Estimated reading time: 4 minutes
In this episode we discuss some of the main differences between Project 1999’s classic servers and Daybreak’s Time Locked Progression (TLP) servers.
*** Thank you for reading this post, don't forget to subscribe to the podcast! ***
Before that, we update:
– Johns in-game activities in EverQuest, including encounters with fellow players and his exploration of South Karana
– Rob’s creation of a leveling guild, Ye Olde Hearth, on the Oakwynd TLP server, contact Rob in game as Scarfester.
Shout out to Ossur, THANK YOU for the gifts!
Discussion on P99 and TLP differences.
– Smoothing out of XP earning gradient to expedite leveling, especially in “hell levels” (30-60)
– The pick system to alleviate overcrowding and create alternative zones for players
– Impact of pick system on zone population and overall game balance
– Implementation of raid instances for guilds or groups to spawn their own instance once a week, evading competition with other players
– Varying opinions on raid instances and their effects on open-world competition
– Controversy surrounding changes to corpse runs and death penalties, affecting game difficulty and player preferences
– Evolving game dynamics rendering certain class spells useless
– Discussion of in-game maps and instant porting across oceans and their impact on gameplay experiences
– Introduction of soulbinders to facilitate changing spawn points, potentially reducing social interactions in-game
– Revamped textures in classic zones and player reception of this visual update
– Alteration of gameplay mechanics, such as automatic level maxing for pets on TLP servers, and its impact on gameplay dynamics
– Quality of life improvements on TLP servers, such as accelerated XP rates and lack of class penalties
In episode 7 of Richardson’s Rubicon, host John Richardson and special guest Rob Hal dive deep into the intricate world of EverQuest. The duo unpacks differences in the game between Classic P99 and TLP’s, from XP earning gradients to the new pick system designed to alleviate overcrowding in popular zones. These alterations promise a faster leveling experience and adjusted gameplay dynamics, but also stir up opinions among the player community.
Rob Hal shares his insights on spells and gameplay strategies, while John Richardson brings up the impact of these changes on the traditional gaming experience. From revamped textures in classic zones to the introduction of soulbinders and raid instances, the conversation covers a wide range of topics, generating contrasting perspectives on the evolving nature of the game.
What’s intriguing is the shift in the gaming landscape, with certain class spells being rendered obsolete and controversial modifications to corpse runs and death penalties. This sparks discussions on the originality of the game and the influence of quality of life improvements on the player community.
Furthermore, the excitement doesn’t end there. Both host and guest explore the thrill of travel in EverQuest, from the sense of exploration on boat rides to the introduction of instant porting across oceans. They also touch upon the introduction of soulbinders, which offer convenience but may detract from the social aspect of the game.
Additionally, John Richardson delves into the player feedback from the Project 1999 forums, uncovering a wide spectrum of opinions on game changes and quality of life improvements. The differences between P99 and TLP servers are highlighted, offering valuable insights into the contrasting gaming experiences.
Rob Hal from Texas adds another layer to the discussion by shedding light on his leveling guild, Ye Olde Hearth, on the newest TLP server, Oakwynd. With around 60 members, the guild aims to reach the Planes of Power expansion, embracing the quality of life improvements and faster XP rates on TLP as they progress through the game.