Lord Nagafen Raider
- 16d 8h 11m
I have fond memories of treating North and South Qeynos like a Quake server. You'd wander by the docks, see a level one caster scribing their newbie spells, and the first chop for 21 would render them unconscious. Good luck getting by without Minor Shielding and welcome to Rallos Zek.Right but you want it because you're wrong and don't actually understand anything.
Also like there should be some sort of general rule about MMO discussions, anyone who played on EQ1 PVP servers should be disregarded as they basically represent a type of mental illness that has no real association with reality or what should happen in games for human beings.
This isn't such a game design topic as a business topic. My comment is to primarily speak of decisions close or more to a decade ago. They chose to chase the dreams of Ponytail in addition to performing CPR on a dying game instead of investing on how to preserve the player base and stroke their IP. It's not rocket science and isn't something that Runescape discovered on their own. How many games will Blizzard have remastered by 2020 and beyond you think? There was a time EQ could have made their moves i'm sure instead of investing in EQNext, Landmark, SoEmote, several expansions, H1Z1, etc. That's not to say you do not try, H1Z1 had it's place as an example, but how much of it was simply wasted. I don't know all the details but this was poor management and prioritization.I’m not a game design professor like you, so can you help me understand how they could “improve graphics” in an engine that was five years old when the game was new (20 years ago)? How did Runescape?
Understood but again, this was a choice. Hindsight is 20/20 but it's hard not to be a long term fan and hate to see that SoE/DBG didn't position themselves to preserve EQ and/or move it forward. I also understand i'm speaking from the outside looking in but as you said, they could and i'm sure they most definitely could have at one time but they chose not to.Kind of a false dichotomy Muligan, the current staff on EQ are people who basically were hired and trained/learned how to keep the game running in its current state. They don't have any employees around who would be able to tackle an entire graphical overhaul of the game. So the new expansions they've released in the last few years have leveraged assets (both human capital and literally existing graphical assets in many cases) that already exist to make them some $. To do a graphical revamp like Runescape did they'd have to hire a whole staff of people just to do that--which they could do if they really wanted, but I haven't seen any indications they have any plans to devote significant new resources to EQ beyond what's been keeping the lights on there for a few years now.
The inner workings of the original engine most likely are heavily tied to the netcode, movement and other game mechanics. My guess is that they recycled a lot of stuff from the Tanarus engine, which is why the movement/netcode fucked up whenever a player stepped sideways.I was genuinely curious if it would be possible to scale an ancient graphics engine to resemble something more modern. I’d always heard that the only way to remaster EQ would be to essentially recreate the game from scratch in a different engine.
I know the genre isn't really going much of anywhere but I think that a MMO that was mostly traditional but left you responsible for 1-5 characters could be a real step forward. Nothing too crazy on the classes, some automation with the ability to switch quickly and seamlessly from character to character, full customization with each character, and a modular design that enabled you to do basically everything you could do boxing. Play your characters in whatever locations and whatever configurations you wished with whatever composition you wished.Anyone capable of recreating EQ in a new engine should also be able to build multiboxing into the new engine.