#61
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#62
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The big thing to keep in mind is that if the P1999 staff goes with their original plan or something like it, the server will launch with classic, then enter kunark and velious according to the correct time frame of patch releases. And then at the end it's flushed and reset. And if they go with that still, asking the player base to accept that for 2/3's of the server's life that hybrid experience penalty will be present seems like a bit much. It's a hell of a lot to ask, really. If I were a betting man I'd bet that several changes will happen to keep the server fair for working within the frame of the patch cycle with the ending reset.
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#63
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Not that I've seen that specific arguement, but that line of reasoning will go nowhere, and is as pointless as the subjective comments about "the original intent of Everquest", as if any of these people can speak on behalf of EQ devs from 20 years ago.
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#64
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#65
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Why would anyone be against a few non-classic changes? The game is far from perfect and much like the rooting of the Dragons some changes drastically help the server as a whole.
They could make small changes for the next 10 years and still not ruin the classic feel imo because the original game is that flawed. You could argue that ruins some of the charm of it, but it really depends on what you change and I really don't think Nilbog/Rogean (who seem to be staunchly against Luclin because of how goofy they perceive it to be) would want to add in changes that hurt the feel of the game. They've worked on this for over 10 years. | ||
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#66
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I could go on and on but that last one is pretty important to me because to me it's the essence of what made this game special. You actually interacted with other players and built friendships as opposed to modern MMOs where people are randomly thrown into groups and often don't even say "hi" at the start of a dungeon that they will race through as fast as possible to get the loot box at the end. EQ is just different in that aspect and there's nothing out there in modern MMOs like it. That is why I am staunchly against leaving in the hybrid xp penalties that are punitive and encourage people to not interact with someone just because they chose to play a pally instead of a warrior. | |||
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#67
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You missed the tradeskill and "active" bazaar...
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#68
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Different goals, they are simply trying to recreate the code. Like I said, there might be some monetary benefit from getting it done. They have been working on it for 10 years, I hope they get something out of it. | |||
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#69
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It's not even just about what EQ was "meant" to be though, rather how it actually played in 1999. If the game doesn't play like it did in 1999, then it is NOT "classic Everquest". Copying the exact code from 1999 does not create a game that plays the same, since the players already know everything. It's like the difference between playing Poker when you can't see your opponent's hand, vs playing Poker when you can see their hand. It's not the same game. For example, back in 1999, the developers decided that kiting monsters around to death with DoT's was too overpowered. So they put in a nerf to DoT's that made them do 33% less damage whenever the monster is moving. This is an example of how the game was changed in response to what the players were doing. These days in 2019, we have players doing wayyyy more abusive things with game knowledge/mechanics than just kiting with DoT's. If we were to transport the current playerbase to 1999, then the developers would have instituted a multitude of game changes in response to what players are doing these days, in order to improve the gameplay equilibrium. That is the reality of how Classic EQ actually played out. The game code was constantly changing in order to suit the vision of what the gameplay should be. If we want to have a game that's going to have a similar gameplay feel to Classic EQ, then many changes are needed to make it happen. Sure, there are some things that can never be brought back (players are now familiar with the general layout of the game world for example, so we aren't going to get lost as much as we did back then), but there are plenty of other game facets that be altered in order to create a more similar gameplay to what Classic EQ was. From my point of view though, if you are going to put the effort in to change the game code to re-create the Classic EQ experience, then you might as well go ahead and make further improvements at the same time. Some of these things are bound to be closely related anyway. For example, in Classic EQ, tons of people played on the Qeynos side of the world; that was an essential part of what made Norrath feel alive. These days, if the game code remains the same, people won't. They realize there are "better" places to go. Logically, the Qeynos side of the world should be made more attractive to the playerbase, which would not only be better for the game itself AND serve what it was envisioned as (Qeynos being a major area with lots of traffic through it), but would also accurately reflect what the 1999 experience actually was.
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#70
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