> damages. I'd hate to see how bad fabled PoP GOD would be next year.

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Tony Evans
Saving trees and wasting electrons since 1993
blog -> http://perception-is-truth.blogspot.com/
[ anything below this line wasn't written by me ]
>> damages. I'd hate to see how bad fabled PoP GOD would be next year.
>
>Next year is Luclin surely?
Oops sorry you're right it's Luclin next year. PoP the year after.
Luclin was known for insane hp and ac and Vex Thal is quite hard in
the sense they can test your paitence. Start a battle with a raid
mob, switch window to play a couple round of solitire then back just
in time to kill the mob. =)
>> 3 different scavenger hunt quest, only 1 solved so far with cheesy
>> clicky firework item somewhat like the reward for retail OoW
>> expansion. USELESS!!!
>
>But fun - remember when the game was fun.
Last year was double xp pot. They probably didn't do it this year to
fight any exploits or to prevent selling on FV server.

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Don Woods - 17 Mar 2006 23:30 GMT
> >> 3 different scavenger hunt quest, only 1 solved so far with cheesy
> >> clicky firework item somewhat like the reward for retail OoW
[quoted text clipped - 4 lines]
> Last year was double xp pot. They probably didn't do it this year to
> fight any exploits or to prevent selling on FV server.
Or because any idea they came up with for a "useful" reward (like
double xp) has already been reserved for use as a veteran reward
(again, like double xp). Hm, what if the scavenger hunt reward
were a potion that turns you into a Jester of Bristlebane?...
Seriously, I think they missed an opportunity if the reward is just
a firework item, as in the first scavenger hunt (5th anniversary).
They should've taken advantage of new game features, and made the
reward be an evolving item of some sort.
(I now find myself musing over what such an item might do, using the
veteran rewards as a starting point. What if the item had charges,
but evolved so that later charges are more powerful than earlier
charges? Would you hurry through the early charges even though it
means the item would be used up sooner? E.g., 10 charges of "no xp
loss when resurrected", followed by 10 charges of "expedient
recovery" a la the veteran reward, followed by 10 charges of "when
you die, you get an immediate 100% rez", etc.)
Has EQ ever had any items that use variable numbers of charges?
(D&D includes many such items.) I.e., a rod with 100 charges, and
using power X costs 1 charge, but power Y costs 5 charges, etc.?
-- Don.
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