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Old 12-14-2015, 10:38 AM
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chrsschb
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Join Date: Nov 2008
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Quote:
Originally Posted by provocating View Post
Explain please.
Think mechanics. Imagine a fight that that requires management of 3 separate NPCs, each with their own mechanics. But you can only keep 2 players online at any time (with their bots) and this fight is far too complicated for 2 people to complete. Realistically this fight needs 3-4 real people, but you have to dumb it down because you know you'll never have 3-4 real people playing reliably. Now imagine if you're one of the servers who is anti-bot/anti-merc. Now this 6-12 person fight has to be dumbed down for 1-3 people.

Also keep in mind that the fewer players you have, the less drastic difficulty increases can be. If you only ever have 1-3 players online, the difficulty change between tiers of content is fairly small. We're talking a few points of damage, a few thousand hp, etc. These difficulty changes can be much more drastic when you have a larger player base. This larger player base also allows you to more finely tune the mechanics behind that encounter, potentially creating not only a more difficult encounter, but a much more engaging one.

Simple fights are part of EQ's life, nothing will change that. But some of us have amazing ideas that we really never get a chance to act upon due to limited player-base.

BLUF: I design content months/years in advance, down to minute details. But during implementation reality kicks in and I have to cut things down to the point of crippling the fight.
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