Quote:
Originally Posted by Vexenu
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The spirit of Classic EQ is, in my view, when overcoming the environment of the game itself is the biggest challenge the player faces, as opposed to the state of the server now, where the challenge is only in killing mobs before other players do. If you want to preserve classic mechanics and content, the only way to make the world/environment more difficult to overcome is to tweak it in the ways I suggested.
I want to penalize you for XPing outside because XPing outside is trivially easy. This ruleset is specifically designed to be hard. It's designed to heavily encourage grouping in dungeons for advancement, and rewards XPing in more difficult zones. These changes are obviously "not classic" in themselves. But you know what is classic? Grouping in dungeons and relying on other players just to stay alive, much less advance your character.
Gear destroyed by raid mobs is basically taking the PvP item loot rules from Rallos Zek and applying them to raid mobs. It's fairly hardcore, sure. But that's the point. Any guild that could raid successfully on the PvE+ server would be legit as fuck and everyone would know it.
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The problem comes in the fact that grouping, even back in the day, wasn't always possible and it sure won't always be possible on an emulated server with MUCH less population. So what are people to do when they aren't able to group? What will a new player like myself do when no one groups because they all have established guildmates/friends and the new player is running around with nothing? How long will new players play when they can't solo to level and sit forever waiting for a group because soloing has become so useless exp wise its not worth doing, especially since even with SoW the second you get an add your dead because you now can't run away from anything?
You want things that sound good, as I said it could even be better then it is now I'm not denying that, but it's not logically functional. You'd be running a completely hardcore server without any casual players, the irony is them players already only group/raid so what's the real change for them? If a server like you want existed how is any player that just entering going to accomplish anything?
I think some people who have played for a long time on 1999 forget what it's like to be a complete noob because your plan basically destroys any new players coming up. Just the food concept in general is enough to make people so frustrated they quit. If life happens and I have to log away from a city what do I do when I log back on? Run to a city wasting huge amounts of time just to buy food just to run all the way back to where I was? How is this helping advance the game or make it fun? Limiting my ability to play alts? How is that fun or useful? I just don't understand it from the concept of an old EQ player but new 1999 player.
Again I'm not saying your ideas are bad, I'm just saying it's absolutely not in the spirit of the classic game. I miss grouping in games to level (that's why I'm back here) but I don't think you can force that, you would just run people off the game. I mained a cleric back in EQ from launch, soloing wasn't really a thing for me but that was ok because I'd find groups easy enough and with a good reputation among the player base and guildmates I did just fine. With so few players here, I'm absolutely worried about trying to level my cleric as it is because no one looks for groups, everyone is twinked out and soloing or being powerleveled. If we were under your rules what would a new player as a cleric do? Don't say "Find a group" because that's the obvious answer but it just doesn't work that way as I said earlier.
EQ was hard, really hard at times, but it wasn't SO much so you wouldn't be able to do something while lfg. Your plan basically makes you sit bored if your lfg, well that's when your not running to a merchant every log in to get food and water.