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Originally Posted by Vyal
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Sure but adding in stupid mechanics that never existed to begin with to restrict play styles because you think Everquest is supposed to be bards hanging out in taverns hitting on female trolls or something is not right. It takes away from what the game was intended to be.
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You genuinely believe that Brad McQuiad, John Smedly, and the rest of the EverQuest team created this game with the sole purpose of having like 4 people monopolize their intricately laid out dungeons filled to the brim with lore kill it with AoE spells? You genuinely think they created 14 different classes so that 4 or so different classes could just do all of the dungeon content while the other 10 watched? In your mind, this is what you think they had in mind?
Quote:
Originally Posted by Vyal
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There was never any 4 mob limit nor was there ever any 25 mob limit.
Neither of those things is a real mechanic.
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I don't think anyone has argued that the 25 mob limit was actually classic. It was a measure taken by staff to reduce CSR interference and genuinely improve the quality of life of players on the server.
Quote:
Originally Posted by Vyal
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I see you have a green name so please don't come at me with asinine commie bullshit where you think everyone needs to be the same and nobody should be able to level faster because they have a more hardcore play style.
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Who hurt you? Point to me on the doll where they touched you.
My understanding (I was not involved with the project during the decision-making process for AoE limits) is that the amount of zone disruption was through the roof with AoE killing. Entire zones were becoming unusable due to AoE groups monopolizing them. People were getting trained by the AoE pullers, and being threatened if people tried to group there. That is the real crux of the issue. It creates a hostile environment, for something that was not present on live during the classic timeline.
I agree that people just didn't have the knowledge, or maybe connection issues also presented a problem. The tools were there, but it makes for a very poor experience for the server as a whole. It has NOTHING to do with people levelling faster, it has EVERYTHING to do with it being a toxic practice.
Quote:
Originally Posted by Vyal
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School gets out in March, game comes out and a week later I buy it same day i'm using Fire Flux on groups of gnolls outside Qeynos because I had no idea what I was doing and made a human mage who I eventually deleted and remade.
Clearly nobody here played EQ back then or remembers how it actually was. I'm trying to help.
There was never any mob limits in Everquest
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Anything you state from your "memory" is null and void in my books. Maybe current staff will feel differently. However, someone who thinks Epics came out in Velious, and
VERY CLEARLY has an agenda with respect to AoE groups is the last source they should be trusting.
Quote:
Originally Posted by Vyal
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So you can't find any patch notes to say there was ever a mob limit in Everquest.
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There is many things that can't be found in the patch notes. For example, take a look at the Velious era patch notes and tell me on what patch date did Holgresh Elder Beads stop dropping? I took a look myself and could not find a concrete date. There are reports of players basically saying they haven't seen them drop in forever, but no real hard data from SOE about it being removed. They made changes ALL THE TIME without having proper documentation. It is the nature of software development. People make quick changes, fail to update a release document and all of a sudden a change will go unnoticed.
Quote:
Originally Posted by Vyal
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If these AoE spells came out and were not intended to be used on groups of mobs what was the point of even adding them into the game?
AoE is there so that huge groups of mobs can be killed at once. That is the very reason the spells were made. Putting limits on this defeats the purpose of even having them to begin with.
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I truly feel you are completely delusional. I can virtually guarantee you that these spells were not put in place to pull an entire zone and AoE them to death all at once. The original designers and developers were trying to create a 3D D&D environment for people. That was the point. I can assure you that the intended purpose of these spells was likely the pure idea of adventuring with a group, being overrun with mobs and using AoE damage to try and take out creatures that overwhelm you.
Quote:
Originally Posted by Zeboim
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Girls, find you somebody that looks at you like this dude looks at aoe pl farms.
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Pretty much. I can guarantee you that he has been spending months trying to pull people together to roll an AoE comp to try and level quickly. I am sure the plan was to try and get ahead of the leveling curve, hit SolA/SolB/LGuk before the group comps get there and try and monopolize the zone. He is now in full blown panic mode because this idea is currently in jeopardy.
Quote:
Originally Posted by Vyal
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2 months after launch people are killing 46 mobs in guk with AoE.
There's your proof all your 4 mob limit stuff is bullshit and all mob limits need to be removed from Blue and upcoming Green.
If people are upset because players level faster and the p99 logo doesn't have a fucking hammer and sickle on it then to bad?
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Pretty sure they were talking about tadpoles in Innothule Swamp.
Also, if you are so displeased with AoE limitations why not go play on one of the other great EQEmu servers? Tons out there with no limitations on your AoE.
Quote:
Originally Posted by Dolalin
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LOL. I was coming here to say exactly that. That post is 100% falsified.