I don't think xp penalty is bad if that class has an inherent bonus to killing shit faster/on its own to compensate. Like if your world is mostly forced grouping, having classes that can solo but have an xp penalty seems like ok design to me. As long as it's a balanced tradeoff I think it'd be fine. Don't think it was in EQ though.The melee class bind restrictions were retarded, as were class/race xp penalties and a couple other PnP carry over rules that made no sense. It's safe to say that crap won't be in any modern game, EQ or otherwise. Not really even worth discussion.
why? because they forced you to branch out to the community for 1 minute to an hour? god forbid.The melee class bind restrictions were retarded
I think not being able to group with my friends and gain xp at the same Rae as them, thus remaining the same level as them, is TERRIBLE design in what is supposed to be a social game.I don't think xp penalty is bad if that class has an inherent bonus to killing shit faster/on its own to compensate. Like if your world is mostly forced grouping, having classes that can solo but have an xp penalty seems like ok design to me. As long as it's a balanced tradeoff I think it'd be fine. Don't think it was in EQ though.
What about xp penalty if you're solo that is reduced with the number of people in your group.I think not being able to group with my friends and gain xp at the same Rae as them, thus remaining the same level as them, is TERRIBLE design in what is supposed to be a social game.
Fair. However, please explain what the reasoning is behind int/wis casters being able to bind anywhere, and melee classes on at cities? What did it add to the game? What did it take away? Why the fuck was it in game? I'm a huge advocate for a lot of EQ's systems that promoted player interaction, but I just don't thik that this particular one did at all. It was a silly and arbitrary inconvenience.why? because they forced you to branch out to the community for 1 minute to an hour? god forbid.
Hopefully he's talking about how they could only be bound in cities. Otherwise yes he would be a hypocrite.why? because they forced you to branch out to the community for 1 minute to an hour? god forbid.
Absolutely fine, (in fact, i find that preferable - quadding as a druid always felt a bit like cheating to me) but it wasn't like this in EQ.What about xp penalty if you're solo that is reduced with the number of people in your group.
Wtf else would I have been talking about? LolHopefully he's talking about how they could only be bound in cities. Otherwise yes he would be a hypocrite.
There was constant whining from melee characters that they had to ask and find someone to bind them, instead of being able to do it themselves. Again one of the complaints of EQ that newer games fixed and even EQ itself later fixed.Wtf else would I have been talking about? Lol
This never made sense to me, and it was absolutely horrible being a warrior. Especially in my noob years when I was trying to run across the Karanas all the time. I had no SoW, no invisibility, no benefits to traveling, AND I couldn't bind myself unless it was in a city. If anything, casters should have had the restriction and melees should have been able to bind anywhere if they could find a caster to do it for them. Not that that would have made sense, or would have been smart game design, but it would have been better.Fair. However, please explain what the reasoning is behind int/wis casters being able to bind anywhere, and melee classes on at cities? What did it add to the game? What did it take away? Why the fuck was it in game? I'm a huge advocate for a lot of EQ's systems that promoted player interaction, but I just don't thik that this particular one did at all. It was a silly and arbitrary inconvenience.
But please convince me otherwise because I'm totally open to it.
you know why man, because they could. you dealt with it and created your own fun in a world created by someone else.please explain what the reasoning is behind int/wis casters being able to bind anywhere, and melee classes on at cities?
So... In other words... You have no valid argument.you know why man, because they could. you dealt with it and created your own fun in a world created by someone else.
Player interaction is paramount. They just didn't know how wrong they were at the time to want this. If they could see not the future, and saw what games are now, they never would have said this.There was constant whining from melee characters that they had to ask and find someone to bind them, instead of being able to do it themselves. Again one of the complaints of EQ that newer games fixed and even EQ itself later fixed.
lore > mechanics. grow up, honestly. you're creating a debate from nothing.So... In other words... You have no valid argument.
Thanks for showing up, bud.
Lore? What lore? What is it about wielding a sword that makes your respawn point only available in a city? What about wielding a staff means this same mystical respawn point can be anywhere?lore > mechanics. grow up, honestly. you're creating a debate from nothing.