There's probably a reason for each change they make.
The removal of 25k per opening of the chest, is a decent one.
But the side effect, especially on boxers, kind of sucks.
More collateral damage...
There's probably a reason for each change they make.
The removal of 25k per opening of the chest, is a decent one.
But the side effect, especially on boxers, kind of sucks.
More collateral damage...
EverQuest I: Bard / Enchanter / Druid / Wizard / 2x Magician.
Diablo III: 4x Crusader & 4x Wizard.
My Guide to IS Boxer http://www.dual-boxing.com/showthread.php?t=26231 (somewhat dated).
Streaming in 1080p HD: www.twitch.tv/ualaa
Twitter: @Ualaa
I wonder if that's really related. It would seem to be ridiculous at first glance that a competent dev team would break every other loot object in the game over one quest instead of just disabling that quest or hot-fixing it to temporarily grant no XP unless you were turning in the quest. A fairly trivial adjustment of two numbers in the game rather than reworking/breaking an entire mechanic.![]()
Now playing: WoW (Garona)
It depends on their code, I guess.
I remember EQ having to globally effect a whole category, to change one thing within it, because their code wasn't as well written as it could be... and it got modified/convoluted over time.
I'd imagine Blizzard's code is better written... with a larger team, and being a later released game, they have the ability to look at predecessors and avoid their mistakes.
So there is also a good chance, this is a bug.
Or maybe it was a fix for the said treasure chest, but the global action is the bug.
EverQuest I: Bard / Enchanter / Druid / Wizard / 2x Magician.
Diablo III: 4x Crusader & 4x Wizard.
My Guide to IS Boxer http://www.dual-boxing.com/showthread.php?t=26231 (somewhat dated).
Streaming in 1080p HD: www.twitch.tv/ualaa
Twitter: @Ualaa
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