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JerSar
12-20-2013, 05:48 AM
From Fippy Darkpaw:

1.1 Play Nice Policies - Activity within EverQuest

In addition to the general guidelines listed in section 1.0, players are also subject to these supplementary rules while playing EverQuest. While by no means an all-inclusive list of the do's and don'ts in EverQuest, it provides a suitable foundation by which the player can determine what activities are appropriate:

1. You may not steal kills.

Kill Stealing is defined as the killing of an NPC for any reason that is already fighting or pursuing another player or group that is prepared to engage that same NPC without that group's specific permission.

The intent of this rule is discourage and make note of habitual Kill Stealers, not to punish those who honestly try to work together or those who make an honest mistake. Its enforcement by the EverQuest Customer Service Staff will reflect this philosophy.

2. You may not ninjaloot.

Ninjalooting is defined as taking special equipment from a fallen creature without the express permission of those who killed the creature if they are in attendance.

The purpose of this rule is to stop those who stand near creatures that carry special items and attempt loot that equipment prior to it being looted by the rightful owner.

3. You must comply with arbitration for contested spawns.

There are cases where two or more groups wish to kill the same NPC or hunt in the same area. In these cases, the groups are required to compromise.

If an equitable compromise cannot be reached between the players prior to EverQuest Customer Service Staff involvement, the EQCSR will mandate a compromise. Any such compromise is final and not open to debate. Refusing to abide by these terms will be considered disruption and may result in disciplinary action.

It is therefore strongly suggested that the groups make every attempt to reach a compromise that they can live with prior to involving an EQCSR, who may mandate a compromise that does not suit you to the extent that a player-devised compromise would.

Note: A "group" in this case is defined as a party of one or more characters that are united in a common belief or goal and are capable of completing that goal.

This is from another forum for a progression server. I think that keeping it simple and reinstating (or keeping) spawns on timers and enforcing the PNP would do wonders, that's why many guilds in 2000 and on compromised.

It might be a lot of work for the GMs for the first bit, but it's easy to flip a coin and say "Blah blah gets it this time". People might argue favoritism, but those people are kind of retarded.