7615, top ten bad changes and good changes
Posted by Larshalv on Wed 31-Dec-69 07:00 PM
Bad changes 1: Removal of a mage cabal. I think this directly has made the game loose alot of its broad specter. Theres one mage cabal, and its utterly evil. Where is a balancing second? 2: Wand system, this is good and bad, players with knowledge has an easy going, players whom dont get shafted. And with the time I have played none can convince me that a wand or three dont make so much a differance in the game that its ultimately the thing that ither wins the fight or looses it. The mage class has become newbie unfriendly. Atleast pk wise. 3: Shapeshifters in basic are unable to go underwater, which dont make sense to me, why? why?.... *shigh* 4: Neutral mobs having alot of nifty wands. Can make it hard for someone with a good morality to slay. Not hard as difficult, but rather morality problem. 5: Entropy gone... loved that cabal, thats actually one of my fondest cabal memories. Even above the master cabal, as overpowered it was. 6: Some classes have been upgraded and others totally left out. 7: Removal of the elemental cannyon... I really liked that area! 8: Hell, what is it good for? Perhaps make it, like it was more accesible? 9: Imperial induction vs other cabal inductions, gathering coins is not a great obstacle. 10: Still missing another good only race, evils keep comming, but wheres the good ones?
Good changes 1: Roots, herbs ++. 2: Quests implementation with interacting mobs. 3: barter, perhaps the best recent change 4: paladin change with their virtues 5: Legacies for warriors 6: Division of the transmuter/shapeshifter 7: Reward system for exploration 8: Sleep/jack/knockout change 9: Inherent abilites, though Id love some more. 10: Anti gang code, and bashfix pre 25.
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