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#1
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#2
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![]() Solist for CSR.
The dawn of a new Sirken...without the titties for timers. | ||
#3
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![]() >nor what the designers ever wanted for the game
the designers didn't have a unified vision, and the one they had is nothing like the game we ended up with. this is well fucking documented, their ideas basically got veto'd by the alpha/beta/early players, necessity, compromise and the game's success EQ as we know it can literally be more attributed to the people in the guide to dev pipeline who were kids addicted to raiding at the time than the original design doc presented to smed Brad wanted the epic quest to be a fucking scavenger hunt with riddles that would be easily spoiled via a web forum, and Clover or Trost i forget which couldn't even comprehend players pathetic enough to actually want to camp rare loot sitting at a spawn instead of playing the game for what it was with their background in dungeons and dragons. | ||
Last edited by Ekco; 06-24-2025 at 11:40 PM..
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#4
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#5
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The original designers very much had a shared vision of creating an interactive fantasy novel come to life, a 3D dungeons and dragons game with thousands of players, a realistic MUD. And that is indeed how the game played in 1999. There were of course some disagreements about specifics, but that doesn't change the overarching goal of what was trying to be created. And it's important to consider how the game should be shaped in order to keep that vision alive. There are tons of things the designers would have changed if they knew the ways the game would eventually devolve, and if they had the technical capability and creative solutions to fix those problems and allow EQ to be the living RPG experience it was meant to be. Quote:
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Whenever two raid forces were at the same spawn at the same time, GM's made them start rotating, unless they wanted to agree to roll for it every time. And US guilds didn't have the majority of their players online during a typical weekday morning. People were at work (and on weekends often had other commitments), this is well documented by Legacy of Steel. Quote:
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Last edited by Zuranthium; 06-25-2025 at 08:56 PM..
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#6
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Thank you for your attention to this matter. | |||
Last edited by Ekco; 06-26-2025 at 12:24 AM..
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#7
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#8
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![]() I know there are some roadblocks to merging like character slots and duplicate names but we need a merge. Why fragment a small player base when theyre identical servers in terms of timeline?
And blue is completely dead. Don't even think you can call it an mmo
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#9
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a argument that started prior/in beta and influenced kunark and velious, not cats on the moon that you guys keep bringing up for some reason lol people were already leaving for Anarchy Online and other games before luclin, nobody gives a shit about luclin hope this helps. | |||
#10
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![]() just merge tbh
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