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Blizzard announced "Classic" World of Warcraft

Wilian

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Divinity: Original Sin
I hope Blizzard won't fuck this up..... they did re-release the old SC with just new graphics, so it shows they are capable of not changing gameplay..... they will probably do the same for this with option to toggle graphics

It's sadly not as easy with WoW as it was with Starcraft. They said they want to use the new server architecture which means that they have to build up the backround emulation from ground's up if they want to use the original client. It's basically say, emulation project like ManGOS except they'll have to start from literal scratch. From mob placements to stats to everything.

Same rings true if they use the current client but with world edits to make it as close to original as possible except they also have to do everything up above. It'll be a long process and the end result will be interesting.

Even with Blizzard product, at this point of time we'll get a close approximation of how it was rather than the 'real deal' at best, because the original infrastructure is gone as well as the systems.
 

Makabb

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Even with Blizzard product, at this point of time we'll get a close approximation of how it was rather than the 'real deal' at best, because the original infrastructure is gone as well as the systems.

If fans in their free time can make a vanilla server memeing it to life out of ether, than a company like Blizzard should do a 100% copy no problem....... i don't believe anyone who says they don't have old code in archives or couldn't reverse engineer old versions by themselves.
 

Wilian

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Divinity: Original Sin
Even with Blizzard product, at this point of time we'll get a close approximation of how it was rather than the 'real deal' at best, because the original infrastructure is gone as well as the systems.

If fans in their free time can make a vanilla server memeing it to life out of ether, than a company like Blizzard should do a 100% copy no problem....... i don't believe anyone who says they don't have old code in archives or couldn't reverse engineer old versions by themselves.

Then again they're trying to find a way to hire some Nost devs and Nost devs released plain ManGOS open source game with changes to netcode to support more people.
 

J1M

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Even with Blizzard product, at this point of time we'll get a close approximation of how it was rather than the 'real deal' at best, because the original infrastructure is gone as well as the systems.

If fans in their free time can make a vanilla server memeing it to life out of ether, than a company like Blizzard should do a 100% copy no problem....... i don't believe anyone who says they don't have old code in archives or couldn't reverse engineer old versions by themselves.

Then again they're trying to find a way to hire some Nost devs and Nost devs released plain ManGOS open source game with changes to netcode to support more people.
It's not magic, it's just software development.

The number one thing that keeps software from turning out well is unclear requirements. Here the end-goal is well-defined. Hardware is good enough now that they could emulate the old server config in a VM if they wanted to.
 

Wilian

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Divinity: Original Sin
Even with Blizzard product, at this point of time we'll get a close approximation of how it was rather than the 'real deal' at best, because the original infrastructure is gone as well as the systems.

If fans in their free time can make a vanilla server memeing it to life out of ether, than a company like Blizzard should do a 100% copy no problem....... i don't believe anyone who says they don't have old code in archives or couldn't reverse engineer old versions by themselves.

Then again they're trying to find a way to hire some Nost devs and Nost devs released plain ManGOS open source game with changes to netcode to support more people.
It's not magic, it's just software development.

The number one thing that keeps software from turning out well is unclear requirements. Here the end-goal is well-defined. Hardware is good enough now that they could emulate the old server config in a VM if they wanted to.

This is true, they have one defined point to go for and that'll help.
Even with Blizzard product, at this point of time we'll get a close approximation of how it was rather than the 'real deal' at best, because the original infrastructure is gone as well as the systems.

If fans in their free time can make a vanilla server memeing it to life out of ether, than a company like Blizzard should do a 100% copy no problem....... i don't believe anyone who says they don't have old code in archives or couldn't reverse engineer old versions by themselves.

Then again they're trying to find a way to hire some Nost devs and Nost devs released plain ManGOS open source game with changes to netcode to support more people.
It's not magic, it's just software development.

The number one thing that keeps software from turning out well is unclear requirements. Here the end-goal is well-defined. Hardware is good enough now that they could emulate the old server config in a VM if they wanted to.

I know enough of software developement in private server scope at least, I fucking slaved for it for years.
 

Wilian

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Divinity: Original Sin
^ And that is why you don't post drunk and read same message twice thinking it meanst different things same time.
 

Wilian

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Since it made so much fun on MMO Champion I reckon I'll reblog it here as well;


The discussion regarding the new vanilla WoW servers that has been raging lately has recently brought forth an important argument that rears its head time and time again whenever someone mentions their desire to re-experience the game. That idea, of course, is that vanilla WoW was incredibly bugged.

