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Old 11-02-2015, 10:49 PM
Zaela_S
Hill Giant
 
Join Date: Jun 2012
Posts: 216
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Removed leveling and classes and implemented a system whereby the (custom) spells/abilities available to you were determined but what you had equipped (custom equipment, obviously). Changed how stats worked to support that too, and to make them much more significant (e.g. +x% nuke damage per point of INT, that kind of thing), with everyone's stats starting at 0.

'Course, doing everything from scratch was way too much work and the server didn't last long. Was worth it to see the few players strategizing what roles they would play for the starting zone 1-group raid-style mobs, though. And doing on-the-fly role hybridization and min/maxing, too. But not really EQ at that point.

Can do some pretty interesting stuff if you aren't afraid to make a few code changes and maybe live with hacking around a client restriction if it's standing in your way. On the other hand, small but in-your-face changes risk being gimmicks, and too much change can kill the nostalgia factor which is a big part of this whole project.
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