Skorpion Wrote:Skorpion here. I have been with IN since early IN1. Played IN1 for most of its time. I helped test things for IN:R.
- One thing that really bothered me on IN:R though its very minute is that you couldn't wear armor over pants. You had to take the pants off to put the armor on.
- Also I can't remember if it worked on IN:R or not, but double clicking to equip something should unequip what is already equipped.
- I dunno if bandages can be washed on XUO but you shouldn't lose half when you fail like on IN:R. It really annoyed me when I was GM healing and failed two or three times washing 2000 bandages and was left with 250.
Agreed. And I do not agree with having to click-drag your armor onto your paper doll from your bank...it's stupid. If you are able to double click it straight from your bank, it's faster for pvp, it's the way IN1 was, and it's the same thing only shortened up a bit (Plus it's very annoying having to drag every individual piece of armor and your weapons into your pack or onto your body, this is something I hated immediately about some RUO shards).
Tributes:
-I liked the .flip command and little things like that that helped the game more diverse.
-I liked the
first amount of ingots and craft-able items there were on IN1, about a year before they added Griffin ore and stuff like that. I thought the item amount was pretty balanced because you could pvp often with Elven bows, low armor, and Hells Halberds so that made it really fun.
-I loved how we had newbied Chaos/Oder (indestructible) shields from 10k fame/karma, it made you feel rewarded every time you used it (which was basically all the time).
-I hate macro limits...such as the amount of time you are able to macro, and the "no over-night macroing" policy. It's almost impossible to regulate how long every individual has been macroing and I don't think it's worth the trouble. And if there was a "no over-night macroing" policy I wouldn't even begin to play because that's how IN1 was and that made it feel more rewarding when you got on during the day time because the skills were fairly hard.
-I loved bank boxes, reagent machines, and karma bongs, I wish every shard had them.
-I loved how the world gates were, how there was no menu and you just teleported in a certain order to different locations and it looped that way. It still wasn't as easy to avoid death, but much better than having to click a menu or something.
-I loved the newbie dungeon on IN1 (which they later changed, and then returned on IN:R). It was lengthy but simple, and gradually got harder, but not too hard.
-I liked the amount of rare steeds it had at first. There were only about 6-8...I think, so they sold for a lot and it felt rewarding to have one.
-I loved the staff and the way the were
at first. They were always pretty nice and were glad to help you out, even if you were an ass yourself. Although, later on, they began to digress and became more annoying and unsteady and all that (not going to name anyone).
-I loved the amount and variety of events we had, such as bridge wars, monster bashes, and pvp events. At first, we even had things that weren't even events but were community involved such as The Crows Nest Inn and the Moonglow Market which ran weekly (or something like that) for trading. I remember just a few days after I first joined I was in trinsic and there was some sort of sit down in one of the west buildings where there were a few GMs in thrones and about 20-50 people filling the building. There were fish steaks and Grog in chests. It just gave me the feeling that everyone there had a sub-conscious commune. It made me feel very welcome.
-I liked how a random normal newbied weapon would drop on, I think, a dragon or daemon. That was one of those very little things that made it more interesting. Mostly people used the weapon for poisoning, to kill Guardians with.
-Speaking of Guardians, they were awesome (aside from the bug where you could lure them with meat, which I personally liked but was illegal bug abuse
), along with the Stang spawns. They dropped what I thought was an even amount of loot, which, in case you forgot, consisted something of: A bag containing 50 of each spell reagent, a bag containing one invulnerable armor piece or weapon, an orb of air/earth/fire/water, and I think there was something else but I can't remember exactly.
-Hidden things that GMs would create for the shard or plant in a hidden place (with KMs consent of course) was always awesome. It's like the random plain newbied weapon drop - you never new what was out there.
That's all I can think of right now...I'm sure there were more interface-related things that I could talk about. I'll know more when the server comes up. Sorry the post is so long
-Nalo