Wilian
Arcane
- Joined
- Jan 14, 2011
- Messages
- 2,846
I played last year on a private server and it was extremely well scripted. Less than a dozen bugged quests out of thousands, and only 1 of them you couldn't validate. All dungeons and raids scripted, based on previous works and original vanilla videos (all vanilla raid add-ons working). No game breaking bugs in gear and talents. At this point, I wonder if it had less bugs than official vanilla wow.
Blizzlike server, so exact same levelling speed.
As for the money debate, it's really dependent of your knowledge of the game. All noobs will struggle. Particularly on a new server where there is no one to buy your stuff.
On this 10 year old server, it was pretty easy to make money. Copper at 1G like others said. I had 1000G at lvl 30 and 3000 at lvl 60.
On a new server, I'm not sure what's the best strategy. Obviously, hitting 60 as fast as possible is one, since you can then grind considerably more at max level. My guess is that after 2 weeks, there will be some lvl 60 on the server, so you take gathering skills (Mining and Herbs), store that on other characters and sell at lvl 40 to buy mount. If you're playing casually, there should be lots of higher players to buy. Fishing is also one of the best options.
As someone who has made developement for two, three different servers in potentially thousands of hours, this is just bollocks. In current strain of private servers ( Or any ever really) there really aren't any that'd not have massive differencies to how retail played out. Whetever something is scripted or not means very little when matters around it are dysfunctional.
One of the very good examples of this is how mob balance works and how they're often overtuned through two different values (attack speed - damage range) while undertuned thru' miscalculations based on lack of information ( sunder armor removing armor in linear fashion instead of more and more incrementally as stacks are applied )
Lets say we have mob called A on a private server. On private server, this mob A typically has attack speed ranging somewhere between 0.763 (something totally arbitary) and it's damage range is 150-165. In retail Classic, this said mob would have attack speed of 2 and damage range of 120-135. That's not a shy difference of minutiae scale. And this oftentimes is even more evident on elite mobs.
This is how most mobs in private server scene works vs. how they appear in retail. That is why we had mass amount of "retail classic is too easy, this is not how I remember vanilla" crying from peeps who base their experience entirely around private servers. They have no context, no understanding and then go claiming they know how it should be. Same goes with mob abilities. Majority of mobs in the core databases misses most of their abilities and usually have 1-2 notable ones to give just enough illusion, mainly for 1 reason. Adding abilities thru' database which is the easy way often bugs out in spectacular fashions and no core has yet solved this and coding them to have those abilities thru' core edits requires plenty of programming and is rarely cost effective.
The second notion is that no one knows how armor reduction calcultations are really done, same for resistances so we often end up situations where mobs lack armour entirely if they have their armor values set to their correct numbers instead of imaginary boosted armor values which is a -massive- boost to any melee DPS.
To say there would be less bugs on retail when they have access to proper 1.12 client for referencing than on a private server who has no real data on many of the major matters and have a lot of shit simply tuned out into wackiness only showcases there's a big perspective issues.