#451
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Yeah, I disagree with Torven on modern QoL features. I don't care about having a "classic experience"... I want to have a fun experience. If I want to play something in the classic spirit, I'd play p99. I quit p99 specifically because QoL was being taken away.
While the current pet XP situation is better than when it was 75% I still don't like it. I'm gonna give the server a try, but if the solution to everything is the nerf bat I may not stay long. For me, the gameplay of EQ is boring and the fun comes from the social interactions that come with it. If any balancing is to be done, I'd prefer it to be done in the spirit of making things more fun and fast instead of slow things down like nerfing pets is doing. | ||
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#452
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Well, p99 is meant to be a museum piece, like experimental archaeology experiment to recreate what was. I can see why people are sticklers for classic here.
I don’t think Quarm is trying to achieve that so can be excused to make some fun/qol concessions. When does quarm start and where is the patch?
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Gorgen (Blue) - Agnostic Troll Warrior of the XXXI Dung | ||
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#453
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The biggest problem I've had with P99 is the fact that its intent was to replicate "classic EQ" for the most part, broken bits and all. While I can't speak for everyone, I can't imagine most P99 players wanted things like pets not persisting across zone lines, basic loot items not stacking in your inventory, no buff timers or DoT messages, etc.
What I've always wanted to see is classic EQ with sensible QoL features included. This seems to be as close as anyone has come to that, and I'm psyched. | ||
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#454
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#455
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#456
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now it feels like they are kinda phoning this in project seemed to start strong, people liked TAKP, but didn't like the boxing. Quarm promised single box takp, and now are basically re-writing it so that the 1 box takp plays like p99. plus with all the nerfs to what everyone loved about the takp server, buffed xp, no pet xp losses, etc channeling and resist mechanics actually work right on takp so that whole OP enchanter argument is moot. im growing a strong feeling of 'meh' | |||
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#457
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Forums are an outdated medium and I don't intend to have one. Wikis should be community-run, as should the reddit, as those are community-hosted resources. The DB is open source, so I imagine somone will make an alla clone with our data. So, actually, starting Luclin we'll have the buffed xp. Most of the mechanics like pet xp loss will be gone in Luclin as they'll be not relevant anymore. Luclin is when the game started to revamp the new player experience significantly which included stuff like partial resist changes, removal of the 1.25x or six level rule, lull changes, focus effects, etc... So, initially, yes - the game will function more like P99. But over time, the QOL will return as expansions are unlocked, which will actually serve as the new-player the catchup mechanic that the devs decided on in Luclin/PoP. There's a method to the madness, not just changes for the sake of changing them.
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Engineer of Things and Stuff, Wearer of Many Hats
“Knowing yourself is the beginning of all wisdom.” — Aristotle | |||
Last edited by Secrets; 09-07-2023 at 04:01 PM..
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#458
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They don't fundamentally change the gameplay, which is the most important part of EQ to replicate. But there's some exceptions to even that, too, like monks being awful in PoP for a period of time. We may opt to apply gameplay changes that would be majorly impactful. For example, CT may be harder than we found evidence of in Classic, as CT was rootable, fearable, snareable, debuffable, etc... as he virtually had no magic resist. He was later changed from a 325 max hit to a 425 max hit in Kunark. So for cases like that, we'll opt to make the gods harder than they were - likely will make CT have Velious-era immunities but retain their level 55 status until Velious, when the CT 1.0 revamp occurs.
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Engineer of Things and Stuff, Wearer of Many Hats
“Knowing yourself is the beginning of all wisdom.” — Aristotle | |||
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#459
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Separately, we've made changes to avoid abuse on launch during the 'level rush' - such as bards being limited to 4 targets at a time in newbie zones like North Qeynos and Qeynos Hills, and 8 (maybe 15) mobs in non-newbie zones. I think with all the changes we've made, there won't nearly be as much abuse from individual players - and grouping will hands down be the best experience you can have on launch. Some Bard players may get ahead still, same with Enchanters at a specific level. Some folks may opt to do early quests to get out of the launch rush. Whatever the case, I'm excited to see on launch how folks do.
__________________
Engineer of Things and Stuff, Wearer of Many Hats
“Knowing yourself is the beginning of all wisdom.” — Aristotle | |||
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#460
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will quarm still have the max lvl summoned pets only?
on takp all summoned pets are max lvl | ||
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