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dvergur

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Everything posted by dvergur

  1. IF THEY CHANGED IT AT ALL, THEY MADE IT MORE BLIZZLIKE!! You make it sound like that first "change" is wrong, how can you be so dense? We have a post from vanilla, which is going to be the best evidence you will ever find relating to this issue, since nobody is going to record a mob respawning for multiple hours. You are beyond redeemable.
  2. No, but you have no sources saying otherwise, and there are no patch notes saying they changed the hunter quest. In short, I have more evidence than you do, but you never were interested in evidence because you were the one with the real agenda. The funny thing is, I wouldn't even mind a 7h cooldown, as long as there wasn't such a long queue.
  3. Did you read the link? It's a post from September 11 2006, i.e. patch 1.12.0, i.e. vanilla and he says the respawn is at most 3 hours. The respawn isn't reduced, it's not shorter than Blizzlike. Can this meme please die?
  4. The point was that people have been implying that the 7h to 3h respawn was a concession by Nostalrius, when they were actually just making it more Blizzlike. Whether it was lower I wouldn't know, I personally like 3h because it puts a price on failure but that's just personal preference.
  5. (READ BELOW FOR ACTUAL SUGGESTION) Hahahaha http://free-zg.t-com.hr/tlovey/epic.htm and people were acting like the 3h respawn was some kind of concession from Nostalrius. This is a post from october 2006, i.e. patch 1.12.2. Where they claim that the respawn is 3 hours, note how he casually says "If you fail, just come back 3 hours later" (paraphrasing) almost like there wasn't a queue of a hundred hunters waiting to do the same thing. (SUGGESTION) I will reiterate my suggestion in the spirit of the name of the sub-forum: "Keep the neutral mob alive and patting and when you talk to them, they spawn their demon and won't talk to you again for 3h" "If possible you could make the mob invisible/undetectible during the 3h period, to simulate death" I don't know the technical issue with this but in my mind, this is probably the best way to make this Blizzlike. To be honest, the devs in retail vanilla probably would just have reduced the respawn timer if faced with the same issue, but this would remove the stakes of failure.
  6. dvergur

    Hunter Stat weights

    I made a spreadsheet a while back that would take all stats into account and separate cells for consumables, then it would calculate your stats raid buffed and it would give you your white DPS and then your total DPS assuming a perfect rotation, i.e. one where you cast every spell each time it's ready. I even made a row where it shows full t1 DPS, which was a surprisingly big upgrade. It varied with gear, crit scaling better than AP, and it was ~30AP=~10agi=1% crit.
  7. The response you're looking for is probably one of the following: 1. You're right, how could I have been so foolish. 2. You're wrong but I don't want to explain why. 3. I didn't understand what you said but I don't want to admit it. since nothing I said was outlandish enough to be called trolling. I know it's hard to start doing this abruptly so I recommend maybe finding some middle ground and working your way towards one of the above. If you have the time and you care about the subject, a followup to 2. is highly recommended. I would avoid 3 at all costs, unless the "loss of prestige" would be detrimental to further conversations.
  8. You are clearly implying that I'm not happy with it, which immediately implies that I should come to the conclusion that this place is not for me, or in other words, that I don't belong. In reality, I don't have strong opinions on it but I believe that there is a better way to recreate the vanilla experience. The fact that they have already changed it even means that the devs agree that religious adherence to Blizzlike is not viable and if the demon queue really was growing, that means that at some point, people won't be able to do them before before the rewards become irrelevant. Cue the "TOUGH LUCK, YOU DON'T DESERVE FREE LOOT, DERP!", sure, but you deserve a chance at it if you do the work, and waiting for an eternity doesn't count as work.
  9. The best part is that my post is a direct response to what I'm quoting while your post has nothing to do with mine, it's irrelevant if you will. Since the point of his post was that any modification was wrong, me mentioning Nostalrius was to show how flawed his view was, not taking a position on the current state of Nostalrius. But since we're here I might as well point out that you say that I don't belong in this vanilla project when I'm the only one of the two of us who actually wants a vanilla experience. You pedantically want every detail to be Blizzlike but you ignore the whole picture, the whole experience. The Nostalrius experience was nothing like the retail vanilla experience near the end where this quest is concerned. If you played on Nostalrius from the beginning you would have known the mechanics of the quest but you would have no idea what it was like to do the quest in retail.
  10. You're almost as bad as the "MUH BLIZZLIKE" crowd. You want the game to be annoying just for the sake of being annoying so you can say that you are hardcore for putting up with the annoyance. The quest in its current form on Nostalrius worked out nothing like it did in retail vanilla. Like I already pointed out, the difficulty in the quest was from the actual objectives, not from standing in line with a bunch of others. Nobody in their right mind wants the quest to be easier, we want it to be less annoying. There were plenty of quests in vanilla that were annoying grinds, this was not one of them.
  11. The sentiment is good, but the solution is horrid, but I'm sure that's by design. A more appropriate solution would be to have dynamic herb respawns, maybe move them around so you can't camp one spot. There are many solutions but you chose the worst one because you are married to the idea that every smallest detail must be Blizzlike to the detriment to the Blizzlikeness of the entire experience.
  12. dvergur

