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#1
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I played on TAKP for a little while a couple times here and there and never had any issue with the client.
What are the major differences between the current TAKP client and what Quarm will be using? I'm one of those weird people that spends the vast majority of my EQ time in first person even on P99, but I bounce out with mouse scroll to check surroundings and whatnot.
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"Yeah, I lost something. I lost peace and quiet. What do you need?! What do you want?! Can I not just live here, without having to occasionally deal with you animals?!"
-Carl | ||
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#2
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Quote:
They got a lot of little things right here. They got oh so many absolutely wrong and in glaringly bad ways.
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Apophis is closest to earth on 2029 April the 13th (a friday) lol
***this post is purely spiritual, speculative, apolitical and nonpartisan in nature. | |||
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#3
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I for one, am greatly looking forward to this. I truly appreciate them bringing this to us. It probably will have issues, and growing pains, just like p99. But I am down to enjoy the ride.
I've done Shards,Takp,p99, and Wayfarer's Haven. P99 is by far the best, that I've enjoyed. Big things that makes it make or break for me will be. Boxing-This is what turned me off from Shards and Wayfarers. It just kills the fun for me, I play to play with others. End of story. QoL-I am not a has to be 1000% like it was in classic, I am fine with minor QoL changes, and seems Secrets and team has that in mind. CSR- I don't have the long history of blue/red GMs. Can only say, good CSRs are vital for any server, hopefully Quarms team is all about my next item. (Wayfarers had the best) Community- all EQ servers I've played on. Wayfarers, crapped all over the others. Which I believed stemmed from CSR's who didnt take BS from cancerous players. Players who caused issues, seem to been banned hammered quickly. This left generally super friendly, helpful, and less backstabby people on server. This server had the best community, that felt more like classic EQ on Erollisi Marr then P99 Raiding- So far though the rules have changed a little. I believe Secrets rotation style raiding scene is the best. Once into Luclin, PoP. There wont be an issue. But p99 can easily show how little content, that's a bottle neck is rough. (cough greens fear release into Thanos snap) Classic- At first I didn't think it was going to be as classic as we wanted. But their spending the effort to make it that way. Ie legacy stuff, Hybrid exp penalty. I hope to keep seeing more and more. This just takes tons of effort.
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Mama Vinelsier Lepermesiah Server 1st 60 Grave Lord(And only The Grave Lord)//Resilak 50 Monk//Tenchi Masaki 50 Wizard//Jaskieer 48 Bard// Heeheehee Teeheehee 57 Mage// Belll Cranel 50 Monkdrackgon 54 rogue, Cuddlezzz 60 shaman
RIP<Gathered Might> | ||
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#4
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Project Quarm is something I am excited about. In lieu of Green 2.0 it is the closest we'll get to a classic experience until Green 2.0 comes out. At which point Quarm will most likely be in a different expansion. Assuming Secrets maintains the 9 month expansion release schedule this appears to be a tentative timeline that players could expect. (Subject to change prior to launch.)
10-1-2023 Project Quarm launches 1-1-2024 Legacy Items removed 7-1-2024 Kunark Launches 4-1-2025 Velious Lauches 1-1-2026 Luclin Launches 10-1-2026 PoP Launches I predict that many P99ers that try Project Quarm will have some issues with the client. Mousewheel and the camera are very smooth on the Titanium client. P99ers have grown accustomed to this. On the Project Quarm it is a not quite as smooth. It's an special add on to the EQMac client that TAKP doesn't have. It isn't quite as robust as P99's mousewheel as that came built into Titanium, which was from many years after Velious was released. There are a few fixes that help with Project Quarms mousewheel, but none make it quite as good as p99. One fix is to limit the fps to 60, 45, or eve 30 rather than unlimited. Another fix is to Invert Y axis in options. The last fix is to use /inspect off to turn off inspecting yourself. These three will help you get closer to a p99 experience although it won't be the same. Secrets has said this might get looked at for improvement down the line, but it currently isn't a priority compared with other tasks to get the server going. P99ers that can get over the client differences will be able to relive a Classic like experience in one months time. Then starting Jan 1st 2026 PQ will release Luclin followed by PoP later in the year further separating it philosophy wise from other one box EMU like p99. | ||
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Last edited by Seducio; 08-31-2023 at 05:17 PM..
