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Aesthetically you have a fine point; mathematically that's not a whole lot of quests. But towards the end we were just stringing together miniquests anyway - you finish This quest to get This key to enter This quest to get That key to get This glove and That lodestone to get That weapon to get to the boss of the First quest to get Magic...
So maybe.
The recurring problem is keeping Classic loaded with quests without having Way Too Many Hearts, Way Too Much Damage, Way Too Many Weapon Choices, or Way Too Many Keys. Figure you start with 3 hearts and a sword that can kill another newbie in 6 hits. You go up to 6 hearts, and you're balanced against the blood axe; 9 hearts and you're still good for 6 strikes from the Lizardon sword (though at this point, newbies die in 2 hits...not sporting). 20 hearts, that's 13 hits? Spars would take bloody AGES. (Add in that I never intended to let people bring the Gold Sword Out of The Golden Land - it was going to be a special Hardcore Only Quest/Spar dimension, so you didn't have 6 heart midbies Still Dying In 3 Hits...)
Then you look at, you've got the Bow/Fireball/Fireblast/Nukeshot/Triplebow/Autobow(/Godbow/Horsebow), Bowlingball, Bomb/Superbomb/Joltbomb, Mace, Bird/Birdshot, Magic, Hammer...how many flavors of spar do you want?!
Then on the nonweapon side there's the Zorbi Ring, Warp Ring, Fishingrod, conch shell, quivver, bomb bag, lodestone amulet, lodeglove, fishbowl, Ratform, GC Toys, (boots) - for the most part these could be Not Even Weapons, they could count as Keys, but they had to be fireable, and had to take up Extra Quest Space. I used to have a tally, and man, in the heyday, it was hard to keep enough rewards for all the quests...them were the days...
Incidentally, if I had the coding skills these new whippersnappers have - give an option to switch out Main and Sub weapon, then you can make Race a largely academic issue. Be a Zorbi who swings a hammer, whatever. (Zorbi wand was fun, I totally want one if I come back.) |