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#31
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I try not to evaluate everything - just play the game and let the P99 staff guide. Otherwise it's like someone bugging the DJ at a party - play this, not that etc.
As we all know a mmorpg's biggest challenge is to avoid getting beaten by the players - the hard aspect of classic EQ is what keeps everyone around. Having said that - I must also say that there are tough decisions to be made regarding what to keep and what to leave out, sometimes it goes wrong and sometimes its sad if newbies suffer too much. One not classic thing I think should be fixed is the none aggro skel in the OT boat when you hammer in. I remember always having to kill it on the mountain side and having to worry about maybe also aggro the the foreman - ending up training golem, foreman and half of OT to SF. :-) | ||
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#32
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__________________
Lagaidh Smif
Proud Paladin of the Rathe | |||
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#33
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Yeah, I can tell you 56k was the top of the pop in most European countries in 1999 hehe
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#34
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It is hard to draw the line on what should be kept and what shouldn't. Forum threads are usually a small minority of the people's opinion. There are a lot of players who choose not to partake in these threads. It's hard to get a feel for what the entire player base wants. I tend to agree with Iwar. Just let the devs who run this shindig do what they do and sit back and enjoy it. If you don't like something there certainly isn't any harm in voicing your opinion. But just because someone can't function without a compass doesn't mean they should put it back in. Learn the zones more, adapt, I pretty much know the popular zones inside and out because this feature was not implemented on live when it first launched. It took some time getting familiar again but it's like riding a bike. | |||
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Last edited by Picked; 10-03-2012 at 11:31 AM..
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#35
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These things have been on my mind for years and years. I started in March 1999, so I experienced it. Played all the way up to 2010 off and on. I played a ranger in 1999 and a ranger later on. I started with track and solo ability and invis and sneak and other things that made the game a bit easier. Sometimes I think that the way I remember the game is distorted by the fact that I played a ranger. Without tracking, healing, snaring, rooting, invising, hiding/sneaking, sowing, kiting, light tanking, buffing, and all of the other goodies rangers had, my opinion of the game would be dramatically different. If I had played a less solo-able class, I would have been more dependent on others and felt oppressed and maybe this frustration would have caused me to happily accept things like in-game maps, simpler zones, cut and dry mechanics, camping (eliminating threat), hand-holding and other things that made me feel I was being repaid. I learned from a very early time in EQ to be independent - I was a ranger, for christ sakes! I thrived on it and grew to love it. The challenge of corpse retrievals and keeping track of things without automatic in-game assistance was what drove me. So I did learn to hate in-game maps and hand-holding and camping and simplistic things that kept creeping into the game. But if I hadn't been a ranger, I think things would be remembered differently. You see, hand-holding made the game bareable for more group-dependent classes that didn't have the luxuries I had, or maybe they didn't have the desire to be a jack of all trades. But even to this day, I hate hand holding in the games I play. I hate mudflation too. I crave complexity and doing things on my own or with a couple others. My ideal Everquest would be a class that combines all the classes and a environment that's rich enough to make you use all of the many tools that the classes have. I think the real reason I liked the ranger so much was because of the diversity. I also have liked other classes like the necromancer, paladin and the enchanter. Basically, I think the key to a fun game is to have so many tools that they keep you busy and thinking of new strategies to overcome a challenge. In fact, this is why boxxing is so enoyable. It's diverse, but it's too expensive in p2p games. It requires a good system to play modern games this way. And it requires lots of computer skills and attention to detail. Basically, I think too many games are too simplistic. I like to do lots of things when I play. Killing lots of monsters fast tends to be very boring to me, especially if you always do it the same way. I prefer non-linear things like kiting and rooting and pacifying and mezzing and mayhem and fast-paced thinking on your feet. This is why I hate camping so much. EQ had lots of it. Sometimes it could be fun, but mostly it was far too grindy. It was much funner to delve into a dungeon and deal with adds and be in danger and use all your tools.
__________________
Full-Time noob. Wipes your windows, joins your groups.
Raiding: http://www.project1999.com/forums/sh...&postcount=109 P1999 Class Popularity Chart: http://www.project1999.com/forums/sh...7&postcount=48 P1999 PvP Statistics: http://www.project1999.com/forums/sh...9&postcount=59 "Global chat is to conversation what pok books are to travel, but without sufficient population it doesn't matter." | |||
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Last edited by stormlord; 10-03-2012 at 02:48 PM..
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#36
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#37
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I guess one could compare it to being blind and then getting eye sight. In the early years we had to feel our way through the dark, then when things like the compass came out and maps and such. Made it a lot easier. | ||||
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#38
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Back to the original thread, I totally agree, and frankly it's what made me earlier this year. I finally just gave my toon to my guild, although I check back infrequently to see how the community is doing.
Why change things to make them more classic when they are just simply glitches in the first place? The two most annoying are the following: 1) There is some kind of fucking annoying and INTENTIONAL and CLASSIC bug that affects AoE rain spells. If you are in a group, and there are pets around the targeted mob, the pets will absorb a charge of the rain spell. This means if you're a wizard like me, you never get to AoE rain in groups because some dipshit Mage or Necro pet winds up eating all the charges. After much complaining to the GMs I was finally just told that it was purposely broken to be like classic. 2) Necros in skeleton form have no name plate. It wasn't always like this, but somehow a developer decided to make it fucking annoying just like it was in classic. There is really no advantage or disadvantage because of this, just simply dumb, like it was in early clasic. By the way, both of these things were fixed along the way on live, because they were considered to be bugs. Other things that make me upset, - Pets cannot do 100% of damage to target, affecting enchanters the worst. - There is no way to time your buffs except with third party software or a clock. - Many instances of glitched mobs in Charasis, making it unplayable for the most part. - Target ring was removed - Regeneration auras don't say how much the regeneration effect is on items. There are more examples of classic things implemented without thought to the original intent of the developers, and in many cases they are clearly bugs, but this was as much as I could think of off hand. | ||
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#39
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#40
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^ adapt to your environment?
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