#231
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Something close to (or better than...) the classic experience can be recreated, but it won't happen using the exact classic game code. Regardless, if creating the classic code accurately is what p99 is purporting to do, then that's what they should do. This includes the PnP (or lack thereof), as it is literally a game code set forth by the original designers, as in any D&D game. However, there have been modifications on p99 that strive to make it closer to the classic experience, rather than the exact game code at the time. Some things will always be a battle between "how the game actually played decades ago" vs "how the game code works with modern technology and player knowledge". With more than 1 type of server, the devs don't need to limit themselves to one specific thing in the first place. There are options, and we don't yet know the exact Green server specifics. Quote:
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Last edited by Zuranthium; 08-03-2019 at 09:04 PM..
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#232
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revisions.txt from the eq folder.
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#233
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The PnP was implemented when it was needed on live. A version of it has been implemented on p99 'earlier' (with regards to the timeline at least), since p99 isn't played by a MMO-naive population and needed it at an earlier time.
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#234
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Sorry to get more off topic. If I could just put in my two cents. I think luclin made me think EQ was forever unchangeable. But things have to change over time one day. Maybe EQ just has had more changes for the worst than for the better. But as long as the game is 92 percent classic, im happy /shrugs.
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#235
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The game was originally meant to have players competing, if opposing parties wanted to fight for the same content. That's how it worked in MUDs, and EQ was based off MUDS, which the designers were avid players of. It's what is slated to be in Pantheon. There are two main reasons for why the PnP came to be: 1. Server overcrowding: there were way too many players on most of the servers as the game's lifespan grew, and the company failed to implement new servers and control server populations well enough. 2. Newage players entering into the game: as the game went on, it became less and less of an RPG, and new players just wanted to level as fast as possible in order to catch up with their higher level friends, or to "beat the game". Lots of influx of players who weren't there for an open world MUD-type experience, and instead came from a console type gaming expectation.
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#236
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You're assuming release-day EQ was the finished product as envisioned by the devs. The incomplete quests and random useless quest items show the opposite.
It's not a competition if the only way to fight is to deliver damage to a bag of monster HP. That's like making two pro boxers slug it out against the same sandbag inside the ring. | ||
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#237
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"Someone coming into your camp and killing your mobs is not griefing or malicious. You might not like it, but it's not against any rule. If they stay there and you compete with them for 5 hours and lose all mobs, that's still not griefing or malicious." Quote:
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#238
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I've found the date of when the Play Nice Policy was implemented - March 14, 2000. So for an entire year it wasn't in the game. This particular clause is especially important:
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Page 26 -- https://www.scribd.com/doc/53542242/...fficial-eGuide
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#239
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Im gunna play another enchanter but i think im gunna go dark elf this time
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#240
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