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12-26-2007, 03:25 PM
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Fucking SICK of spell resists
Character: Aleraku/Alaedraa
Server: Blackburrow
Posts: 8,261
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Re: If you were to design the epic weapon quest
Anyone who suggests camps, deserves camps.
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80/140 Wizard, 80/140 Illusionist, 80/140 Warden, 80/128 Troubador, etc.

HA HA fuck you, Roger. And don't vote for Obama.
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12-26-2007, 03:28 PM
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Gimptits
Character: Ethendil
Guild: Offensive
Server: Najena
Posts: 276
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Re: If you were to design the epic weapon quest
Quote:
Originally Posted by Illuminator
Anyone who suggests camps, deserves camps.
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I don't mind camps. Ain't nothing wrong with 'em.
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12-26-2007, 04:41 PM
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Le'Rofl
Character: Calbium
Guild: Lore
Server: Innothule
Posts: 5,642
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Re: If you were to design the epic weapon quest
Quote:
Originally Posted by aduros
Don't tell them that. They'll make the solo item more powerful than the raid version, to match my necklace.
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Tbh I think in some way it should. I think the solo reward should have root procs and other stuff that helps you in solo combat to where if all you did was solo then you would rather that item over the raid item.
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Calbijum and Screenpeeker on Nagafen
Caliscool Xeth - VG
THIS GUY IS A LUCKY MAN! 7,777
Looking for beta info for WAR ! pm me!
Note that there is no question mark in my sig.
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12-26-2007, 04:58 PM
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L337 Poster
Character: Dakkota
Guild: Confirmed
Server: Unrest
Posts: 1,102
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Re: If you were to design the epic weapon quest
you should have to kill nagafen and the game will allow you to bring 2, 24 man raid parties to the fight and the update is a single item that you loot of his body, so only 1/48 get it.
i dont fuckin know. 
Last edited by dakkota; 12-26-2007 at 05:00 PM.
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12-26-2007, 05:35 PM
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Done and Done.
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Re: If you were to design the epic weapon quest
Quote:
Originally Posted by Illuminator
Anyone who suggests camps, deserves camps.
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What's funny is I'm going to read your post as pro camp. Which I agree with. Camps separate those with the will to get the mob, versus those who want easy mode triggered spawns. However, make the mob unkillable until the part of the quest is finished, yet still a contested camp with placeholders that DO NOT FUCKING UPDATE THE GODDAMN QUEST.
That would alleviate griefing the mob, and botters farming it.
Also, it should drop loot as well.
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12-26-2007, 06:44 PM
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Fucking SICK of spell resists
Character: Aleraku/Alaedraa
Server: Blackburrow
Posts: 8,261
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Re: If you were to design the epic weapon quest
Camps separate those who have no time for bullshit, from those who don't understand the value of time, more often than not because they aren't getting paid for the time they consume oxygen during daylight. Camps are another obsolete relic waiting to fully decompose, a dead byproduct of the Broken EQ1 MMO Precedent (BEMP).
__________________
80/140 Wizard, 80/140 Illusionist, 80/140 Warden, 80/128 Troubador, etc.

HA HA fuck you, Roger. And don't vote for Obama.
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12-26-2007, 06:57 PM
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Fucking SICK of spell resists
Character: Aleraku/Alaedraa
Server: Blackburrow
Posts: 8,261
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Re: If you were to design the epic weapon quest
The Tynnonium Shackle final trial was on the right track. Suppose there were a mob that turned into your duplicate and you had to fight him to the death (remember Zelda 2?) and the fight sucked everything out of you, and you got nobody to hide behind, unlike all you sonsofbitches on the dkp train. That shit is epic on the inside, some fucking zen mastery right there.
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80/140 Wizard, 80/140 Illusionist, 80/140 Warden, 80/128 Troubador, etc.

HA HA fuck you, Roger. And don't vote for Obama.
Last edited by Illuminator; 12-26-2007 at 06:58 PM.
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12-26-2007, 07:05 PM
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Done and Done.
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Re: If you were to design the epic weapon quest
You mean Ascending or whatever on Guild Wars? Boring.
See, what you do is apply the fact that if I so chose to sit my toon at a loc and watch tv, eat supper, or read a book, instead of NOT being in the game. The fact that it comes down to is that in a video game, I MUST be wrong. Those who create the time via effort deserve to be cooler in that world.
The heroic camps should only be accessible by those on that step, however, it shouldn't be "triggered." Triggered mobs create a mockery of the quest mechanic. Place holders that update quests also make the identical mockery of the system. I realize that you think you are "enlightened" after your debacle with attempting to raid on the highest of levels, but man, you are a one track minded fool.
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12-28-2007, 05:38 PM
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Call me Jude.
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Re: If you were to design the epic weapon quest
Quote:
Originally Posted by Illuminator
The Tynnonium Shackle final trial was on the right track. Suppose there were a mob that turned into your duplicate and you had to fight him to the death (remember Zelda 2?) and the fight sucked everything out of you, and you got nobody to hide behind, unlike all you sonsofbitches on the dkp train. That shit is epic on the inside, some fucking zen mastery right there.
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Honestly, I'd love to fight a Dark Link for my epic; a complete duplicate of yourself, where gear makes no difference, and pure intelligence and strategy wins.
__________________
 Mazrim :: Guk :: Defiler :: Ne Plus Ultra // Euron :: Nagafen :: Mystic :: The Kraken, Onyx
Steam Rating: 7.1 - Wax on, Wax off
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12-28-2007, 06:22 PM
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Gimptits
Character: Ethendil
Guild: Offensive
Server: Najena
Posts: 276
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Re: If you were to design the epic weapon quest
Quote:
Originally Posted by Euron Greyjoy
Honestly, I'd love to fight a Dark Link for my epic; a complete duplicate of yourself, where gear makes no difference, and pure intelligence and strategy wins.
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Only the mob would be trivial and you'd win every time. AI will never be as good at the game as even the shittiest shitty players.
Fuck that. Let's take a look at what the Tynnonium Shackle quests were really imitating: the Coldain Insignia Ring quests from EQ1. That shit was epic.
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