Quote:
Originally Posted by Widan
[You must be logged in to view images. Log in or Register.]
But the fixes should be cherry picked. We are playing on an emulated server that has a lot of broken basic mechanics, so when you implement a 'classic' change you first have to look at what effects the change will have. Some classic changes, when implemented, actually make this server less classic, because the broken mechanics cause the 'classic' changes to have completely different effects than they did on live servers. Anyone trying to solo on a low level pet class can see this easily today.
|
I agree. I've always been okay with keeping to the classic timeline as far as content releases, item removals/changes, etc. But when it comes to actual interface improvement, classic graphic improvements, modern conveniences like linking items, etc., I don't see why anyone would support going back to clearly inferior iterations unless the modern version trivializes or breaks the game. For example, removing the target ring for the sake of being more "classic" was something I think was a mistake. I don't see how its removal enhances the "classic" experience at all and it certainly didn't trivialize combat, targeting or anything else. On the other hand, removing global chat in order to encourage the revival of EC (which everyone will agree is a staple of "classic" everquest despite being, in some cases, less convenient than being able to "sell anywhere"), was a great decision. Obviously, each non-classic issue should be considered on a case-by-case basis.
Class "balancing" is a grey area, I think. Does this pet/exp change fundamentally change how most pet classes (especially magicians) are played, in a way that makes them less fun? Yes, sort of. Given that you can just sac the pet (which higher level magicians tend to do anyway), it's more of an inconvenience than anything. But it certainly does make the class less fun, more difficult, and since the change was ultimately reverted... why put the magician class in an inferior, less fun state when the class was definitely not broken before? If it was a necessary nerf for an overpowered class problem, I'd understand. But that's not the case here. Absent that, I just don't see how it enhances the "classic" experience when for the first 2 years of classic it was okay, but now its not, just because Verant did it that way (and we know they ultimately decided that was a mistake).