![]() |
#41
|
||||
|
![]() Quote:
For a long time they used to have population count on the server login. | |||
|
#42
|
|||
|
![]() Another Reddit thread getting popularity:
http://www.reddit.com/r/gaming/comme..._eqemu_server/ Keep it up.
__________________
| ||
|
#43
|
|||
|
![]() This is the little write up I distributed to some of my WoW and other MMO friends (who never experienced original EQ) via forums and email.
Reliving The Old Days or “The Ultimate TLDR Post Ever” =) 2010 has been a reflective year in gaming for me. It has been 11 years since I first set foot outside a starting city in a massively multiplayer role playing game, a hobby that quickly overtook a passion for pen and paper tabletop gaming. Throughout this decade, I have tried my hand at a fairly broad swath of online RPG’s – having many fun times with many players across the globe. Some of these individuals have become close friends outside gaming, and I value each of them immensely. Despite the good times, something has bothered me about mmorpg’s (mmo’s) for a good part of this past decade. Call me a hippie, but these games have simply gone much too far in the corporate direction! Now, I know what you’re probably thinking. “Toyo! Sir! These games have to be corporate, all game companies make money.” True, but in making a business comparison…some games are more like a mom and pop grocery store, while others are much more like Wal-Mart. Knowing this, I have decided to leave corporate mmo’s until such time that the product cycle repeats itself, cookie cutter and formulaic mmo’s stop making money, and small community focused games begin popping up again. From a business standpoint, this is at least five years away. WoW, with its advertising department trained by the Spanish Inquisition, will be number 1 and subsequently copied and recopied until at least 2015. I’m happy for them, but that’s a LOT of gaming time wasted. One amazing thing about technology getting cheaper is that it places power increasingly in the hands of the laymen – the weekend warriors of the gaming world. These are the guys and gals famous for creating the “private servers” you might hear about in your current gaming ventures…servers with their own rulesets, bylaws, and direction. I love it. More people unaffiliated with corporations host private servers now than ever before, and they’re not all about cheating - as you might think. As today’ corporate mmo developers adopt an increasingly formulaic and profit driven structure, old timers are exploring the possibilities of harnessing technology to recreate the gaming days of their youth. I have recently experienced one such effort: Project1999 (P99). This humble endeavor, made possible entirely by the efforts of a few volunteer developers, recreates the environment of the computer game Everquest (EQ) as it existed between the years of 1999 and 2000. I have been blown away and deeply moved by their work. These guys are the real deal. To help see why, a bit of history is in order. In 1999, a small company called Verant Interactive designed and built the game of EQ. They created the world, the lore, the player classes, the enemies, and everything a player saw or did while in-game. Though the Sony Corporation technically funded Verant, they considered EQ to be a small venture and thusly were uninterested in design or content of the game. Verant’s design style, based heavily on elements of pen and paper rpg’s, required both environmental and inter-player interaction on the part of players. The entire world was an open environment, and each EQ server developed its own way of running things like economies, raids, and dungeon exploration. In contrast to the modern mmo World of Warcraft, there was no auction house, instancing, or means of quick travel (without help from a transporting class). Put simply, players had to work together or be unsuccessful in literally every aspect of the game. Those who didn’t enjoy the style of the game simply didn’t play it, and because Verant had created the 3d mmo with no knowledge of how much revenue it might generate, generating massive profits never registered on their radars. A game designed without profits in mind… In 2001, executive control by Sony was asserted and Verant Interactive ceased to exist. Everquest became simply another game on the menu of “Sony Online Entertainment.” Having seen the revenue-generating success of the world’s first 3D mmo, Sony next moved to direct the game using macroeconomics and the pursuit of profits. As such, content was tailored to become inclusive of elements being seen in other rising mmo’s like Dark Age of Camelot and Anarchy Online, ostensibly to net players from these games and prevent anyone from canceling their account in favor of something new. These elements: instancing, less class distinction through broadening abilities and talent points, centralized point-and-click travel portals, and automated buying and selling through a bazaar window, made the game much easier and more tempting to the potential players turned off by EQ’s initial unforgiving nature. They are all tenets of todays “easy” mmo’s, most popularized in World of Warcraft. It was these Sony-control years that moved EQ from a skill based mmo where items mattered, to an item based mmo where sheer playtime mattered. Anyone with a keen eye for gaming will see this is the prevailing model in mmo’s today. This is where P99, and other servers like it, come into play. It is provided and managed by individuals who loved the gaming experience of Everquest before Sony took full control. In addition to the gaming content, which has been painstakingly structured to most accurately reflect the original experience, the 2 expansions this server will eventually provide (Kunark and Velious) will be released on the same timeline they were in 1999. In this way, unlike Sony’s “progression servers”, the hardcore powergamers cannot