Quote:
Originally Posted by YendorLootmonkey
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I tried to phrase my question in the most non-accusatory and respectful manner possible. I am sincerely asking why this is:
I am respectfully wondering why a change (guard respawn rate) has been made with verifiable data that this was an acknowledged "bug" by Verant that they did not rectify until Kunark, whereas we have another "bug" acknowledged by Verant (class-based XP penalties) that they did not rectify until Velious that is even more game-changing and being left in?
Because the answer can't be "well that's how it was in classic" for both things, so I am respectfully requesting the reasoning behind it. If it's "because we don't want it to be too easy for the players like the other emu servers" or something like that, then fine... I can accept that and it would at least be consistent.
That's all I'm asking. I know you don't owe me an answer, and I really don't expect one I guess.
We both need each other... we need you to keep the project going, and you need us to populate it and make all the time you invested in it worthwhile. We're gonna do things that irritate the devs, and the devs are going to do things that irritate us. It's unavoidable. We all respect the time and effort the devs put into maintaining the server for us, even if it doesn't sound like it here sometimes. You have to understand that we, as players, have a lot of our free time invested in our characters (just as you have your free time invested in running the server) and when you make changes like these (or choose not to make changes despite Verant saying certain things never should have been a certain way), they tend to provoke emotional responses. We are, after all, human beings.
I apologize in advance if anything I typed here offended anyone. Except asslings... they can suck it.
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All I got from this is "Let me justify our bitching since we are humans with emotions".
And your question was already answered if you set aside your *emotions* and listened.
DOACLERIC:
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.
-That is all you needed, was an answer? well there it is, now deal.