I think this is a phenomenal idea. Short of actual bugs (and not just hard stuff) that was the game. The wonderful thing about games is you (usually) can go back for that bit of nostalgia exactly to what it was. I can go play my Zelda 1 on my old NES or a newer console that has it and its identical to the original version as its a copy. However, with EverQuest, that's not so much the case since they keep changing stuff. Stuff (I might add) that didn't need to change. Yes, there are things we didn't like, but that's not necessarily the point. Its nostalgia as well as the challenge. 1. Gear on you when you respawn? Yeah, that's part of the difficulty. Stop dying! "Death Sucks" shouldn't be suprising. 2. Maps? Go print one up like the rest of us did. This is kind of a "DnD" game. Why is it surprising it resembles it as such? 3. Find, not necessary. Too easy. It's like having someone there to hold your hand anytime you want. That's not the brutality of EverQuest. 4. Meditate in your book? That was only until level 35. It showed progression of you and your char and even fits the idea that "younger" casters have to stare into their spellbooks because they're not that good yet. Yes it was challenging. Which fits the overall game. 5. Click from bags. Meh, that's not that big of a deal, or at least not in the original game. A minor annoyance. We didn't have the 50 billion tradeskill items and the 20 clickies in our inventory back then, so I don't know if that's such a huge issue to worry about. I guess I'd accept it if they kept "Click from bags" in on a true Original Server. 6. Target window is nice, but the original UI was cramped. We survived without that info that would be there, we can survive again. Just pay attention to when your dots and such wear off, or just notice how the mob runs faster and you'll know your snare wore off. Difficulty. 7. /pick system? You want to separate people from each other in a game known for its community? No. That's why there were multiple servers and why people leveled up in different areas. Maybe advise people that certain areas are full before they login or something (like on the char select screen when theyr'e about to start a new char). But the pick system is too convenient overall and not part of the "difficulty" of the game. 8.Bandolier? I'd say too convenient and not necessary, but not a huge deal if it were implemented in an Original Server. 9. Shared bank slots. Since that simplifies, technically, "out of character" transfers and not as much gameplay, I guess I'd be okay with retaining that in an Original Server. Though finding people you can trust to transfer items does help with community and such. So idk. 10. Coin weighs you down. So what? Who needs *that* much plat on them anyhow? And destroying your tons of silver/copper was too hard? You do realize its not worth that much, right? I recall a guy in South Karana who'd come by and act as a banker to people camping the Treants, and he'd exchange their gold, copper, and silver for platinum, then he'd gate back to a banker. It also forced all transactions to occur at a banker. Which makes me think you liked EC Tunnel for trade, though some servers used GFay where there is an actual banker. 11. Pets vanishing when you zone, sure, sucked. I don't think I'd object to that being changed for an Original Server. 12. Raid instances? Idk. Idk what the ideal solution would be but I don't like the idea of making the number of dragon items in the economy massive. Rarity is part of the lore of the game. I'll ad a few of my own (and others have said these too). 13. Quest NPCs would eat your incorrect turn ins - A fix to that wouldn't be a bad idea, but still allowing MQing to occur would be nice 14. Chasing down Hasten with 3500 gold? Deal with it. That's the challenge of the game. 15. Twisting bards dropped their stuff and others would steal it. That was obviously NOT truly intended. I think melody is okay, it was ridculous to constantly have to press your keys the way it required. And one should be able to tag individual items not meant to be dropped. Difficulty is not about screwing people over for their UI errors. 16. Accidentaly combining in a tradeskill bag and losing all items stored in that bag. Yes, one maybe shouldn't have been using such a container as a bag, but its still a UI mistake/error that shouldn't cost you your items. 17. Items accidentaly sold to a merchant. The buyback tab seems fair. Its only meant to address unintentional UI errors. 18. Hearing about Dragons raids etc, but being unable to partake. That's part of the game. Not everyone sees the end content or if they do they don't necessarily get to spend a lot of time there. I remember the first time I was in a Naggy raid. It was awesome. But it was only awesome the 1st time, even though we all died. The 2nd time, not so much. But that feeling was because of the rarity and the lore and the "inter-player" lore. Deal with it. 19. Old UI. I loved the old UI in some ways. I only stopped using it around Velious. I kind of think players should be forced to use the Old UI until like level 10 or something (kind of like the spell book). It shows their progression. 20. Old zones. There was no valid need to "update" many of the zones, like Freeport and I, frankly, don't care for them. I'm not saying they're bad, I just didn't see a need for it and prefer the old nostalgic zones. And the old zones worked. Why spend tons of man hours updating a zone that doesn't *really* need to be updated and then forcing everyone to use them? 21. Chat channels? Sounds good. Maybe only let people use them when they reach level 5, perhaps too? 22. Windows In-game Chat. Remember that? There was a program you could download to chat, with your account, in your guild and such on windows. It was disabled years ago, but turned EQ into more of a chat room so you could not play EQ while talking to people in EQ. No need for that not to exist. I would gladly pay more to play on an truly Original EQ Server (NOT p99). When I say original, I'm referring to a copy of 1999-2001 servers. Doesn't necessarily have to be March 1999. But without the original Zones, character models, music, UI, mobs/npcs, exp, we just, sadly, don't have that.