Well, I think the server used to feel like it was a player run community - the staff dealt with programming, bugs, hacking, and general support. Raid agreements in the player run community never worked out because whoever was #2 or #3 couldn't justify giving up mobs to #4+, so the #1 guild was forced into relentless competition over a small pool of mobs (kinda like a classic server). The GMs never really made any visible or coordinated effort the get mobs past the ~3 organized raid mob machines. Now it feels like the server staff is trying to completely steer the server in their (unnatural) direction. The awesome feeling of a player run community is completely gone.
In my opinion, TMO "wins" because they were so good for so long that terrible changes were forced onto the server. The staff should have intervened by saying, "hey, guilds that are actually good at killing mobs, PLEASE come to a sharing agreement. You don't need every single mob, and the other guilds are in need of content for server/community health." Instead, they came in guns a'balazing and ruined the community aspect of the server.
So, I would recommend going back to a true player run community with the simple request that raid guilds play nice with each other (within reason, bc really - fuck the competition) and the guilds that can't quite compete at the same speed of the neckbeard batphone guilds should be included - in a community decided direction. As it stands, we the player community is gone and we are ruled by a crew of god complexes.
They did a great job creating this magnificent representation of classic Everquest, too bad our human nature forced them into the roll of emperor.
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