Quote:
Originally Posted by doacleric
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Guard changes were made because they were highly unbalanced. For a pure risk vs reward standpoint, killing guards offered far less risk compared to a dungeon (sow available, zone lines available, less trains, etc), while offering spawn rates 4x that of a dungeon. In other words, a far easier encounter that potentially offers 4x the experience. It didn't make sense, and thats why it was fixed by Verant back over a decade ago.
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Good, so here's a perfect example of a change to something that does not make sense and was fixed by Verant at a certain point much later in the timeline than was done here on this server. A post above showed this change didn't go in until after Kunark was released.
I agree that it doesn't make sense from a risk/reward standpoint, but you can't make that change if you are strictly following the timeline. Otherwise by the same reasoning, I would ask that you remove the class-based XP penalties which
also were stated by Verant as not making sense, and change them earlier in the timeline as you have done here with the guard spawn time changes.
Again, tremendous amount of respect for the amount of time you guys put into maintaining this server for us, and I'm not trying to be rude or imply you're accountable to us in any way, but don't you see it's a tad hypocritical to have it both ways? This change kinda shows you're intentionally picking and choosing things to fix ahead of the classic timeline.