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Originally Posted by jackd104
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+1. I’ve also long suspected that the designers didn’t actually expect players to camp spawns (“who in their right mind would sit in one place doing nothing for an hour just to kill one mob again? Maybe one crazy guy,..”). And if they DID purposely design the game for camping, I’d say that is the dumbest design direction in all of history. So players would be less likely to see mobs pop in front of them if they were crawling around as the designers intended. Now, we all know that intention failed terribly, thus later advances in EQ and WOW such as instanced dungeons and loot that can drop off any mob. WOW did many things overall to end the camp dynamic.
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Yes, in fact original EQ devs did not want camping to be a thing. They hated that FD was used to pull singles to a group as well, intending for FD to be just an escape mechanic (save you from needing a rez).
Brad had envisioned EQ dungeons to be progressive, meaning start at front and work your way through. You can see this was emphasized when kunark hit as there were a lot of dungeons without a zone line out after zoning in (chardok, droga/nurga, the hole, os, hs, VP, etc).
They didn't intend on single pulling either, wanted groups to have to deal with pockets of mobs at a time. It's actually a lot more fun to fight this way.
The hole is a great zone for progressive advancement. Rares pop with any placeholder so no need to stick in one spot, and you can fight to teleporters to get out. It is a massive zone with probably nearly 400 mob spawn points.