Quote:
Originally Posted by HippoNipple
[You must be logged in to view images. Log in or Register.]
You are getting the spirit of what EQ was meant to be mixed up with what EQ actually was. This project is not to interpret what they think the vision was and adapt to that, it is simply to recreate what it was.
|
You're wrong on both points, LOL. This project can certainly be an attempt to interpret what the vision of EQ was, and create a server for that purpose. There's nothing that says the devs wouldn't be interested in having that kind of server, in addition to running the "museum" kind of server too. Their first priority was replicating the exact classic code, but that doesn't mean it needs to end there.
It's not even just about what EQ was "meant" to be though, rather
how it actually played in 1999. If the game doesn't play like it did in 1999, then it is NOT "classic Everquest". Copying the exact code from 1999 does not create a game that plays the same, since the players already know everything. It's like the difference between playing Poker when you can't see your opponent's hand, vs playing Poker when you
can see their hand. It's not the same game.
For example, back in 1999, the developers decided that kiting monsters around to death with DoT's was too overpowered. So they put in a nerf to DoT's that made them do 33% less damage whenever the monster is moving. This is an example of how the game was changed in response to what the players were doing. These days in 2019, we have players doing wayyyy more abusive things with game knowledge/mechanics than just kiting with DoT's. If we were to transport the current playerbase to 1999, then the developers would have instituted a multitude of game changes in response to what players are doing these days, in order to improve the gameplay equilibrium.
That is the reality of how Classic EQ actually played out. The game code was constantly changing in order to suit the vision of what the gameplay should be. If we want to have a game that's going to have a similar gameplay feel to Classic EQ, then many changes are needed to make it happen. Sure, there are some things that can never be brought back (players are now familiar with the general layout of the game world for example, so we aren't going to get lost as much as we did back then), but there are plenty of other game facets that be altered in order to create a more similar gameplay to what Classic EQ was.
From my point of view though, if you are going to put the effort in to change the game code to re-create the Classic EQ experience, then you might as well go ahead and make further improvements at the same time. Some of these things are bound to be closely related anyway. For example, in Classic EQ, tons of people played on the Qeynos side of the world; that was an essential part of what made Norrath feel alive. These days, if the game code remains the same, people won't. They realize there are "better" places to go. Logically, the Qeynos side of the world should be made more attractive to the playerbase, which would not only be better for the game itself AND serve what it was
envisioned as (Qeynos being a major area with lots of traffic through it), but would also accurately reflect what the 1999 experience actually was.