I hope you're not suggesting they did this all on their own. We had a PM laying out the spawn timers and key drop stats in comparison to the player and guild populations on both servers, outlining the issues that would exist in some depth a month or more ago. I invited multiple parties from both servers to speak on this PM with the Devs.Shockingly Daybreak dealt with the key bottlenecks in advance - imagine that.
/rolleyes...I hope you're not suggesting they did this all on their own. We had a PM laying out the spawn timers and key drop stats in comparison to the player and guild populations on both servers, outlining the issues that would exist in some depth a month or more ago. I invited multiple parties from both servers to speak on this PM with the Devs.
Wait you mean how they got everything else right?/rolleyes...
You do realize the problem you're mentioning and the fix you're talking about are two completely separate issues right? One is a design issue that was a simple fix - the other is a symptom of a NON-DESIGN person fixing something having an unintended consequence. (JChan fixed the instancing code to allow them to separate out the bosses - she clearly only thought of the one side of the issue and left the rest to design that apparently didn't think about it)
But keep praising yourself as the master of this fix - Prathun wasn't already on the ball, honest.
Have you ever had a client that acts like they know your job is really easy, when in reality they only see 10% of the whole picture and don't know shit about your day to day reality?I really like Prathun and the other EQ devs, but lets not pretend they have a great track history of catching shit before it's a major issue.
99.99% of all clients?Have you ever had a client that acts like they know your job is really easy, when in reality they only see 10% of the whole picture and don't know shit about your day to day reality?
Yeah, I get it, but the fact remains that you don't know, and will likely never know, what else the devs and managers had to deal with behind the scenes. Everything has a varying amount of priority and if game documentaries have taught me anything, they were probably fixing game-breaking critical bugs up until the last minute.Have they fixed most issues we've been encountering? Yes and that's great. But almost none of these weren't obvious and/or often brought up by the playerbase before the server launched.
Yeah, I get it, but the fact remains that you don't know, and will likely never know, what else the devs and managers had to deal with behind the scenes. Everything has a varying amount of priority and if game documentaries have taught me anything, they were probably fixing game-breaking critical bugs up until the last minute.
Shieeeeeeet, i best get em up there stat then!its still dropping
No-box is somewhat a misnomer - it's no ISBoxer with a 1 client per machine limit - plenty of people will box but it should be more mild. (i.e. I'll probably have 3-4 between the wife and I if we bother with it)The no-boxing server has me intrigued - how far could it even progress? Guilds would have to merge left and right. By GOD you'd have to powerlevel random noobs just to fill slots.
Too bad it would still have the pet problem. Hell, even on live servers pets are better than anything short of a raid geared tank, that shit is just plain broke.