Splorf22 |
01-19-2012 05:05 PM |
So I had a long thread about popping server mobs at once and disabling variance. But you know, the more I think about it, the more I think the raid scene at project 1999 is unfixable, and it all comes down to supply and demand.
The simple reality is that we have a huge overcrowding at the high end because we have a huge fraction of "hardcore" players compared to "casuals". We probably have over 500 players of level 50+ on the server who would be willing to kill raid targets if they were just sitting up in their zones for days at a time. Meanwhile high end EQ is designed for maybe 2-3 guilds of perhaps 50-75 members who can each field 40+ man raid forces on any given night, i.e. a total of 150-200 total players.
So we have maybe three times the number of raid level players the server is designed to support, i.e. massively increased demand, while the supply of raid mobs remains the same. When demand is higher than supply, price increases, and since EQ is not really that hard of a game price comes in time spent poopsocking rather than skill. Currently you have the 1/3 or so of players who want the phat loots the most in TMO/IB and the other 2/3 of the players who don't care so much in Taken/BDA/etc. (VD is about 50/50 hardcore and not-so-hardcore which makes us an interesting point imo). We can talk about rotations and linked spawns and variance (and I think the current system can be vastly improved) but the simple reality is we have too many players for not enough epics. Verant designed a system where players would "compete" in whatever way they could for limited resources rather than having instances.
I've finally come to the conclusion that the real solution is VELIOUS. From what I understand it'll triple the amount of raid content available . . which would almost perfectly fix our problem. So if you guys wanna fix the raid scene here, do whatever you can to get Velious out ASAP.
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