the zone flooding the market with items nobody knows exist yet. Despite so many of the previous posters just completely misinterpreting what YOU mean when you refer to the classic feel, many are right that it would be absurd for the guys doing p1999 to attempt it. Too much money, time, etc, not to mention the fact that they might as well get paid if they're making a whole new game. | ||
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