#31
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Last edited by Ooloo; 07-20-2023 at 12:35 PM..
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#32
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How about: Once quillmane is killed, a 3 day window immediately begins during which she can spawn at any time. So she might spawn again immediately after being killed, or ten minutes later, or two days later. Always in a completely random location\pathing. So you're guaranteed at least 2 quillmanes a week, but statistically it would shake out to many more than that cause the window is usually not gonna go the full three days. And as always, whoever engages first gets it. This would mean that any time you go to SK, there's a chance that she's either already up or could pop at any time. There would never be a period during which you knew she couldn't pop.
I think that would simulate how most people encountered her in classic better than having the spawn tied to any trigger mob or placeholder. | ||
Last edited by Ooloo; 07-20-2023 at 12:53 PM..
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#33
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Was it rare because the mechanic was different or was it rare just because people didn't know what they were doing?
I hardly remember SK having people killing "every imaginable placeholder all day long". Primarily people killed at KFC and the Gnoll spires, plus eventually the Treants once people realized how lucrative they were. I guess it could vary depending on the server, but I would be surprised because that would mean one server had figured it out which would've ended up online for sure. Two years later in like 2001 people had started doing it a lot more, but for the first year and like a half or so I don't remember people trying to mass kill trash mobs in SK to try and get Quillmane to spawn, which would explain the rareness at the time. | ||
#34
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My list of QOL fixes that I would love, and wouldnt think it would jeapardize classic:
Keyrings to simplify corpse looting Bandolier for fast weapon swap for melees Custom chat channels (officer, raid, class etc) to get all the raid chatter out of public spaces and make small guild alliances and team ups easier to manage | ||
#35
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Another QOL change I'd like to see is reinstating spell sets for easier memorization.
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#36
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Originally they thought more people would RP, and hang out in the pubs and stuff, since they were all coming from the world of MUD/MUSHs. They likely would have dedicated more dev time to that kind of stuff but nobody bothered with it. WoW tried to provide a mechanical incentive for it but eventually took it out I think.
They had no idea the game would be played like it was.
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Jersiey De'Vil <Venerate>
Green Server | ||
#37
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Apparently the game was originally intended to be about 20 levels but they had to stretch it out as some players burned through it too quickly. The guy in charge of spells was also prolific, which I bet didn’t discourage them from stretching it out a bit too!
I suppose the long regen times and vulnerability while low hp/mana was intended to be the game play loop that rewarded resting in inns, but inns weren’t really safe enough spots to do that. Especially with griffons and giants pathing by inns/gypsy camps early in game programming you not to rest in such places.
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Gorgen (Blue) - Agnostic Troll Warrior of the XXXI Dung | ||
#38
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I started watching some of these interviews on YT and the consensus was that Brad himself wanted this game to be hard. He wanted HP gained every level to be a roll of the dice..so like it could range from say 10-50. Imagine being a warrior and only gaining 10 hp per level and another guy got 50. The devs on the other hand did not want all of this loot to be super rare. They did not want mana to regen as slow as it did. They ran this by Brad and he said no. And here is the problem..one dude was making all the decisions regardless if others said different. Sure it was new at the time but UO was around for a while before this, so they had to have some frame of reference. And yeah, people played blind but eventually figured things out. They should have adjusted the game based off of what players were doing. But camping say the Arch Magi is not "hard" what is hard is that you have to site for hours if not days for the robe to drop. It's not hard it is just time consuming. Imagine you are in line for the next drop and you sub is coming due tomorrow. You are surely gonna resub. | |||
#39
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#40
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Last edited by Ooloo; 07-21-2023 at 06:23 PM..
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