As a quick note, none of the following should be considered "finer" points of comparison, as they are all major differences in execution.
First and foremost, we are developing our software around an actual classic client (EQTrilogy [2001]). EQEmulator servers that advertise themselves as classic are running off of EQTitanium (c. 2006) or later. Every non-classic feature that was added between 2001 and 2006 or beyond is present in these clients, so hacked up approaches are deployed to disguise, restrict or limit their existence. On top of this, some classic features have been removed over the years. Remember ambient music in cities / boats, MIDI generated music, spell bolts, properly functioning boats, message boards, humans blind at night, the original / Velious UI, forced spellbook mediation, etc.? Everything you remember about classic EverQuest is available in the EQTrilogy client--very little of it is present in EQTitanium or later.
Beyond the choice of client, there are staggering differences in development. Here at EQClassic, we author all of the work behind each system. EQEmulator server operators are just that--server operators (monkeys pulling levers until the bananas appear). They are not professional developers and they certainly have not authored the work responsible for their creations (if you find a server operated by Father Nitwit, Quagmire, or any of the other EQEmulator pioneers, I will certainly eat my words). Now, when I refer to work, I am speaking of the actual intelligent work; the linear algebra driving their line of sight and collision algorithms, the UDP/IP with TCP emulated netcode, the A* BFS pathing algorithm, etc. In other words, when these systems need to be fixed or expanded, they cannot do so. Even when small things need to be fixed or expanded, they cannot do so. Ever wonder why so many things go ignored in bugs reports? They are waiting for someone else to fix it.
Another critically important development difference is our dedication to synchronize what you see in the client with the server's own representation. Just because you see 1235 AC in the character window does not mean you actually have it (even if you did have it, I do not believe EQEmulator understands the two-part AC [mitigation & avoidance] system). Beyond this, we also listen to and meet the client's expectations. Ever wonder why your HP levels are jumping back and forth in the client on an EQEmulator server? EQEmulator calculates what it believes your current HP amount should be and then jams it down the client's throat, completely ignoring the client's say in the matter (the same thing applies to mana).
As a final point of developmental differences (for discussion, as many others exist), when creating our own systems, we do extensive research to ensure that our implementations are correct or close to it ahead of time. How many charts, graphs, benchmarks and quality assurance reports have EQEmulator server operators offered you to validate their work? How many algorithms have been shared with you for review? How many views of their database(s) have they made public?
Moving into the theoretical realm (as EQClassic does not offer any services at this time), the following are the differences that should matter most to players. I have recently offered ideas on how to maintain server integrity, which include powerless--in every sense of the word--GMs and guides, purely transparent management, inventory scanning, robust event logging / auditing and my vow to never have a personal stake in any EQClassic service. Any time I spend with an EQClassic service would be spent protecting it and making it as enjoyable as possible for others--not betraying it.
I could continue with this discussion well beyond the length of what you are willing to read, but I believe these are some of the most important points. The unfortunate reality is most players are content as long as mobs are swinging and they can hit back. A majority of players do not care about the accuracy of the game or how much easier it is than it should be; they just want to see and experience the things they remember and EQEmulator servers are more than willing to exploit this.
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