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I don't understand what makes you think that being pelted by the cannonballs (or whatever they are) while trying to push or pull blocks wasn't an actual element to make the puzzle more difficult rather than a flaw.
Classic, Doomsday, and Rudora had some of the coolest and most challenging quests. I think having a pretty difficult course of quests before being able to compete in regular activities of the server (like sparring or PKing) makes a server a little more close-knit, which seemed to be true for Classic at least.
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Artificial difficulty. It didn't make them more challenging, it simply made them frustrating. All it took was an already
very frustrating and boring concept--push/pull puzzles; and made them PAINFULLY time-consuming via making you stop after every push to dodge a pellet. It wasn't fun, it was annoying as ****.
Anyone who has these glorious flashbacks of old Graal quests are probably blinded by nostalgia, in my opinion. I mean... are you people simply just repressing all the buggy NPCs that forced you to completely restart the quest? What about waiting outside of the boss room for the other player to finish(because bosses had to be done one player at a time?). What about because this was prior to the NPC-server, meaning if other players were doing the dungeon, it was pretty much completed for you? Oh ya, the bosses themselves... buggy as **** most of the time and pretty much just spammed **** at you constantly and had a high amount of health. I don't really remember any involving much strategy so much as just endurance... and those that did try to be clever ended up failing horribly due to constraints of Graal and of course, being in a multiplayer environment. In fact, that's my opinion of most Graal quests/dungeons. Being a test of your
endurance. Even the more functional and well-received quests on Graal's entire history, in my opinion, are pretty mediocre compared to Zelda.