Quote:
Originally Posted by nilbog
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Almost everything you said here is wrong, so I assume you do not play.
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Could you please provide some examples?
Banks are now shared, so that's not even an issue.
I just started playing last week and I hit 15 with my SK this week so I thought I'd try to fear kite some crocs. It was doable but absolutely nothing like it was in classic... the mobs would slow to a crawl in classic, now they practically still run at full speed even with CD on them. It's not a huge issue to me since I intend on grouping mostly anyway, but mob run speeds are definitely different from classic. This is further evidenced by the distance that mobs maintain from you if you strafe run. They stay constantly 20-30 ft from you now... you used to be able to actually increase your distance doing this.
I heard from another discussion that the current server would be able to hold about 1000 people (this could have been hearsay, i don't know) and the current population caps at around 700. That is pretty impressive but I distinctly remember Eq servers at launch with 3000 or more people max... the average was probably around 2000.
Pets don't use attack delay speeds or damage from weapons, this is something that I have verified myself. I distinctly recall being able to put a rusty 2h on a level 1 skeleton pet and having it hit for 20's, or putting FS daggers on a dw necro pet and having its dps increase by 30-40%. This was changed from classic.
And the most obvious change, global OOC - I didn't even mention it, but it's obviously not at all like classic EQ.
Most of these changes are either intentional or based on limitations with what the developers can do, but the motivation or purpose of these changes is irrelevant; the fact of the matter is that this server differs from everquest in several distinct ways which proves that either a dichotomy does not exist or the question of a dichotomy is irrelevant because the developers have already chosen to deviate from classic.