Uberom
07-14-2010, 01:40 PM
CODE
DOACleric: Guard spawn times normalized to their dungeon npc equivalents
"Normalized" is an improperly used verb here.
–verb
def: resume a normal state
By altering the gaurds spawn timer to those of "dungeon equivalents", you have not "normalized them". Instead, you have changed them.
–verb
to make the form, nature, content, future course etc., of (something) different from what it is or from what it would be if left alone
Now that we have established that the guard spawn timers were NOT 'normalized', but rather 'changed', we must call into question the integrity of this change.
If the idea is to keep the programming standards to that of classic Everquest, as Project 1999 claims, then the changes made are invalid. Spawn timers between guards and 'their dungeon equivalents' (whatever that means) were never related in classic Everquest. If there did exist any similarity between the two, it was purely unintentional.
That being said, since the changes made are invalid and not within standards of the classic programming, we must now conclude that P1999's claims about preserving the integrity of the classic experience are uncogent.
Granted, there are issues with guards. The spawn timers are too short, but dungeon timers are not the proper timing either. The factions are messed up in some areas. Aggro and socializing don't work in places where 'normally' it is supposed to.
These are all valid issues that should, in keeping with the standards of classic EQ, be fixed. However, this is the mentality that I see coming from the devs.
"Guards are messed up and are being exploited. We don't know how to fix these issues. Therefore, we must decrease the overall existence of guards as a deterrent to those who take advantage of their juicy loot."
If we are to keep this way of thinking, we may one day see patch notes that say the following.
DAOCleric: All warriors have been normalized to contain the same hit points as their dungeon equivalents.
DAOCleric: All mobs in zones that contain dungeons, are now the same difficulty as their dungeon equivalents. They also give the same loot and experience.
DAOCleric: Nagafen's spawn timer has been normalized to that of his dungeon equivalents. (Although Nagafen doesn't have any normal, NPC dungeon equivalents now, in Kunark he will :) and those are rather short)
DOACleric: Guard spawn times normalized to their dungeon npc equivalents
"Normalized" is an improperly used verb here.
–verb
def: resume a normal state
By altering the gaurds spawn timer to those of "dungeon equivalents", you have not "normalized them". Instead, you have changed them.
–verb
to make the form, nature, content, future course etc., of (something) different from what it is or from what it would be if left alone
Now that we have established that the guard spawn timers were NOT 'normalized', but rather 'changed', we must call into question the integrity of this change.
If the idea is to keep the programming standards to that of classic Everquest, as Project 1999 claims, then the changes made are invalid. Spawn timers between guards and 'their dungeon equivalents' (whatever that means) were never related in classic Everquest. If there did exist any similarity between the two, it was purely unintentional.
That being said, since the changes made are invalid and not within standards of the classic programming, we must now conclude that P1999's claims about preserving the integrity of the classic experience are uncogent.
Granted, there are issues with guards. The spawn timers are too short, but dungeon timers are not the proper timing either. The factions are messed up in some areas. Aggro and socializing don't work in places where 'normally' it is supposed to.
These are all valid issues that should, in keeping with the standards of classic EQ, be fixed. However, this is the mentality that I see coming from the devs.
"Guards are messed up and are being exploited. We don't know how to fix these issues. Therefore, we must decrease the overall existence of guards as a deterrent to those who take advantage of their juicy loot."
If we are to keep this way of thinking, we may one day see patch notes that say the following.
DAOCleric: All warriors have been normalized to contain the same hit points as their dungeon equivalents.
DAOCleric: All mobs in zones that contain dungeons, are now the same difficulty as their dungeon equivalents. They also give the same loot and experience.
DAOCleric: Nagafen's spawn timer has been normalized to that of his dungeon equivalents. (Although Nagafen doesn't have any normal, NPC dungeon equivalents now, in Kunark he will :) and those are rather short)