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Originally Posted by choppedandglued
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I was just making the point that everybody is thinking they'll get it right because they have the blueprint. However they are just coping some small pieces of the game, and haven't a fraction of the depth.
I hope eventually it doesn't end up like EQ2 with it's constant scaling up of damage. What the hell is so hard about no putting in weapons with 2189-5412 damage, hitting for millions. Seriously how does anybody enjoy seeing those types of numbers roll. It's too much.
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The devs have made similar comments about the meaningless barrage of numbers that's been prevalent in MMORPGs. Because of that, and possibly for other less obvious reasons, starting stats in PROTF are going to be low, even lower than classic EQ's. According to interviews in the not-so-distant past, a piece of equipment with single-digit increases would be more significant than on Project1999 where many newbies will laugh off the offer of a free purity belt or dervish cutthroat ring. Ideally, a player's inventory window should read more like a DnD character sheet. Fifteen additional hitpoints should be a considerable upgrade. Less is more.
But there really is no blueprint other than "no pay to win, don't hold my hand, don't include golden arrow indicators, and don't make my character godlike by level 7". That's what not to do, but what should be done is a lot harder to put into words, much less into a virtual world. As you've said, there are far too many other must-haves that factor in a game's immersiveness and replayability. Suspension of disbelief isn't tied to any one feature. Graphics are great and all, but attention to detail and artistic style are more important. Lore is important, as it gives meaning to the graphics, but mechanics are what make or break a game.
As for McQuaid, he is seen as either savior or traitor/perpetrator by the gaming community, depending on who you ask, which is why I think he's been playing more of a background role. The truth is probably somewhere between the two, as it is for most people, in real life and in game.
I've shared similar concerns about the game, particularly when it was still using Unity Engine's default character models and still depending on volunteers. The game has come a long way since then and has a lot going for it, but I'm not interested in convincing you; I just like to take the less popular stance and argue/debate the issues. Imo just maintain the same degree of skepticism until there's a finished product available to the public, whether that's this year, next year, or the turn of the next century.
If you want assurances elsewhere that the team is at least competent and personally invested, I would watch the sitdown interview with Chris Perkins from PAX East that's up on Youtube.