Wake me up when it goes beyond Character Classes - Project 1999 WikiMan i can’t lie, this delay announcement has made me much more optimistic about the game.
I can’t wait to hear their new class design direction. I think a lot hinges on it.


Does Shawn Lord ever stop by here and engage with people?
I think he did early on but the jaded assholes ran him off.
Same can be said about the doomer whining that about 80% of the "critique" in this thread. I don't think there is any danger of this forum producing dev bootlickersThat kind of interaction is utterly useless.
Same can be said about the doomer whining that about 80% of the "critique" in this thread. I don't think there is any danger of this forum producing dev bootlickers
Thats why I said 80%. There is plenty of legitimate criticism, this thread is almost entirely not that. For example I'm holding my beta key for a pal who I have recommended not to play just yet because I know the issues that exist would turn him off. I definitely agree with the delayIs it just doomer whining? Or is some of it warranted criticism?
They just delayed a hard launch date that would see significant revenue to pay unpaid staff because the game as it stands doesn’t have strong enough appeal. (Classes/gameplay, itemization, performance)
I think the evidence leans one way more than the other.
It's both an age of the player phenomenon, as well as the time period the game came out. You'll never recapture 1999 era internet where everyone wasn't so connected like they are now.I’m curious, is you guys’ general consensus that a successful MMO that captures the 1999 EQ feeling of wonderment/newness no longer possible? Or will it take another big jump in technology? Or do you have to be in your teens or 20s to feel that? I don’t pretend to know the answer, I’m just curious what y’all think.

It's both an age of the player phenomenon, as well as the time period the game came out. You'll never recapture 1999 era internet where everyone wasn't so connected like they are now.
Several people have mentioned it over the years in this thread, but you're talking peak instant messaging era (ICQ, AIM, etc) and EQ was basically a social media platform wrapped in the package of an RPG. The whole idea of sitting around a camp waiting for respawns works when you'd be sitting there waiting for your friends to message you anyway. In 2026, that's just not a thing that a game can replicate.
I agree mostly. I don't many of you realize that 1999 was not a glorified chat sim. I didn't play EQ to chat like a highschool teen. I played it along with thousands of us, to explore a world AND socialize. So, I don't think it will be an issue to recreate a good old-fashioned MMO in 2026 that follows EQ. I think the issues stem from how gaming and people have evolved. I believe the team is going about it in the right way. You focus on the journey and make it the most meaningful part. However, I don't think this team can deliver that kind of experience.I think it's possible but maybe more technological and/or philosophical than copypaste. A sorta crucial part of the '99 experience is a mixture of not figured out and new, which was critical during the time.. but the ceiling of general skill has been raised, the ability of passed knowledge has increase 10x. Tabbing and hitting abilities is fine, medding in and between fights is fine.. but everything is a health sponge to some context, samesame mechanics, we've all learned for 20 something years.. the "challenge" is more or less gone.. Mistakes aren't necessarily a challenge to intelligence but negligence and laziness. At the core r/n we're just playing the equivalent of fashion bag simulator but do I hit harder with new item.
I like MnM but the mobs aren't scary enough, picking camps based off composition or the sorta threats don't really exist; its just about efficiency in which camps provide the least threat and best rotational uptime to experience/kill speed.. currently the biggest challenge is am I over pulling or is there a caster in the group.. I mean have you been hit by an archer mob yet, you could literally leave an archer mob sitting no cc.. does/did nothing for damage. (bow adjustments today, not sure if that changes yet)
Maybe my '99 peebrain thought differently, but I adamantly remember dying being scary... mobs feeling inapproachable til someone more experienced walked with you or fafo had larger context. Granted, I was 12 in '99, and started with FFXI and SWG.. but watching my friends 9yrold play P99.. while his dad is a long time EQ player, his sorta wonderment/exploration hit's different than it did for when I was younger.
Certain game designs of a '99 mmo are absolutely worth keeping, but there has to be some kinda change to the challenge and I don't mean every encounter is a raid encounter either haha. imo atleast.