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Half drop rates and double raid spawn rates
Half drop rates and double raid spawn rates.
Keeps the same inflow of loot but doubles opportunities to be part of killing big mobs. |
What's the point of killing big mobs then? You want large groups of people to mobilize twice as often but not reward them for those efforts?
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... and that wouldn't be classic EQ, right? It is what it is.
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Variance aside, has any well intentioned idea on here ever made it?
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Add in the potential for extended variance on each mob and youre looking at some mobs only spawning once every 150 hours (worst case scenario, I think?) Either way there are major issues which if fixed would likely increase server pop overall as well as keep the high turnover rate of new players at a more reasonable level, not to mention maybe help with the fact that 90% of players on p99 quit before ever getting even a shot at killing a raid boss. |
I just think whatever is suggested/implemented should move things closer to what was on live, not something new off the top of someone's head that was never in the game.
Live was a total cluster at the top end too, at least on my server. Spawns were dominated by a top guild, with a couple of others nipping at their heels and being blocked on critical bosses continually. Not saying that's the ideal, but it was classic EQ. |
Don't worry guys simulated patch days are coming real soon.
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if u guys hate the server and the devs so much EQclassic is close to completion! Just make sure to leave me ur plats and stuff when u exit
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