#1
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IRC McQuaid Logs (EQ as originally intended)
There are a number of other interesting comments buried in the links below, from beta and post-launch, many of which detail features that didn't make it into the game or were removed for one reason or another. To avoid posting an unreadable wall of text, these stood out the most...
https://web.archive.org/web/19990220..._051998-01.htm May 1998 EFNet #EverQuest Chat Quote:
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https://web.archive.org/web/19990220..._071998-01.htm July 1998 EFNet #EverQuest Chat Quote:
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Unfortunately, those beta interviews cut off early and little else is accessible on the site. Here are the other IRC McQuaid interviews, post-launch... https://web.archive.org/web/20020504...ws/eq_chat.asp https://web.archive.org/web/20021104...adlog4-5_2.asp Brad McQuaid IRC LOG 4/5/00 Quote:
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IRC: Conversation with Aradune 07/04/2000 Quote:
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#2
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__________________
Loramin Frostseer, Oracle of the Tribunal <Anonymous> and Fan of the "Where To Go For XP/For Treasure?" Guides Anyone can improve the wiki! If you are new to the Blue or Green servers, you can improve the wiki to earn a "welcome package" of platinum and/or gear! Send me a forum message for details. | |||
#3
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Casinos are canon!
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#4
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I wonder if\how many original eq devs play on p99. I know that lovingrobot dude who does the interview streams does or did. It would be pretty cool to learn the tank in your group is an og dev.
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#6
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#8
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Good old Aradune! I once made a long and boring post about the origins of Everquest and these answers ring so true. To someone who was familiar with the MUD from which Brad McQuaid largely plagiarized Everquest (though through the lens of a grahical engine), it's very clear that his original vision was even closer to SojournMUD (now known as TorilMUD) than even the release version of Everquest was.
Back in the mid/late-nineties, Sojourn was one of the most popular MUDs on the internet. Aradune was one of the game's most prolific players, and one day, he decided to make a game of his own. One that had graphics. That became Everquest. There was actually quite a lot of consternation in the MUD's community at the time, because it was perceived as a threat to the game. Needless to say, EQ's popularity saw Sojourn/Toril's playerbase decline by about 75% in a handful of years, owing to the objectively superior gameplay experience of a graphical game like Everquest. There was no way for a MUD to compete, even if it was entirely free to play. Quote:
When Everquest decided alleviate necromancers from the need for a fresh corpse, and simply let them summon a pet anytime, it led to the class being grotesquely overpowered for the first months of the game. It was subsequently nerfed in various ways, including no longer using the delay of whatever weapons you gave to it, a change that was also spread unto other pet classes. Before this nerf, you could give your pet fine steel daggers and it would get the same attack speed that a player would have had with speed 19 weapons, but with the damage built into their pet level. Until this was nerfed, pets (not just necromancers, although their general versatility compared to magicians made them far superior) would out-damage melee player classes by 50-100%. On SojournMUD, there was no concept of 'attack speed' as the game was based on D&D and thus worked in turns, so there were fewer balance concerns associated with giving weapons to your pets. The original developers of Everquest did not initially account for this. Quote:
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Then some MUDs invented the concept of a bank vault where you could store things for a price (in in-game gold), and this price was based on the character's level. As such, it became logical to make a level 1 character, a 'mule character', with which to store gear. Then when you had to log out, or when the GMs announced an impending reboot, everyone would scramble to store their best shit on a mule so that they could get it back when needed. In the mid-90s, data was insanely expensive and many MUDs did not have enough space on their sites (usually hosted by some university somewhere) to save players' equipment upon logout. While SojournMUD was big enough to have made this possible, the fact that it was not the norm is why Brad McQuaid was asked this question. Quote:
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It was notoriously hard to judge space on MUDs because there was no inherent distinction between a closet and a castle's courtyard. That's probably why Brad's answer is so vague. Separating the gameworld into distinctive zones was a relatively new concept; while MUDs had zones on the builder level, there was no actual zoneline or mechanical distinction between one area and the next, nor any load screens or associated borders. The rest of the questions quoted in OP are from after launch when Everquest had already broken free from its MUD roots, but it very much built itself upon that foundation, and as someone who played Sojourn/Toril before EQ was a thing, it bears saying that a significant portion of EQ was just straight-up stolen from that MUD. It's only because the DIKU license is strictly non-commercial that there were no legal repercussions; and even then, there was, in fact, an investigation which concluded that while Everquest was derived very heavily from the MUD(s) that it was based upon, the fact that it had a completely different engine and game format meant that it was not liable on any legal basis. But trust me: the original version of EQ is almost wholly plagiarized from Sojourn. | |||||||
Last edited by greatdane; 09-09-2023 at 10:03 PM..
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#9
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The reasons for this are well known. And, barring dynamically generated mechanics and gameworld, unfixable. There is no reason an AI can't be trained to be a GM *and* mechanics adjuster *and* content modifier/joker. People want to ultra-grind? Goodbye leveling sandbox and raid farm pixel hunt. Hello Chinese finger trap.
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go go go
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Last edited by Sadre Spinegnawer; 09-10-2023 at 12:30 PM..
Reason: removed ancient curse against Amish
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#10
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