This notion of vanilla being 'full of bugs' has always felt rather strange to me because all in all, vanilla WoW was not at all that buggy. This may come as a shocker to many, but let me elaborate on my opinion. (Or don’t, and go on and tell me about the rose-tinted nostalgia glasses)

Of course there were shitloads of issues with the game during its first few post-launch months, but not all of those bugs, many were issues that had to do with the popularity of the game that caused instability with the server cluster and as such further issues. I don't want to downplay those issues. They were expecting around 200 000 people, they got millions. Of course shit was bound to hit the fan.

However, that doesn't make the game bugged.

This is where I feel misunderstandings begin. This misunderstanding stems from mislabelling things that do not work as intended, or simply well, as bugs, especially with years of hindsight to go with. Design choices that appeared contradicting? Clearly bugs. Misbalancing gear? Of course it's a bug. Hell, there's been so many people claiming that gear was bugged just because it was poorly balanced it's not even funny.

What seems to have happened over time is that people have started to attribute the bug status to what was design decisions at the time. For example, someone might look at some design choices like class talents (say, Survival Hunter and mix of melee talents) and consider, with modern perspective that the spec is bugged, rather than what it was, conflict between intent of design and execution.

Same is true for gear - people tend to mislabel ”poorly balanced” with ”bugged”. "All gear had spirit, that's so bugged" is one of the often seen arguments. It's merely a misconception, Spirit mechanically worked fine, though its purpose changed from Alpha to release and the team never reworked the stats due to workload.

Vanilla Wow did have its bugs of course, but so does every game and by comparison it’s technically very competent - especially post 1.5. Comparing early vanilla WoW experience to launch of just about any post-WoW MMO is likely to net an equal, or even greater amount of bugs despite the modern dev teams having Blizzard’s example of dos and don’ts in plain sight.

The entire 'vanilla was bugged' is more of a self-perpetuating meme that became reality because people keep saying so rather than it being so, based largely on misconceptions.
When WoW came out, one of its key points of praise was just how smooth, polished and functional it was compared to any other MMO on the market. You can pick almost any review from that time and you can bet your ass 'bugged' wasn't brought up as a common complaint.

So when you next time speak of vanilla, please don't say how 'bugged' it was, but 'how it doesn't fit your view of design or doesn't suit your modern sensibilities.'.
 

KazikluBey

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That idea, of course, is that vanilla WoW was incredibly bugged.
This is the first time I hear about this. Is that a meme in the retail WoW community?

Also, don't you think a contributing factor is people who try the game on private servers or hear from people who have? Not everyone who does necessarily realizes that it's not Blizzard's vanilla they're experiencing. Even the best servers contain quite a few bugs where quests and encounters are not scripted or scripted badly and class abilities and talents don't work like they're supposed to, sometimes having lead to whole specs being useless on certain servers. Though things are better now than they used to be, on average.
 

Jadeite

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To echo what I said before, Velious released on Agnarr yesterday. One of the guilds grinded to get enough people flagged for Sleeper's Tomb then rushed in and woke the Sleeper, which not only fucked every other guild but theirs as well since. For those that don't know, once the Sleeper is awoken a bunch of targets in the zone vanish along with their loot tables, many of them are unique (like the gnome illusion mask) while others are highly valued, like the tradeable Sceptre of Destruction.

A bunch of their guildies have jumped ship too outright quitting while DBG has dismissed it as "All part of the Classic experience".

Keep in mind many servers back in the classic era held off waking the Sleeper to allow lesser guilds a chance at them including many of the PvP servers where you'd expect griefing to happen. On Rallos where I played it was an agreement by several guilds to wake it together to attempt a kill, which became the first legit Sleeper kill in the game.

Beware of this infecting any Classic WoW server.



Funnily enough many of the core gameplay mechanics in EQ began that way. Originally Feign Death pulling of mobs was looked on as an exploit and discouraged, until the community convinced SoE that the game was near impossible without it.

Much the same happened with the Cleric spell Complete Heal and raiders adapting the spell to do healing chains of it to keep the Main Tank up when it was meant to be used to heal the tank up after a fight ended.

