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| | #31 (permalink) |
| Registered User Join Date: May 2002
Posts: 1,444
| Between all of the PVP servers there's a substantial portion of the player base. So fuck off, it's not like they need to devote their entire fucking dev cycle to address resist rates on the PVP servers. Here's a hint: they can tune shit just for PVP. Role a level 1 tune on a PVP server, inspect a spell, click the little PVP box. See that? Magically all the variables on the spells change (including making spells even more resistable for some fucking reason)! Incredible! Second, caster itemization as a whole is an issue that affects every server, so again, fuck off. Hell, they could add fucking +slashing, crushing etc. to caster items that already exist, except make them substantial rather than +800 cr +69 stats etc. |
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| | #33 (permalink) | |
| Registered User Join Date: Sep 2002
Posts: 1,974
| Quote:
In case you don't know, spells have been actually coded to behave DIFFERENTLY when cast on PvP targets. Lets take a look at one of them that acts totally differently in PvP circumstances. Notice the little checkbox in the upper right? This lets you see the PvP version. EQ2 has EXTREME power to alter spells and abilities so that they behave completely differently vs Player targets. There is HUGE leeway here to cope with issues. An inability to take advantage of this leeway is just a sign you are a fucking incompetent developer who can't follow through with their game. Newsflash: The game industry has enough incompetent developers. | |
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| | #38 (permalink) | |
| Registered User Join Date: Jan 2005 Location: Boston, MA
Posts: 1,885
+3 Internets | Quote:
__________________ Wodin - Troll Rogue - Elitist Jerks - Mal'Ganis | |
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| | #39 (permalink) | |
| SOS-dan #76564674 Join Date: Sep 2002 Location: Near a big fucking castle, the UK
Posts: 6,047
| Quote:
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