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#21
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#22
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Oct 9, 2003 patch: ** Interface ** - Merchants now separate items with different charges in their list. For example, 9 dose and 10 dose potions will show up as separate items on the merchant's list. Items with the same amount of charges will be stacked. NOTE: This will remove the ability to "recharge" items by selling them to a vendor and buying them back. Should we keep game breaking exploits in like these even though they are classic especially when it alters the classic experience? And why aren't we consistent across all servers? | |||
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#23
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![]() I thought I saw somewhere that recharging was kept to function as a plat-sink, but if that's the case they should dramatically increase the price(s) especially for the over-used items.
-Mcoy | ||
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#24
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Here's an interesting discussion from around the time it was removed. https://thesafehouse.org/forums/foru...em-charge-nerf | |||
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#25
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![]() I'm firmly in the camp and of the opinion that keeping all things as true to "classic" is, in many cases, rarely in the best interest of the game, these servers, and the population, both old and new.
A number of existing mechanics may have made sense or been briefly tolerated at the original time, but over an extended period on a time-locked server bring to light a number of issues ranging large aspects of the game and its community. So to this end, I would agree with you, OP. I expect primary complaint will come from those who leverage certain items to make raid bosses "easier". However, as has been mentioned regarding knowledge of this exploit back in 2000, I don't remember my guild doing similar during the original timeline and yet we still accomplished as much, if not more, than what I've seen here with it available. | ||
Last edited by nenja; 11-19-2019 at 05:08 PM..
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#26
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![]() We have already made non classic changes to items to stop recharging them:
https://wiki.project1999.com/Ivandyr%27s_Hoop In this p99 patch: https://www.project1999.com/forums/s...ad.php?t=48145 Why cherry pick stuff like this on the Blue server then outright remove all recharging on Red? If it's an argument that an item is just too powerful and game breaking to allow recharging then who gets to make that decision and how is it even made? There's plenty of other items that are just as bad that could use recharge removal too. | ||
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#27
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Danth | |||
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#28
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Last edited by Nirgon; 11-19-2019 at 05:19 PM..
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#29
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#30
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