View Single Post
  #372  
Old 09-12-2013, 04:19 AM
Morgander Morgander is offline
Kobold


Join Date: Dec 2010
Posts: 195
Default

Quote:
Originally Posted by darklight [You must be logged in to view images. Log in or Register.]
I want to talk about the idea of enforcing a server wide rotation.

Now, the GMs have not yet enforced a rotation, and as far as I can gather, they have no interest in doing so. This leaves only one option: The players make the rules. Discussion is fine, but as anyone who has tried can see, discussion has not made a server rotation a reality.

So:

Those in favor of setting up a server-wide rotation need to organize themselves. They need to become the top force in the server. What this means is that through combined effort, this force must use all means available, including training in VP (if that's what it takes), to be at any and every raid target first and to deny TMO, or any other top force, access. Fight fire with fire. When words don't solve matters, actions do.

This is a social game; we interact, and we decide what the rules are. We police ourselves, if that's what we want badly enough...or not.

Edit: I finished the rest of the thread. Some good thoughts in here on all sides. I nominate Morgander to be a leader in this new force to overcome tyranny, if he wants it, rather than nominating him to be GM - leave the GMs out of it and let them do what they are good at and what they originally came here to do. The game is as classic as we want it to be, in all aspects other than the direct coding of the game. Not everyone had the same classic experience, which I think a lot of people either don't realize, or they forget. You might think that your classic experience of EverQuest wasn't fighting for the way things were, which is probably true, but that's what it will take now. Things can change after, and then you will be in position to propagate your version of the classic EverQuest experience.
Herein lies the dilemma. The server shouldn't need a forced rotation. The players should be able to discuss this sort of thing and agree to share.

There are a million different techniques and nuances that could be utilized to make it fun and fair for everybody.

For example. Guilds could be scrutinized based on their active members higher than a set level (say we set that level at 58 for example, or even 60).

This information could be posted and updated for all to view, and how many different mobs can be added to the rotation of a given guild could be determined by this number.

Then we can have guilds barter or trade with one another for various rotation cycles. You want more Trak and TMO frankly doesn't need anymore? They can give them up for say, more VS spawns.

I also still like the idea of guilds self-competing. Say a rule is put into place that says that a guild cannot log off players at the zone of a given raid mob prior to that mob spawning. Maybe the closest you can log for Trak is outside Seb. Then you have 1 hour to get your raid down there to kill it in one try. A wipe means the next guild in line gets the next shot. Taking over an hour means the next guild in line gets the next shot.

Do it in say, 15 minutes flat from zone in to kill on your first attempt? Maybe the GM in question for the day can check the loot table for the mob and randomly select one item in that table to double up on for the killing guild.

These kinds of things are only positives for everyone. We have incentives to try harder to focus killing a mob. It destroys poop-socking because we could easily go back to removing variance. Now you know when the mob's going to spawn and you can LITERALLY set it up on your guild sites exactly when people should show up for a given raid and how long it's going to take in many aspects.

For players who just can't sit there and sock on a Saturday for instance, they would KNOW that VS spawns in 2 hours and your guild only has ONE hour to kill him (maybe 30 minutes since VS is so easy to get to).

This means if VS is scheduled to spawn at 4PM, you KNOW you have to raid from around 4PM to 4:30 and no later.

Kill VS in 5 minutes flat? Get double the loot!

There could even be server-wide tests of strength as it were. Think of them like GM events controlled almost strictly by the playerbase.

Guilds could try something, say FE manages to kill VS in 14 minutes with only 22 people. Now if say TMO can do it in 12 minutes with the same or fewer, the GM's could award TMO with something nice, maybe double the VS loot for that day, or a random pair of VS leggings to be rolled on by the GM's.

There are just so many ways that I personally think we as a community could make the entire experience here better.

And actually, sure. I would be willing to be a part of that, be it in discussions to help setting up rules or regulations, the monitoring and or enforcing of those creations, or in some form of server guide to help things run smoothly.

Just ideas after all.