08-30-2005, 10:19 AM
Jarulf,Aug 30 2005, 10:17 AM Wrote:So? The game is not completely predictable and is sometimes harder, sometimes easier. What is the problem? Still, it doesn't necessarily have to apply to special instances and such as the one you mention. But the VERY same default spawn places exists out in the open in random areas were there is just monsters wandering around, were it doesn't matter if you get two of them too close. Even in smaller caves and such, were you typically should slay some boss in there (there are many of those right from the newbie area), they still have the boss at exactly the same place (with the occasional cave were he can spawn in 2 or 3 different places) and monsters along the road in exactly the same places. Why????
So we can agree that it might not work on the final super boss, but why have everything else that way for that reason? Even D1 had some of the bosses in preset and pre created area. They figured that one out too :)
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From the point of view of the guy who left in mid-20s and had a chance to play a few days with a 40+...
I think a good chunk of the blame for that should be placed on the "balance". As I see it, WoW has been iron-tight triple plus balanced to make damn sure you fight one enemy and only ONE enemy at a time, and every time you get "adds" you are pretty much screwed. Maybe not every time (classes with pets come to mind), maybe not after you start getting your ultimate loot of uberness, but everywhere else it's there. Then you look at the instances; the "hard fights" that have been balanced towards the healer/range/tank "do your job" groups are done so by having a boss, and to make a challenge adding a series of enemies hard-linked to them so that you get to fight the amount of enemies the devs Approved⢠for you to fight with your "do your job" group.
If you add randomness on top of that you can easily end up with spawns close together, and due to how the game is balanced get yourself an encounter that you have purposedly made to be almost unwinnable for your average player. You either fix this the hard way (with good code to make sure no spawn points are so close together when running through your random generator), or the lazy way and make everything spawn on the same point, putting "linked enemies" in places you want the players to go only as a team.
Hardly surprising what Blizzard chose.