Agree - randomness would help multiple guilds survive on server.
Having a guild sitting on top of a raid mob's spawn point waiting for it to pop goes against the original spirit of Everquest.
Would also be interesting to have ability to spawn raid mobs by killing within the appropriate zone. For instance, killing frogs in Sebilis would have a very small random chance of popping Trakanon.
This would encourage grouping within those zones in order to generate the raid mob pops and prevent all mobs from being monopolized on the same 3 hour window.
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Originally Posted by nilbog
1. classic resist system
2. item loot
3. teams
4. egg shaped pumice
5. racial faction loss
6. removal of exp loss on pvp death
7. pvp text (i like orange)
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