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#5
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crazy to think we will have to wait until 2026 before we get to taste luclin
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Kellian Cove (60 Wood Elf Rogue) Parra Doxx (55 Barbarian Shaman) Kellian Blindwell (25 Human Paladin) Marvin Miyagi (24 Gnome Necromancer) Evia (12 High Elf Wizard) | ||
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#6
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TAKP is a great place to check out Luclin in the meantime.
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#7
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I really wish they'd consider just leaving the legacy items out from the beginning. The toxic behavior those camps inevitably encourage just isn't worth it, especially in the crucial early months of the server's life. Plus, it's really not classic seeing so many people running around with them anyway. No one NEEDS a Guise or a Manastone to play EQ. But a lot of people apparently think they do, and almost 100% of those people are guaranteed to be complete assholes, and are definitely not the sort of players you want to cater toward.
The necessity of /list on Green should be instructive. It was a solid creative effort by the Devs to avoid a completely unmanageable, toxic fiasco at those camps on a daily basis, but it still had a ton of drawbacks and encouraged a lot of really unhealthy behavior. Given that the stated goal of Quarm leans toward quality of life over strict, diabolical adherence to What's Classic™, this seems like the sort of change that a lot of people would actually appreciate. | ||
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#8
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Quote:
Almost as if the devs were looking out for casuals who didn't care about legacy items by creating a magnetic effect to certains camps/parts of the game you could purposefully avoid. Those who want to weather legacy item camps can and those that want to avoid that drama can be rest assured most of those willing to fight for the legacy items are tied up for the first 3 months. | |||
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#9
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Quote:
When you dangle a very desirable reward in front of people, they will invariably be tempted to go after it, even if by doing so they are forced to engage in behavior they would otherwise find objectionable, or perhaps even unthinkable. For an example of this phenomenon, remember the show 'Fear Factor'? Yeah. The same psychology that drives someone to eat a plateful of cockroaches for a chance at winning $50,000 also underlies their desire to spend 45 straight hours camping a Manastone, or (in the absence of a list) KSing or training other players to steal one. It is simply human nature: when the reward is attractive enough and seemingly just within our reach, we'll do just about anything to obtain it. The only ways to avoid the disruption caused by legacy items is to either 1) leave them in the game indefinitely, or 2) remove them entirely. The former would create an environment that is completely unclassic, as literally everyone would be running around with Guises and Manastones. But the latter would create an environment that is actually much closer to the EQ that most people played, where legacy items were very rare. This is why I view it as the best option. Frankly, there is no ideal solution to the problem of legacy items. But if they were to be left in-game and not removed entirely, I think a good compromise would be simply adding them to the Naggy/Vox loot table as rare drops. This would maintain a high level of scarcity on these items (preserving both their value and the classic feel) while removing the artificial time limit constraints on them (which largely removes the toxicity they create at their respective camps). | |||
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#10
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Quote:
First off assuming PQ's population will be like Green's is probably more of a goal than a given. PQ would be very happy if that happens. The odds are it won't be THAT successful. At first anyhow. Over time who knows. If you as a human want to avoid the 'disruption of camping highly desirable items' as you called it. You can literally avoid those camps. This is a choice as single human with his own decision making capacity (in theory anyhow) that you can make. Why create rules for others on a camp that you don't like participating in. Literally pretend they don't exist it won't change the way you play the game. I'll call BS on the fact that these items are that great in the long run on a PoP server. It's mostly epeen in the long run. Eventually adults outgrow caring about epeen. | |||
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