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The basic idea is to split the server into multiple servers and allow /movelog, but only the high-end zones. Each guild can only exist on one shard. If you are in a global zone (all the low/mid level zones like Qeynos or East Commonlands or Mistmoore) you could find players of all guilds leveling up together and wearing and trading gear obtained in any of the various shards. However, whenever you zone into one of the sharded zones (zones like Sebilis or Sky) the server checks your shard flag and moves you to the appropriate copy, exactly as if you were playing on a separate server.
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That's not actually quite what I had in mind. A guild wouldn't simply get its own instance of all of Sebilis, it would get a shard (a separate server, basically) containing only the actual raid targets as well as their associated trash mobs if relevant. This is important as guilds would otherwise just stay on their shard to farm fungi tunics and Velious quest armor. So P99 would have one communal Sebilis server, but Trakanon doesn't spawn in it; instead, each raid guild can move at will to their own designated shard where Trakanon spawns on his classic spawn cycle. Not every raid mob in the entire game would need to be moved to shards, just the ones that really matter and cause conflict. Shit like Phinny and Doljomoljowhatever could remain in the communal zones.
This is really going to be the only way to have a raid scene on P99 that doesn't utterly fuck over 90% of the playerbase. Proposed solutions tend to get nowhere because the most vocal people on the forum are largely the ones who aren't affected by the current situation, being in the crowd that gets to raid. This is why a poll is pointless. It's like asking a bunch of corporate executives if the minimum wage should be raised -- you'll get a reponse that sounds like it's the worst idea ever conceived. The fact remains that the raid situation is the biggest elephant in the room of the server's entire history, the most constant and prevalent problem, and actually one of the things that deviate the most from how Everquest was back in the day.
Ignoring the server's biggest problem will just cause it to continue to comprise about 30% of the discussions taking place on the forum, and to make players quit in frustration. Like I said in the other thread, it's the reason this server has less than a thousand players at peak despite being the best emulated server ever made and the only serious option for classic Everquest. Unfortunately, the developers don't seem to want the problem to get solved.