I actually agree.
I didn't come into it expecting the massive hype.
I had more of a relief of "this is over"
The quest is done. The series is done. In some ways, we can all move on.
The quest did at least resolve a few points
- who was the dark lord
- resolved 'the plague'
- gave a new direction for West Ardy, Priffindas, and a few other spots
The thing that oddly irked me more than the storyline, was the XP.
I build a statue.
I complete an agility course.
I make a pot.
I enter a dungeoneering dungeon.
I mine and repair something.
Why give me post quest XP, when the level of what I'm doing, I should just get the 50k outright?
The level 75 stuff, was a little hollow again as well.
I stated on 1 of the Jmod question forums about quest difficulty.
Typically, when we 'use' a level, it is mostly tied to the individual action, not as an actual 'use'
For example, I need Lvl 60 WC to chop a yew Log and Lvl 60 firemaking to burn it.
Similar with Magic logs.
So what does a dev team typically do, use the exact same levels as a raw requirement in the quest to chop a log, and burn it.
You're not using it in any meaningful way.
Combat, Slayer, and Agility typically get a pass.
Some fights are quick, others take time. But you do make use of your levels to kill something.
Agility is one of the few skills to get consistently used, even if it is a glorified obstacle course.
Catapult construction 'uses' Fletch and Construction to make the Catapult in a way.
Elemental Workshop series puts a little effort into Smith, Craft, and other skills. While it has individual actions, they also come together to form something of whole.
Tower of Life, you really go to some effort to build things.
Plagues end ... you just magically build a statue. You easily repair an exo skeleton.
I guess if they had added puzzles on top of puzzles, we'd be at the quest for 6 hrs.
12-Aug-2014 15:04:50