#11
|
|||||
|
Quote:
DIKUMUD / EVERQUEST Quote:
| ||||
#12
|
|||
|
Pager-based mmo's were a thing too.
__________________
go go go
| ||
#13
|
||||||||||||||||||||||
|
Different source altogether but most, if not all, of those IRC conversations can actually be found in the link below. These were some of the other/extended beta answers from McQuaid, as well as Trost...
https://web.archive.org/web/19990209...splace.com/eq/ Brad McQuaid Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Bill Trost Quote:
Quote:
Quote:
| |||||||||||||||||||||
Last edited by Ennewi; 09-13-2023 at 03:59 PM..
|
#14
|
|||
|
Enjoyed the read. Thanks for posting.
| ||
#15
|
|||
|
"...Retiring characters is still an unknown at this point..."
Who wants to live forever? https://www.youtube.com/watch?v=MOhuK7aZayw Flaw in the fucking gameworld is persistent characters. My current fave emu solution is, 30 in-game days after you hit max level, the game spawns a Brother Mouzone to track you down. [You must be logged in to view images. Log in or Register.]
__________________
go go go
| ||
#16
|
|||
|
Super interesting read, thank you for posting. Wish they had kept the corpse mechanic for Necro pets. Or at least given all mobs a chance to drop bone chips (even if it's a very slight chance for a non-skeleton mob).
Also funny that SOE made them take smoking out of the game. Think about what we're totally fine with exposing kids to in games now? Back in the 90s everyone was trying to keep from integrating tobacco into games that kids might play. Nowadays you can have sex in games, we throw porn ads everywhere online and in public...swearing, smoking, drugs, all fine in video games. Tobacco is like the least of our issues anymore lol. I know the staff here have made slight references before to the idea of putting some sort of casino into the game. The highpass comment seems to support that would be a classic idea that just never got coded due to time constraints. Wish they would do that! | ||
#17
|
||||
|
Quote:
| |||
#18
|
||||
|
Quote:
No it wasn't. DIKU is not a game, it's a codebase. It's like a game engine. You use it as a framework on which to build a MUD. Calling Sojourn a copy of DIKU is like accusing Borderlands of plagiarizing the Unreal Engine. It doesn't even make technical sense. Every MUD is built on a codebase, just as any video game is built on an engine. There's a number of different MUD codebases, the most popular at the time being DIKU, ROM, Circle, and some others. The DIKU codebase does come with some stock features, but Sojourn/Toril was highly customized and bore no meaningful resemblance to the stock attributes of the DIKU codebase. Technically, the DIKU codebase does sort of come with a playable game. If you install the stock engine, it has a very primitive framework for classes, spells, skills, and basic areas. Any MUD worth its salt would customize these heavily. There has never been any such thing as a popular MUD that resembled the stock version of its codebase. No such game would ever have become popular in the first place. The stock version of DIKU is about as interesting as Everquest's original offline tutorial, the one where you meet Soandso. Sojourn was built on the DIKU codebase but plagiarized literally nothing whatsoever from that codebase's stock features. Even if it had, the DIKU license prohibits monetization of any game built upon the engine, so there's no basis for plagiarism. The old EQ vs DIKU controversy stems from the fact that EQ had used a select few text strings (specifically the text shown when you use socials like /grin) from DIKU, which prohibits using any of its properties for commercial ventures. Since so little was used, there was no real case to be made. Think of it like EQEmu's stock installation. You can set that up and it comes with a playable game, but you can then change everything. Sojourn kept virtually nothing from the original stock installation. No classes, skills, spells, areas, items or anything like that. Every possible aspect of that game was wholly unique, it was just built on the mechanical foundation of the DIKU codebase. Meanwhile, Everquest stole wholesale from Sojourn and directly copied many of that game's unique concepts. Classes, races, area concepts, quite a few items, etc. Since SojournMUD was a hobby game run by amateurs with a playerbase of a few hundred people, no action was taken. If it had been a commercial game, it would have been a slam-dunk win in a plagiarism case against EQ. Everquest really is pretty much a direct port of Sojourn onto a graphical engine, just scrubbed of names that belong to the Forgotten Realms IP. | |||
Last edited by greatdane; 09-15-2023 at 10:50 PM..
|
#19
|
||||
|
Quote:
BUT GOD FORBID YOUR CHILD SEES A CIGARETTE THAT COULD BE BAD FOR THEIR DEVELOPMENTAL HEALTH | |||
#20
|
||||
|
Quote:
Unless you secretly likem? I dunno. | |||
|
|