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#2
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And for a vast majority, it's not like they were killing one single spawn then sitting and waiting for 36* minutes. People were shit at the game and had bad gear and did bad damage. Holding a camp was not what it is today. *interesting that you choose a number that's almost double the average respawn time of a dungeon, too. "According to the interview the downtime was long because "Brad" thought it would be cool for players to shoot the shit for 36 minutes between spawns." Link?
__________________
I play self found and make new alts.
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#3
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#4
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Paladin tank, 3 priests, a wizard with no mana and a rogue. Classic group comp. Takes 3 mins to kill 1 blue. Takes 3 mins to recover. 6 mins / mob, room of 3 mobs = 18 mins of kills. Wiggle room for bio breaks / keeping spawns spaced. | |||
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#8
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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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#9
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Honestly the downtime really was a huge part of the social experience. These days in groups I've noticed people rarely talk, the pulling might be non-stop but it doesn't really feel like a group.
I was actually kind of reminded of that old social experience during the early days of green when all the /list camps were in. They were brutal, but it kind of felt like you were in the trenches with these other people and there was a lot of socializing when I did them (only did guise and rubi bp). I bumped into a guy a few months ago who I was at the guise camp with and we actually both remembered eachother. | ||
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#10
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I liked /list. Personally I really started feeling invested in the success of other people I saw going through lists at the same time as me. Having a system that encouraged people to spend downtime together created an experience which reminded me of classic sociability.
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