#11
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And also remember, WOW also did a lot of things that sent this genre down the wrong path, which is why we are playing his game 20 years later, and why so many of us are looking forward to Pantheon and hoping desperately for its success.
__________________
If you’re reading this it’s already too late
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#12
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The real question is why dont people in "Earth" respawn? There are many disparities between these alternate dimensions.
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#13
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1. Yes we were meant to kill lots of mobs. I just said I doubt we were meant to sit in one place killing one mob over and over (and if we were - that is dumb)
2. I only said wow designed out the sit in one place and camp dynamic. I didn’t say wow is better than eq. | ||
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#14
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Quote:
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#15
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I like the veeshan is trying to make this little model world and we keep breaking it and shes like "dammit" and puts the little toy soldier figures back in the spot she wants them everytime we kill one.
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#16
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Quote:
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#17
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Quote:
Brad had envisioned EQ dungeons to be progressive, meaning start at front and work your way through. You can see this was emphasized when kunark hit as there were a lot of dungeons without a zone line out after zoning in (chardok, droga/nurga, the hole, os, hs, VP, etc). They didn't intend on single pulling either, wanted groups to have to deal with pockets of mobs at a time. It's actually a lot more fun to fight this way. The hole is a great zone for progressive advancement. Rares pop with any placeholder so no need to stick in one spot, and you can fight to teleporters to get out. It is a massive zone with probably nearly 400 mob spawn points.
__________________
Wedar - Level 60 Grandmaster <Azure Guard>
Check out my Zone Guide to The Hole The Hole wiki now fully updated and accurate: Hole Wiki Page | |||
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#18
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Quote:
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#19
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Quote:
It's really a pity that they didn't do a better job randomizing the named spawns to encourage crawling. My most fun EQ experiences are all active crawls in dangerous dungeons with muh pals. | |||
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#20
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Quote:
+9000 | |||
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