dictate the speed at which content is released by racing to down bosses. Everyone has an equal shot with time on their side, just like it was in 1999. After EQ’s second expansion, Velious, is made available, progression via Sony expansions will cease. At this point, custom content can be added by the developers, content that is in-line with Verant design and vision, without raising level caps and trivializing encounters. There are additional bonuses of this community. First and foremost, this server is by players and for players. Never will the profits of a publicly traded corporation affect the content of this fantasy game. Secondly, there is only one account allowed per IP address allowed on P99. Any multi-boxing, or one person playing two characters simultaneously, is punishable by an instant IP ban and character deletion. Unlike Sony servers, being able to pay for more than one account, and use 3rd party software to drive them, won’t get you ahead on P99. Speaking of paying for accounts, the registering of one account for your IP address is free. There is no monthly fee to play, though donations are accepted via paypal to help cover the cost of hosting a server for 1,000 dedicated old school gamers. Another great feature is the lack of cheaters. Because policing a single server with a great presence of both GM’s and volunteer guides is much easier than 25 servers, anyone cheating or using third party programs is quickly caught and banned. Custom code exists to detect speed modifications, warping, etc, and the punishment of instant ban without mercy is severe enough to provide sufficient deterrence. Those familiar with Everquest might remember “play nice policies” from the live servers, and how they were essentially not enforced. This is not the case on P99. Intentional training, Kill Stealing, Camp Stealing, etc is heavily regulated by the GM staff. Repeat offenses will not only ruin your reputation on this server, but will likewise quickly result in you finding something else to do with your gaming time. It is very refreshing to play on a server where, especially after the difficult newbie levels are behind you, reputation matters. People know each other, and treat each other with the respect of players who want to stick around. No name change service exists. You cannot transfer to another server. No one wants to be blackballed from pick up groups, and it happens within Everquest. I love that, and I’ve missed it since 2000. If one defines their gaming experience within mmo’s as enjoyable interaction with other players, whether that interaction is cooperation or competition, this sort of server would be right up their alley. It’s definitely not for everyone, because this game will not hold your hand. You will die, a lot, as a noob. You will lose experience with each death, and if you do not find a high level cleric to resurrect you…you will never get that experience back. Lose enough, and you can conceivably lose your current level. When you die, you will have to go retrieve your body…naked…as all your gear will lay where you fell. You will have a long walk and perhaps a boat ride if you need to get across the world and cannot pay for the services of a Wizard or Druid. You will work for each precious piece of platinum you earn, being broke constantly until around your character’s 30th level. If its player versus the environment you want, with no handicaps, this server will challenge you. Consider yourself warned. You will, though, find a warm community here. You will find people happy to buff you, group with you, and discuss with you without the mention of achievements or gearscore. You will find a community of players who, if you have what it takes to level up among them, will know you and remember you based on your actions. You will find forums where your friends (and enemies) discuss server happenings. You will be able to be a part of something which has not existed with this degree of authenticity since 1999. Until the next cycle… Information can be found at www.project1999.org Toyoda, Enchanter of Project 1999 | ||
Last edited by toyodafenninro; 08-02-2010 at 07:21 PM..
Reason: forgot sig
|
|
#44
|
|||
|
![]() Damn he posted the wrong website addy! LOL
__________________
My Characters:
Sslipknot Oppressor (55 Iksar warrior) Armandoe Hyperblade (51 Half elf Bard) Sslaythe (30 Iksar shaman) Leader of the Harbingers of Thule | ||
|
#45
|
||||
|
![]() Quote:
| |||
|
#46
|
||||
|
![]() Quote:
| |||
|
#47
|
|||
|
![]() I seriously had no idea about Project 1999 until I saw a banner with a link to the site on Youtube after watching some EQ Classic videos.
PS - EQClassic(dot)org - Has anyone even heard of them? If so, how are the feelings towards them? A guildmate of mine is the lead dev over there, and has been working his ass off for about four years now trying to get the game to a running condition. Having said that, I think I'm going to post a link to this site and possibly Toyo's write-up on my guild's forums, hopefully without pissing off Yeahlight in the process. There are about 200 active members spread out across all MMOs out there, and I'm sure a few of them would be more than happy to give classic EQ a go again.
__________________
Lusst Level 2x Halfling Druid | ||
Last edited by Lusst; 08-02-2010 at 06:09 PM..
|
|
#48
|
|||
|
![]() You will definitly piss off the devs over at eqclassic. I've been following that project for a few years myself.
__________________
My Characters:
Sslipknot Oppressor (55 Iksar warrior) Armandoe Hyperblade (51 Half elf Bard) Sslaythe (30 Iksar shaman) Leader of the Harbingers of Thule | ||
|
#49
|
||||
|
![]() Quote:
__________________
My Characters:
Sslipknot Oppressor (55 Iksar warrior) Armandoe Hyperblade (51 Half elf Bard) Sslaythe (30 Iksar shaman) Leader of the Harbingers of Thule | |||
|
#50
|
||||
|
![]() Quote:
__________________
Lusst Level 2x Halfling Druid | |||
|
![]() |
|
|