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Was multiquesting intentional or a bug? An answer from an original EQ dev.
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For those that don't want to view the clip:
Shawn: Quote:
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Heh, some of the absolute worst decisions made in EQ design were made by people using their play experience to justify things (without realizing how limited that perspective was).
It was a major factor (for instance) in why classes were so out of balance: certain devs played certain classes, and as a result were blind to how overly powerful they'd made those classes. |
Im shocked.
JK that makes logical sense and why MQ is a classic unintended feature that improved the game :) |
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this thread has some good potential
I wanna know what else the original Devs did that was a mistake, but they left it because it had some benefit they liked... Im also intersted in what devs played what classes. We all know Aradune, but did Brad have other classes? what about smedley? Or anything else that devs talked about or leaked that was unintentional, but never fixed. Might shed some interesting light on things like the boats from Live, which were never completed properly, so they added the "teleportation gnomes" at every boat dock. |
on live i mq'd my ranger 1.0 for 20k. don't reget it really. i spent a couple weeks farming in hate and couldn't get it. frankly, i've always like "free economy" type things (like raid items being tradeable in FV), as long as it's not too mudflated. i've always liked repair/damage mechanics so that items degrade longterm, but that's me.
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If Dev's were biased to their classes why was the Paladin so mehish in classic/kunark considering the lead designer (Brad) was a Paladin.
Class needed some niceties that werent added till Luclin onward. (243 pt undead proc spell, 25% self haste buff in the 40s, fast cast root 1.0 second (shackle of tunare), better heals, better stuns (8-12 second durations) I mean 75 Archery skill as an example of the over all weakening of the class vrs PvE in classic. They should have been given better damage vrs Undead as per their DnD lore mechanics. |
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