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Feign Death Pulling, from unintended play to game mechanic

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Comments

  • SinistSinist Member RarePosts: 1,369
    edited November 2015
    goboygo said:
    Kilrain said:
    Things like this are better when the devs don't intend for them to be there. When intentional, it takes away from both the satisfaction of learning it, but also opens it up to everyone equally. Good "exploits" are as much a part of game exploration as anything else.

    This exactly, build it hard, really really hard.  The players will find a way.  Its what we do. 
    One of the things that made FD splitting pulls hard in EQ (until they started giving other classes tools to do it) was that they actively sought to stop it from occurring through content design and anti-code because it was not intended. FD pulling will exist in Pantheon, so... mechanics need to be implemented to make it a difficult system based on the application of player skill and strategy.


  • SinistSinist Member RarePosts: 1,369
    Amathe said:
    This is one of many possible examples of fun things about EQ that may not originally have been intended, but that players liked and embraced. 
    This is the nature of gaming. That is, having obstacles and then finding ways to overcome them with the tools available. This type of play is lost these days because games are designed to attend to every makeup.

    For instance, trying to design party size and classes to be perfectly balanced in all situations is what kills emergent play. Necessity breeds innovation and if there is no need to adapt and learn, there will be no such "emergent" play.

    So, content must be very hard and people should not have every "convenience" and need attended to in game design. You have to be able to tell the player that there will be things they may not be able to do and then let them try and prove you wrong. That is how EQ became such an enjoyable game. People were constantly looking for way to do things that were not intended. Only way you can do that is to have an open system where players can experiment and try different things. If you build the game on rails, all there exists is where those rails take you.
  • Gyva02Gyva02 Member RarePosts: 499
    carotid said:
    Sinist said:
    Gyva02 said:
    Wasn't saying a Monks FD should be called luring, just adding a tid bit of info about the term "luring" being in the guide back in the day but it didn't catch and people used the term pulling anyways. Trying to hunt down the first guide that came with EQ but no luck yet. Curious if a section about luring is also in that one... 
    Good luck, the original manual that shipped with the game (careful with digital versions as those have been updated) is what the monks argued over during the role of a monk back during the monk nerf (I might still have it, but it would take some digging). People said monks were just a DPS class which was not the entire original design of the class as they did have some defensive capabilities, but very special and limited (it spikey avoidance tank).

    Speaking of EQ original manual, I have the original box and the manual :-) Need me to look something up?
    Scan that puppy and allow folks to download it somewhere, you'll be a Hero to many :) 
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