    Account recovery

    I played on Nost PvP a while and my main has probably ~60d /played. However, I only have a vague notion of what my account name was, since my normal one was taken because of the population and I had the game remember my account name so I'd only ever type my password. The WTF/Account doesn't have the info, even though I don't remember uninstalling the game. I'm quite sure which password I used, but some people have been saying that there was some password reset near the end. Is there any way to help us remember, maybe soften up the token generation process? Maybe do character/password, a "did you mean: a, b, c?" for close account matches. Maybe prioritized help for people who have invested a lot of time in a character? It's just a shame that the only thing I never payed any attention to is going to be the critical thing to remember. PS. Were there any password limitations, such as maximal character count or something? Also, people have been talking about not having an e-mail associated with their account, did you not have to associate an e-mail?
  13. dvergur

    Account recovery

    Thanks, but I tried the e-mail again but spelled the account with a capital letter(something I would absolutely never do myself, might be capitalized by default), dunno if it's case sensitive but it went through. You can delete the thread if you like, I'll see if I can do it on my end.
  14. dvergur

    Account recovery

    Gone through 40+ combinations of accounts and passwords, at this point I'm starting to think my account doesn't exist anymore.
  15. Should just make it an individual "respawn" timer if possible. If someone fails at the quest the mob turns back into a neutral mob and won't talk to you for seven hours, then the next player can try and so on. This would make it feel like vanilla while resolving the bottleneck, that was never supposed to be an issue.
  16. That's a fine opinion but it's extremely un-Blizzlike. In retail vanilla people would kill these demons so rarely that it would be a fluke if anyone else was in the area as you did it, and even more unlikely that they'd bother to grief you, although, it'd be fine if they did. On Nost, there was a constant stream of people doing the quest so if anyone wanted to grief it, they would only have to show up and attack it. In theory, one player could make sure that nobody else ever got the bow. This would never have happened in retail vanilla. Furthermore, the difficulty in doing this quest was not supposed to be the slow respawn and griefers, it was the kills themselves. The only reason for the slow respawn was to increase the stakes if you failed, it was not to create a huge bottleneck for 100+ hunters doing the same thing.
  17. You can tell from every aspect of that quest that it was never supposed to be so crowded and I'm absolutely certain that if they had been this crowded on retail vanilla they would have also reduced the respawn timer and MORE, including changing the despawn mechanic since it was supposed to be there to make sure you didn't get help, not as a tool for griefers. Again, the script may be Blizzlike but the actual gameplay isn't, just like every zone in the game wasn't designed for the nost population.
  18. "Problems" was left intentionally vague. There are many things we can almost all agree would improve the game without any negative effects, making the AH less annoying, many aspects of the chat and /who. I would personally be willing to make much more radical changes, but these are changes that the original devs probably would have accepted had they not been busy with more sexy matters, such as new content and expansions. Some aspects would, but the devs had to make fundamental changes in TBC to sell it or people would complain about it being the same old thing. In a perfect world Blizzard would just have kept releasing new content and tweaking the game without making too many fundamental changes, and we wouldn't need this vanilla nostalgia and we could just enjoy retail. Blizzard's greed led us, and them, astray.
  19. dvergur

    BBC Coverage - good or bad?

    Dungeon finder is one of the bigger things that ruined WoW. It started the process of taking the game from a relatively immersive adventure to a cold program. фекал, if it were up to me, finding groups would have become harder.
  20. 5. Have the devs stated that it was their goal to mimic vanilla, faults and all? 6. Comparing these small changes that don't fundamentally change the game to your examples is completely unfair and just shows that you're not confident in your arguments. I personally feel like they should fix the many problems with vanilla, but I can imagine that it would be hard to decide what is a problem and what is not. I would fix things that I feel that the original devs would have, given the time and resources, but ultimately it's up to the current devs to do what they like.
  21. Nah, it started with larger modifications which were supposed to "justify" an expansion, rather than just adding content. Personally, I don't play vanilla for all the broken stuff, but rather the overall feel. They could so easily have kept the vanilla flavour, by not making fundamental changes frivolously, throughout the expansions and just released new content and people would have loved it. фекал, we're still playing the SAME content all those years later after all.
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