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Out of everyone who developed on Classic post NPC-Server and pre 2009 wipe (including myself), I would say that you are by far the one who deserves the most credit.
To answer your question however, some of these updates you mention were changes which I ended up encountering the need for naturally (such as players not blocking in tight spaces), or systems with a similar purpose that I ended up making independently of yours (such as spar/pk ranks, sainthood handling), or functionality that I could have just as easily implemented a custom algorithm for (spar rating, ap etc), or entirely irrelevant to the current systems (side movement).
These are also fairly peripheral updates which didn't revolutionise the server, aren't looked back on with fond memories by players, and don't cause visitors of the current server to salivate.
Not to discredit your efforts, particularly as they came at a bad time under difficult circumstances and systems, but it would take a lot more to convince me that you've had a significant bearing on the standard of the current server.
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https://en.wikipedia.org/wiki/Hindsight_bias
Players not blocking in narrow spaces was since baked into the default system, at least on iClassic. Graal existed for almost a decade without systematically doing anything about idling players blocking narrow spaces. I don't see how you would have come up with the same idea naturally, specifically because there is never a player count high enough on Graal the Adventure for it to be apparent. If iClassic hadn't recycled that feature, there would be significant problems at its current player counts. It was essential in scaling from dozens of players to thousands of players. I thought blocking in narrow spaces was bad enough of an issue with fewer than 100 players. It wasn't even the best implementation, but it certainly helped a lot. For a cleaner implementation, it shouldn't have required sending additional information over the network, which would prevent lag from being an issue. It was just convenient to tack onto other nonblocking states that needed to be communicated over the network. If I were to have implemented clientside hit detection, I would have used pretty much the same approach.
Spar/PK Ranks: Apparently this was another concept that was good enough to be borrowed by multiple servers. I wouldn't find it necessary for anyone to implement it the same way I did. I'm guessing by stating that you implemented it independently, you moved away from logarithmic ranking?
That wasn't even unique. I was looking for something well-established, and the particular parameters of a logarithmic ranking system looked good. The concept was what was the most important. Meanwhile, I have no idea what differentiates your ranking system. Competitive ranking was a new concept to Classic, but it certainly wasn't a new concept outside of Graal.
I probably would have skipped spar ratings if the sparring community wasn't adamant about having the old system back. There were also complaints about losing sainthood after hitting another player once instead of only losing it when killing another player.
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don't cause visitors of the current server to salivate.
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I would counter that by pointing out that you removed all of the quests I added, never followed through with the quests that were ready for release once global milestones were reached (e.g. baddies), and wiped the server in its entirety. But what do you mean by visitors of the current server? You mean the people that popped in that one time when UN was down?