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  #1  
Old 06-05-2025, 03:08 PM
Goregasmic Goregasmic is offline
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Originally Posted by cd288 [You must be logged in to view images. Log in or Register.]
Nah I believe the devs have said they envisioned that kiting might be a strategy with snare, which was why DoT damage being reduced if not snared was quickly added in the classic era when the devs realized that yes kiting was being used, which was expected, but that people weren't actually using snare to help do it because they could just outrun with SoW etc.
Makes more sense. I also find it hard to believe they didn't know people would camp the better items. How did they think dungeons would work on a populated server? People would play zonewide musical chair with camps every time the respawn timer is up? I understand they probably had limited testing but that's pretty basic dynamics with non linear/instanced dungeons.
Last edited by Goregasmic; 06-05-2025 at 03:24 PM..
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Old 06-05-2025, 03:57 PM
DeathsSilkyMist DeathsSilkyMist is offline
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Originally Posted by Goregasmic [You must be logged in to view images. Log in or Register.]
Makes more sense. I also find it hard to believe they didn't know people would camp the better items. How did they think dungeons would work on a populated server? People would play zonewide musical chair with camps every time the respawn timer is up? I understand they probably had limited testing but that's pretty basic dynamics with non linear/instanced dungeons.
If I had to take a guess, they probably thought people would focus more on adventuring instead of camping. Like dungeon crawling through a dungeon without stopping to camp a mob.

Everquest came from MUDDs and DnD. In those games you do an adventure (like a dungeon crawl) and you simply get whatever items you happen to find along the way. You didn't run a very specific part of the adventure over and over until you got the item you want.
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Old 06-06-2025, 06:39 AM
Skyking Skyking is offline
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Originally Posted by DeathsSilkyMist [You must be logged in to view images. Log in or Register.]
Everquest came from MUDDs and DnD. In those games you do an adventure (like a dungeon crawl) and you simply get whatever items you happen to find along the way. You didn't run a very specific part of the adventure over and over until you got the item you want.
this.

there is quite literally hours of interviews on Youtube with the devs talking about this.

https://www.youtube.com/watch?v=OTWd...J42NMGmlgnFv7W
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Old 06-06-2025, 12:16 PM
cd288 cd288 is offline
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Originally Posted by Goregasmic [You must be logged in to view images. Log in or Register.]
Makes more sense. I also find it hard to believe they didn't know people would camp the better items. How did they think dungeons would work on a populated server? People would play zonewide musical chair with camps every time the respawn timer is up? I understand they probably had limited testing but that's pretty basic dynamics with non linear/instanced dungeons.
Well, to be fair they didn't think the game would be nearly as populated as they did. So as a general leveling matter they did expect more dungeon crawling. But yeah they certainly would've had to expect that there would be camping of specific mobs to some degree.
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