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  #1  
Old 06-09-2017, 02:16 AM
bestovv bestovv is offline
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Paw is stupid hard, but most of that difficulty comes from shitty, shitty pathing, so I don't know if that counts. It doesn't seem intentionally that hard.
  #2  
Old 06-09-2017, 02:24 AM
mickmoranis mickmoranis is offline
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In classic it was rare on rallos zek that anyone ever went inside the mistmoore castle, idk if that was the way it was on other servers but as soon as you set foot in there everyone around you was dead.
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Old 07-04-2017, 10:13 AM
Mortiis Mortiis is offline
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Quote:
Originally Posted by mickmoranis [You must be logged in to view images. Log in or Register.]
In classic it was rare on rallos zek that anyone ever went inside the mistmoore castle, idk if that was the way it was on other servers but as soon as you set foot in there everyone around you was dead.
Exactly the same on Tallon Zek if I remember right. That place was a death trap. I've only been able to see the whole thing on P99.

Dalnir has my vote. I still have a lot left to see in the game. HS for one. I always rolled evil so I never wanted to trash my OT faction on live.
  #4  
Old 06-09-2017, 02:31 AM
bestovv bestovv is offline
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In velious/luclin maybe pop era I remember a patch that fixed monsters getting stuck and exploited which essentially allowed them to walk through all walls/geometry. Prior to the patch people I knew would for instance kill mammoths in everfrost on this platform where the mammoth would get stuck on the geometry and never get to the player. It could be freely dotted and nuked without being rooted/snared/anything.
  #5  
Old 06-09-2017, 03:17 AM
Jimjam Jimjam is offline
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I always thought it was dumb that finding a position that a mob was unable to climb to was considered an exploit. Just seems like tactics.

They should have just added like a memblur, fear or something AI to make it less practical. Having a mammoth super jump or warp through walls is more immersion breaking than having it stamp about confused or run away to safety.
  #6  
Old 06-09-2017, 04:45 AM
Sonark Sonark is offline
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Quote:
Originally Posted by Jimjam [You must be logged in to view images. Log in or Register.]
I always thought it was dumb that finding a position that a mob was unable to climb to was considered an exploit. Just seems like tactics.

They should have just added like a memblur, fear or something AI to make it less practical. Having a mammoth super jump or warp through walls is more immersion breaking than having it stamp about confused or run away to safety.
I don't think the game with elves, dwarves, lizard people, trolls and ogres, of various walks of fantastical life is looking for "realism" necessarily.

I think in a lot of games, it is tactics. But in an MMORPG? Too easy a thing to exploit long-term.

Not that there aren't other exploits, but y'know. Probably an easier thing to fix.

Just like them warping through Rogue pickable doors. It makes sense so people can't just abuse that and totally eliminate (one of) the purpose of Rogues.
  #7  
Old 06-09-2017, 04:42 AM
Pyrocat Pyrocat is offline
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Cazic Thule because of cleric mobs healing whatever you're killing through walls, lots of pathers, easy to get adds.
Kaesora because of one way drops, cleric and necro mobs, pathers.
Siren's Grotto because enchanter and cleric mobs, everything hits like a dragon, you need to dispell and slow everything, underwater, 3d .etc
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  #8  
Old 06-09-2017, 04:51 AM
Jimjam Jimjam is offline
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Well, there is internal realism and external realism, but fair point. A fantasy world should have it's own rules to go by. Perhaps superjumping mammoths/kitty pride orcs is one of those rules though.

I'm sure on live at one point mobs would open and close locked doors as they passed through (leading to hilarious consequences), which I guess could be explained as having their own set of keys which they didn't drop on death (much like how many NPCs are modelled to have armor they don't drop on death). If they didn't want NPCs passing through locked doors I would have found it less immersion breaking for them to treat them as walls and actually add content to make rogue skills relevant (see LDoN).
  #9  
Old 06-09-2017, 07:29 AM
Rygar Rygar is offline
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On live, when Kunark came out, I think there was 2 weeks or maybe more where your HS or Seb key was NOT soulbound (soulbinding didn't exist).

At that point, it was HS or Seb, but now it is much less risky. That being said, it would still seem SG is hardest due to how hard the mobs hit and how they charm, etc.

For old school I would have to say Befallen just based on the design, I remember trying to level there with my brother on live like early release. Just based how the keys worked there, dying in and having to fight back in naked really sucked, especially for melee.

I remember trying Dalnir early on my monk because I wanted Crescent gear, but damn, those casters were nasty, never even got to the sarnaks. Just seeing how many mobs there were when dropping, etc I could tell it was rough. And that zone out pad had like 8 casters guarding it.
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  #10  
Old 06-09-2017, 01:13 PM
Check12345 Check12345 is offline
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Quote:
Originally Posted by Rygar [You must be logged in to view images. Log in or Register.]
On live, when Kunark came out, I think there was 2 weeks or maybe more where your HS or Seb key was NOT soulbound (soulbinding didn't exist).
I remember this. We needed 2 keys and had to duel outside before going in.

Also at that time, /duel result messages were server wide so you always knew when a group was going into Seb or HS.

Just imagine if they didn't soulbind the keys before VP was opened!
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