Quote:
Originally Posted by Zuranthium
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If it was wildly successful it would have needed multiple servers to keep up with the demand of people who wanted that ruleset.
I played there as a Neut Druid and it underwhelmed me. The good team was mostly irrelevant and the evil team quickly locked down the most important game areas. Everything felt like an effort to just nuisance the evil team rather than a real back-and-forth war between opposing factions.
It's not "going crazy with every little thing", it's making the concept workable. Either way, the two things people care about most with regards to Classic Everquest are the game world itself and the adventure.
It's funny, you're the one who is actually going crazy about every little thing. You think Classic Everquest as it used to exist can't be improved upon, which is ignorant. Don't mix up bad changes to the game with positive changes. You can't just say "because other EQ Emu's mod their game so that it's far easier, this shows how any mods to the exact Classic EQ code never work".
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I am with the 'Paug on this. Classic SZ ruleset. Evil has it easy, with most of the high level dungeons being near a base of their faction. That means N and G play on hard mode. If this intimidates you, don't play on such a server. If you like that challenge, jump in the deep end.
Location-based advantages apply to the classic continents only. Kunark is evenly split with access and Velious is a complete FFA. Plenty of opportunity for PVE content with your team. Plenty of opportunity for PVP with your team. Do not edit the rule set.
I never liked the compass anyway.