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#1
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Okay, but how do you explain the grindiness of EQ if it wasn't about a subscriber treadmill?
Just take a look at some bottlenecks in this game. People will sit for hours on end waiting for a rare spawn and/or a rare item drop. How was not about drawing the longevity of a game, and thus the longevity of a subscription? | ||
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#2
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Quote:
The rare drops are because that's how they wanted the game to work. They thought people should work hard for rewards in this game. | |||
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#3
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The longevity is to keep players stuck on content until the next expac is ready to drop.
The devs had to really rush dev of expacs as even with the timesinks the hardcore could rush thru content. Also scarcity of rares made them feel more valuable to players. | ||
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#4
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Key ring please
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#5
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How about: Once quillmane is killed, a 3 day window immediately begins during which she can spawn at any time. So she might spawn again immediately after being killed, or ten minutes later, or two days later. Always in a completely random location\pathing. So you're guaranteed at least 2 quillmanes a week, but statistically it would shake out to many more than that cause the window is usually not gonna go the full three days. And as always, whoever engages first gets it. This would mean that any time you go to SK, there's a chance that she's either already up or could pop at any time. There would never be a period during which you knew she couldn't pop.
I think that would simulate how most people encountered her in classic better than having the spawn tied to any trigger mob or placeholder. | ||
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Last edited by Ooloo; 07-20-2023 at 12:53 PM..
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#6
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Was it rare because the mechanic was different or was it rare just because people didn't know what they were doing?
I hardly remember SK having people killing "every imaginable placeholder all day long". Primarily people killed at KFC and the Gnoll spires, plus eventually the Treants once people realized how lucrative they were. I guess it could vary depending on the server, but I would be surprised because that would mean one server had figured it out which would've ended up online for sure. Two years later in like 2001 people had started doing it a lot more, but for the first year and like a half or so I don't remember people trying to mass kill trash mobs in SK to try and get Quillmane to spawn, which would explain the rareness at the time. | ||
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#7
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Last edited by Ooloo; 07-21-2023 at 06:23 PM..
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#8
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Quote:
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#9
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Another QOL change I'd like to see is reinstating spell sets for easier memorization.
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#10
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Originally they thought more people would RP, and hang out in the pubs and stuff, since they were all coming from the world of MUD/MUSHs. They likely would have dedicated more dev time to that kind of stuff but nobody bothered with it. WoW tried to provide a mechanical incentive for it but eventually took it out I think.
They had no idea the game would be played like it was.
__________________
Jersiey De'Vil <Venerate>
Green Server | ||
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