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  #1  
Old 12-16-2019, 07:11 AM
Izmael Izmael is offline
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Originally Posted by azeth [You must be logged in to view images. Log in or Register.]
Absolutely none of these examples are analogous to recharging through merchants
Every single one of these examples is analogous to recharging through merchants. The analogy is:

they are all unintended, advantage-giving, game mechanics discovered by the players, that were ultimately left in the game by the devs.
  #2  
Old 12-16-2019, 10:46 AM
Tilien Tilien is offline
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Quote:
Originally Posted by Izmael [You must be logged in to view images. Log in or Register.]
Every single one of these examples is analogous to recharging through merchants. The analogy is:

they are all unintended, advantage-giving, game mechanics discovered by the players, that were ultimately left in the game by the devs.
Sure, except recharging was removed in Luclin under the guise of an interface update, not a mechanic update, meaning it was:

A) Unintended.
B) Removed when the devs got wind of it on live.
C) Not emergent from mechanics working as intended, but rather from interface limitations.


All your examples were:

A) Unintended
B) Not removed (or at least not that I could see) for at least years after Luclin
C) Emergent from multiple mechanics, each working as intended individually.
  #3  
Old 12-16-2019, 12:57 PM
Ligma Ligma is offline
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Quote:
Originally Posted by Tilien [You must be logged in to view images. Log in or Register.]
Sure, except recharging was removed in Luclin under the guise of an interface update, not a mechanic update, meaning it was:

A) Unintended.
B) Removed when the devs got wind of it on live.
C) Not emergent from mechanics working as intended, but rather from interface limitations.


All your examples were:

A) Unintended
B) Not removed (or at least not that I could see) for at least years after Luclin
C) Emergent from multiple mechanics, each working as intended individually.
They jacked up the prices on the items commonly abused at that time. Years later it was removed altogether but was effectively nerfed in luclin because of rez staffs and fungusbeast glands
  #4  
Old 12-15-2019, 02:22 PM
douglas1999 douglas1999 is offline
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Lots of stuff is an exploit, therefor let's just never fix exploits! I mean, since we can't do everything, let's do nothing!

Item recharging is such an obviously gigantic exploit it sort of makes things like fear kiting pale into insignificance. Fuckin remove it already and we can see who is actually good at killing raid mobs.

Also lol at the ultimate telltale signs of somebody clinging to an exploit being left alone: Talking about how this is merely an "elf sim" and eyyyyy, cmonnn, it's 20 years old, so who cares ya know? Fuhhhgetaboutit!!!
  #5  
Old 12-15-2019, 02:41 PM
Izmael Izmael is offline
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Rechargeable clickies add "content" to a content-starved server such as Blue.

Can certainly disable recharging on Green/Teal, as I advocated before.
  #6  
Old 12-16-2019, 12:02 AM
Valeriya Valeriya is offline
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Shut up and quit crying sorry you suck at p99....... The GM already made lists to hold you're hands
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Old 12-16-2019, 12:26 AM
Naonak Naonak is offline
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Classic
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  #8  
Old 12-16-2019, 12:27 AM
Valeriya Valeriya is offline
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Quote:
Originally Posted by Naonak [You must be logged in to view images. Log in or Register.]
Classic
Nothing about p99 is classic
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  #9  
Old 12-16-2019, 12:29 AM
Naonak Naonak is offline
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Quote:
Originally Posted by Valeriya [You must be logged in to view images. Log in or Register.]
Nothing about p99 is classic
It's custom classic, as intended by Devs?
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  #10  
Old 12-16-2019, 05:20 AM
Kalamurv Kalamurv is offline
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ah someone beat me to FD being an exploit haha.
FD was originally designed to be a way for monks to lower their agro in groups (flop the agro)...like rogues evade. Being able to split mobs wasn't intended but once it caught on to the point everyone was doing it, they started tuning the game around this unintended effect.
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