Morris Cox wrote:
> On 6/6/07, Michael Hartman <mlist@thresholdrpg.com> wrote:
>
>> In EQ2, I remember getting rocked by a super powerful naked mole rat in
>> a cave zone that was 5-10 times harder than everything else in there.
>> Man... that was no fun.
>>
>
> I know which zone you're talking about (the Caves outside of Qeynos) and
> you're referring to Coldtooth on the 3rd floor.
>
> [snip]
>
> I've been tempted to take my high
> level characters and just kill Coldtooth and the like over and over,
> just for revenge.
>
My boss used to do just that sort of thing and it made quite an
impression on the younglings in the area. He'd be a bit of a hero in
fact when it happened and it often resulted in gaining new members to
our guild.
I think this ties in nicely with the discussion on end game. Here is a
nice example of alternate endgame or continuing story outside the box,
though I'm not certain the designers didn't put a mob like this in to
encourage these young players to team up when they were out soloing as a
lesson that in the future the game was largely designed to be played as
a group.
Wandering boss mobs are a mechanic like anything else in the game.
Chances are that when you didn't like it, that was on purpose, and the
mechanic was trying to shape your play for a specific reason.
The content might not necessarily be non level dependent, it might be
there for a very specific reason, such as teaching you to group or to in
fact look for a mentor. Then again of course it could just be designer
self-love which is more than equally plausible.