#41
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#42
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And for a vast majority, it's not like they were killing one single spawn then sitting and waiting for 36* minutes. People were shit at the game and had bad gear and did bad damage. Holding a camp was not what it is today. *interesting that you choose a number that's almost double the average respawn time of a dungeon, too. "According to the interview the downtime was long because "Brad" thought it would be cool for players to shoot the shit for 36 minutes between spawns." Link?
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#43
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#44
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Paladin tank, 3 priests, a wizard with no mana and a rogue. Classic group comp. Takes 3 mins to kill 1 blue. Takes 3 mins to recover. 6 mins / mob, room of 3 mobs = 18 mins of kills. Wiggle room for bio breaks / keeping spawns spaced.
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Gorgen (Blue) - Agnostic Troll Warrior of the XXXI Dung | |||
#45
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#46
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Honestly the downtime really was a huge part of the social experience. These days in groups I've noticed people rarely talk, the pulling might be non-stop but it doesn't really feel like a group.
I was actually kind of reminded of that old social experience during the early days of green when all the /list camps were in. They were brutal, but it kind of felt like you were in the trenches with these other people and there was a lot of socializing when I did them (only did guise and rubi bp). I bumped into a guy a few months ago who I was at the guise camp with and we actually both remembered eachother. | ||
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I liked /list. Personally I really started feeling invested in the success of other people I saw going through lists at the same time as me. Having a system that encouraged people to spend downtime together created an experience which reminded me of classic sociability.
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Gorgen (Blue) - Agnostic Troll Warrior of the XXXI Dung | ||
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#49
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#50
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