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#71
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Last edited by Goregasmic; 06-05-2025 at 03:24 PM..
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#72
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Everquest came from MUDDs and DnD. In those games you do an adventure (like a dungeon crawl) and you simply get whatever items you happen to find along the way. You didn't run a very specific part of the adventure over and over until you got the item you want.
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#73
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Almost every nerf that happened during classic EQ was the result of players being super jealous/mad/envious of a class playing the game in a way seen as gaining an advantage and going on the Sony Station/Verant forums and griping -- it's still the way it is here which is ironically the most accurate part of classic EQ. | |||
#74
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That and it was obvious people would want the more interesting items. You can't put 9int/wis on GEBs in classic and not expect most casters/healers will want it. Or SSOY or FBSS or whatever. Quote:
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#75
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there is quite literally hours of interviews on Youtube with the devs talking about this. https://www.youtube.com/watch?v=OTWd...J42NMGmlgnFv7W | |||
#76
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#77
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__________________
Wedar - Level 60 Grandmaster (Retired)
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#78
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![]() People often forget how little time goes into internal QA vs. customers playing the game. If you have a QA team of 100 people (that's a big QA team), you are getting 200,000 QA hours per year across the entire game from start to finish if they work 40 hours per week. This also includes features that get cut.
If you have 50,000 players play the game at launch, they will collectively reach 200,000 hours in 4 hours after launch. Players play the game way more than the devs. That's why players find bugs and unexpected ways to play.
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#79
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![]() Early 3d shoot em ups like Duke Nukem, side scrolling platformers like Sonic and top down rpgs like Zelda taught me in adventures to always push the boundaries of a game and find ‘secret areas’, so in any new adventure game I always try to get out of bounds/discover ‘secret areas’ in any new game, often ending up in me doing the game out of sequence (you weren’t meant to be able to climb into that area yet as you don’t have the proper item/mount/pokemon type thing).
I don’t blame it on QA, but there does seem to be a shift away from encouraging that kind of exploration. | ||
#80
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![]() The QA I've done was on single player but it was mainly about finding bugs and making sure game mechanics and menus worked. Not sure to what extent they had people actually testing the group content beyond mechanics.
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