I played on Project 1999, and the "community" had changed from 2001 when I had played EQ. It only took one wipe, and all the players would leave a group. They would make excuses, leaving one after the other. After a while I had been trained that I should feel awkward and distrustful in a small group. A big group was what they wanted, and powerleveling, and they said "I got an invitation to another group. Bye!" They were shameless, and common courtesy was extinct. Groups were disbanded with dead members, and corpses unretrieved. By level 20 I was playing with guilded players (Project 1999 had mega leveling guilds, unlike EQ as I remember it) who refused to split coins, and played dumb after they were asked to. I contacted an officer in the guild (who was a level 60 bard, and who had been pulling trains to "help" lowbies, boring them to tears with unsolicited powerleveling)and he said more or less that "nobody cares". This was the same EQ in which I, in 2001, in Velketer's Lab, after an aggressive player angered me, and I trained or kill-stole a few spiders from him, had to resign from my guild, and became a pariah on the server. Everyone was twinked, and soloed brazenly in the most overcrowded dungeons. I got the nastiest message from a monk who said that he had claimed by himself the fireplace camp in Unrest (the only zone at that level in which we could group): "FP is camped. Get out kid." after my cleric, who was solo and untwinked, pulled one mummy. Many players spoke in strange foreign English in lowercase letters like cave-dwellers, uttering only two or three abbreviated words at a time, and seemed willfully malicious and bitter, refusing to obey the group leader and several times I saw them attempt mutiny along the lines of (and this was their style of writing): "had enough boyz... pm me for new group". It was a base free-for-all. And equally bad was when I a few times saw players who made an attempt to role-play, which was very common in EQ, which did not initially have a role-playing server, and so had it spread across all the servers, and it was still done openly in 2001, and the response could not have been more sinister. Someone was role-playing being drunken from Elven wine in /shout, and he got the response "... what?". And another person was offering to hand out drinks in a group or dungeon, and the silence afterwards was overwhelming.

As classic WoW will not be a private server like Project 1999 it will surely be worse. I predict the worst doom for this game. It has only been announced, and I have already read things such as "dungeon finder","class balance","what the players want", "mount prices","battlegrounds","running to bg portals". One trouble with "classic WoW" is that they did not know what they wanted it to be then. First they wanted it to have PvP, and then they made guards overbearing, and towns could no longer be raided. And then they added battlegrounds, which went against the previous world PvP, and then they made guards "dishonorable kills". First they wanted the good items to be obtainable only in raids, but then they changed the 5 man dungeons to have special quests for good loot, and they changed the loot that already was there, to make it "better" (simplification of itemization was an ongoing trend) "Classic" was not a cohesive or unified period, and the expansion was a complete reversal. From what happened in TBC it seemed clear that they did not like the original World of Warcraft, not the 40 man raids, not even the honor system that they had added half-way through, as if they could not make up their minds what they liked. For the sake of their ever-changing vision, they tore down all the 40 man guilds, completely invalidated all the equipment that players had gotten in raids and especially that that the high warlords and grand marshalls had gotten, and that had been a tremendous feat that nobody can ever understand who was not one himself (I was a high warlord). TBC left me with a title and nothing else. Naxxramas was already offering competitive weapons to mine as a drop from trash. The only thing that was ever constant in WoW, whether classic or the expansions, was change. Now I ask how can a company, whose greatest fear seemed to be that players could ever have a "complete character" who could be retired, come back in a few months and not be a hopeless gimp, truly offer a classic experience, which is by definition within fixed parameters and unchanging?

Classic World of Warcraft (i.e. free-for-all in Light's Hope kind of classic) is a noble goal, but better MMORPGs of this kind could be made into classic servers, such as Lineage 2. They have one, but it is not in America sadly. And that raises the point that an American company, especially Blizzard, seems the least likely to handle well a classic server, whereas many Korean MMORPGs remained classic in America for several years. The quests are vain. Real solo players would prefer an MMORPG like Ragnarok Online or Lineage 2. Is it possible that Blizzard or many of its customers can understand or appreciate anything that is not like games today? I doubt it. The talking heads are where they are, because they like to talk. But when a game is played the talking stops. I am doubtful that a classic WoW can happen.

For all that the idea of a classic "solo MMORPG" is a rich one, but with the Internet being the virtual Baghdad or London that it today is, I think the strange amalgam of cultures and divers players will in the end unseat the game among general distrust, selfishness, alienation, and a feeling that something is wrong. And that wrongness will be blamed on the "old game", rather than Blizzard, who, many years ago, sold the game far downmarket. People who liked the original WoW will not be playing it now. I quit with each expansion that they announced, so poor were their decisions. The daily quests, resilience, arenas, badges, and Monty Hall "epics" stand as the worst decisions that I have seen in an MMORPG, and they only happened in the first expansion. I could tell the crowd had changed in TBC when I was able to join a "pick up raid". And then they began to say "looking for three more CC", and in WotLK "gear score must be...". But by then it did not bother me, because I had already lost my items twice, and shrugged at the 20th "Of the Cold Wastes" that flew by me on a dragon 10 times his size. In the original game you could tell who was there to chat, because of their items. And when Warsong Gulch came up then the men were separated from the boys. That was all lost in TBC, the good times in Azshara and Light's Hope, the community, knowing and seeing people on your realm, the conflict, treasure chests, exploration, rankings, guilds, respect for other players, true power, and meaningful PvP. Could that all be resurrected? Yes but will the company who eagerly destroyed it be able to do so? It is my guess that they did not like it then. Why in the world would they like it now, 14 years later?
 

