Quote:
Originally Posted by kalewin
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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.
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I never said I didn't understand that.
If you read my post, which Nilbog *still* glossed over in his response to me, and you didn't answer either... it's not that I care that guards were changed ahead of schedule because they were "broken".
I care that this was changed ahead of schedule because it was "broken" as admitted by Verant, yet class-based XP penalties are left in even though they were "broken" as admitted by Verant, and I'm wondering why this is so.
I'm not bitching, complaining, or anything. I am simply seeking understanding in the most respectful way I can, and I'm STILL drawing shit for it somehow. If devs say "Yeah, uh, we don't have an answer for that." or "Yep, we're only picking the stuff that is detrimental to XP gain to change." then that's fine. I am just wondering.