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#11
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Just read this entire thread hoping that there were 15 pages of additions to Videri's excellent breakdown. Instead it's 15 pages of suggestions for how to make a more custom/less classic server that would be better placed on TAKP's forums.
Here's my addition. I took about a month break approximately one month after release because there were no mage pets past either level 24 or 29 (I forget) in game. These pet spells were not available on a vendor and the ability to research these spells was not implemented until about two months into the server's life. This implementation was a result of a pre-release thread by Dolly that I wish I could find. Dolly was able to demonstrate through documentation that the implementation of mage pets that was adopted for Green followed the actual timeline of 1999 vanilla release. As such, I supported these changes even though it negatively impacted me on a server where I decided pre-release to play a mage as a main for the first time. Some additional thoughts. Everquest is the greatest game ever made, but it failed to reach its full commercial potential because of short-sighted design decisions that created massive bottlenecks. For example, on Green (where I'm a retired Seal Team member), at one point Seal Team had over 150 Sleeper's Tomb keys while the rest of the server combined had maybe 10. As a result, it was within Seal Team's discretion to wake the Sleeper and deny warder loot to the rest of the server. There are four warders and if you kill all four they never spawn again on the server. If you only kill 3 and leave the fourth up, they will spawn indefinitely and you can continuously farm some of the best items in the game (e.g. Sceptre of Destruction, the single most valuable tradeable item in the game). https://wiki.project1999.com/Sceptre_of_Destruction I was glad that I got the opportunity to be in Seal Team because for the first time in 20+ years of playing, I got to be a part of the top guild on a server during the Velious era. I played on Vallon Zek from the day it launched in 1999. I ended up quitting during the Velious era in part because raids became so difficult that it required a massive zerg guild like Defiant to clear all of the content. I didn't want to be in a zerg and realized that the small family guilds that I preferred would never see end game content, so I left the game before Luclin was released. Others have correctly pointed out the distinction between Everquest and WoW. I wouldn't still be playing the game 23 years later (not currently playing on P99) if it wasn't for the direct competition over content. When I played WoW beta and saw the implementation of instancing, I didn't make it past the first month of launch. Even though every server I've played on prior to Green I was on the losing end of those bottlenecks, it was the challenge of the competition between the haves and have nots that kept me coming back. I agree that there needs to be a better implementation of the list system but I don't know what that would look like. I only encourage those of you posting here to stop trying to turn this into a custom server project. It's never going to happen so you're wasting keystrokes. From what I've read, many of the content decisions that led to the extreme bottlenecks of EQ were driven by Brad's sense of competition with Fires of Heaven, the guild that defeated all of the content in Everquest beta. He kept trying to throw things at them that they couldn't overcome and was continuously disappointed in how easily FoH beat everything that was thrown at them. I'm guessing this was part of the decision to make the penultimate content in the Velious era -- warder loot in Sleeper's Tomb -- subject to an unpredictable nerf that only became common knowledge once enough servers had killed all four warders and had the best loot in the game permanently and irrevocably removed. I think this was Brad's way of finally sticking it to FoH, which was undoubtedly one of the first guilds to clear Sleepers on live. You got there first, but you screwed yourself in doing so. This is a really dumb way to design a game. If there's any truth to this version of events, it means decisions were made that affected the bulk of Everquest's player base that were driven by the actions of less than 1% of the population. This is why I think WoW was so successful. It created a reasonable expectation that an average player would eventually be able to see end game content. Green has been a remarkably accurate representation of what vanilla eq release looked like. A single guild was able to exploit the existing, known bottlenecks to its exclusive advantage. If there's to be a Green 2.0 I hope that the dev team will consider that they don't need to do the same thing again. I don't know how they would change it without further customization but I think it's worth considering that an emu project doesn't have to continuously emulate the worst mistakes that the original game made, which kept it from reaching its full potential. Quote:
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Last edited by AenorVZ; 04-05-2022 at 06:57 PM..
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