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#1
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I did POTime, for me it was boring & monotonous, just like AA were. The only fight that was remotely fun was RZ and VZ/TZ. The rest were your average tank and spank. And you don't need levels to do anything if it is balanced appropriately. Instead of AA, I'd rather write quests that gave items that had AA abilities on them or gave access to the skills/boosts themselves. But, then you end up with mobs with astronomical amounts of HP, like the blobs. AA were the beginning of an escalation: You can either advance player gear, or player ability; if you advance both then you have to advance what mobs drop and what mobs do. Be that "do" equal to HP, Min/max damage, AE, proc or attack speed. The tighter you can control what the players have access to the better encounters can be tailored to be difficult vs "a 1500aa tank fight".
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I have walked my way since the beginning of time. Sometimes I give, sometimes I take & it is mine to know which and when.
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#2
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#3
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It's fun because it's a challenge. EQ was interesting in part because the challenge consisted of many things besides just crawling a dungeon or defeating a raid boss. For example, finding your way through a new zone, finding your corpse, or being lost in the dark (or all three if you're a Barbarian going down to Blackburrow for the first time). When Sony lightened the game and made night vision meaningless, they removed a challenge from the game. There's nothing anybody can do to put that challenge back now. When you remove enough little challenges over time, you wind up with a bland and empty game where you do the same thing time after time to acquire points. Basically, WoW "dailies" (which is when I quit that game again when my friend suggested I should start doing them). | |||
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#4
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Because it keeps it Classic. The more you move away from challenge and the fear based concept of dying in this game, the more you move towards World of Warcraft and Everquest Live. Spare us both, please. :/ | |||
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