Jadeite

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Revisionist perspectives on vanilla WoW are always amusing.

I wasn't on a l33t guild or anything, but we still managed to kill Rag soon after BWL was out and it was a lot of fun until we had it on farm status. You'll never convince me that Zul Gurub wasn't fun when it got released. Fuck, I feel nostalgic thinking about Dire Maul tribute runs. I did that shit dozens of times.

Sure, loads of people sucked in raids, half the raid were girls half caring for their starving babies in one limp tit while vent porning with the guild leader for DKPs, but you gotta take the shit with the great feeling of discovery and scale. The epitome of WoW knowledge was Thottbot, you still had to produce some mental synapses to play the game.

Datamining/youtube/ui mods (which devolved the game back into a spreadsheet) ruined everything, compounded with Blizzard's insistence to turn their game into a singleplayer skinner box.

That is a good point about mods and Youtube. I do not cheat in video games, and did not use them, but classic WoW was very early for Youtube. I remember another site, either Google or Yahoo video, but rarely used it. Truly my experience on Project 1999 recently showed me that players now cheat much, and do it without any shame. I expect all players on "classic WoW" will be know-it-alls. Half of it I think is that they use portable devices, and access the Internet on those. A player that I duo'd with on Project 1999 continued spoilers for the whole group, reading directions off of a map, and another caster sat with a website open, and read the purpose of each item that dropped in group chat. Players seemed to know where each quest was and quest item belonged, though it was tedious honestly to discover this.. But yet I do remember in classic WoW, in the very late stages, two experiences with cheating. First I told the leader of my first guild that an officer was using a bot to get gold, and he refused to punish him; and after that I resigned from the guild.Then a raid leader in my second guild admitted that he bought gold online, and several other players said they did too. On the MMORPGs that I played in the early 2000s you would have been run out on a rail if you admitted to that. That was the ultimate in sin. Yes morals have declined after the '90s when twinking was thought to be wrong, and Everquest could not be minimized. Cheating will always be the bane of online games, and "classic WoW" will be a wake-up call for those who think things will be the same. This is one more reason I prefer solo MMORPGs more and more, and the better when they are not like WoW, because such popular game has surely been datamined (as you say).
 

Jadeite

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I find that amusing, since there is no issue between Everquest veterans as to what constitutes the Classic EQ experience.

It has been my experience from my reading on newsgroups that many people thought the game began to favor powegamers more within a few months of release. Project 1999 would consist of Everquest alone were it my choice. I disagree with you strongly.

I do not know so much about classic WoW. I had read about it and instinctively chose EQ2 over it, but from my experience, besides the addition of battlegrounds,nothing great changed before TBC. Class balance was not my interest. Good players seemed to do well in duels, and bad players did not. I did not see that changing over the months that I played. I say begin the game at the beginning, but I agree with people that this is unlikely. It is my fear that the game will be changed considerably. These boards alone show the particularities of people. It is also striking to me the insistence by some that this is an old game, or that the authors only became enlightened after several months. What I think is is that the powergaming so bemoaned on the newsgroups in 1999 for Everquest is now the main perspective of the player, and that few players appreciate role-playing, and rather look at the game statistically and competitively. It may be that this is the cause of the arguments. I could not tell you which patch increased warlocks fear by one second, but I could tell you that it was a great experience for me when first I went inside of the ogres fortress in the Alterac Mountains (a great experience for me, not for them, but they were fierce and would not parley with me), and fought my way to that big treasure chest there. I think I even met someone, and grouped with them!
 

Jadeite

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Why do people still keep playing this??

It happens after a year or so that all MMORPGs begin to destroy themselves. A classic server should be a firm resolve by the author that the game will not fall to this. I would not pretend to speak for others, but for me if all MMORPGs were now as they were when the first arose the Internet would be a rich place indeed! I can think of better choices for a classic MMORPG than WoW, especially Lineage 2, also from 2004, but classic servers are rare, and official ones rarer. Lineage 2 in Europe is the only official one that I know. This is a rare event. Though now that I think of it Ultima Online may be better.
 

