There is a difference between Design Philosophy and Design Flaw.
Corpse recovery, death penalty, hard travel etc - all part of Design Philosophy. I may not like that but I accept them as is.
Putting ton of time in making an interesting zone like RunnyEye while putting it out of the way and no incentive to go there (no XP, no loot, no significant quests) - is a Design Flaw.
But shit is classic so you stuck with it. It was dead on LIVE as well, no surprise here. They updated it once and improved loot but by the time they did it it was irrelevant to the game as a whole.
Same can be said about Luclin - why most people hated Luclin? Because it was RunnyEye X 100. Ton of effort - zero gain. As much as 1/2 to 3/4 Luclin content wasn't ever used by majority of players because it was REALLY out of the the way and 0 incentive to ever go there.
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Quote:
[Rogean;750468]
Aren't you suppose to be banned?
[Zuranthium;1453395]
The people who invented the first space ships were brilliant. That doesn't mean anybody should actually want to use them 200 years later. Ideas are limited by means of execution. Everquest has amazing ideas that need to be completely reworked in their execution, in order for classic Everquest as it was envisioned to actually exist and continue to be relevant as things have evolved.
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