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.
Again, we have nothing against players hunting guards. EQ has never placed any restrictions upon what you can and can't kill (like WoW for example). But there has to be a certain amount of balance in the game.
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I totally agree with the reasons for doing this both by the P99 staff as well as Verant back in the day.
However, even I'm a little surprised that this was changed pre-Kunark.
May of 2000 should be after Kunark is released, after The Hole and a few months before epic quests go live. Besides following progression, it also makes sense since there is so much more content available for the population.
What could be changed now is the guard stats. That would roughly fall in line with classic progression.
(I have never killed a single guard yet on P99 myself so this doesn't effect me at all, unless you consider how many more people will be LFG in dungeons now).
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On a side note, I'm also excited to hear about the pet fixes!