Jadeite

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"Classic" WoW is going to be such a hilarious clusterfuck. Can't wait.

That may be so. It is true that many people are invested in this, and in a way that I cannot understand. For me World of Warcraft is nothing special, and so I may avoid this. It is a wonder how convoluted a simple idea can be to some people. It was once said by a poster on here that (and this is fixed in my mind, though I have not read it in months): "online games can be a lot of fun, but there are two problems that always seem to ruin it: cheating and personality conflicts."
 

Hobo Elf

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That idea, of course, is that vanilla WoW was incredibly bugged.
This is the first time I hear about this. Is that a meme in the retail WoW community?

Also, don't you think a contributing factor is people who try the game on private servers or hear from people who have? Not everyone who does necessarily realizes that it's not Blizzard's vanilla they're experiencing. Even the best servers contain quite a few bugs where quests and encounters are not scripted or scripted badly and class abilities and talents don't work like they're supposed to, sometimes having lead to whole specs being useless on certain servers. Though things are better now than they used to be, on average.

I wouldn't go so far as to say it was incredibly bugged, but there were some bugs (and shitty design choices that lots of people thought were bugs) that had a big impact on the overall experience, especially in PvP.
 
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Not long ago I was playing current WoW and decided to make a super completionist character and do ALL quests. Almost went straight to an asylum. It's maddening, you wouldn't believe it.

I cannot believe anyone in their right mind would even think of something like that. And I'm dead serious.
This is why SpellCaster is so convinced it won't work. H/she thinks everybody has done that. They haven't. Many oldtime players HAVEN'T consumed everything. So it works. And this is ignoring the gameplay/accessibility differences between old WoW and new WoW. Some players will prefer the old mechanics. And for new people, it might be exactly what they want. Me, for example, I'm not very interested in modern WoW. But classic? That might get my attention. I never played WoW, so I don't suffer from consumptivitis. Almost EVERYTHING is new. Can you imagine that?

Static-content servers can work even if longtime players get burnout on them from consumptivitis. How? Because WoW has a large population. So the longtime players are constantly leaving and incoming, and new players to the game are entering and sometimes playing the classic server. The result is a couple servers can survive indefinitely.

I was a longtime player of Everquest. I asked for classic for a long time until finally project 1999 started up. I had a blast for a couple years. I recently went back and still had some fun. Do I have some consumptivitis? Yes. There's not a lot in EQ I haven't seen at least once. Still, that's far from saying I've seen it too much to still enjoy it. Strong socializing-forcings and the unique gameplay can give it some additional value. It's hard to find something with the same kind of mechanics. I especially like the no map/radar/find and death penalties. If it was easy, I'd have no reason to go there.

Generally consumptivitis WILL kill a game, but it happens at different rates for different people. The mistake we make--and we all do--is assuming every1 else is the same as us.
 
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J1M

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The desire for classic servers across multiple games suggests that future MMOs should consider putting up different servers for each expansion. Lock down the rule-set, consolidate servers as population changes, etc. Then when a player hits the maximum level, they have the option of porting the character to the next expansion.

This model obviously has trade-offs, but seems to have enough merit for someone to try.
 
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Lacrymas

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This is why SpellCaster is so convinced it won't work. H/she thinks everybody has done that. They haven't. Many oldtime players HAVEN'T consumed everything. So it works.

Yes. Many things stem from the fact people haven't consumed the content vanilla was offering. The vast, vaaast majority of people haven't done so, 1% cleared Naxx after all. Most expansions' hardest content is cleared by only a few people. Classic servers will be popular, I have no doubt about that, but it's for people who haven't seen the content, so I won't be joining them. There isn't anything magical about vanilla WoW, it's just competent in the gameplay department and feels fluid to control, so that's why people (including me) lapped it up. I kind of regret it now, it took me far too long to see it's a bit vacuous. I'll probably try it when TBC servers comes out, though, mostly for arenas if nothing else.
 

Parabalus

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This is why SpellCaster is so convinced it won't work. H/she thinks everybody has done that. They haven't. Many oldtime players HAVEN'T consumed everything. So it works.

