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Pulgasari 03-08-2024 02:05 AM

Things the original devs expected
 
https://storywarren.com/wp-content/u...be-dragons.png

We've heard a lot of talk over the years about game behaviors players came up with that the devs did not anticipate. I'll list them non-exhaustively for context.
  • Kiting
  • Feign Death pulling
  • Raiding
  • Camping named placeholders for loot

Feel free to add to this list but stick to the main point, which follows:

What player behaviors did the designers expect and extract all the gelt they could from by way of subscriptions?

Trexller 03-08-2024 02:53 AM

it's sounding like they expected us to only ever kill a mob with a full 6 man group, tank and spank the whole way, and to forever wonder in amazement about the high level red con mobs with special names.

magnetaress 03-08-2024 04:48 AM

You should be able to get quests from Lord Nagefen and side with the goblins against the city leaders and guards.

Jimjam 03-08-2024 05:12 AM

It seems they expected players to form raids on opposing city leaders. Some of them have quite detailed mechanics and faction hits but no loot (for comparison dragons were originally unitemised too).

I reckon they realised it was a bad idea - for a new player to log in for the first time and their city is in chaos - that would be a bad experience. I’m glad they found a way to reintroduce the idea with a less disruptive implementation in Velious.

Toxigen 03-08-2024 10:34 AM

batphoning raid mobs at 2:30am

jolanar 03-08-2024 05:15 PM

I have a hard time devs didn't anticipate some of these things, what are we basing this off of?

Videri 03-08-2024 11:21 PM

Quote:

Originally Posted by jolanar (Post 3677890)
I have a hard time devs didn't anticipate some of these things, what are we basing this off of?

Somewhere is a dev quote people always refer to that states the devs thought FD was an escape ability if you think you're losing the fight, and they were surprised when players used it to split mobs, but they didn't nerf it because they thought it was cool. But I don't know where that quote can be found.

And about kiting, I don't know, but one clue is that they nerfed DOT damage when the mob was chasing someone. That indicates DOT-kiting was working out too well and had to be nerfed.

But I hope someone finds sources for these claims, because we might just be making assumptions.

Rader 03-09-2024 12:03 AM

Quote:

Originally Posted by Pulgasari (Post 3677816)
https://storywarren.com/wp-content/u...be-dragons.png

We've heard a lot of talk over the years about game behaviors players came up with that the devs did not anticipate. I'll list them non-exhaustively for context.
  • Kiting
  • Feign Death pulling
  • Raiding
  • Camping named placeholders for loot

Feel free to add to this list but stick to the main point, which follows:

What player behaviors did the designers expect and extract all the gelt they could from by way of subscriptions?

I can buy most of these, especially camping, the original devs probably were surprised by the popularity of the game and the willingness of players to stay logged on for days/weeks at a time (or account share, whatever). But raiding? I mean, what would be the point of guilds if not to get 50-100+ players on at the same time in order to zerg red cons?

Pulgasari 03-09-2024 01:45 AM

Complete Heal was an abomination but it was never intended to be chained together. The original intent of Complete Heal was to be used during downtime as an efficient way to heal the group up between pulls. They figured that a 10 second cast time would make it impractical to be used during combat.

Pulgasari 03-09-2024 01:46 AM

Quote:

Originally Posted by Rader (Post 3677925)
I can buy most of these, especially camping, the original devs probably were surprised by the popularity of the game and the willingness of players to stay logged on for days/weeks at a time (or account share, whatever). But raiding? I mean, what would be the point of guilds if not to get 50-100+ players on at the same time in order to zerg red cons?

Dude, Goldshire. 😎


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