Quote:
Originally Posted by Zuranthium
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You are not playing EQ as it was when it started up, not even close, simply by using the exact same in-game numbers on everything.
The original EQ experience is not in the exact coding of how the game was, but the driving IDEA behind the game and the way people played it. The point of classic Everquest was exactly as the title says - to quest endlessly. The focus of the game should be making players explore, making players fear for their lives anywhere they go that isn't specifically a safe zone, and making players discover and invent new things.
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I think alot of what your trying to say here is clouded by personal bias comming from the fact that you
played the game. The whole goal here is to not to recreate the exact experience you got out of everquest in 1999 (which is impossible, i agree), but to create an experience that follows the original
mechanics of the game as closely as the dev's can get it. If you had never played everquest before and someone gave you p99, your experience wouldnt be that different from someone playing on live in 1999. So for the dev's to implement changes that dont follow the original timeline, or mechanics, but very well may "balance the game" (in your eyes), this steers away from the actual goal (remember here, original mechanics, not the overall idea or "spirit" of everquest) to keep things exactly as they were, through the good and the bad.
The small changes you speak of that in themselves make the game "completely un classic" (spell book not being up for med, spell book not taking up the whole screen, maps in starter cities) are at the most UI changes that dont really change the feel of the game, or the mechanics for that matter.
For the lack of a better analogy your entire argument is like going to a civil war re-enactment and saying "we should give the south AK-47's to help balance it, i think thats what Lee's vision was"