rest wrote on Apr 30
th, 2014 at 3:31pm:
The dev team had a short list of monsters to meet particular gameplay goals
Translation: We sure as fuck were not going to spend money on artists to make new monsters. We gave the PC council a list of 3, and let them have veto power over the 30k hp rats. Harpy pirates! That makes sense! Because it makes more sense than a pirate rat!
rest wrote on Apr 30
th, 2014 at 3:31pm:
Airship monsters
My mad theory: Spelljammer. They are using 3ButtC, a throwaway marginal pack, to experiment on and practice spelljammer playing mechanics. This is absurd, because it requires the one thing Turbine has never been able to do: modify and refine an existing system.
rest wrote on Apr 30
th, 2014 at 3:31pm:
and in particular against the grappling hooks that allow those monsters to continuously spawn.
Lolwut? WAI Infinite monster spawn?
You get a 100 level guild,
you get a 100 level guild! Guild level 100 for everyone!
rest wrote on Apr 30
th, 2014 at 3:31pm:
Yes, we’re planning on adding free teleport points across the landscape!
Translation: We're putting an exclamation point at the end of this sentence. We hope it distracts you from our stupidity. We further hope it always excites you beyond belief whenever we include an old, completely reliable game mechanic in our new content.
rest wrote on Apr 30
th, 2014 at 3:31pm:
It’s something of a spiritual replacement for Guard Duty
Translation: Thank you, everyone who ever gave us money. In response, fuck you! Escort quest! HAHAHAHAHHA*picture of insanity wolf*
rest wrote on Apr 30
th, 2014 at 3:31pm:
we’re planning on something much more dynamic and interesting by building on top of the technologies we developed for the “bed ship” in Acute Delirium.
Damn, now my mad theory feels less mad. I need to up the crazy: Guild ships will become Spelljammer ships. Also, pirates. We envision Spelljammer as an endless series of level 30 pirate quests. Don't worry; your guild ship will have to be escorted through almost every one of these quests.