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#113
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1. Verant were liars, everyone (not specified who this everyone is) knew it. 2. The developers who designed, developed and coded and then maintained the game didn't know anything about it. 3. The person in charge of communicating between the developers, coders and the EQ community didn't know what he was talking about. 4. You had to be a certain unspecified age to know about these things. 5. These are all facts because you remember this from 16 to 17 years ago. 6. You have no evidence other than your 16 to 17 year old memory but I should believe you anyway because. 7. Despite a time relevant post from an Everquest employee which completely contradicts what you are saying, you are right, because. You've sold me [You must be logged in to view images. Log in or Register.] | |||
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#114
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Magicians submitted screenshots of the trades always failing, elementals would NOT hold or use weapons, and Absor earned the nickname "A BS'er" over the incident. Mage pets were hotfixed to hold and use weapons at the same moment pet attack speed was normalized regardless of weapon held. I dearly wish I could dig up his original quote but this was within the first 5 weeks of the game being live. Oldschool players will recall what I'm talking about if they were a pet user, I'm certain. | |||
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#115
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#116
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Mage pets being broken for 10 months is a good example. Another is early on shamans couldn't train alchemy. It wasn't available on the gm. And so whatever dev would roll a shaman, level it to 25 and train the skill np. But it still didn't work for players. Eventually they figured out why devs could do it in house but players couldn't. I don't recall how that one turned out. | |||
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#117
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__________________
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#118
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As you can see from the patch message posted a few posts up they had to deploy the mage pet changes against their wishes because they were 'inseparable' from the code causing connection issues. You would think the people who made the game would know how the mechanics worked and they did. The problem is its a massive game with massive amounts of quests, mechanics, code and lots of people working on different things that all have to go together to create Everquest. If you read the dev posts on the forums back then you had Abashi and Absor answering questions and repeatedly saying, I'll have to check, I'll need to consult this team or that team, so no they didnt know everything no one could especially given the game was constantly changing. Dev boards from 2001 - https://web.archive.org/web/20021030...0&startpoint=0 | |||
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#119
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Thanks for the research on the mage pet issue. I had to dredge that up from a looong while back. I think I will agree with the notion that the EQ staff went out of their way to not bald-face lie to their players, but the pet issue was one of those rare ones when the players were informed that they were wrong multiple times and the screenshot proof had to be handed off before they were even listened to.
At the time, it fostered some bad feelings from magicians not so much that the situation existed, but how their concerns and words were being treated by the company. Hence the nickname Absor picked up from it. I'm kind of sad that the topic of the post has been lost in this shuffle. I think it was over raiding, classic 'features', and not-so-clever use of them reducing intended encounter challenge? Our current players aren't wrong to voice some opinions for the hope of changes being made to the next server. No one wants a Chardok PL consumer service yet again. | ||
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#120
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As for proof the devs didn't know their posteriors from a hole in the ground....
As someone who beta-tested far, far, far too many zones in classic eq.. six words: Plane of Sky Plane of Fear (the first two weeks) | ||
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