#52
|
|||
|
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. | ||
|
#53
|
||||
|
Quote:
they are all unintended, advantage-giving, game mechanics discovered by the players, that were ultimately left in the game by the devs. | |||
|
#54
|
||||
|
Quote:
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. | |||
|
#55
|
|||
|
Removing item recharging is on par with banning multiboxing. Prove me wrong.
| ||
|
#56
|
||||
|
Quote:
| |||
|
#57
|
||||
|
Quote:
Most items in the game have vendor sale prices regardless of whether the item can has charges or not, including things like Flowing Black Silk Sash and Short Sword of the Ykesha. So no, the developers didn't implement vendor sale prices just because the item recharge exploit was somehow intended. That's ridiculous and easily proven false. If item recharging was intentional then it would have been an actual system in the game. For example, maybe they could have made a container and called it something like Box of the Void, and then allowed players to combine items inside of it along with, I don't know, maybe something called a Mana Battery and then that would recharge the item. Oh yeah those are items that exist in the game, so I guess if that doesn't recharge your item then that item wasn't meant to be recharged. That's just the straight facts. But then the question is whether the recharging exploit adds enough value to the game to warrant keeping it, and that can surely be debated. But ultimately the developers get to decide, and they've decided that for now that recharging is good for the game. There are plenty of exploits that they decided weren't good for the game and removed, such as warping across WK and pathing exploits in HHK/Steamfont/HS.
__________________
| |||
|
#58
|
||||
|
Quote:
| |||
|
#59
|
|||
|
soulfire hilt dropped in mm last night, do i have as much of a right to roll on the soulfire as he does now that anyone can use it from inventory?
last night i payed a cleric 132 plat for a 90% rez it costs 168 plat to recharge a wc cap... the time it took me to get a port for the cleric, sit around naked, msg a bunch of people, finally get the rez it was 2 hours later could have just capped and charged an extra 38 plat to my account for 2 hours of time 12 plat per hour. I should abuse this like everyone else is... can't beat em join em? Still a cheating exploit recharging items. Moving this thread to rants and flames Resolved | ||
|
#60
|
||||
|
Quote:
I think that if the EQ devs intended for items to be recharged, they'd have introduced a recharge mechanic or officially sanctioned the duplicating of charged items via vendor. | |||
|
|
|