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#1
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Quote:
they are all unintended, advantage-giving, game mechanics discovered by the players, that were ultimately left in the game by the devs. | |||
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#2
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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. | |||
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#3
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Quote:
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#4
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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!!! | ||
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#5
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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. | ||
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#6
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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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#7
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Classic
__________________
Bynarr 60 Cleric
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#10
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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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