Quote:
Originally Posted by qombi
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We will never be new to the game again so there will never be a 100% classic experience.
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That's why dynamic spawns and NPC behavior are needed. If people don't know exactly where an item will drop or what's going to happen, that's when the real adventure can happen. When it's not possible to put the whole game on a wiki, and when people are rewarded for actively seeking out less populated areas and for dungeon crawling (not simply hitting key points or doing a "clear", but constantly exploring and seeing what is spawning throughout different areas) then we will have the game EQ was meant to be.
Until that exists, every "progression server" and copycat like Monsters&Memories is just going to be a shallow experience, in part because they also have shallower combat mechanics and meaningful player decision than what should be available. Like the whole "alternate advancement" implementation, it's really just more static levels, not a way to create a unique character. When an AA or attribute system has no cap on the points your character can get, then eventually everyone just becomes the same thing.