Quote:
Originally Posted by Jimjam
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Generally unclassic adjustments seem to be made for cases where the change substantially decreases CSR load.
The 25 aoe limit, /list, there aren't a huge numbers of intentional departures from previously classic mechanics.
The only big non-csr departure from classic is where entire raids worth of lifetap earrings would be used to instagib dragons on spawn. That and titanium client features like /rewind and pet window.
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And this is EXACTLY my point. The staff policy seems (and for the most part is) extremely reasonable: "we only fix exploits and things that use up our time". That
completely makes sense for a 100% volunteer operation!
But again, you can't
design by making one-off bug decisions in isolation. And whether he likes it or not, Nilbog
is designing a game: there's just too much unknown about the exact details of classic mechanics, and it's just the nature of emulators that the people making them have to make countless judgement calls.
The problem is, Nilbog has made tons of such isolated decisions, which all made perfect sense and were perfectly logical
in isolation ... but he wasn't paying attention to the bigger picture in the process. He hasn't noticed that all those decisions in isolation
were design choices, and the game
he's designing has made Enchanters:
Quote:
Originally Posted by kjs86z
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the strongest class in the game, deal with it.
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to a degree that
vastly exceeds what they were on live.
Yes the staff has extremely limited resources to make all of this happen. Yes nerfing exploits and allowing other frustrating (but non-exploit) mechanics makes sense. Yes making things unclassic as necessary (eg. lists, AoE mob limits) is a good thing when it makes the server overall more classic (eg. because it without them the GMs would have no time to assist us).
But that last one, and the motivation behind it, is critical. The staff
didn't make a classic /list implementation: instead they took a step back, put on their game designer hat, and said "how can we make this situation the best and most classic it can be
even if we have to break the literal classic mechanics?"
That question is exactly what needs to be asked with Enchanters, because by making completely logical and rational decision in isolation, the staff has made their server unclassic, in the same way Bards doing 50+ mobs and not letting anyone else XP in the Overthere was unclassic (even though countless logical and rational individual decisions, about Bards and what their classic mechanics were, had been what created that very situation).
Ultimately P99 is about classic Everquest. I truly think that anyone taking a step back, and doing their best to make an honest comparison of P99 to live, would see that Enchanters
are not classic here. That should be fixed ... either with a 100% classic (as far as anyone can prove) resist increase, or even through an "unclassic but makes things more classic" change.