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#1
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I don't know if they can fix the human barb erudite blindness issue on this version of the game without it being terrible (and not classic) | |||
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#2
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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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#3
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Now every MMORPG has instancing. It lets you play at your pace and not have to poopsock or sacrifice your life. I don't think DAOC had instancing, did it? It also didn't have much of a need to camp spawns in dungeons. It wasn't that kind of game. That's the game I left EQ for shortly after Luclin launch. EQ was fun but required way too much of a time commitment. If you weren't playing for hours every day and sacrificing your life on weekends to stay online you weren't getting the gear you wanted, and the game is all about getting gear. With DAOC it was a pleasant mix of much more casual and life-friendly PvE with fun PvP, neither of which required poopsocking and becoming a monitor-tanned shut-in. Guess WoW was similar. I started in WOTLK and was already used to a more casual and life-friendly PvE, having left EQ's poopsocking far behind. Not complaining that P99 emulates that. Not at all. The lower pop compared to live at the time and the simple fact that I only play games very casually now means that camping doesn't bother me. P99 is played for nostalgia and relaxation now and I actually can get camps here at the times I play.
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#4
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spoiler alert: it's because it's shitty design | |||
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#6
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As great a game Everquest is/was it's also a great example of what not to do when developing a MMORPG. There's a reason MMORPGs followed WoW's example and not Everquest's.
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#7
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I think some good ideas have been posted. It would be interesting to see if two servers which one would have the higher population.
1. Server EasyMode - EQ with a whole bunch of quality of life changes. 2. Server HardcoreMode - EQ warts and all. | ||
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#8
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#9
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#10
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I appreciate the thought and effort you put into that comment but tbh it’s a replay confusing comment. You say stop trying to make the server custom but then you say the staff needs to figure out a way to avoid bottlenecks being emulated etc….that would require customization
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