Yes. Many things stem from the fact people haven't consumed the content vanilla was offering. The vast, vaaast majority of people haven't done so, 1% cleared Naxx after all. Most expansions' hardest content is cleared by only a few people. Classic servers will be popular, I have no doubt about that, but it's for people who haven't seen the content, so I won't be joining them. There isn't anything magical about vanilla WoW, it's just competent in the gameplay department and feels fluid to control, so that's why people (including me) lapped it up. I kind of regret it now, it took me far too long to see it's a bit vacuous. I'll probably try it when TBC servers comes out, though, mostly for arenas if nothing else.

I can't think of a third person game (even in different genres/SP [RPG] games) where moving a character, especially melee, and attacking is as satisfying as in WoW, that's a key part of the appeal. Made PvP feel great.

Naxx is a pipe dream for most prospective classic players, I think the majority didn't even clear ZG or AQ20 in original, let alone step into MC or BWL. Wouldn't be surprised if a majority of original players didn't have more than 5 keybinds or similar, standards were really low.

A lot of players are looking for the sense of mystique the game had since everything was new and unknown - Blizz probably thinks once they see it they'll find it a bitvacuous, as you said, so they're being careful and will likely change some things.

If they do decide to add content to vanilla arenas are probably at the top of the list, since they were (IIRC) added with the 2.0 patch which was a few months before BC dropped, so it seems easy enough. Might even add a ladder with no rewards.
 
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The desire for classic servers across multiple games suggests that future MMOs should consider putting up different servers for each expansion. Lock down the rule-set, consolidate servers as population changes, etc. Then when a player hits the maximum level, they have the option of porting the character to the next expansion.

This model obviously has trade-offs, but seems to have enough merit for someone to try.
I saw this idea some time back when players were creating ideas for classic/progression EQ servers. I like the idea, but it presents some problems. First, it doesn't address gameplay/mechanics. The older MMO is always different from what it becomes. Many players here will say they think the modern game is more homogenized and the leveling is too fast. Some will even like it when there wasn't a dungeon finder or cross-server groups. Second thing is, sometimes players want to go back to the server they came from. So if they started on vanilla and jumped to TBC prematurely; maybe they jumped too soon or they want to visit a friend. Disallowing transfers backwards is good if you want to preserve the older economy/pacing, but bad for the overall community. And lastly (or thirdly), it forces players to play to maximum level to transfer forward. This doesn't work for players who want to play in later content. There might be other problems, and these problems I bring up here might not prevent this from being a successful solution to progression or classic players, but I wanted to make mention.

The biggest benefit of this architecture is it allows players to dictate the timeline. In the curretnly avaialble EQ progression servers, for example, the timeline is set and can't go backwards, and forwards is voted by server after X time. So if the timeline is at The Buried Sea expansion, you can't go back to Luclin or PoP. You can't go forward to Underfoot until enough months have passed and the server has voted for each expansion inbetween. Some players choose to wait for new progression servers--or wait to join the currently running progression servers--for this reason. With different servers devoted to different timelines, players can choose where they're. So if they like the Velious timeline, they could go to that server and play indefinitely. A single server never advances forward, so it's always available for players.
 
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Zetor

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Location
Budapest, Hungary
The only objective way to measure the success of Classic WoW will be the number of low-res pvp crit videos with 2000s nu-metal soundtracks.

Bonus points for default Windows Movie Maker scrolltext, using voice clips from Mortal Kombat or UT, and clicking on ability buttons.


Exhibit A of a 1000% serious rouge pvp vid (though it loses 100 points for opening with Rhapsody instead of Disturbed):
https://www.youtube.com/watch?v=SiO1eQoo9bQ
 
Joined
Nov 28, 2011
Messages
6,068
Location
Digger Nick
The only objective way to measure the success of Classic WoW will be the number of low-res pvp crit videos with 2000s nu-metal soundtracks.

Bonus points for default Windows Movie Maker scrolltext, using voice clips from Mortal Kombat or UT, and clicking on ability buttons.

:lol:

On the other hand, it's worth playing just to hear the Ashenvale soundtrack.
 

Wilian

Arcane
Patron
Joined
Jan 14, 2011
Messages
2,846
Divinity: Original Sin
The only objective way to measure the success of Classic WoW will be the number of low-res pvp crit videos with 2000s nu-metal soundtracks.

Bonus points for default Windows Movie Maker scrolltext, using voice clips from Mortal Kombat or UT, and clicking on ability buttons.

:lol:

On the other hand, it's worth playing just to hear the Ashenvale soundtrack.



Now you have one less reason.
 

Makabb

Arcane
Shitposter Bethestard
Joined
Sep 19, 2014
Messages
11,753
2MTlxRJ.jpg
 

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