Re: Managing Rarity via REAL difficulty
Quote:
Originally posted by Bionitrous
As an example, if there were some new item that went in an NCU slot that increased the duration of NanoFormulas by 50% they could simply put it on a MOB with a 24hr respawn time. This is frigging garbage design that a half-assed child would think of.
Instead, they could be intelligent and allow access to the item to anyone who is willing to spend some time PLAYING the game.
1. Talk to NPC Computer Merchant. He mentions an 'associate' who has told him of rumors of a shipm...
yeah, this would be a lot of fun to do, hope it will happen sometime :)
Yes ... nut cutting .... hmmm
Anyway on a more serious note. I remember one of the worst times I ever had in DAoC was doing some quest where me and my pick-up group had to wait 45 minutes (!!!! OMG). For some monkey-faced King Mukluk or something to spawn. We were all *****ing because we coulda been playing. Instead we were all just *****ing at the game.
Now, six of us got his head after the wait (which seemed like an eternity). Could you imagine if we _each_ had to wait for his damn head? That would be almost AO-like.
Anyhow, my point is that one of the worst, if not THE worst and most memorable moments in my DAoC career was having to wait 45 minutes for a monkeyboy to spawn.
Right now my list of all-time low moments in AO happens to contain sitting in the lab director's office for 90 minutes (with a spring training game on the tube) before suddenly realizing I had a life and flipping my finger at the screen and logging out of the game.