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#230 - 12/02/07 11:05 PM
Re: phase 1 - Tinker guild updates
[Re: Muod]
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Cerberus
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Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
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Is there anything to be gained through pk? No looting, no xp loss, minor inconvienence to the killed... I might be of an older generation when I say this, but I remember a time when people RAN to temples to pray so as to avoid a more horrendous fate than the few million xp (3 or so hours of good hard xping) loss from a pray.
As an aside, what ever happened to dev hunting? (This should be interesting...)
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#243 - 12/03/07 11:46 AM
Re: phase 1 - Tinker guild updates
[Re: Kim]
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Cerberus
addict
 
Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
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While dev hunting was probably the most unstabilizing effect on the mud, it did provide true diversity. Just to recap, for those of us who may not have experienced dev hunting first hand, a high level character would generally run through low level areas rife with mobs and slaughter them unmerciful and without regard to low level characters who needed the mobs to gain xp. The reason for this is that critical results gave devs individual of the xp gained (that part might not exactly be true, it's possible there was some realtionship to xp gain, but it was non-linear).
This was terrible if you happened to be logged on while someone else was dev hunting the only areas you could effectively hunt in. It was also the reason that two characters of the same level could have trained the same skills to very divergent amounts (I was involved in a conversation where the base skills were 5-15% higher in someone who had known of dev hunting than a contemporary who had leveled without knowing of it). I don't personally believe it was a good idea to have, but it added another layer of play options to the game that no longer exists.
It did unbalance the mud quite a bit. There simply weren't enough mobs on the mud to support more than three dev hunting high mortals at once, at the time.
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