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#21
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![]() IMO, The fate of every bug (to fix or not to fix) on P99 should be determined by what the original intention of the way an item or mob behaved should have been. It doesn't matter if Sony took 3 months to fix something that with more manpower or the wave of a magic wand would have been fixed on day 1. It should be like that on day 1 of kunark on P99.
Design decisions or changes made that were done with the benefit of hindsight are different but in most cases common sense should prevail as to how they should appear on day 1 here. Also don't forget that we are working on the titanium client so aren't the devs pretty much having to backtrack in order to emulate what it was like back then? If so, they'd have to intentionally re-implement every bug that existed until such time that it was fixed on Live, by timeline. I'm pretty sure their time could be spent on more pressing things like P99-specific bugs. | ||
Last edited by Wizerud; 09-27-2010 at 03:23 PM..
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#22
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![]() Trivializing mana and health generation was obviously not the intention either. Yet rubicite and the mana stone were left in the game just like the real progression on classic. How is this different? The dragon cap is not a BUG, it's a gameplay adjustment.
__________________
Dantes Infernus
57th Level Champion of Rallos Zek "Life's short and hard like a body building elf." | ||
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#23
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![]() Quote:
Like Dantes said, it was a gameplay adjustment. This server has been following the timeline of these adjustments the same way it has been following the timeline of zones being implemented. (Also, the old world dragons are pretty trivial now.) But like I said before. Even if they did cap the dragons the moment Kunark launched (which is not classic), it wouldn't change who is currently killing the dragons. They might be a bit less contested than they are now and there might be slower response times from when the dragons pop but that level 52 cap isn't going to hamper anybody. | |||
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#24
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Last edited by Wizerud; 09-27-2010 at 03:33 PM..
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#25
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![]() Quote:
If you strictly define "bug" as "anything unintentional to 'the vision'", sure, it's a bug. But they never fixed it, nerfed it, nor deemed it a serious problem when they had power to do so, so they probably realized it wasn't a big deal to enforce, and allowed the "bug" to exist, making it part of normal gameplay, and no longer a "bug," since it was incorporate into the game. MQing is also harder than simply going to EC and paying someone money - there is a trust component and a much greater incident of fraud in MQ cases, so it's not like it's equal to simply buying the item from another player - an increased level of difficulty does result, and so making the item "No Drop" does, in fact, increase the difficulty of acquiring the item and encourages more players to camp for it as opposed to buying it on the open market, and in conclusion makes the resulting item more rare and more valuable. All of these are intentions of making something no drop that do not require the specific intention of "players must physically kill the mob to acquire X item." Apparently Verant and SoE were okay with that being circumvented, nullifying its status as a "bug." The fact that they didn't do a thing to stop players (nerf, fix, or change anything about it) that's proof positive that it wasn't a bug in the same way dupe exploits, pathing bugs that made it impossible for mobs to hit you, or any number of other issues were accurately identified as "bugs." Quote:
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#26
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![]() Quote:
Most people play to enjoy the experience, to play the game just like classic was played. There will always be those people who want the bugs to stay in so they can exploit the hell out of them from day 1. Only as long as it can somehow benefit them. /clap | |||
Last edited by yaeger; 09-27-2010 at 06:03 PM..
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